Post by Head Moderator on Oct 11, 2012 0:14:00 GMT -5
THIS IS OPTIONAL
If you so desire, you may choose up to THREE flaws for your character and gain the perks of doing so. Any flaws you choose over 3 do not gain any perks, but you are welcome to take as many as you wish BUT you will be expected to live up to your choices. Please send your choice or choices into tesarikone for approval and validation. If you are a new character, you may add these to your application.
Be aware that your companions may not be happy with flaws you take, and you will have to face consequences, such as Friendslayer. If you choose to take flaws that endanger the lives of those around you or otherwise cause trouble, just note that you will have to live with the consequences just as if in real life. Taking a flaw doesn't make it "alright".
Every flaw you take must be accompanied with a small paragraph explanation of why your character has that flaw, unless it's self-explanatory (such as Blind flaw). There must be storyline or personal reason for many of these flaws or we will deny them.
Also note that FLAWS are FLAWS. These are not things that you can eventually improve, those are called weaknesses. A flaw is with you till the day your character dies. You cannot CURE or FIX a flaw's penalties by any means including magic or skills. So, for instance, if you choose to be Blind with a Flaw, you can never have it cured, you can never actually see anything, you cannot roll Spot, Insight, Search, etc checks that require you to be able to visually see things.
The perks are as follows:
First Flaw - You gain one extra trait point, which has to abide by the 12 points per trait rule.
Second Flaw - 5 Reputation Points
Third Flaw - 1 Free Skill
NOTE: If you are found not to follow through with your flaw, then you will be docked 100XP. Do not take a flaw if you think you'll forget to use it. It should be put clearly marked on your dossier. Flaws will be used against you at every available opportunity!
You may not choose any flaw more than once.
Absent-Minded
You are preoccupied to the extent of being unaware of one's immediate surroundings. Abstracted, daydreaming, inattentive, oblivious, forgetful.
Penalty: Take a -1 to all Spot, Listen, Search, Insight and Knowledge Rolls
Aggressive
You are quick to initiate combat, and you tend to press the attack once battle is joined. Your enthusiasm makes you a dangerous foe, but you sometimes leave yourself open to blows that a more cautious warrior would avoid.
Penalty: Take a -1 to your Defense DC
Alcoholic
A person who drinks alcoholic substances habitually and to excess or who suffers from alcoholism. There are very few times when you are not drunk, or in the process of getting drunk. You cannot take skills that allow you to drink to excess without getting drunk. You reek of booze, and while you may have learned to function as a drunk in your life, there are still effects such as eyesight, and how others perceive you.
Penalty: Take a -2 to all Charisma based rolls, and a -2 to all Spot or Insight checks.
Aligned Devotion
Your healing only work effectively on those with your same alignment.
Penalty: Anyone not of your own alignment (good, evil, neutral) only takes half the healing you provide through healing points or healing skills.
Prerequisite: Healing Affinity
Aloof
Your manner is cold and unapproachable, distancing you from friends and strangers alike. Your preternatural intelligence lends itself to viewing others as slow-witted and a waste of your precious time.
Penalty: -2 on all Charisma based checks.
Allergies
You are afflicted with allergies. These may be something as simple as hay fever, but the reactions to such will result in something like a huge bout of sneezing and gasping, and you are unable to make any actions including defending yourself.
Penalty: When activated, you lose a turn of combat and cannot do anything except wheeze and cough, until the object of your allergy is no longer in your presence. You must state what you are allergic to when this flaw is taken.
Ambitious
You crave power. Money is nice, but being in charge of other people is your favorite thing. You are likely to be brought down by attempting a risky grab for power and failing.
Penalty: Once per game session, the DM or another player can activate this Flaw in order to get you to chase after power, even if the deal you're getting into is risky. In addition, you suffer a -4 penalty to all social related checks involving someone giving you (or attempting to give you) orders.
Anxious
After suffering terribly for not being tight-lipped enough as a child, sharing secrets your friends and family did not want shared, you developed a habit of being overly cautious with your words.
Penalty: -4 to all Diplomacy Rolls.
Arcane Parasites
You have magical parasites that feed off your magical energy when you use it, causing your spells to be slightly easier for others to resist.
Penalty: You take a -1 to the DC of your magical saves.
Note: Magical Affinity Only
Arrogant
Your arrogance makes social interactions more difficult.
Penalty: -2 penalty to all social interaction skills
Roleplaying Ideas: A common trait among elves, arrogance can turn any conversation bitter. You honestly think that you are superior to everyone else.
Bad Reputation
You have a reputation that angers or frightens people. Examples include being unlucky, petty, or cruel. The reputation may or may not be accurate, but in either case, word travels faster than you do.
Penalty: You suffer a -2 penalty to all Charisma-based checks. In addition, when checks are made to influence NPC attitudes, you can never attain a rating higher than Friendly, no matter how well you roll or how long you've known someone.
Bad Seed
It's hard to be good when you're tainted by evil, you find it hard to resist the dark side.
Penalty: You take a -2 to any magical save from an evil aligned creature or person.
Bad with Animals
You have no idea what you are doing wrong with animals, but they do not like you.
Penalty: You cannot take any skills that deal with handling animals, or befriending them. Any check that deals with handling an animal (such as ride) takes a -4 penalty.
Beady Eyes
You have narrow, beady eyes that do not catch the light as well as they should.
Penalty: Your darkvision is replaced by low-light vision. You cannot take darkvision by any means or skills.
Prerequisite: A race that has Darkvision as a free skill.
Beastly Instinct
You prefer to meet your foes so close that you can smell their blood.
Penalty: You suffer a -2 penalty to Strike while using anything other than unarmed or natural weapons.
Blind
You are completely blind, and fail all rolls that involve vision. You were born without the capacity to see (whether or not you actually have eyes is up to you), and therefore can never be healed. You can take the skill Blindsense if you desire to allow you to function as far as your other senses being keen, and even Blindfight if you meet the requirements to be able to fight blind, but none of those skills 'fix' your blindness or disregard the penalty.
Penalty: You fail all Spot, Perception, Search, Insight etc checks - anything that involves actual SIGHT for the check you simply cannot roll. You are blind.
Bigot
You have a strong dislike of various races, religions, groups or politics. Please list everything you are prejudiced against. You may choose as many as you wish, all beneath this one flaw title. This means if you wish to take Intolerant for more than one type of thing you select this skill instead so that you are free to select further flaws.
Penalty: You suffer a -2 penalty on all social and Charisma based rolls and checks involving the object of your dislike.
Branded
In your homeland or outside of it, you now have a prominent brand for a crime committed. You may have been a criminal, a slave, or some other such illicit individual. The brand is such that it cannot be easily covered, and a cursory search reveals it each time. Law enforcement agents of any lawful land will immediately take you into custody if they see the mark, for extradition or imprisonment. It is your choice as to whether or not you were falsely accused of the crime.
Penalty: Any Reputation is counted as Infamy, and when found you will be charged as if just having committed the crime (again) and escape from justice.
Bravado
You are rash in combat, refusing to show weakness by falling back from your enemies' blows.
Penalty: You may not gain the benefit of any kind of Evade or Dodge skill, you also cannot take skills such as Live to Fight Another Day. Any skill that causes you to move away from an attack, or run from combat, you cannot take.
Bruise Easily
Each time you take bludgeoning damage, including that from falls, you take extra damage.
Penalty: Take an extra 1/2 dmg from bludgeoning damage.
Burned
You were badly burned once by volcanic ash, torch-wielding mobs, or some fiery accident, and the scars pain you terribly you whenever you are too near to fire.
Penalty: Take a -2 to all saving throws against fire effects.
Chivalrous Courtesy
You despise raising your hand against creatures of the opposite gender.
Penalty: You suffer a -2 penalty on Strike rolls to hit a creature that you can tell is of the opposite gender.
Claustrophobia
You are uncomfortable in enclosed spaces.
Penalty: You are shaken (see Combat) in any space where 2 sides or more are only 10 ft apart or the ceiling is 10 ft high.
Clumsiness
You have an unfortunate habit of dropping things, knocking things over, tripping, losing something, and the like.
Penalty: If you miss a target while attacking, you drop your weapon in combat and it takes one round for you to retrieve it again.
Code of Honor
You follow a stringent code that separates you from the others.
Penalty: You cannot attack helpless or unconscious foes and do not gain combat advantage against stunned enemies. This means that while a stunned creature normally has DC10, you must still roll strike on their normal DC. Additionally, you cannot harm prisoners, must spare adversaries who have surrendered to you, cannot use dishonorable tactics (poisoning the orc's water supply, etc), and that like.
Cold-Blooded
You were raised in the arctic and cannot tolerate heat.
Penalty: You automatically fail all saves made to overcome the effects of high temperatures. Fire deals 1.5 extra damage. This means if Fire is already your weakness it could triple the damage done by fire attacks/weapons.
Compulsive Honesty
You cannot tell a lie, nor can you behave in a deceitful fashion. You tend to be blunt rather than tactful, even if it means insulting someone who you and your companions are trying to impress.
Penalty: If it is a matter of life and death, you may make a Willpower save (DC 15) to speak or act out a falsehood. However, if successful, you suffer a -2 penalty to all saves, checks, and strikes for 6 hours due to feelings of guilt.
Coward
You are extremely susceptible to fear.
Penalty: You take a -2 to any roll against fear effects.
*Critically Challenged
You just aren't able to find critical spots as well as others.
Penalty: When you roll a Critical Hit on an adventure, you must roll a second time to confirm that crit. If you pass the creature's Strike on your second roll, then the critical is confirmed.
Cruel
You have a sadistic streak that causes you to perform acts of cruelty for no good reason. Of course, this doesn't endear you to others. Most times you are prudent enough to carry out your cruelties on those under your thumb, rather than those you see as equals. However, you carry a constant social stigma, as rumors have their way of getting around.
Penalty: Once per week, the DM or another player may activate your flaw in order to have an underling of any sort (Follower, Cohort, or Hireling), sick of the treatment he receives at your hands, betray you. The betrayal could be anything from abandonment to a knife in the back (DM's discretion). In addition, you suffer a -2 penalty to all Charisma-based skill checks due to the rumors that have spread about you.
Curiosity
You're a naturally curious person and you find mysteries of any sort irresistible. In most circumstances, alas, your curiosity overrides your common sense.
Penalty: Once per game session, the DM or another player can activate this flaw to force you to investigate something unusual, even if it looks like it might be dangerous. You must roll a willpower check (DC15) to keep yourself from otherwise touching, pressing, or investigating what has caught your eye. In addition, you suffer a -2 penalty to checks such as Insight when being seduced, being tricked into a trap of some sort, or any similar situation in which your curiosity can be piqued and may outweigh your better judgement.
Curse of the Forsaken
This curse can never be broken, and affects only Forsaken race.
Penalty: Forsaken with this flaw take a -1 on their Defense DC, and a -2 on Charisma based skills.
Prerequisites: Forsaken Race Only
Dark Premonitions
You see disturbing prophecies in your sleep, often resulting in emotional weakness.
Penalty: You are known to see strange, dark dreams, often representing an unpleasant future event. At least once per week, before a mission or adventure, or at any night of the DM's choice, the character has an upsetting prophetic dream. During the mission or adventure, take a -2 penalty to Initiative and Willpower saves.
Dastardly Nature
You find it very difficult to not backstab your allies.
Penalty: Anytime a friend or ally helps you (takes a hit for you, heals you, buffs you, etc), you must make a DC 15 will save or attack that friend on your next turn.
Deaf
You cannot hear sound--you can feel the vibrations of very loud noises, nothing more. As you were born without the capacity to hear, this condition cannot be healed by magical means.
Penalty: You fail all Listen checks - anything that involves hearing.
Deep Sleeper
You are only awakened by extremely loud noises, or being physically shaken, prodded, etc. Even when you do wake up, you spend 1 round able to do nothing other than try to shake the cobwebs away and groggily sit up.
Penalty: Sleep effects such as spells, potions, etc cause you to sleep twice as long as normal. So, a sleep spell that drops someone for 1 round, would cause you to sleep for 2 rounds.
*Dependent
You depend upon the acceptance of others.
Penalty: When you fail a Diplomacy Check, you are Shaken for one hour and gain the penalties for that effect.
Dislike of Nobility
You have a dim view of the Nobility, considering them to be little more than bullies, cowards, and thieves with power and wealth. Despite the dislike and distrust, you do not necessarily make your dislike known...along with the dislike comes fear of their power that can be brought against you.
Penalty: When dealing with others who are obviously nobles (or the fact is pointed out to you), you suffer a -2 penalty to all social related rolls dealing with the person or people in question.
In addition, once per game session (as applicable), the DM or another player can enforce this flaw to make you directly oppose or ignore a request or order given by a noble.
Distinctive
You have some distinctive physical feature such as a scar, a prominent nose, a limp, or some similar characteristic that is hard to disguise or conceal. Characters with this trait might be sensitive about it, or they might play up its presence to gather attention, sympathy, or notoriety.
Penalty: -2 on Disguise Checks
Divine Gestures
Penalty: Your spells fail when you are wearing anything but light armor.
Prerequisite: Must have magical affinity, and be a devout class.
Docile to Magic
You are very vulnerable to magic.
Penalty: You take a -2 to all saves against magical spells and magic.
Dulled Senses
You have a weaker ability to perceive things than others.
Penalty: -2 on Spot and Listen.
*Dwarf Without Heritage
You weren't raised by dwarves and lack their cultural knowledge.
Penalty: You cannot take any skills that are specifically for Dwarves.
Prerequisite: Dwarf
Easily Charmed
You succumb easily to mind control.
Penalty: You gain -2 penalty on saving throws against mind-affecting spells and effects.
*Easygoing
You are naturally friendly. Others feel comfortable around you, but this trait also makes it more difficult for you to be pushy or suspicious.
Penalty: You gain a -2 penalty on Intimidate and Bluff Checks.
*Elf Without Heritage
You weren't raised by elves and lack their cultural knowledge.
Penalty: You cannot take any skills that are specifically for Elves.
Prerequisite: Elf
Extravagant
You enjoy living in the lap of luxury. Ale is never good enough if you can get fine wine instead. You aren't happy with anything less than the finest room in the inn.
Penalty: Everything you purchase has to be the best, which means any purchase you make costs 1/4 more than it's normal price from the Emporium only. It does NOT include your own crafting.
Favorite Target
For one reason or another, you find yourself the chosen target of the enemies your party fights. It could simply be some unseen curse, or maybe you tend to infuriate the enemies immediately with name calling, or any other reason but they always go for you first!
Penalty: When you and fellow party member(s) are engaged in combat, any member of the opposing side aware of your presence will always attack you first. You must let the DM know of this flaw before combat begins, preferably at the start of any mission or quest.
Fear of Water
You have an abiding fear of deep water and drowning.
Penalty: You take a -2 penalty on Swim checks. In addition, when on a boat, bridge, a ledge over deep water, or when otherwise in a position to fall into deep water, or when you voluntarily enter water greater than hip-deep, you become shaken until you leave the water's proximity. If you are involuntarily immersed in water greater than hip-deep (such as if you were bull-rushed off a ledge into water), you immediately become panicked.
Fear the Reaper
For whatever reason, the gods want your soul. Once they get you, there is no return.
Penalty: You lose all your rezzes but one. If you die and are not rezzed in some way (cleric, rezz coin, etc) within 10 minutes of death, then you cannot be rezzed by any means.
Feeble
You are unathletic and uncoordinated.
Penalty: -2 to any Athletics Check you are asked to make.
Feral Born
You've grown up far from civilization. You may have been raised by wild animals, or belonged to an insular tribe that never learned the Common tongue.
Penalty: You can't speak, read, write, or understand Common. (You still can speak any other languages you know.)
Flirt
You cannot turn off your charm, even in the midst of combat. If you are fighting against someone of the opposite sex (unless you prefer same sex romantically), your first round of any combat is used to flirt with any target that gleans your interest sexually.
Penalty: First round of any combat, you spend flirting instead of fighting.)
Foe Specialist
Your training is so specialized that you have difficulty tracking, predicting or otherwise interacting with those foes you have not studied in great detail.
Prerequisite: Favored Enemy Skill
Penalty: You take a -2 penalty on social skill checks, strike, and Spot/Listen against any creature that is not your favored foe.
Fool's Fortune
Whether it be an infatuation with shiny objects, or perhaps pure greed, your lust for wealth is known to overwhelm common sense and self-preservation.
Penalty:When you find anything deemed valuable (gold, gems or any other sort of treasure), make a Willpower Check (DC 15). If you fail you will become obsessed with the treasure in question to the point of losing focus on any dangers around you, including even an obvious trap as you try to claim it as your own.
Frail
Due to a serious vitamin deficiency in your youth (or something similar), your bone structure is unnaturally weak, and you are overly thin.
Penalty: You may not take any skills or items that build up your hit points. You always only have half your dice + END + WLP as your hit points. You cannot use temporary hit points either, even from spells.
Friendslayer
When in combat, you don't really care if you hit your foes, or friends.
Penalty: You cannot take any skills that allow you to not hit allies while in combat such as Selective Spell, or Combat Marksman.
Note: Must be a magic user or use ranged weapons.
Glory-Hound
You fight recklessly to prove yourself in glorious combat.
Penalty: Until you strike the killing blow on an opponent, you take a -2 to your Defense DC.
Grudge Keeper
You have an overwhelming need for vengeance and have difficulty letting go of grudges. You may choose yourself, or another person at the time of taking this flaw.
Penalty: If you (or your chosen person) are damaged in combat, you suffer a -2 penalty on attack dice rolls, skill checks, saving throws, and other checks until you damage the foe who caused you harm. This penalty does not apply if you cannot discern the source of the damage. This penalty disappears when the combat ends.
Half-Blood Outcast
You are a half-blooded race.
Penalty: You suffer -2 penalty on strike when in sight or fighting one parent's race.
Haunted
You are unable to prevent the occurrence of strange noises in your vicinity.
Penalty: -2 on all Listen and Move Silent, or Hide checks when you are awake/conscious. You cannot control these sounds.
Prerequisites: Magical or Psionic Affinity
Healing Slowly
Due to strange twist of fate, your body became resistant to healing magic.
Penalty: It takes twice as many healing points for you to heal. So, a 10hp healing potion would heal you for only 5.
Hoarder
You love gathering things, from shiny coins to god like magical items as well as everything in between, and are loathe to part with your stash for any length of time.
Penalty: You are unable to sell items back ot the Emporium or Maria, and any transaction made with another character needs to be of equal or greater value to the item you are selling/trading. In addition, any roleplay or quest that takes you away from your hoard leaves you distracted and worried, suffering a -1 to all perception based rolls.
Hot-Blooded
You where raised in the desert or hot environment and cannot tolerate cold.
Penalty: You automatically fail all saves made to overcome the effects of low temperatures. Cold/ice deals 1.5 extra damage. This means if Water/Cold/Ice is already your weakness it could triple the damage done by attacks and weapons using this element.
Ignorant
You have been raised with a lack of knowledge and information about certain facts.
Penalty: You cannot take any Knowledge skills, or make any knowledge checks, even unskilled checks about knowledge.
Ill-Fortune
Fate conspires to stifle your success.
Penalty: The first time you roll a critical hit in any adventure, mission, quest, etc - you must immediately reroll your strike.
Illiterate
You do not know how to read or write, but you can speak your native language.
Penalty: No reading, no writing, no taking skills that have to do with reading or writing. You can only learn to speak new languages, not read or write them. You cannot put more than 6 trait points in Intelligence.
Impatient
You have a short attention span and tend to rush things.
Penalty: You take a -2 penalty on all Disable Device, Forgery, Move Silently, Open Lock, and Search checks.
Impious
Gods and Religions do not interest you, and the best they will get from you is lip service. You swear oaths you should not, blaspheme without caring, and are disrespectful to Priests and devout worshippers. You consider organized religion dangerous or foolish, and you make no attempt to hide your feelings.
Penalty: In game terms, aside from the roleplaying aspects described above, you suffer a -2 penalty to all social based skill checks with anyone that you know to be a devout follower or worshiper of a deity.
Inattentive
Your mind has a habit of drifting off at inopportune moments. It flits from one thought to the next so fast that you have trouble getting it to concentrate on the here and now. As such, you are particularly unaware of your surroundings.
Penalty: You suffer a -2 penalty on all Listen, Search, Sense Motive, and Spot checks.
Individualist
You are committed to a path that requires complete independence from others.
Penalty: You suffer a -2 penalty on all damage rolls made using weapons that you have not personally crafted. In addition, any armor you wear that you did not craft yourself is always -2 DEF.
Note: Crafters Only
Intolerance
You have an irrational dislike, perhaps even a hatred of ONE certain thing. It may be an animal, a class of person, a situation, a race, or just about anything at all. You find it extremely difficult to even be in the same area or room with your intolerance choice, and working together is nigh impossible.
Penalty: You suffer a -2 penalty on all social and Charisma based rolls and checks involving the object of your dislike.
Jinxed
For one reason or another, the normally impartial forces of fate hate you.
Penalty: Once per adventure or mission, the DM may force you to reroll one die roll, after it is rolled (usually if you make a really good roll of any sort). Use the new value, regardless if it's better or worse than the first roll.
Jump to Conclusions
You did your best, but clearly the door is too warped to open. Better try to find some other way into the room rather than waste more time on futile efforts.
Prerequisite: Intelligence Bonus of 6+
Penalty: Your character's keen eye for detail often serves him well in analyzing a problem, but it can also be a hindrance. If your character fails a skill check of any kind, he cannot try again during that adventure--he concludes that the task is not possible for him to complete and abandons any further effort.
Killing Hands
You only meant to slap some sense into him, not kill him!
Penalty: Your character's strength is so great that is fists strike with the force of a mace or club--even the flat of your palm is as deadly as it's edge. Your character does not have the ability to strike non-lethal blows (meaning some skills, events, goods).
Lazy
You will never do any more work than is absolutely necessary. You will rely on your companions to do things such as build campfires, cook, and keep watch throughout the night. However, if you really want to do something that does not have a clear and urgent need (such as digging a trench around camp or taking turns at watch in case an attack is made against you), you may make a Willpower save (DC22). Failure indicates that you think the time would be better spent napping or laying under the shade.
Penalty: You suffer a penalty to crafting points and only are able to gain 1/2 the number of crafting points each week. Doing a great job at anything requires effort, after all.
Loner
You do not have the ability to summon a familiar or gain an animal companion.
Penalty: You lose the ability to summon a familiar or gain an animal companion. You never gain the ability to gain a special companion, whether through animal companion, summon familiar, or some other class ability or feat.
Note: Only a Druid, Ranger, or Magic Profession can take this flaw.
Lone Wolf
You do things your way: alone.
Penalty: You cannot take any skills that give aid to someone else, nor can you use any ability, spell or tactic that will aid another including taking a hit for someone.
Lost Eye
A tragic event has left you with only one functioning eye. You may wear an eye-patch in typical pirate fashion, or replace your bad eye with a glass one, or simply leave a visible hole.
Penalty: You have a -2 penalty to ranged Strike and all Perception-based checks.
Loudmouth
You are a loud, obnoxious, boisterous and compulsive talker and there is nothing that your team can do about it.
Penalty: Everyone in your team or group takes a -2 to Hide or Move Silent (Stealth) checks when you are in their party.
Love of Nature
Your love of the natural world is so great that you find it difficult to attack natural creatures.
Penalty: You must roll a Willpower Check DC15, in order to attack a natural creature unless it has specifically attacked you.
*Lovesick
Your love for another occupies your every thought, and you become despondent when you are away from that person.
Penalty: When you are on missions or adventures without the object of your affection, you take -5 to initiative checks, and a -2 to any check associated with Perception (such as Spot, Listen, Insight).
Magically Inept
You can't cast as many spells as others.
Penalty: You can only cast half as many spells per adventure as others of your rank and class.
Memory Loss
Maybe you are naturally forgetful or a full blown amnesiac, there are gaps in your memory that can't be explained. Whether you took a blow to the head as a child or some dark wizard has put a block on your mind, however it came to be it is irreversible. That info you want is just on the tip of your tongue but ... no, its gone.
Penalty: Throughout the adventure any time you make a successful knowledge check the DM can decide that you failed: your character almost had it but it simply slipped away.
Prerequisite: Knowledge Skill
Merciful
Many times you don't have it in your heart to kill.
Penalty: Whenever your character is in combat and delivers a blow to an enemy that brings it within 5 points of death, you must make a Willpower save (DC 15) or be forced to attempt to stabilize that enemy immediately with a potion or healing points.
Misfortunate
Lucky breaks are something that happen to other people. Your luck isn't terrible; you wouldn't have survived as long as you have if it were. It just isn't very good. Look at it this way: if you need some blind luck to get you out of a sticky situation, expect to be sticking around for a while.
Penalty: Once per game session, the DM can cause you to automatically fail a successfully made check of any sort. This does not prevent you from retrying, if such is applicable.
Mounted Warrior
You are a mounted fighter, and take a penalty when you are not fighting atop your mount.
Penalty: -2 to Strike and Attack Dmg rolls when you are not fighting on your mount.
Mr. Nice Guy
You are generally nice to everyone and can't act mean very effectively.
Penalty: -2 to all Intimidate Checks. You cannot take any skills or use loot/items that boost your Intimidation.
Mute
Be it from mental trauma or a lack of tongue, or perhaps birth defect, you can't speak. You're unable to communicate verbally with allies, make verbal components, or make vocal noise beyond the sound of breathing. While it is possible to learn and use sign language, sign language is unaffected by spells that require speech, or skills that require speech. This cannot be healed by any means.
Penalty: You cannot take any skills that require speech such as Witty Repartee, Alluring Tongue, Charlatan, Catchphrase, Engaging Banter or any other skill of these sorts. Ask tesarikone if you are unsure if you can take a skill.
Musclebound
You are strong, but all those muscles make it more difficult for you to move as quickly as you should.
Penalty: You can never have more than 10 Quickness.
Narrow
You are less adaptable that most humans.
Penalty: You do not get the Versatility skill for a human. You may trade it out for another racial skill.
Note: Only human.
Nyctalopia
You cannot see in the dark.
Penalty: You cannot take skills or use magical items that give you darkvision. Shadows are treated as darkness.
*Old Injury
You carry an injury from past exploits.
Penalty: When you run, fall, or are struck with a critical hit, you are weakened until the end of your next turn, and lose -2 to QCK and STR.
Phobia
A character afflicted by a phobia persistently fears a particular object or situation. She realizes that the fear is excessive and irrational, but the fear is disturbing enough that she avoids the stimulus.
Penalty: A DC15 willpower save is required for a character to be able to force herself into (or remain within) the presence of the object of her phobia. If they fail, they are Stricken with Fear, if they pass they are simply Shaken (See Combat Charter).
Some examples:
Heights
Water
Spiders, Insects, Snakes
Tight Spaces
Dogs, Cats, Horses
Being Dirty
Slime
Mirrors
Cemeteries or Undead
Holy Things
Pain, Blood
Magic, Wands
Darkness
Ghosts
Poison Allergy
Toxins, poisons and venoms are more toxic to you than they are to others.
Penalty: Your save against toxins, poisons and venoms is always at a -2.
Note: You cannot have any immunity to poisons/venoms and take this flaw.
Poor
For whatever reason, you simply cannot seem to earn as much money as others.
Penalty: You earn half the normal amount of any gold that is given, or found or earned during adventures or missions.
Ponderous
You think before you act . . . sometimes a little too much.
Penalty: You take a -10 to all initiative and cannot take any skills to assist your initiative rolls.
Proud
You don't like accepting help from others. If a gift or offer of aid smacks of charity or pity even the slightest bit, you grow indignant and refuse it.
Penalty: Once per adventure, the DM or another player can activate your Flaw in order to get you to refuse an offer of aid. This can be someone trying to heal you, help you, cast a positive spell on you or even attempt to protect you from attacks.
*Reflex Against Magic:
Your body is innately resistant to magic, even beneficial ones.
Penalty: You must pass the caster's spell save to take benefit from spells meant to assist you such as Defense, Strike Boost, etc. Once you have passed that caster's save once, then all spells they cast beneficially on you for the remainder of the adventure do not need a subsequent roll.
Reincarnated Misfortune
From time to time, the character sees something that reminds him of his former lives.
Penalty: The DM or another player can activate this flaw when they wish. At the start of every encounter, there is a chance that he notices something that causes him to recall his past. If this happens, he takes no action for 1 round and thereafter takes a −2 penalty on all rolls and skills until the encounter is resolved.
Prerequisite: Daeva Race or Reincarnation Skill
*Relentless:
You don't know the meaning of the word "tired." You go all out until you simply can't continue.
Penalty: Any effect or condition that would normally cause you to become fatigued instead causes you to become exhausted, with the penalties for exhaustion instead of fatigued.
Rough Demeanor
You are emotionally distant. Perhaps you are an alien or robotic life-form that simply does not understand human emotions, or perhaps you’re just a jerk. Either way, you have few friends, and trouble making new ones.
Penalty: -2 on Bluff and Diplomacy.
Saddleborn
You are a natural in the saddle, but you have little patience for handling animals when not riding them. Characters with this trait rarely bother to consider animals as good for anything other than mounts, but they are extremely confident about their riding abilities.
Penalty: -2 on any Handle Animal checks
Selective Digestion
You don't benefit from potion magic.
Penalty: Potions and other edible magic items have no effect on you. This does not cover poisons.
*Shadow-Scarred
You were touched by terrible horrors that live in the darkness just outside the human sphere and feel your life-force ebb away ever so slightly whenever you return to the shadows.
Penalty: Whenever you are in an area of dim light or darkness, you take a –2 penalty on all saves.
Shaky
Whether from damage to your nerves, or simply having a constant nervous streak, your hands tend to tremble at all times.
Penalty: In game terms, this causes you to suffer a -2 penalty on all ranged attack Strike rolls.
Shallow Veins
Your veins are shallow and visible through the skin.
Penalty: Any slashing or piercing weapons used against you have doubled threat range. (So a normal weapon crits at 20, with this they'd crit at 19-20. Something that already has 19-20 will crit at 17-20.)
Short-Winded
You have limited stamina and you easily become exhausted by physical tasks.
Penalty: Whenever you make a Strength check, an Athletics or Acrobatics check you must make an Endurance save at the same DC as the skill check. If you fail your Endurance save, you must subtract 2 from the first check you've made.
Sickly
You are very vulnerable to illnesses.
Penalty: You gain a -2 penalty on saving throws against disease and poison.
Slow to Draw
You always fumble for your weapons.
Penalty: It always takes one full turn to draw a weapon.
Slow to React
You have trouble reacting quickly to combat situations.
Penalty: You do not gain your bonus to Quickness or any other boosts for the first round of any combat, your Defense DC is DC10.
*Small Hands
Your hands are smaller than normal, and you must wield weapons of a smaller size.
Penalty: You are considered to be one size category than you really are in regards to weapons. For example, a medium creature with Small Hands must wield a Small Weapon. A small creature must wield a Tiny Weapon. Tiny creatures cannot take this Flaw.
Strange Luck
Fate has a strange way with you.
Penalty: When you roll a critical fail '1' on strike, the closest creature (ally or enemy) to you falls prone (DM may randomly chose if multiples). When you roll a natural critical hit of '20' on a strike, the closest creature (ally or enemy) to you heals 10hp (DM may randomly chose if multiple).
Sunblind
You have trouble seeing in direct sunlight due to your eye's sensitivities.
Penalty: For all checks involving sight, you take a -2 while the sun is in your eyes. This includes Spot, Insight, Search, etc.
Swoon
You simply cannot help but pass out in the face of danger.
Penalty: When you drop to within 5 hit points of death (such as 35/40), you immediately fall unconscious unless you pass a willpower save of DC15. Each round following, you must pass this willpower save to keep yourself from passing out, until you are healed.
Technophilia
You are fascinated by technological or magical marvels!
Penalty: If the character in question encounters a technological or magical marvel of some sort, character must make a DC15 Willpower to avoid being fascinated for 1 round.
*Tithe
Bound by virtue, you donate some of your wealth and plunder to a worthy cause. This may be a church, the orphanage where you grew up, or as offerings to the spirits.
Penalty: You must tithe 10% of your gold earnings from missions and quests, causing you to earn 10% less. So for instance if the group earned 4000gp, you would only get 3600gp. You MUST make this clear to your DM when you post your stats.
Trusting
You don't like to believe that other people are capable of misleading and lying to you. After all, people are basically good, right?.
Penalty: Once per game session, the DM can activate your Flaw in order to quell any doubts you may have about another person. In addition, anyone attempting to persuade you via Bluff or Diplomacy gains a +2 bonus to the attempt.
Uncoordinated
You have issues with coordination decreasing your maneuverability.
Penalty: -2 on Acrobatics and Athletics Checks
Vanity
You think you are the best looking creature around, and take every opportunity to gaze at yourself, making sure nothing is out of place.
Penalty: A DC15 willpower save is required for a character to be able to force herself away from any sort of reflection or mirror. Otherwise, they stand there preening and admiring themselves even if battle is occurring around them. They also take a -2 to any checks where they have been flattered or complimented, such as a Diplomacy check from a person who has just told them they are the prettiest lady in the room.
*Vice
Booze, gambling, tobacco, or brothels . . . there's a rich bounty of pleasures to be bought with coin!
Penalty: Same penalty as for Tithe (10% of any gold you earn for missions and quests is lost), but your 10% is spent on your vice.
*Weapon Savant
You prize one type of weapon above all others, and are proficient in its use. Choose a weapon type such as longsword, bow, axe, polearm, etc.
Penalty: You take a -2 to your Strike with any other weapon type other than the one with which you are proficient.
Weary Warrior
You have seen too much senseless violence in your life, and combat only disheartens you further.
Penalty: You suffer a -4 on all combat initiative checks and after any combat you are fatigued for 1d6 hours. (This fatigue is a self-produced mind-effect that cannot be remedied by use of magic or items.)
*Webbed Fingers
You have folds of skin between your fingers, much like a frog.
Penalty: You are unable to wear rings.
Xenophobic
You have a hard time understanding and trusting those with unfamiliar ways and appearances.
Penalty: You take a –2 penalty on Diplomacy and Insight checks made against creatures of a different race or from a different culture.
Young Pup
You're extremely young for your race. But while others see you as just a kid, they shouldn't make the mistake of underestimating you.
Penalty: You take a -5 to your hit points always.