Character Generation 2: Flaws
Updated 2000-07-24
Usually one Flaw can only be taken only once, and two Flaws
that are almost alike can not both be taken. Virtues that negate
Flaws already taken, or vice versa, are not allowed.
You must purchase race before starting to take flaws
and virtues!
Maximum of 100 points of Flaws are recommended.
Flaws can be bought off, but it is expensive, since their full
cost must be paid with normal development points.
Skill at Arms
RMC I, page 30, lots of changes.
- 75 points: Hemophilia: All bleeding results are doubled.
- 75 points: Psychotic Temper: Base (40 - SD Mod)% chance
(minimum 5%) of responding to insult or offence with a killing fit.
- 75 points: Terrible Fearlessness: Base (40 - SD Mod)% chance
(minimum 5%) of charging heedless into a combat situation.
Skill at Magic
RMC I, page 30, lots of changes.
- 25 points: Dark Temptation (for Evil characters,
this is an expensive Virtue, 110 points): PC is tempted to
the "Dark Side". He learns one Evil spell list to 50th level.
It can be any evil list, the more powerful it is, the better. The
spells are cast using the caster's preferred realm (i.e. channeling,
essence, or mentalism), even if the list is normally not of that realm.
Using Evil spells may bring Corruption points.
- 40 points: Poor Control: Roll non-attack spell failures
as attack spell failures. Add +10 to all spell failure rolls.
- 25 points: Necromantic Urge: PC is cursed to become a
lich or powerful vampire when his soul departs his body. For
Evil characters this is a 50 point Virtue.
- 50 points: Physical Investment: Any time the PC casts a
spell that is over 8th level, the PC suffers 5 points of concussion
damage.
- 70 points: Friendslayer Curse: Instead of following normal
attack spell failure procedure, the attack works on the nearest
friend or associate within range. If no friends nearby, then select an
innocent bystander, and if there aren't even any innocents nearby,
then the character him/herself. The Friendslayer curse can also be
taken by non-spellcasters, in which case weapon fumbles tend to
hit a friend.
Other Flaws
Additional Flaws
- 50 points: Butterfingers: Fumble ranges for all weapons
are doubled. The character can still take expertise skills.
- 50 points: Distracted: -25 to all Concentration skills.
- 75 points: Klutz: Fumble ranges tripled for all weapons and
every failed moving maneuver gives an 'A' Unbalancing critical. The character
can still take expertise skills.
- 35 points: Slow: reduce movement rate by 25%.
- 50 points: Snail: reduce movement rate by 50%.
- 40 points: Sweating Hands: Any stress causes the character's
front legs to sweat profusely, raising fumble ranges by 1 and giving
a -10 to all manual skills (non-combat), and they could be embarrasing
in social situations.
- 35 points: Tender Skin: Any metal (armor) worn causes a rash,
which gives -20 to all actions. This is worth 50 points to those who would
normally like to use a metal armor.
- 35 points: Weapons Klutz: Any roll of 01 in combat causes
the character's weapon to break; magic weapons get a RR.
- 50 points: Shields are for wimps: The character believes
strictly that only cowards use shields in combat. This flaw is worth
only 5 points (just a quirk) to those characters who don't or can't use
a shield normally.
Appendix: Phobias
Phobias are all psychological limitations.
Note: (*) = these usually give less than normal points.
- Alone (Monophobia) - fear of being alone.
- Animals (Zoophobia)
- Being Buried Alive (Taphophobia)
- Blood (Hematophobia)
- Cats (Ailuroophobia) - especially house cats.
- Cold (Psychrophobia)
- Colors (Chromophobia) - specify 1-4 colors.
- Corpses (Necrophobia) - includes undead beings.
- Darkness (Achluophobia)
- Dirt (????phobia) and bacteria
- Empty Rooms (Kenophobia)
- Enclosed Spaces (Claustrophobia)
- Females (Gynephobia) - usually found in males
- Fire (Pyrophobia)
- *Flying (Aerophobia)
- God (Theophobia) - one god or all of them
- Ghosts (Phasmophobia)
- Graves (Barophobia) - linked with Necrophobia
- Hair (Trichophobia) - hairy monsters, hair on people
- Heights (Acrophobia)
- Humans (Homophobia) - usually found in nonhumans
- Insects (Entomophobia)
- Lycanthropes (Lycanthrophobia)
- Magic (Magicophobia)
- Males (Androphobia) - usually found in females
- Monstrosities (Teratophobia) - fear of monsters
- Night (Nyctophobia)
- *Number 13 (Triskadekaphobia)
- Open Spaces (Agoraphobia)
- Palindromes (Aibohphobia) - no points for this one!
- *Physical Love (Erotophobia)
- Poison (Toxiphobia)
- Rain (Ombrophobia)
- Sinning (Peccatophobia) - afraid of doing wrong
- *Slime (Blennophobia)
- Snakes (Ophidophobia)
- Spiders (Arachnophobia)
- Storms (Astaphobia) - including thunder and lightning
- *Tractors (????phobia)
- Trees (Dendrophobia) and tree-like creatures
- Water (Hydrophobia)
- Wind (Anemophobia)
- Wounds or Injuries (Traumatophobia)
np@co.jyu.fi
(Mr. Niilo Paasivirta)