Flaws

Multiple Personalities
Cost: -4
Your character has two or more personas in one person. The other personas must be of a different type and may never be equivalent. Such people are very unpredictable and can often change personalities in the blink of an eye. You and the game master decide on which personality you start out with in the beginning of the game and then if anything happens that the GM thinks will make your character switch personalities, then you will.

By: KillJoy

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Hysteria
Cost: -4
A person in the grip of hysteria is unable to control their emotions, suffering severe mood swings and violent fits when subjected to stress or anxiety. A character with Hysteria must pass a Willpower (8) test when under stressful conditions or go berserk.

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Witch Hunt
Cost: -1
The person has had a very bad past with magic users. Something happened to them and it was caused by a magic user. They go out of their way to destroy all mages that get in their way.
By: KillJoy

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Paranoid
Cost: -2
The person subjected to this flaw suffers from paranoia due to a past experience. This person feels that they are being hunted by an unseen force and are being attacked by all sides. The character is always careful of who to trust and what to say. They feel everyone around them, even their friends, are after them.

By: Ash

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No Remorse
Cost: -1
This flaw speaks for itself. People who have this flaw could care less if anyone lives of dies and is quick to act. The character will kill anyone, any time, anywhere for either no reason or for lots of cred. This flaw will tend to get a character in trouble so use with caution.

By: Ash

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Distant
Cost: -2
The subject of distant suffers a mental illness due to some past post traumatic stress. The character subjected to distant seems distraught and lost. He rarely acknowledges peers and people around him. He seems in a world of his own and likes to do things his way. People that suffer from distant suffer from headaches and insomnia.

By: Ash

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Jinxed
Value: -6
Your character seems to have everything go wrong for them. Roll a D6 after the character makes a skill. On a roll of 1, something goes wrong. Anything can happen, from your gun exploding to a tire on your car falling off while you try to evade Lone Star. Note that the consequence must match the skill.


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Spirit Plagued
Value: -1 to -3 pts
In your life, you have done something to anger a spirit, be it an elemental or spirit. It will do its best to anger you (1 pt) or just kill you (3 pts). If the spirit is killed, taken control of, or otherwise put out of your way, it will spawn a brother spirit of the same type and force to come after you.



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Demon Marked
Value: -4 pts
The Enemy has chosen you for its plans. They call on you subconsciencely and command you to carry out a chosen task every so often. If you fail, the Enemy will inflict their wrath upon you. If you succeed, you gain a favor from them. But every time one of these favors are called upon, you will soon be called upon to perform another task, as is the way of the downward spiral.



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Slow Healer
Value: -2
The character's body heals extremely slowly. Add +2 to the target number
for determining healing time.

By: Mist

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Mental Disorder
Value: -1 to -6
The character has some kind of mental disorder. The value of the disorder
varies depending on it's severity. A character that is always depressed
might be worth -1. On the other hand, a character who believes that aliens
who can only be killed by driving a #2 pencil into their hearts are
attempting to take over the earth and thinks it is his duty to hunt down
and kill them might be worth -6. This flaw requires role-playing, and if
the player can't do a good job acting the part, the GM should not allow him
to take it.

By: Mist

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Nervous Tic
Value: -1 or -2
The character will develop a very noticeable nervous tic when under stress.
If the character is doing something stressful such as a tense negotiation
or attempting to talk someone out of shooting them, the tic will appear.
For -1 the character can make a willpower test with a target number of 6 to
control it. For -2 the character can't control it and it will appear no
matter what.

By: Mist

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Hatred
Value: Varies
As everyone knows, prejudice in 2060 is out of control. But some prejudice goes beyond just not liking someone. This is called hatred. This flaw is used when simple prejudice just isn’t enough to describe how much you dislike someone or something.

Base point value
Mild: -2
Moderate: -4
Severe: -6
Blood thirsty: -8

Point modifiers
Very common: -4
Common: -2
Average: +0
Uncommon: +1
Rare: +4
Very Rare: +6

***If the flaw points go above -1, then it is a -1 flaw.

Example: Buzz, a human, had both of his parents killed by orks. The player running Buzz decides that he will have a Severe Hatred toward orks, so that’s a base flaw of -6. The GM decides that orks are common, so there is a -2 added to the -6 number for the base, which makes the flaw worth -8 points. (-6 + -2= -8).

Rules

Mild: The object of the character’s hatred is little more than an annoyance. The character receives a +1 to all target numbers while in the presence of the object hated. This modifier doesn’t apply to tests made against the hated object and damage resistance tests.

Moderate: This requires a successful Willpower(6) test to keep from killing the object of hatred.

Severe: This requires a successful Willpower (10) test to keep from attacking the object of hatred.

Blood thirsty: The character must attack the target of their hatred with no test allowed. In addition, the character actively hunts the object of his hatred so they can kill it.

Rarity: How rare something should be worked out between the GM and the PC.

By: Deathmonger

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Karma Hazing
Value: -6
Karma hazing is mainly a disadvantage of people who have gotten cybermancy. Although there are some normal people who just have the bad luck of having this flaw. Karma hazing makes a person extremely noticeable in astral space to mages and astral critters. Any mages or critters looking at a person with karma hazing in astral will notice that the persons aura is a black shadow, pure pollution in astral. The persons’ aura somehow feels wrong. Astrally active critters and mages will either shun the person or take hostile action against them. Also, astral predators are drawn to karma hazing. For every run, roll the characters essence with a target number of 4. If the player fails, then sometime in the run, something in astral will be drawn to them.

By: Deathmonger

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Dunce
Value: -6
The dunce flaw makes a character very stupid. The character can learn all knowledge based skills at triple the cost in karma for the level. This is a 6 point flaw.

By: KillJoy
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