Flaws

A character can optionally choose to adopt Flaws when they are created, granting them additional EXP. These Flaws represent personal shortcomings, backstory conflicts, or things that haunt the character throughout their journey. You may only gain up to 5 EXP worth of Flaws.

!!! Flaws are permanent. Even if a character is rebuilt, their Flaws cannot be removed or retconned. Please think carefully before selecting your Flaws. !!!

Manageable - 1 EXP
1. Sickly: You automatically fail Saves to resist contracting a Disease
For as long as you can recall, you have been at war with your own body. Near-death brushes with common ailments are a frequent fixture of your life.

3. Night Terrors: If resting with more than 1 Fatigue, you only clear half. 
Horrors from your past haunt you, pursuing you into sleep. Even now you are forced to remember: how easy it would have been to save them, if only you knew!

5. Conspicuous: Stealth Clocks you participate in are 1 segment shorter. 
Everybody’s staring. Again.

7. Phobia: Choose a Kin as the source of your Phobia. You suffer Disadvantage (1) to all actions while in the presence of this Kin.
You think back often to the first time you met. The flash of teeth, the tearing of claws; the terror of that experience will never leave you. Never.

9. Subservient: When acting against a figure with authority over you, suffer Disadvantage (1) on all actions until you comply.
In the world you were raised, hierarchy was everything. It demanded deference to authority. That was what it took to survive; and you would do anything to survive.

11. Bestial: You suffer Disadvantage (1) on any rolls to contribute to social Challenge Clocks. Humans are unnerved by you.
You have never been at home among mankind. Then, you were an outcast. Now, forced to live amongst their ranks, you are reminded why.

13. Tactless: Maneuvers rolled against you have Advantage (1). 
You have always lacked the decorum for subtlety. It caused you problems back then, but you have never minded: your motto became, ‘not around, but through’.

15. Anti-Social: You have half maximum capacity for human Hirelings.
Co-operation is a foreign concept to you. Whatever others can provide, you are certain you could do it better yourself. 

17. Thin Blood: Bleeding (#) you would suffer is 1 higher.
It was a cut in your childhood that taught you: even the smallest wound could be your unmaking. Since then, you have been more vigilant.

19. Flat-Footed: Pivoting costs +1 AP.
Since you were little, you were resistant to change. That preference for the steady road has come back to bite you, in the chaos of combat.

21. Pascifism: Your weapon’s damage die is reduced 1 size.
You remember seeing the soldiers pass in your youth. What an impression those bloody swords left on you.

23. Runic Scarification: You take 1 untyped damage, bypassing DR, when a Spell is cast within 5 Paces of you.
In hindsight, no amount of preparation could have guarded your soul against the true cost of creation. You’ll bear the mark of your shame forever.

25. Paranoid: If you don’t take the Guard the group rest action, you recover no Fatigue.
It only took one bad job to instill this caution in you. You will never forget the feeling of a dagger between your ribs, and knowing you could’ve stopped it!

27. Jealous: When someone else you can hear or see is Helped, the next roll you make suffers Disadvantage (1).
You were always nervous of the attention they received. They said it made you a bad lover; but then again, you weren’t the one who was stolen away.

29. Guilt-Ridden: After knocking an enemy Unconscious or killing them, you suffer Disadvantage (1) on all rolls until the start of your next turn.
It was the blood on your hands that compelled you to seek a new life. No amount of money was worth what you did. What you let them make you do.

31. Vertigo: Whenever you are Tripped or forced to move, you suffer Disadvantage (1) on all rolls until the start of your next turn.
The world swims around you. On the best of days, this affliction is tolerable. On the worst, you lose yourself in the tides.

33. Spell Branding: Magic ignores your Damage Reduction. 
Flames ripped up your body, along your spine, under your skin. You imagined yourself atop a pyre; that might have been a kinder fate.
Debilitating - 2 EXP
1. Compulsive Gambler: When facing a game of chance, make a Reason Save (DC 15); on a failure, you gamble at least a third of your coin purse.
The siren call of gambling has sung to you for as long as you can remember. For all the coin, companions, and respect it has cost you, you have never been one to resist.

2. Amaurotic: You gain the Blinded (5) condition. You may mitigate this with Glasses.
You remember squinting at the skies, the trees. The people around you blended into shapes and colors; even the faces of your family reduced to a blur.

4. Spiraling: After Critically Failing a roll, all your rolls suffer Disadvantage (1) for the remainder of the encounter, Challenge Clock, or Project.
A slip of the hand is inconsequential, you remind yourself. But you are drawn back to the last time, when the worst came to pass. You are certain it will happen again.

6. Delicate: You cannot equip individual Armor pieces or Weapons above Bulk (1).
Everyone is small, in their youth. A shame you never grew out of that.

8. Procrastinator: Crafting Projects you participate in gain 1 additional segment.
You’ve always had an excuse to put it off. Something more important to do, something else getting in your way. Has that ever really been the case?

10. Limp: You have -1 Speed.
It was this bad leg that set you apart from your peers. The pitying looks they gave you were more than you could bear.

12. Numb: You cannot gain Inspiration.
You cannot recall the last time you cried.

14. Misanthropic: You cannot Help, or be Helped by, other characters.
Once upon a time you believed in the goodness of mankind. Then you saw what passes for ‘civility’, to them. No longer.

16. Slow Healer: Healing from a Major Wound takes twice as long.
Something broke early in your life. After, they warned you away from action. A weak constitution ill-befits the battlefield.

18. Eroded Self: You suffer Disadvantage (1) on Saves against magic.
“It wouldn’t work! It wouldn’t! You’re not in my head!” you cried. They only whispered back, “Are you really so sure?”

20. Last Legs: You treat Major Wounds as one tier higher.
There were injuries before this one. Each wore you down, bit by bit, until you could hardly recognize your own body. What did they do to you?

22. Nocturnal: You suffer -1 to all rolls made during the daytime.
You have never felt safer than under the cover of night. Only when the black wing of dusk sweeps across the sky can you finally begin your day.

24. Masochist: You take 1 additional damage from all sources.
Everything changed the first time you felt real pain. Until that moment, you could scarcely say you had been alive.

26. Cursed: While you have the Dying condition, you gain an additional Minor Wound at the end of your turn. Something inside you has been irrevocably lost.
You languished for days at the cusp of death, ‘til—miraculously—you recovered. An ill omen, said the wise woman: “A soul pulled from both ends frays fastest.”
Crippling - 3 EXP
1. Coward: When entering combat, make a Courage Save (DC 15); on a failure, you flee or cower until combat is over. 
Ever since you were young, you preferred the path of least resistance. They would call you a snake for that, if they didn’t know you’d agree with them.

3. Pariah: Hirelings must roll a Morale Save every day they work with you; on a failure, they refuse. You have done something awful to become shunned.
They all know what you did.

5. Distracted: Attacks from directly behind Critically strike you.
Lost in your own little world. A bad habit for a child; lethal, for a soldier.

7. Unlucky: The Critical range on rolls made against you is doubled.
Never once, in all your life, have the stars smiled on you. Its own miracle, maybe.

9. Scarred: You have a Scar from a Lethal Major Wound. Do not gain Scar EXP.
In your line of work, an unmarked man is a sign of inexperience. You might have believed that, too, until you left behind a piece of yourself on the battlefield.