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Table of Contents Foreword

Introduction 2 This is the revised version of the Book of Distinctions


& Drawbacks Modern, originally released in July, 2003.
Selecting, Using, and Compensating This version contains numerous additions, clarifica-
For Flaws 3 tions, and point-cost adjustments, some of which you
may recognize as having originated in the fantasy
Book of Distinctions & Drawbacks Revised if you own a
Master List of Flaws 4
copy. Any comments or questions about this book are,
as always, cheerfully welcomed at either e-mail
Primary Flaws 7 address below.

GM Option: Flaw Synergy 11 Cheers and best,

GM Option: Buying Off Flaws 14 SL


St. Paul, Minnesota
Medical Conditions 17 November 10, 2003

cryptosnark@yahoo.com
Psychological Conditions 21
cryptosnark_games@yahoo.com

Secondary Flaws 25

Weird Flaws 40

Seasoning With Age 43

Advantages: Selection and Use 46

Master List of Advantages 46

Advantage Descriptions 46

Advanced Occupation Packages 56

Open Game License Text 61

Written and Designed by: Scott Lynch Print Version


'd20 System' and the 'd20 System' logo are Trademarks This black and white PDF document contains all the game
owned by Wizards of the Coast and are used according to material in the full-color landscape layout verion of the
the terms of the d20 System License version 1.0. A copy of Book of Distinctions & Drawbacks Modern. It is designed to be
this License can be found at www.wizards.com. Dungeons printed in traditional letter format, using as little ink as pos-
& Dragons(R) and Wizards of the Coast(R) are Registered sible. The wide margin at left is to allow for staples or
Trademarks of Wizards of the Coast, and are used with punch-holes.
Permission.

This product is not published or endorsed by Wizards of


the Coast, Inc.

The section on medical conditions could not have been pre-


pared without the assistance of Jennifer Hermey, so I once
again dedicate this cross-referenced collection of pixels to
her, with love.

1
Introduction: Your Characters Need More Problems
The Book of Distinctions & Drawbacks Modern is a “char- Medical/Psychological Conditions
acter embellishment” sourcebook– that is, a set of character Somewhere between Primary and Secondary flaws are the
flaws and advantages for the d20 Modern system that is real-world medical and psychological conditions presented
designed to allow the customization of characters beyond the on pages 17-25. Generally speaking, medical conditions may
degree allowed by the combinations of race, class, and occu- be treated as Primary and psychological conditions should be
pation alone. treated as Secondary Flaws.

GMs thinking of using this book in planning their next cam- A great deal of abstraction has gone into the design of these
paign should be advised of two things: conditions in order to render them playable. Individuals actu-
ally dealing with these conditions in real life (as I myself deal
1. If you use this book, things might get even more with asthma, page 17) should not take it amiss if some of the
complex than usual. subtleties and variations of their conditions have been left out
of each flaw’s description. Many medical conditions that
The Book of Distinctions & Drawbacks Modern is chock would make excellent character flaws have also probably
full of items just begging to be weighed, contrasted, com- been left out of this edition of the BODD Modern–I make as lit-
pared, and cross-referenced with other items. Letting experi- tle pretense of inclusiveness as I do of absolute accuracy, and
enced gamers loose in an advantage/disadvantage system for that I offer my apologies.
can lead to many long hours of planning and “window shop-
ping.” Therefore, be advised– while this system can greatly Secondary and Weird Flaws
increase player satisfaction with the d20 Modern system, it These are flaws of personal inclination or flaws representing
will never speed up character creation or play. background difficulties. Although they can be just as debili-
tating as primary flaws, they tend to require continual role-
1. If you use this book, you’re going to have to stay playing attention and/or a great deal of thought on the part
on your toes. of the GM. Without such attention, many secondary flaws
will become nothing more than words on paper and will
One of the rules of thumb of the d20 system is that a char- cease to penalize a character. GMs are cautioned to study
acter can eventually have just about anything (trait, item, them thoroughly before allowing their use. Weird Flaws are
weapon, exotic class level, spell, etc.) the player wishes, occult in nature.
though there will be a trade-off or a price for it. Many powers
and abilities aren’t available until higher levels of experience; Advantages
every feat or special ability selected carries a “lost opportuni- Advantages are background benefits, material goods, and
ty” cost (as other feats or special abilities must be skipped); other awards or inheritances that can be of great use to a char-
every racial bonus is countered by some sort of racial limita- acter. Unlike feats, which represent intrinsic qualities or
tion or cost. In short, “there ain’t no such thing as a free trained abilities, advantages have nothing at all to do with the
lunch.” character himself and can be lost, stolen, or removed by a
variety of means. Advantages are loosely divided into social,
The use of any flaw/compensation system, even the one material, and special categories.
presented in this book, will be viewed by some players (for
reasons innocent or otherwise) as an excuse to strive for that
nonexistent free lunch, by wringing maximum benefit from
the least damaging or hindering set of flaw choices possible. I
have tried to make this as difficult as I could without turning
the system utterly dreary and draconian. GMs, please remem-
ber that the only defense against that sort of system abuse is
your own vigilance.

Types of Embellishments
This book is all about embellishments, good or bad– ele-
ments that help or hinder a character in a way not already
addressed by existing character creation rules. There are sev-
eral major types of embellishments:

Primary Flaws
This set of character flaws is meant to be as clearly and
explicitly defined as possible. Their drawbacks are predomi-
nantly mechanical in nature. As a result, most of them require
very little roleplaying “maintenance” or obtrusive attention
from the GM. Thus, they may generally be used the most
freely and with the least amount of GM oversight.

2
Selecting, Using, and Compensating For Flaws
Each flaw presented in this book is worth a certain Campaign Style Flaw Points Permitted
number of Flaw Points, with which players can do the fol- Conservative 10
lowing: Controlled (Default) 20
Generous 25
• 1 Flaw Point may be traded for two (2) skill ranks Very Generous 30
• 1 Flaw Point may be traded for one-eighth (1/8) of the XP Goofy 35
required for the character to advance to his next level
• 2 Flaw Points may be traded for one (1) feat It is strongly recommended that characters be allowed to
• 3 Flaw Points may be traded for two (2) ability points, to take a “goofy” number of Flaw Points only in games of an
be distributed at the player’s will experimental or “one-shot” nature. Too many flaws, no mat-
• 8 Flaw Points may be traded for one (1) character level ter how finely-balanced and delicately played, can turn an
• Flaw Points may also be traded for any of the Advantages ongoing d20 campaign silly in a variety of ways.
listed from pages 46-55
When creating characters higher than 1st level, this system
Flaws should generally be chosen and applied before actu- may still be used in a rewarding fashion, but the GM should
al play begins. Just as characters do not need to spend any- watch out for attempts to render flaws totally meaningless by
thing in exchange for equipment, money, friends, allies, and the calculated selection of magic items, FX equipment, and
other benefits acquired during actual adventuring, neither special powers. Characters are quite free to seek out magical
should they expect bonus points for enemies and other com- or FX compensations for their handicaps as a campaign goes
plications acquired once a campaign has actually begun. The on, of course, but starting play with such compensations
flaws presented in this volume are worth compensation already in their hands is contrary to the spirit of this system.
because they’re trouble above and beyond that which the char-
acters are naturally expected to face. Sharing Flaws and Advantages
A group of character may, with explicit GM approval, split
Any Flaw Points left over after play begins are lost, so the cost of certain large secondary flaws. For example, four
there’s no reason not to spend them. If nothing else, stray characters could split an 8 point Nemesis (a villain, for exam-
Flaw Points can be used to gain a small boost to skill points or ple– page 36), accepting the burden of that Nemesis as a
to the character ’s earned XP. group in exchange for 2 Flaw Points apiece. This will ensure
that the Nemesis will devote his attention to the group as a
Flaws and ECL/Challenge Rating whole, rather than spending most of his time harassing one
Flaws (and any compensations received because of them) individual.
cause no adjustment in effective character levels or challenge
ratings provided that the Flaw Points received for them are A group of character may also, quite logically, split the cost
actually spent. A 1st level character with 8 Flaw Points (spent of any advantage that could be deemed to be communally
on, say, four new feats) does have some capabilities not pos- divisible. There’s no way for three characters to split the cost
sessed by unmodified 1st level character, but he has an equiv- of, say, the rank of Admiral in the United States Navy– but it
alent set of handicaps. The two balance each other out. would be relatively easy for three characters to share an
apartment and a car.
A GM wishing to create exceptionally powerful and well-off
characters above and beyond the bounds allowed by com-
mensurate flaws may simply assign free Flaw Points at a rate
of 1 ECL per 8 free Flaw Points.

Permissible Numbers of Flaw Points


The default recommended limit is 20 Flaw Points per char-
acter– the fewer flaws a character possesses, the more con-
tained will be any potential disruption to the balance of a d20
campaign.

As flaws are heaped upon a character, not only does he gain


compensatory feats, skill points, or advantages– the amount
of attention that must be paid to those flaws by the GM and
the player alike increases. A character with one or two flaws
is interesting; a character with ten or eleven is a disaster wait-
ing to happen.

However, if the GM sees fit, a campaign may allow a high-


er maximum number of flaws per character:

3
Master List of Flaws
Primary Flaws
Flaw Brief Description of Impairment

Age Character enters the game at middle age or older


Albinism Character suffers from a rare lack of skin and hair pigmentation
Animal Antipathy Animals dislike the character rather intensely
Bad Driver Even when sober, character makes drunk drivers look skillful
Bad Shot Character is more or less incapable of using ranged weapons effectively
Bodily Marked Character has a permanent identifying marker, such as a brand or tattoo
Butterfingers Character is seriously lacking in manual dexterity
Climate Aversion Character is extremely uncomfortable in either cold or hot climates
Clumsy Dex modifier is not added to character’s base Defense
Disfigurement Something is obviously wrong with the character’s shape or appearance
Dull Reflexes Character’s Reflex Saving Throws are unusually poor
Dwarfism Character’s adult growth is significantly shorter and smaller than the norm
Easily Winded Character lacks the endurance for long-duration physical activities
Easily Slain Character doesn’t cling tenaciously to life when badly injured
Flinching Character suffers a limit upon his attacks of opportunity
Foresworn From Firearms Character refuses to carry or use firearms
Fragile Character’s Fortitude Saving Throws are unusually poor
Glass Jaw Character may be knocked silly by unarmed or bludgeoning attacks
Guileless Character lacks a substantial amount of wit and social perception
Gullible Character is far too credulous for his own good.
Illiterate Character cannot read
Impaired Hand(s) Character’s fingers or hands suffer from injury
Impaired Hearing Character has hearing trouble, and may even be deaf
Impaired Movement Character moves more slowly and clumsily than normal
Impaired Sense of Smell Character has no olfactory capabilities whatsoever
Impaired Sense of Taste Character’s sense of taste is utterly missing or destroyed
Impaired Vision Character is not blind, but his vision troubles him
Impaired Voice Character has suffered permanent damage to his palate or vocal chords
Impatient Character may never take 10 or 20 on a skill check
Inattentive Character suffers a penalty to to Listen, Search, and Spot checks
Inflexible Character isn’t very good at Escape Artist, Jump, and Tumble checks
Light-Headed Character suffers increased effects from stun and sleep attacks
Lummox Str modifier is not added to character’s Melee Attack Bonus
Magic Vulnerability Character suffers a penalty to all saving throws vs. spells and spell-like effects
Motion Sickness Character gets nauseous when aboard moving vehicles
Nervous Character suffers a penalty to Will Saves vs. fear, horror, and demoralization
Oafish Character suffers a penalty to all Hide, Jump, and Move Silently checks
Obese Character could stand to shed a few dozen pounds.
Old Injury Character suffers ability damage from critical hits
Old Injury (II) Character suffers increased damage from critical hits
Pacifism Character has chosen to foreswear the path of violence
Poor Fighter Character’s fighting ability is obviously sub-par.
Poorly Educated Character receives fewer skill points at 1st level
Predictable Fighter Character cannot charge, fight defensively, or aid another
Psionic Vulnerability* Character suffers a penalty to all saving throws vs. psionic abilities and effects
Slow Healing Character’s rate of hit point recovery is diminished
Slow-Witted Character’s Initiative checks aren’t what they should be
Unathletic Character’s Climb, Jump, and Swim checks suffer a variable penalty
Uncoordinated Character is seriously lacking in agility
Underweight Character is slender and scrawny
Unexceptional Character’s maximum number of skill ranks is decreased
Unhealthy Doubled fatigue penalties and diminished carrying capacity
Unlucky Bad things happen when character rolls a natural 1
Weak Constitution Character is unusually vulnerable to poisons and diseases
Weak-Willed Character’s Will Saves suffer a variable penalty

4
Medical Conditions
Medical Condition Brief Description of Impairment

Acquired Immunodeficiency Syndrome Character has AIDS or its precursor, HIV


Asthma Character has chronic breathing trouble
Clubfoot One of the character’s feet is malformed
Diabetes (Type I) Character’s body does not produce insulin
Diabetes (Type II) Character’s body does not properly use what insulin it has
Epilepsy Character suffers from seizures
Hemophilia Character lacks essential blood clotting factors
Multiple Chemical Sensitivity Character is allergic to many common modern-day chemicals

Psychological Conditions
Psychological Condition Brief Description of Impairment

Anxiety Disorder Character suffers from a general state of intense worry


Bipolar Disorder Character veers from states of manic enthusiasm to morbid lethargy
Chronic Confusion Character is befuddled about life, the universe, and everything
Delusional Character experiences hallucinations at regular intervals
Dissociative Identity Character has a “secondary personality” born of past trauma
Dyslexia Character has difficulty interpreting visual symbology, such as writing
Narcissism Character is poisonously fixated on his own aggrandizement
Narcolepsy Character suffers random bouts of irresistible sleepiness
Obsessive-Compulsive Disorder Character is obsessed with order, details, and procedures
Paranoia Character is always watching his back, as someone is ”out to get him”
Phobia Some common situation or encounter gives the character quite a fright
Post-Traumatic Stress Disorder Character suffers nervous episodes when reminded of a past trauma
Quirk/Mannerism Character has a minor behavioral or social quirk
Tourette’s Syndrome Character continually erupts in involuntary movements and vocalizations

Secondary Flaws
Secondary Flaw Brief Description of Impairment

Aggressive Character trusts his weapons too much and his wits too little
Airy/Flaky Character acts, dresses, and/or talks like an irreconcilable loon
Amnesia The character’s entire life before now is a blank slate
Billy the Kid Syndrome Character is regarded as the “one to beat” by a horde of eager wannabes
Boastful Character is a compulsive exaggerator and often an outright liar
Cold Fish Character is markedly stiff, emotionless, and aloof
Compulsive Liar Character simply cannot stop spinning webs of lies and exaggerations
Cowardly Character values his skin much more than he values his dignity
Criminal Honor Code Character is sworn to live by a rather “Sicilian” code of conduct
Criminal Record Character was convicted of one or more crimes and served time for them
Cruelty Character takes pleasure in dealing out pain and punishment to his foes
Dark Desire Character secretly years for vast cosmic power at any price
Debt of Honor Character owes favors to a powerful NPC and must repay them
Dependency Character is addicted to a chemical substance
Dependent Character has one or more relatively helpless NPCs to guard and care for
Divisive Destiny Character is fated to cause a major schism in his family, culture, or nation
Double Life Character adventures under a secret identity that must remain secret
Driving Obsession Character’s life is consumed by his hunger for a single goal
Duty/Responsibility Character is sworn and legally bound into the service of a nation or group
Estranged Character is emotionally alienated from his family and society
Explosive Temper Character blows his top with a frightening lack of control
Greed Character covets material possessions with an unhealthy lack of caution
Heroic Code: Fair Play Character refuses to fight in an unsporting fashion
Heroic Code: Honesty According to the character, two wrongs never make a right
Heroic Code: Law and Order Character deeply respects and defers to the law and its uniformed defenders
Heroic Code: Loyalty Character refuses to abandon his friends and allies even in suicidal situations
Heroic Code: Mercy Character has vowed never to take the life of another thinking being
Humorless Character is utterly without the slightest comprehension of humor

5
Impulsive Character is rash and headstrong, disdaining calculation, caution, and planning
Inferiority Complex Character is a show-off, overly sensitive about any perceived mistreatment
Insatiable Curiosity Character is probably going to go the way of the proverbial cat
Intolerant Character has an extremely regrettable streak of racial prejudice
Kleptomania Character lives for the thrill of stealing things from other people
Lazy Character is a slacker and a shirker; he is apparently allergic to hard work
Lecherous Character chases his compatible sex with single-minded zeal
Lone Wolf Character dislikes working in a group and is a grating, divisive presence
Macho/Spartan Character laughs at displays of weakness and shuns all creature comforts
Melancholy Character is brooding, introspective, and morbid
Miser Character is obsessed with hoarding the money he has accumulated
Mistaken Identity Someone with power frequently mistakes your character for someone else
Monetary Debt Character owes a small fortune to a powerful NPC
Nemesis: Government Your character has an enemy within a local, regional, or national government
Nemesis: Legal Your character is pursued by lawyers
Nemesis: Media Your character is constantly harassed by one or more media figures
Nemesis: Organization Your character has made an enemy of a non-governmental organization
Nemesis: Villain Your character has made an enemy of a powerful and determined NPC
Nightmares Character suffers from recurring bouts of sleep-destroying visions
Obnoxious Character is an obstreperous, opinionated loudmouth
Ostracism Character suffers formal or informal prejudice from the society he lives in
Overcautious Character drags his heels and proceeds too slowly when taking decisive action
Overconfident Character doesn’t seem to realize that he’s not invincible
Pompous Character is overly formal, domineering, and melodramatic
Poor Reputation Character is reviled and disparaged by quite a few people
Primitive Character is a product of a less technologically advanced civilization
Risk-Addicted Character loves to consign his fate to the hands of Lady Luck
Stubborn Character is obstreperous, headstrong, and used to having his way.
Tongue-Tied Character is shy and socially unpolished
Unsophisticated Character is presumed to be a hick or a rube.
Vain/Dandy Character is image-obsessed, and possibly foppish or a clotheshorse
Vindictive Character has a revenge complex and cannot forgive any slight or injury

Weird Flaws
Weird Flaw Brief Description of Impairment

Bane Character has an unusual vulnerability


Cursed Character suffers from the varying effects of a supernatural curse
Dark Taint Character has been touched by some form of evil
Haunted Character suffers the attentions of a poltergeist
Photophobia Character hates bright light, and takes damage from sunlight
Strange Attractor Character attracts bizarre occurrences and weird disruptions

6
PRIMARY FLAWS checks and a -2 penalty to Search and Spot checks.

AGE Even modest exposure (2 or more hours) to powerful sun-


[ Primary Flaw ] light will force your character to make a Fort Save (DC 20) or
As your character can readily attest, it’s not necessarily the suffer painful burns across the exposed areas of his body.
years, it’s the mileage. These burns will cause the temporary loss of 1d6 points of
Dexterity, which will return at the usual rate with rest and
[2 Pts.] Middle Age: Your character begins the game just care.
past the cusp of “middle age.” His starting age will be 1d4
years past the minimum “middle age” prescribed for his race. Special Handicap [Hermansky-Pudlak Syndrome, +2 Pts.]:
Your character suffers a -1 penalty to Strength, Dexterity, and This is an extremely rare form of albinism found almost
Constitution and gains a +1 bonus to Intelligence, Wisdom, exclusively (but not universally) in people of Puerto Rican
and Charisma. descent. Its symptoms are mild lung fibrosis (an inability of
the lungs to expand or contract fully) and occasional bouts of
[4 Pts.] Old Age: Your character begins the game just past bleeding, which are abstracted for game purposes to an
the cusp of “old age.” His starting age will be 1d4 years past inherent -2 penalty to Fortitude saving throws.
the minimum “old age” prescribed for his race. He suffers an
additional -2 penalty to Strength, Dexterity, and Constitution ANIMAL ANTIPATHY
and gains an additional +1 bonus to Intelligence, Wisdom,
and Charisma. [ Primary Flaw ]
Although your character can make limited use of pack and
[8 Pts.] Venerable Age: Your character begins the game just riding animals, neither they nor their wild counterparts have
past the cusp of “venerable age.” His starting age will be 1 any affection for him.
year past the minimum “venerable age” prescribed for his
race. He suffers an additional -3 penalty to Strength, [2 Pts.] Moderate Antipathy: Your character suffers an
Dexterity, and Constitution and gains an additional +1 bonus inherent -2 penalty to all Animal Empathy, Handle Animal,
to Intelligence, Wisdom, and Charisma. He also suffers an and Ride checks, and must always treat those skills as cross-
inherent -5 foot penalty to his base Speed and an inherent -1 class skills if he wishes to improve them Dogs will bark at
penalty to his Defense score. him, cats will hiss, and horses will buck and shy away. Any
wild animals encountered will have their reactions toward
Special Handicap [Frailty, +2 Pts.]: Your character suffers your character shifted one column into the negative.
an additional inherent -1 penalty to his Fortitude Save and his
Reflex Save. [4 Pts.] Severe Antipathy: Your character suffers an inher-
ent -4 penalty to all Animal Empathy, Handle Animal, and
Limitation: The GM may determine that this flaw is incom- Ride checks, and must always treat those skills as cross-class
patible with certain unusual races or FX powers in use in spe- skills if he wishes to improve them. Dogs will howl at him,
cific campaigns. cats will hiss and scratch, and horses may attempt to kick
him. Any wild animals encountered will have their reactions
toward your character shifted one column into the negative,
ALBINISM and animals that are already hostile will attack your character
[ Primary Flaw ] in preference to anyone else nearby.
Oculocutaneous albinism is a congenital condition that caus- [6 Pts.] Violent Antipathy: Your character suffers an inher-
es your character to have little or no pigmentation in his eyes, ent -6 penalty to all Animal Empathy, Handle Animal, and
skin, and hair. In addition to affecting his physical appear- Ride checks, and must always treat those skills as cross-class
ance, this condition may impair vision or, rarely, cause more skills if he wishes to improve them. Any wild animals
serious problems. encountered will have their reactions toward your character
shifted one column into the negative, and animals that are
[2 Pts.] Mild Albinism: Your character is unusually pale, already hostile will gleefully ignore anyone else nearby in
and suffers a -4 circumstance penalty to Disguise checks due their haste to hurl themselves upon your character. Lastly,
to the difficulty of concealing his condition. He also suffers an any animal attacking your character gains a +1 morale bonus
inherent -1 penalty to Search and Spot checks. to its attack and damage rolls.

If your character suffers lengthy exposure (4 hours or more) Limitation: A character with this flaw may not possess the
to powerful sunlight with little or no protection, he must feat Animal Affinity, nor any other feat that offers a benefit or
make a Fort Save (DC 18) or suffer painful burns across the a bonus when dealing with animals.
exposed areas of his body. These burns will cause the tempo-
rary loss of 1d4 points of Dexterity, which will return at the BAD DRIVER
usual rate with rest and care. [ Primary Flaw ]
Putting your character at the controls of any ground vehicle
[4 Pts.] Serious Albinism: Your character’s hair and skin are
with more get-up-and-go than the average bicycle is an invi-
not merely pale, but somewhere between snowy white and
tation to disaster.
transparent. He suffers a -8 circumstance penalty to Disguise

7
[2 Pts.] Simple Ineptitude: Your character suffers an inher- such as laser surgery. This flaw is especially appropriate for
ent -4 penalty to all Drive checks. members of secret orders and societies. Be warned– not only
does it make disguise more difficult, it may be a dead give-
[4 Pts.] Total Ineptitude: Your character suffers an inherent away of your character’s identity or nature if his enemies
-8 penalty to all Drive checks. learn the meaning of the mark.

[6 Pts.] Gruesome Incompetence: Your character automati- [1 Pt.] Easily Concealed: Your character ’s permanent mark
cally fails any Drive check he is called upon to make. is quite indelible, but it is positioned so as to be very easily
concealed– beneath a watchband, behind a necklace, under a
Limitation: This flaw is incompatible with the Drive-By breast or an armpit, on the inside of a thigh, etc. Your charac-
Attack, Force Stop, Vehicle Dodge, and Vehicle Expert feats. A ter suffers a -1 circumstance penalty to disguise checks.
character suffering from total ineptitude or gruesome incom-
petence may not take the Surface Vehicle Operation feat. [2 Pts.] Difficult to Conceal: Your character’s permanent
mark is positioned so that it may be hidden beneath relative-
BAD SHOT ly long clothing (full-length shirts and trousers), but will be
revealed by anything less. Your character suffers a -2 circum-
[ Primary Flaw ] stance penalty to disguise checks.
Your character is either woefully unpracticed or naturally [3 Pts.] Glaringly Obvious: Your character’s permanent
handicapped when it comes to the use of ranged weapons. mark is either so large or so located as to be impossible to
hide– the middle of his forehead, for example. Your character
[1 Pt.] Slight Impairment: Your character suffers an inher- suffers a -4 penalty to disguise checks.
ent -1 penalty to all ranged attacks.
Special Handicap [Invites Trouble, +1 Pt.]: Your character’s
[2 Pts.] Routine Ineptitude: Your character suffers an inher- mark sends a signal to certain people that your character may
ent -2 penalty to all ranged attacks. be openly harmed or even killed. For example, some police
states brand their criminals and enemies, and those markings
[3 Pts.] Woeful Ineptitude: Your character is lucky he would invite police and other authorities to arrest or attack
understands which end of the barrel the bullet comes out of. your character if the markings were uncovered.
He suffers an inherent -4 penalty to all ranged attacks.

[4 Pts.] Perpetual Embarrassment: Opponents would rather BUTTERFINGERS


be shot at by your character than by anyone else they know. [ Primary Flaw ]
He suffers an inherent -6 penalty to all ranged attacks. Your character is seriously lacking in manual dexterity, and
tends to fumble and slip when he grasps at objects in
Special Handicap [Uncoordinated, +1 or 2 Pts.]: Your char- moments of stress.
acter’s positive Dexterity modifier does not improve his
ranged attack rolls. This special handicap may only be select- [2 Pts.]: Withdrawing or stowing a carried item or weapon
ed if your character has a Dexterity score of 12 or higher. If at (in a holster or pack) are both treated as full-round actions for
any time your character’s Dexterity score permanently drops your character. Reloading a firearm with a box magazine or a
below 12, simply add another -2 penalty to his ranged attacks. speed-loader also requires a full round, and reloading a
This handicap is worth 1 point for a Dexterity score of 12-15 firearm with an internal magazine or belt requires two full-
and 2 points for a Dexterity score of 16 or higher. round actions. Your character suffers a -1 circumstance penal-
ty to all Sleight-of-Hand checks.
Special Handicap [Luckless Shooter, +1 Pt.]: Your charac-
ter may never spend Action Points to improve ranged attack Limitation: This flaw is incompatible with the Quick Draw
rolls. and Quick Reload feats.

Special Handicap [Ineffectual Shooter, +1 Pt.]: Your char- CLIMATE AVERSION


acter may never score a critical hit with a firearm. All critical
hits rolled with a firearm will be treated as ordinary hits. [ Primary Flaw ]
Your character ’s body has a hard time adjusting to the rig-
Limitation: This flaw is incompatible with the following ors of either very hot or very cold climates.
feats: Advanced Firearms Proficiency, Burst Fire, Dead Aim,
Double Tap, Far Shot, Point-Blank Shot, Precise Shot, Shot on [2 Pts.] Cold Aversion: If your character is averse to cold
the Run, Skip Shot, or Strafe. It is also incompatible with the climates, he suffers a -2 circumstance penalty to all saving
Foresworn From Firearms flaw (page 10). throws and skill checks in temperatures at or below 40
degrees Fahrenheit. He also suffers an inherent -2 penalty to
saving throws made against cold-based FX powers or area
BODILY MARKED effects. Cold-weather clothing will not remove this penalty.
[ Primary Flaw ]
Your character ‘s body has been permanently marked with [2 Pts.] Heat Aversion: If your character is averse to hot cli-
a brand, a tattoo, a birthmark, or some similar marking, of a mates, he suffers a -2 circumstance penalty to all saving
nature that is very difficult to remove even with procedures throws and skill checks in tropical or desert conditions (or in

8
artificial conditions of extreme heat, such as steam baths). He [4 Pts.] Obvious Disfigurement: Your character suffers an
also suffers an inherent -2 penalty to saving throws made inherent -4 penalty to his Charisma score. Only his very close
against heat-based FX powers or area effects. friends, family, and associates will disregard this penalty
(GM’s discretion). Furthermore, your character will suffer an
Special Handicap [Intense Aversion, +1 Pt.]: Your charac- additional -4 penalty to all Disguise checks, due to the diffi-
ter’s aversion to the climate is so intense that he also suffers a culty of concealing his unusual feature(s).
-2 circumstance penalty to Defense and attack rolls while in it.
Special Handicap [Unusual Body Shape, +1 Pt.]: Your char-
Special: A character may possess both types of climate aver- acter must have all of his personal clothing and armor tai-
sion, meaning that he will be comfortable only in relatively lored to fit his disfigured form. Increase the base price of any
temperate climates. armor or clothing so customized by 50%, or add 2 to the DC
of the Wealth check.
Limitation: This flaw may not be taken by a character with
any sort of intrinsic resistance to the range of temperatures he Special Handicap [Uniqueness, +1 Pt.]: Your character suf-
is supposed to be averse to. fers an additional -4 circumstance penalty to Disguise checks.

CLUMSY DULL REFLEXES


[ Primary Flaw ] [ Primary Flaw]
Your character’s defensive footwork needs a great deal of Your character isn’t as fast as he could or should be when
polish. His opponents find him somehow quite hittable. attempting to dodge incoming disaster.

[2 Pts.] Slightly Clumsy: Your character suffers an inherent [1 Pt.]: Your character suffers an inherent -1 penalty to his
-1 penalty to his Defense rating. Reflex saving throw.

[4 Pts.] Fairly Clumsy: Your character suffers an inherent -2 This flaw may be taken multiple times, up to a maximum
penalty to his Defense rating. Reflex Save penalty of -8.

[6 Pts.] Very Clumsy: Your character suffers an inherent -3 Limitation: This flaw may not be taken in conjunction with
penalty to his Defense rating. Cover is your character’s the Lightning Reflexes feat.
friend.
DWARFISM
[8 Pts.] Professional Victim: Your character suffers an inher-
ent -4 penalty to his Defense rating. May we suggest a com- [ Primary Flaw]
prehensive life insurance policy? Your character, due to a genetic condition, has reached an
adult level of physical development that is significantly short-
Special Handicap [Uncomfortable With Armor, +1 Pt.]: If er in stature than his species norm.
your character wears armor of any sort, his Armor Check
Penalty is worsened by -1. [2 Pts.]: Your character is one size class smaller than the
adult norm for his race. In the case of humans, this will make
Special: This flaw is incompatible with the Dodge feat. him a small creature. Apply all the appropriate modifiers.
Your character suffers an intrinsic -4 penalty to all Intimidate
and Disguise checks. He may occasionally suffer taunts and
DISFIGUREMENT pranks from insensitive NPCs.
[ Primary Flaw ]
Your character suffers from a permanent , painless, but very EASILY SLAIN
obvious physical deformity. This could be anything from bes-
tial features (a mane, a tail, etc.) to a misshapen body (hunch- [ Primary Flaw]
back, extensive scars) to unusual skin color (moon-white, Your character’s will to live is weaker than usual, and when
dark blue, etc.). seriously injured his natural inclination is to give up the ghost
rather than fight to stay alive.
[1 Pt.] Slight Disfigurement: Your character suffers an
inherent -1 penalty to his Charisma score. Only his very close [2 Pts.]: Your character dies at -5 hit points rather than at -
friends, family, and associates will disregard this penalty 10 hit points. Furthermore, he suffers a -2 penalty to any Fort
(GM’s discretion). Furthermore, your character will suffer an Save made to avoid instant death (as from massive damage,
additional -1 penalty to all Disguise checks, due to the diffi- for example).
culty of concealing his unusual feature(s).
[2 Pts.] Moderate Disfigurement: Your character suffers an Limitation: This flaw may not be applied to characters with
inherent -2 penalty to his Charisma score. Only his very close regeneration or unusually fast healing as natural powers.
friends, family, and associates will disregard this penalty
(GM’s discretion). Furthermore, your character will suffer an
additional -2 penalty to all Disguise checks, due to the diffi-
culty of concealing his unusual feature(s).

9
EASILY WINDED vitality.
[ Primary Flaw] [1 Pt.]: Your character suffers an inherent -1 penalty to his
Your character’s ability to engage in lengthy bouts of phys- Fortitude saving throw.
ical activity is somewhat limited.
This flaw may be taken multiple times, up to a maximum
[2 Pts.] Slightly Out of Shape: Your character suffers a -4 Fortitude Save penalty of -8.
penalty to all skill checks or saves made to reflect exertion
over an extended length of time. Furthermore, when holding Limitation: This flaw may not be taken in conjunction with
his breath, he is treated as though his Constitution score were the Great Fortitude feat.
4 points lower than it really is.

[4 Pts.] Obviously Out of Shape: Your character suffers a - GLASS JAW


8 penalty to all skill checks or saves made to reflect exertion [ Primary Flaw ]
over an extended length of time. Furthermore, when holding Your character tends to wobble and swoon when an oppo-
his breath, he is treated as though his Constitution score were nent lands a solid blow to his head or chin.
8 points lower than it really is.
[2 Pts.] Wobbly: When an opponent scores a successful crit-
Limitation: This flaw may not be taken in conjunction with ical hit against your character with an unarmed attack or a
the Endurance feat. bludgeoning weapon, your character must make a Fort Save,
[DC 10 + points of damage taken], or become stunned for
FLINCHING 1d2+1 rounds.
[ Primary Flaw] [4 Pts.] Downright Delicate: When an opponent scores a
Your character tends to flinch and hesitate when opponents successful critical hit against your character with an unarmed
press close in combat, meaning that his attacks of opportuni- attack or a bludgeoning weapon, your character must make a
ty are poorly directed. Fort Save, [DC 15 + points of damage taken], or become
stunned for 1d4+1 rounds.
[2 Pts.]: When an opponent triggers an attack of opportuni-
ty within your character’s threatened area, your character Limitation: This flaw may not be taken by a character natu-
suffers a -4 circumstance penalty to his attack roll. rally immune to critical hits.

FORESWORN FROM FIREARMS GUILELESS


[ Primary Flaw ] [ Primary Flaw ]
Your character shuns the use of guns of any sort, regarding Your character is somewhat deficient in shrewdness and
them as crude, clumsy, noisy, dishonorable, or all of the social awareness.
above.
[2 Pts.] Moderate Revulsion: Your character steadfastly [2 Pts.] Socially Unpolished: Your character suffers an
refuses to carry or use firearms, and usually regards those inherent -2 penalty to all Bluff, Diplomacy, and Sense Motive
who do as being beneath contempt. In extreme circumstances, checks.
your character may attempt to pick up a firearm and use it for
a purpose other than shooting someone else (cutting a rope, [4 Pts.] Fantastically Clueless: Your character suffers an
detonating an explosive barrel, etc.). The GM may call for a inherent -4 penalty to all Bluff, Diplomacy, and Sense Motive
Will Save (DC 15+) before allowing him to do so. checks.

[4 Pts.] Irrational Abhorrence: Your character refuses to Limitation: This flaw is incompatible with any feat that
even touch a firearm, even when his life or the lives of others would enhance or improve any of the skills it penalizes.
might be on the line. In utterly extreme circumstances (fate of
the world hangs in the balance, for example) the character
may attempt a very difficult Will Save (DC 25+) in order to GULLIBLE
pick up a firearm and use it on an inanimate object. [ Primary Flaw ]
Your character is far too credulous– not only does he tend
Limitation: This flaw is incompatible with any feat that to swallow lies, exaggerations, and tall tales put forth by oth-
improves the character’s ability to use or maintain firearms. ers, he does so with enthusiasm.
Feats that improve general ranged attacks may be taken (with
the GM’s permission), but never applied to the use of [2 Pts.]: Your character suffers an inherent -4 penalty to all
firearms. Bluff checks and Sense Motive checks. It’s against his nature
to challenge the word of others except when he has direct
FRAGILE proof that they’re wrong, and his friends and allies will have
many occasions to swat their foreheads in embarrassment at
[ Primary Flaw] his gullibility.
Your character suffers from a certain exceptional lack of

10
ILLITERATE GM Option: Flaw Synergy
[ Primary Flaw ] By now it’s probably occurred to you that certain flaws, in
Your character cannot read. combination, have a debilitating effect greater than the sum
of their parts– just as alcohol and some drugs multiply their
[2 Pts.]: Your character cannot read, and therefore cannot effects when mingled. This leads into the concept of flaw
place skill ranks in Knowledges, Professions, or Craft/Repair synergy.
skills that could reasonably be determined to require any ele-
ment of book-learning (GM’s discretion). Your character also Flaw synergy grants a player some extra bit of compensa-
begins the game knowing only the spoken form of his native tion for having the guts needed to take a set of flaws that
language. compound one another in a potentially gruesome fashion.
Note that flaw synergy does not occur merely because a
IMPAIRED HAND(S) character has a set of flaws that are thematically related– for
example, while it makes sense that an Inflexible character
[ Primary Flaw ]
might also be Unathletic, those two flaws don’t complicate
Your character has suffered some form of damage to one or
one another in a direct and particular fashion.
both of his hands.
On the other hand, Glass Jaw and Light-Headed are poten-
[2 Pts.] Injured/Missing Fingers: Due to stiff or missing fin-
tially deadly in combination. The latter flaw all but ensures
gers, your character suffers a -2 circumstance penalty to all
that your character will fall unconscious whenever the for-
Climb, Craft, Disable Device, Repair, and Sleight-of-Hand
mer flaw takes effect. Old Injury and Old Injury (II) are an
checks;
equally dangerous match, greatly enhancing the effect of
every critical hit the character suffers.
[5 Pts.] One-Handed: Your character’s off hand was com-
pletely severed from his wrist, leaving him with nothing but
Primary and secondary flaws may be combined to create
a rounded and useless stump. This flaw has a variety of
synergy. For example, an Overconfident character with a
effects:
Glass Jaw and an Old Injury is simply asking for trouble.
•Your character cannot wield a weapon in his off-hand, nor
If the GM determines that a player’s selection of flaws is
use any shield with that hand, save a buckler which can be
appropriately synergistic, he may award him one of the fol-
strapped to his forearm;
lowing benefits:
•Your character may not wear rings or bracelets on his off
• 1 Flaw Point for mild synergy
hand. Magical items in the form of gloves or gauntlets may
• 2 Flaw Points for dangerous synergy
not be used if both must be worn to achieve the magical
• 3 Flaw Points for suicidal synergy
effect;

•Reloading a firearm with a box magazine or a speed-loader


also requires a full round;

•Your character suffers a -2 circumstance penalty to all


IMPAIRED HEARING
Climb, Craft, Disable Device, Repair, and Sleight-of-Hand [ Primary Flaw ]
checks; and Your character has suffered some sort of damage (congeni-
tal, perhaps, or caused by an accident or a combat injury) to
•Your character may not use ordinary bows, although he his auditory nerves.
may load and fire crossbows as per normal.
[2 Pts.] Hearing Damage: Your character retains some audi-
•Your character suffers a -1 penalty to all grapple checks. tory ability, but not much. He suffers an inherent -6 penalty to
Listen checks, and may not spend Action Points to enhance
Limitation: Your character may not possess the following them. The Listen skill will be forever considered cross-class
feats: Ambidexterity, Quick Reload, Two-Weapon Fighting, or for your character.
Improved Two-Weapon Fighting.
[5 Pts.] Deafness: Your character automatically fails any
Special: Injured/Missing Fingers is worth 1 bonus Flaw Point Listen check, suffers a -4 penalty to Initiative, and has a 20%
to arcane spellcasters, as it causes a 10% chance of failure to chance to miscast any spell with a verbal (V) component.
any spell with a somatic (gesture) component. One-Handed is Nothing less than a full Wish spell or the equivalent ultra-
worth 2 bonus Flaw Points to an arcane spellcaster, as it caus- powerful FX effect can restore your character ’s hearing.
es a 20% chance of failure to any spell with a somatic compo-
nent. These percentile chances of failure are rolled by the GM. Limitation: This flaw may not be applied to characters with
a natural power or ability that effectively replaces the sense of
Special: The GM may see fit to assign penalties to actions hearing.
not described here if the lack of an off-hand could be reason-
ably determined to hinder those actions.

11
IMPAIRED MOVEMENT IMPAIRED VISION
[ Primary Flaw ] [ Primary Flaw ]
Your character suffers from a physical condition that Your character isn’t completely blind, but his vision is a con-
restricts his ability to move. The nature of this condition is stant source of trouble to him. Magical healing will not suffice
such that no magical, technological, or other power can to alleviate this condition.
reverse or remove it, unless you wish to buy this flaw off
(page 14) at 2nd level or higher. [2 Pts.] Poor Vision: Your character suffers an inherent -3
penalty to Search and Spot checks, and may not spend Action
[2 Pts.] Limp: Your character ’s base Speed is reduced by 10 Points to enhance them. The Search and Spot skills will be for-
feet. ever considered cross-class for your character.

[4 Pts.] Serious Limp: Your character’s base Speed is [4 Pts.] Terrible Vision: Your character isn’t yet absolutely
reduced by 10 feet. He suffers an inherent -2 penalty to Climb, blind, but in practical terms he’s pretty close. Your character
Jump, and Tumble checks. suffers an inherent -4 penalty to Search and Spot checks, and
may not spend Action Points to enhance them. The Search
[8 Pts.] Hobbled: Your character cannot run or charge. His and Spot skills will be forever considered cross-class for your
base Speed is reduced by 10 feet. He suffers an inherent -1 character. Furthermore, he suffers a -1 inherent penalty to all
penalty to Defense and a -4 penalty to Climb, Jump, and attack rolls due to his inability to judge the true position of
Tumble checks. opponents in combat.

[12 Pts.] Paraplegic: Your character is paraplegic. He has [6 Pts.] Truly Awful Vision: It isn’t quite safe to let your
lost all use of his legs and must rely upon a wheelchair or character out on his own– he’s always mistaking hostile nin-
other conveyance. If removed from such a device, he may jas for harmless pieces of lawn furniture, and vice versa. Your
move only by crawling while prone, at a rate of 10 feet per character suffers an inherent -5 penalty to Search and Spot
round. At all times, he loses his Dex bonus to Defense, suffers checks, and may not spend Action Points to enhance them.
an intrinsic -2 penalty to Defense, grants attackers a +2 bonus The Search and Spot skills will be forever considered cross-
to attack rolls, and automatically fails Climb, Jump, and class for your character. Furthermore, he suffers a -1 inherent
Tumble checks. penalty to all attack rolls, as well as an inherent -1 penalty to
Defense.
Limitation: This flaw, in its Paraplegic form, is incompatible
with any feat or FX power that the GM determines to require [8 Pts.] Blindness: In addition to the obvious effects of
bipedal movement. Paraplegism is also incompatible with the blindness (automatically failing Search and Spot checks, for
Inflexible flaw. example), your character suffers a 50% miss chance in com-
bat, loses any Dexterity bonus to Defense, grants a +2 bonus
IMPAIRED SENSE OF SMELL to opponents’ attack rolls, moves at half speed, and suffers a
-4 penalty on most Dexterity and Strength-based skill checks,
[ Primary Flaw ] at the GM’s discretion.
Your character ‘s olfactory nerves have been damaged, leav-
ing him unable to smell anything. While this may be a bless-
ing in certain disgusting situations, it also leaves him without IMPAIRED VOICE
early warning of many possible hazards, including fires, poi- [ Primary Flaw ]
son gas, or large nearby animals. Your character has suffered extensive damage to his vocal
cords, via injury or disease. Magical healing and FX powers
[1 Pt.]: In addition to the obvious effects of this flaw, your cannot correct this condition.
character suffers a -2 circumstance penalty to any roll made to
ascertain information by the sense of taste. [1 Pt.] Slight Impediment: Your character suffers from a
slight speech impediment, such as an occasional stutter. This
IMPAIRED SENSE OF TASTE impediment should be role-played continually, but need only
become severe when your character is under intense stress.
[ Primary Flaw ] The GM may call for a Will Save in times of crisis if your char-
Your character ‘s taste buds are permanently damaged or acter wishes to try and maintain control over his voice.
missing, leaving him sadly unable to taste anything, no mat-
ter how delicious or vile it may be. [2 Pts.] Damaged Voice: Your character is unable to talk
above a harsh whisper and cannot shout or sing. This should
[1 Pt.]: Everything your character eats or drinks is as flat and be role-played at all times. Your character suffers a 25%
flavorless as distilled water would be to an ordinary person. chance of spell failure when casting any arcane spell with a
This leaves your character unable to detect the subtle hint of verbal (V) component. Any Perform check involving a verbal
drugs, poison, or putrefaction in anything he eats. element (save for singing, which is already totally precluded)
suffers a -4 circumstance penalty. This level of Impaired Voice
is worth 2 bonus Flaw Points to arcane spellcasters, as virtu-
ally all spells have verbal components.

12
[4 Pts.] Mute: Your character’s vocal cords are missing or [2 Pts.]: When your character would normally become stag-
irreparably damaged. He may speak only in weak abstract gered due to the accrual of nonlethal damage, he instead falls
noises, such as hisses and grunts. Otherwise, his communica- unconscious. When he suffers a successful stun attack, he
tion must be limited to gestures and writing (if he is capable must make a Fort Save (DC 15) or instead fall unconscious for
of such). It is expected that this flaw will be roleplayed at all the appropriate number of rounds. Your character suffers a -2
appropriate times. An arcane spellcaster may not be mute. penalty to all saving throws vs. sleep-inducing spells, FX
powers, and drugs.
IMPATIENT
Special: This flaw may not be taken by a character with an
[ Primary Flaw ] unusual or racial resistance to sleep-inducing spells and FX
Your character is notoriously incapable of focusing his atten- powers, or to nonlethal damage.
tion long and hard enough to accomplish tasks requiring
great dedication.
LUMMOX
[2 Pts.]: Your character may never ‘take 10’ or ‘take 20’ on [ Primary Flaw ]
any skill check. Your character ’s firm muscles are a testament to his physi-
cal strength, but he’s never really learned how to control that
INATTENTIVE strength when swinging a weapon.
[ Primary Flaw ] [2 Pts.]: Your character’s positive Strength modifier is not
Your character is frequently oblivious to the fine details of applied to his Base Attack Bonus whenever he uses a melee
what’s happening all around him. weapon or makes an unarmed attack.

[2 Pts.] Distracted: Your character suffers an inherent -2 Limitation: This flaw may only be applied to characters
penalty to Listen, Search, and Spot checks. with a Strength score of 12 or higher. If at any time the char-
acter’s Strength falls permanently beneath 12, apply an inher-
[4 Pts.] Clueless: Your character suffers an inherent -4 penal- ent -2 penalty to all melee attack rolls instead.
ty to Listen, Search, and Spot checks.

[6 Pts.] Thick as Concrete: Your character suffers an inher- MAGIC VULNERABILITY


ent -6 penalty to Listen, Search, and Spot checks. [ Primary Flaw ]
Your character is unusually vulnerable to the deleterious
Limitation: This flaw may not be taken in conjunction with effects of hostile magic.
the “Blindness” version of Impaired Vision or with the
“Deafness” version of “Impaired Hearing. [2 Pts.] Slight Vulnerability: Your character suffers an
inherent -2 penalty to all saving throws against spells and
INFLEXIBLE spell-like effects.
[ Primary Flaw ] [4 Pts.] Moderate Vulnerability: Your character suffers an
Whether it’s due to age, an old injury, or simple lack of exer- inherent -4 penalty to all saving throws against spells and
cise, your character isn’t as lithe and nimble as he really spell-like effects.
should be.
[6 Pts.] Extreme Vulnerability: Your character suffers an
[2 Pts.] Creaky: Your character suffers an inherent -2 penal- inherent -6 penalty to all saving throws against spells and
ty to Balance, Escape Artist, Jump, and Tumble checks. spell-like effects.

[4 Pts.] Stiff: Your character suffers an inherent -4 penalty to [8 Pts.] Dying of Mojo: Your character suffers an inherent -
Balance, Escape Artist, Jump, and Tumble checks. 8 penalty to all saving throws against spells and spell-like
effects.
[6 Pts.] Very Stiff: Your character suffers an inherent -4
penalty to Balance, Escape Artist, Jump, and Tumble checks, Special: This flaw may only be taken in campaigns where
as well as an inherent -1 penalty to Defense. magic is present.

Special Handicap [Arthritis, +2 Pts.]: Your character ’s fin-


gers are stiff and sore. As a result, he suffers an inherent -2 MOTION SICKNESS
penalty to Craft, Disable Device, and Sleight-of-Hand checks. [ Primary Flaw ]
Your character suffers intense discomfort and disorientation
LIGHT-HEADED if he attempts to concentrate on anything but the scenery
while in a moving vehicle. This flaw does not usually apply if
[ Primary Flaw ] the character is controlling the vehicle in question.
Your character has serious trouble remaining steady on his
feet when subjected to a stunning attack or a knockout effect. [2 Pts.] Woozy: Your character suffers a -2 circumstance
penalty any time he attempts to take any sort of action while

13
riding within or upon a moving vehicle. GM Option: Buying Off Flaws
[4 Pts.] Nauseous: What’s more, before your character may Sooner or later, one of your players is probably going to
take any action while in or upon a moving vehicle, he must express a desire to have his character overcome one or more
make a Fortitude Save (DC 15). Failure means that he will of his flaws. Provided that a proper in-game rationale can be
become nauseated until the beginning of his action in the next provided for this, it isn’t a problem. Medical science can cor-
round. rect neurological damage, repair broken limbs, and offer new
drug treatments for previously unbeatable problems.
Special Handicap [Total Vulnerability, +1 Pt.]: Your char- Psychological counseling can help overcome many nervous
acter even suffers from motion sickness when he is the one disorders. Time, discipline, and increasing self-confidence
controlling the vehicle. can help bury many old handicaps, such as clumsiness or
obesity.
NERVOUS When a player wishes to “buy off” a character flaw, he must
[ Primary Flaw ] spend something in exchange, at the time his character gains
Your character has some difficulty dealing with the horrors a level:
of battle, dark magic, and supernatural manifestations.
•1 Flaw Point may be bought off for 2 skill points;
[2 Pts.] Trepidatious: Your character suffers an inherent -4 •2 Flaw Points may be bought off for 1 feat (whether
penalty to Will Saves made to resist fear, horror, shock, or received for character level or as a class bonus);
demoralization. •2 Flaw Points may be bought off in place of one
ability score increase (at 4th, 8th, 12th, 16th, or 20th
[4 Pts.] Traumatized: Your character suffers an inherent -8 level);
penalty to Will Saves made to resist fear, horror, shock, or
demoralization. Note that the character doesn’t spend any feats or skill
points he already has– he loses only new ones he would ordi-
Limitation: This flaw may not be taken by characters that narily get for a level increase.
are inherently immune to fear effects.
Alternately (and with your explicit permission), a character
OAFISH may buy off 1 Flaw Point by setting aside an “XP Tithe.” For
each Flaw Point bought off, calculate 1/8 of the number of
[ Primary Flaw ]
XP the character will require to reach his next level. This
Your character is about as light on his feet as a sleepy griz-
“Tithe” must be paid off by earned XP before any earned XP
zly bear.
can be used for any other purpose– in effect, the character is
being forced to earn a certain percentage of his next charac-
[2 Pts.] Fumblefeet: Your character suffers an inherent -2
ter level twice to pay off his former flaw. Once the Tithe is
penalty to all Hide, Jump, and Move Silently checks.
paid off, the character resumes using earned XP in the usual
fashion (to advance his level, to craft FX items, etc.)
[4 Pts.] Omni-Bumbling: Your character is the anti-ninja.
He suffers an inherent -4 penalty to all Hide, Jump, and Move
Some background flaws cannot be bought off– for example,
Silently checks.
an enemy cannot simply be wished away, and a criminal
record cannot be made to vanish into thin air (at least not
Limitation: This flaw is incompatible with the “Paraplegic”
without the expenditure of large amounts of time and
version of Impaired Movement.
money, an expenditure that should make the character pay
about as much as if he’d bought off the flaw in the fashion
OBESE described above). However, an enemy can be defeated,
[ Primary Flaw ] preferably after many, many encounters as the campaign
Your character is substantially overweight. Although his nears its culmination. Characters that wipe out an enemy
mother might insist that he’s just stocky, she’s wrong. after many long months or years of effort do not need to pay
anything extra to be rid of their foe– they have earned their
[3 Pts.] Overweight: Your character suffers an inherent -1 peace with blood, sweat, and tears.
penalty to his Defense rating, as he has difficulty moving
nimbly when he needs to. Your character must also have all of -1 penalty to his Defense rating, as well as a -2 penalty to all
his personal clothing and armor tailored to fit his oversized Climb and Jump checks, as he has difficulty moving nimbly
form. Increase the base price of any armor or clothing so cus- when he needs to. Your character must also have all of his
tomized by 25% (if using a precise cash measure), or add 1 to personal clothing and armor tailored to fit his oversized form.
the DC of the Wealth check. Lastly, he suffers a -4 penalty to Increase the base price of any armor or clothing so cus-
Disguise checks because his corpulence is a rather memorable tomized by 50% (if using a precise cash measure), or add 2 to
trait. On the positive side, he does gain a +1 circumstance the DC of the Wealth check. Lastly, he suffers a -6 penalty to
bonus to all Swim checks. Disguise checks because his corpulence is a rather memorable
trait. On the positive side, he does gain a +1 circumstance
[5 Pts.] Very Overweight: Your character suffers an inherent bonus to all Swim checks.

14
Limitation: An Obese character may not also be PACIFISM
Underweight.
[ Primary Flaw ]
Your character renounces (to a lesser or greater extent) the
OLD INJURY use of violence as a solution to his problems. This includes not
[ Primary Flaw ] only physical violence but magical violence, psionic violence,
Your character suffers from an old wound, long healed on and any other form of violence allowed by FX powers or
the surface but ready to flare up again when aggravated by other unusual abilities.
new injuries.
[3 Pts.] Self-Defense Only: Your character may only engage
[2 Pts.] Aggravating: Whenever your character sustains a in acts of violence as a direct response to violent acts taken
successful critical hit, he suffers a -2 penalty to both Strength against himself or his close allies. In the event he witnesses a
and Dexterity. These lost ability points must be recovered at violent action that affronts his moral code or allegiance (for
the ordinary rate, with rest and care. example, if he witnesses innocent bystanders placed in dan-
ger by a criminal), he may attempt to intervene in a non-vio-
[4 Pts.] Debilitating: Whenever your character sustains a lent fashion.
successful critical hit, he suffers a -4 penalty to both Strength
and Dexterity. These lost ability points must be recovered at [6 Pts.] Total Nonviolence: Your character may take no vio-
the ordinary rate, with rest and care. lent action against anyone, under any circumstances. His role
in a time of crisis will be limited to rendering aid, healing,
[6 Pts.] Crippling: Whenever your character sustains a suc- scouting, and other non-confrontational forms of assistance.
cessful critical hit, he suffers a -6 penalty to both Strength and
Dexterity. These lost ability points must be recovered at the Limitation: This flaw, in its “Total Nonviolence” version, is
ordinary rate, with rest and care. He also suffers a -10 penal- incompatible with the Bad Shot, Foresworn From Firearms,
ty to his Speed score and a -2 penalty to attack rolls and Lummox, Poor Fighter, Predictable Fighter, Cruel, and
Defense until he has rested for at least eight hours. Vindictive flaws. It is incompatible in any fashion with the
Aggressive flaw.
Special: This flaw may be taken in conjunction with Old
Injury (II). Special: The GM may decide to disallow this flaw in com-
bination with any other flaw he determines to be as inappro-
Limitation: This flaw may not be taken by a character natu- priate as the ones listed above.
rally immune to critical hits.
POOR FIGHTER
Limitation: This flaw may not be taken by a character with
the natural ability to rapidly regenerate lost ability points, nor [ Primary Flaw ]
by a character naturally immune to ability point loss or criti- Your character, whether because of a lack of training, natu-
cal hits. ral ability, or simple enthusiasm, does not fight as skillfully
as he should.

OLD INJURY (II) [2 Pts.] Ungifted: Your character suffers an inherent -1


[ Primary Flaw ] penalty to all attack rolls.
This is another form of old injury.
[4 Pts.] Ungainly: Your character suffers an inherent -2
[2 Pts.] Bad: Whenever your character sustains a successful penalty to all attack rolls.
critical hit, the damage multiplier of that critical hit increases
by 1 (x2 becomes x3, x3 becomes x4, and so forth). [6 Pts.] Embarrassing: Your character suffers an inherent -
3 penalty to all attack rolls.
[4 Pts.] Worse: Whenever your character sustains a success-
ful critical hit, the damage multiplier of that critical hit [8 Pts.] Disgraceful: Your character suffers an inherent -4
increases by 2 (x2 becomes x4, x3 becomes x5, and so forth). penalty to all attack rolls.

[6 Pts.] Pray For Deliverance: Whenever your character sus- [10 Pts.] What’s Combat?: Your character suffers an inher-
tains a successful critical hit, the damage multiplier of that ent -5 penalty to all attack rolls.
critical hit increases by 2 (x2 becomes x4, x3 becomes x5, and
so forth). Furthermore, your character suffers an additional Limitation: This flaw is incompatible with the “Total
2d6 points of damage (added, not multiplied). Nonviolence” version of Pacifism.

Special: This flaw may be taken in conjunction with Old POORLY EDUCATED
Injury.
[ Primary Flaw ]
Limitation: This flaw may not be taken by a character natu- Your character might be bright, enthusiastic, and talented,
rally immune to critical hits. but his formal training is sadly lacking.

15
[2 Pts.]: At 1st level, your character suffers the loss of 4 skill SLOW-WITTED
points. All Knowledge skills are thereafter treated as cross-
class skills should he wish to place ranks in any of them. [ Primary Flaw ]
When danger looms, your character is slower to react than
those around him.
PREDICTABLE FIGHTER
[ Primary Flaw ] [1 Pt.] Somewhat Slow: Your character suffers an inherent -
Your character fights in a woefully limited and straightfor- 2 penalty to his Initiative checks.
ward fashion.
[2 Pts.] Rather Slow: Your character suffers an inherent -4
[2 Pts.]: Your character is incapable of using the full defense, penalty to his Initiative checks.
aid another, trip, or disarm actions in combat.
[3 Pts.] Nerves of Molasses: Your character suffers an inher-
Limitation: Your character cannot possess the Expertise feat ent -6 penalty to his Initiative checks.
or any feat requiring it as a prerequisite.
[4 Pts.] Molasses in January: Your character suffers an
PSIONIC VULNERABILITY inherent -8 penalty to his Initiative checks.
[ Primary Flaw ] Limitation: This flaw may not be taken in conjunction with
Your character is unusually vulnerable to the deleterious the Improved Initiative feat.
effects of hostile psychic abilities.

[2 Pts.] Slight Vulnerability: Your character suffers an UNATHLETIC


inherent -2 penalty to all saving throws against psionic pow- [ Primary Flaw ]
ers and psionic FX abilities. Whether your character is out of shape, aging, or just disin-
clined to throw himself around, he’s not as good at full-body
[4 Pts.] Moderate Vulnerability: Your character suffers an movement exercises as he might be.
inherent -4 penalty to all saving throws against psionic pow-
ers and psionic FX abilities. [2 Pts.] Slacker: Your character suffers an inherent -2 penal-
ty to Climb, Jump, and Swim checks.
[6 Pts.] Extreme Vulnerability: Your character suffers an
inherent -6 penalty to all saving throws against psionic pow- [4 Pts.] Sluggard: Your character suffers an inherent -4
ers and psionic FX abilities. penalty to Climb, Jump, and Swim checks.

[8 Pts.] Ding! Your Brain is Done: Your character suffers an UNCOORDINATED


inherent -8 penalty to all saving throws against psionic pow-
ers and psionic FX abilities. [ Primary Flaw ]
“Right foot in front of left foot, then repeat” is about the
Limitation: This flaw may only be taken by characters in most complicated action your poor, clumsy character can
campaigns where psionic abilities will be encountered rela- undertake without trouble.
tively frequently.
[2 Pts.] Inept: Your character suffers an inherent -2 penalty
to Balance, Ride, and Tumble checks. Any Perform check
SLOW HEALING involving dexterous movement (dancing or juggling, for
[ Primary Flaw ] example) suffers a -4 circumstance penalty.
Your character finds that recovery from serious injury is a
slow and aggravating process. [4 Pts.] Hopeless: Your character suffers an inherent -4
penalty to Balance, Ride, and Tumble checks. Any Perform
[2 Pts.] Slow Healing: Your character recovers 1 hit point check involving dexterous movement (dancing or juggling,
per evening of rest per two character levels (or fraction there- for example) suffers a -8 circumstance penalty.
of). If he receives complete bed rest (24 hours per day, with no
other activity), he may recover lost hit points at his regular UNDERWEIGHT
rate.
[ Primary Flaw ]
[3 Pts.] Slower Healing: Even full-day bed rest cannot Your character is unusually skinny for his height.
improve your character ’s rate of healing.
[2 Pts.] Slender: Your character suffers an inherent -1 penal-
Limitation: This flaw may not be taken by any character for ty to grapple checks and to melee damage rolls. His lift/carry
whom fast healing is a natural condition. capacity is 75% of that normally allowed for his Strength
score.

[4 Pts.] Emaciated: Your character suffers an inherent -2


penalty to grapple checks and to melee damage rolls. His

16
lift/carry capacity is 75% of that normally allowed for his [6 Pts.] Cosmic Tragicomedy: Furthermore, your character
Strength score. He also suffers an inherent -1 penalty to all cannot gain or spend Action Points.
Strength ability checks and Strength-related skill checks.
WEAK CONSTITUTION
Limitation: This flaw may not be combined with the Obese
flaw. [ Primary Flaw ]
Your character lacks resistance to pathogens and harmful
substances.
UNEXCEPTIONAL
[ Primary Flaw ] [2 Pts.] Moderately Weak: Your character suffers an inher-
Your character displays no particular brilliance or excellence ent -2 penalty to all saving throws made to resist poisons,
in any of his abilities. drugs, and diseases.

[2 Pts.]: Lackluster: Your character may never have any nat- [4 Pts.] Weak: Your character suffers an inherent -4 penalty
ural ability score higher than 13. He may place a maximum to all saving throws made to resist poisons, drugs, and dis-
number of ranks in any class skill equal to his current level +2. eases.

[4 Pts.]: Extreme Mediocrity: Your character may never have [6 Pts.] Very Weak: Your character suffers an inherent -6
any natural ability score higher than 11. He may place a max- penalty to all saving throws made to resist poisons, drugs,
imum number of ranks in any class skill equal to his current and diseases.
level +1. He may never possess the Skill Focus feat.
[8 Pts.] Extremely Weak: Your character suffers an inherent
Special: Any permanent ability increase that would -8 penalty to all saving throws made to resist poisons, drugs,
improve one of the character ’s ability scores above the and diseases.
allowed maximum is lost without compensation.
Limitation: This flaw may not be possessed by characters
Special: The character may still increase his abilities above with any natural or unusual immunity to poisons, drugs, or
the listed maximum via the use of magical items or other FX diseases.
artifacts, provided they are acquired during the normal
course of play. WEAK-WILLED
[ Primary Flaw]
UNHEALTHY Your character lacks the mental fortitude one might wish to
[ Primary Flaw ] have before venturing out into a world full of bizarre myster-
Your character suffers from a variety of physical ailments ies and deadly combat.
that could be the result of age, injury, disease, or even plain
old hypochondria. [1 Pt.]: Your character suffers an inherent -1 penalty to his
Will saving throw.
[2 Pts.]: All numerical fatigue penalties (to Strength and
Dexterity) are doubled for your character. His allowed light This flaw may be taken multiple times, up to a maximum
load is decreased by 10 pounds, his medium load is decreased Will Save penalty of -8.
by 20 pounds, and his maximum load is decreased by 30
pounds. He suffers an inherent -1 penalty to all saving throws Limitation: This flaw may not be taken in conjunction with
against poison and disease. the Iron Will feat.

Note: If your character is also Underweight (see above), MEDICAL CONDITIONS


apply the percentile decrease in his lift/carry capacity before
subtracting the totals listed here.
ACQUIRED IMMUNODEFICIENCY SYNDROME
UNLUCKY (AIDS)
[ Primary Flaw ] [ Medical Condition]
Your character might not be fortune’s fool, but he’s almost AIDS is a chronic condition that causes degeneration of the
certainly fortune’s rubber chew toy. human body’s immune system. It is thought to be a result of
infection by the Human Immunodeficiency Virus (HIV).
[3 Pts.] Cursed: Any time your character rolls a natural 1 on Although there are an increasingly effective number of treat-
a skill check, that skill check fails in the most picturesque and ments for AIDS, there is no known cure, and the condition
potentially complicating fashion possible, at the GM’s can be extremely serious in its advanced stages.
fiendish discretion. Whenever your character rolls a natural 1
on an attack roll, he drops the weapon he used to make that [3 Pts.] HIV Positive: Your character has been infected by
attack roll. If he is incapable of dropping the weapon (for the HIV virus. This does not necessarily mean that he has
example, if it is clenched inside a locked gauntlet), he will developed AIDS yet– with a careful lifestyle and the assis-
instead injure himself for 1d4 hit points. tance of complicated drug treatments, the development of

17
full-blown AIDS can be staved off for an increasingly impres- skill checks or saves made to reflect exertion over an extend-
sive length of time. An HIV-positive character suffers an ed length of time. Furthermore, when holding his breath, he
inherent -2 penalty to Fort Saves due to the side-effects of his is treated as though his Constitution score were 4 points
anti-retroviral drug regime. Furthermore, the character must lower than it really is.
make a Wealth check (DC 15) each month in order to pay for
this drug regime. Failure to maintain drug treatment will [6 Pts.] Severe Asthma: As per Serious Asthma. Furthermore,
invite the progression of the disease into AIDS. whenever your character makes a skill check or save to reflect
exertion over an extended length of time (carrying weights,
Furthermore, your character may occasionally suffer med- running, holding his breath, etc.), he must make a Fort Save
ical and social hassles due to his infection. The Ostracism flaw (DC 17) or suffer an asthma attack. An attack will last for 2d10
(page 37) would be appropriate in some areas of the world. minutes, and for that duration will confer a -2 circumstance
penalty to attack rolls, skill checks, and Defense due to
Progression of Disease: For every two game weeks in which wheezing, coughing, and anxiety.
the character does not receive his drug treatment, there is a
cumulative 5% chance that the disease will progress to the [8 Pts.] Crippling Asthma: As per Serious Asthma.
point of genuine AIDS. If this happens in play, no additional Furthermore, whenever your character makes a skill check or
Flaw Points are awarded for the worsening of the character’s save to reflect exertion over an extended length of time (car-
condition. rying weights, running, holding his breath, etc.), he must
make a Fort Save (DC 20) or suffer an asthma attack. An
[7 Pts.] AIDS: Your character’s immune system has become attack will last for 4d10 minutes, and for the duration will
damaged to the point where he is considered to have a full- confer a -4 circumstance penalty to attack rolls, skill checks,
blown case of AIDS. Your character suffers a -2 penalty to his and Defense due to wheezing, coughing, and anxiety.
general Fort Save and a -6 penalty (cumulative with the -2) to
all Fort Saves made to resist diseases. AIDS patients frequent- During this time, the character must refrain from taking fur-
ly suffer serious illness or death from what are called “oppor- ther violent or energetic action (running, charging, or taking
tunistic infections,” that is, diseases that are normally easily an attack action in two or more rounds in a row), or an addi-
held in check by a healthy immune system. Your character tional 1d10 minutes will be added to the duration of the
must also maintain his drug treatment on a continual basis, or attack for each such action.
the -6 penalty to Fort Saves against disease will become a -8
penalty (after one week without drugs, lasting until they are Special Handicap [Allergy Trigger, +2 Pts.]: Any time your
next taken). character is exposed to large amounts of dust, smoke, or any
other nose/throat irritant (GM’s discretion), he must make a
Special: This flaw may be combined with the Weak Immune Fort Save (DC 15). If your character has mild or serious asth-
System flaw, if you don’t like your character very much. ma, he will suffer a -2 circumstance penalty to attack rolls and
skill checks for 2d6 rounds (this penalty is cumulative in the
Limitation: This flaw may not be combined with any feat or event of subsequent bouts of allergic irritation). If your char-
FX power that grants heightened resistance to diseases. The acter has severe or crippling asthma, he will suffer one of his
character may still acquire or create a magic item or FX arti- usual attacks.
fact that confers resistance against disease, provided he does
so during actual play rather than at or before 1st level. The GM may increase the DC of the Fort Save if the intensi-
ty or quantity of the irritant is deemed to be unusually high.
ASTHMA
[ Medical Condition] CLUBFOOT
This is a chronic lung condition that causes frequent bouts [ Medical Condition]
of labored breathing, as well as occasional attacks of brutal This is a congenital deformation of one foot, more common
coughing, wheezing, and chest constriction. Asthma is often in (but not entirely limited to) boys rather than girls. Surgical
(but not always) linked to allergies. correction for clubfoot is fairly routine in developed nations–
this flaw presumes that some correction has been made, but
[1 Pt.] Nuisance Asthma: Your character suffers an inherent that it hasn’t been entirely successful.
-2 penalty to all skill checks or saves made to reflect exertion
over an extended length of time. [2 Pts.]: Your character suffers an inherent -3 penalty to all
Balance checks and Jump checks.
[2 Pts.] Mild Asthma: Your character suffers an inherent -1
penalty to all Fort Saves and an inherent -2 penalty to all skill DIABETES (TYPE I)
checks or saves made to reflect exertion over an extended
length of time. Furthermore, when holding his breath, he is [ Medical Condition]
treated as though his Constitution score were 2 points lower The body of a diabetic does not produce (or does not make
than it really is. proper use of) insulin, a hormone required for the conversion
of sugar and starch into useful energy. Type I is the less com-
[4 Pts.] Serious Asthma: Your character suffers an inherent mon form of diabetes, in which the body simply does not pro-
-2 penalty to all Fort Saves and an inherent -4 penalty to all duce insulin on its own. This form of diabetes is usually diag-
nosed in childhood.

18
[5 Pts.]: Your character is capable of living a full and excit- 3-4: Eye Trouble: Your character suffers an inherent -1
ing life, but must do so at the expense of a number of incon- penalty to all Search and Spot checks.
veniences:
5-6: General Health Trouble: Your character suffers an
• Your character suffers an effective -1 penalty to his Wealth inherent -1 penalty to all Fort Saves.
score due to his need to carefully pursue a specialized diet
and lifestyle regimen. • Your character is somewhat dependent upon his medica-
tions to assist in controlling his condition. Each week that
• Your character suffers one of the following three health passes without a dose of the character’s usual medication will
problems; either select one at 1st level or roll randomly on a confer a -1 circumstance penalty to the character’s Con score.
d6: This penalty is cumulative. A Type II diabetic negligent
enough to reach a Con score of 0 in this fashion will enter a
1-2: Diabetic Skin Condition: Your character suffers an diabetic coma and die.
inherent -1 penalty to his Charisma score.

3-4: Eye Trouble: Your character suffers an inherent -1


EPILEPSY
penalty to all Search and Spot checks. [ Medical Condition]
Epilepsy is a complex neurological condition that affects
5-6: General Health Trouble: Your character suffers an about 5% of the adult population at some point in their lives.
inherent -1 penalty to all Fort Saves. The primary outward effect of epilepsy is a variety of
seizures. For game purposes, the myriad forms of epilepsy
• Your character must make a Wealth check (DC 13) each have been greatly simplified into the hierarchy presented
month in order to pay for his insulin regime. Failure to main- below. Emotional stress is often a trigger for epileptic compli-
tain insulin treatment will invite problems, as discussed cations, therefore, Will Saves have been used as the default
below: triggers for possible epileptic seizures.

• Your character is dependent upon artificial insulin, and [2 Pts.] Mild Epilepsy: Whenever your character is forced
generally must inject himself with it twice every twenty-four to make a Will Save, there is a 25% chance (non-cumulative)
hours for maximum effectiveness. Each 24-hour period that that he will have what is called a “simple partial seizure.”
passes without an insulin infusion will bestow a -2 circum- During such a seizure one part of the character’s body (typi-
stance penalty to Constitution upon the character; this penal- cally an arm or a leg) will begin to twitch and spasm uncon-
ty will last until the character again receives an insulin injec- trollably. This seizure will last 3d6 rounds, imposing a -1 cir-
tion and rests for at lest eight hours. This Constitution penal- cumstance penalty to attack rolls and skill checks for the
ty is cumulative; a character that reaches a Con score of 0 will duration.
enter a diabetic coma and die.
[4 Pts.] Moderate Epilepsy: Whenever your character is
DIABETES (TYPE II) forced to make a Will Save, there is a 30% chance (non-cumu-
lative) that he will have what is called a “complex partial
[ Medical Condition] seizure.” In addition to the usual physical seizure effects,
Type II diabetes (sometimes referred to as “adult onset” dia- your character’s consciousness and memory may be briefly
betes) is both more common and less severe than Type I. The impaired.
body of a Type II diabetic still produces insulin, but either
doesn’t produce enough or doesn’t use what it produces During such a seizure one part of the character’s body (typ-
properly. A relatively mild drug regimen may be used to help ically an arm or a leg) will begin to twitch and spasm uncon-
contain Type I diabetes– in many cases, combined with prop- trollably. This seizure will last 3d6 rounds, imposing a -1 cir-
er exercise and diet habits, this regimen can nearly eradicate cumstance penalty to attack rolls and skill checks for the
the symptoms of the disease. duration. Furthermore, there is only a 50% chance (non-
cumulative, and rolled for each allowed action) that the char-
[2 Pts.]: Your character is capable of living a full and excit- acter will be able to take any action he desires. In place of any
ing life, but must do so at the expense of a number of minor lost action, the character will mumble unintelligibly and fid-
inconveniences, not as bad as those faced by Type I diabetics: dle with his clothes or equipment for a few seconds. This does
not render him helpless.
• Your character suffers an effective -1 penalty to his Wealth
score due to his need to carefully pursue a specialized diet [6 Pts.] Severe Epilepsy: Whenever your character is forced
and lifestyle regimen. to make a Will Save, there is a 35% chance (non-cumulative)
that he will have what is called a “tonic-clonic convulsive
• Your character suffers one of the following three health seizure,” also known as a “grand mal.” Your character will
problems; either select one at 1st level or roll randomly on a fall to the ground for 1d8+2 rounds, during which time he
d6: will be unable to take any conscious actions. Though he is not
helpless, he is considered prone for all defensive purposes,
1-2: Diabetic Skin Condition: Your character suffers an and opponents entering or leaving his threatened areas do
inherent -1 penalty to his Charisma score. not trigger attacks of opportunity from him. He may not sus-

19
tain spells or other FX powers through such a seizure. like). MCS can make life in the contemporary world a contin-
ual aggravation for its unfortunate sufferers, as the majority
Special Handicap [Photosensitive Epilepsy, +2 Pts.]: of ordinary people are totally oblivious to the scented chemi-
Although widely popularized, this is an extremely rare form cals they are constantly using in public and private places
of epilepsy (approximately 3-5% of epileptics are affected by alike.
it). A photosensitive epileptic may suffer seizures through
exposure to flickering patterns of lights, including but not [2 Pts.] Mild Sensitivity: Whenever your character enters a
limited to strobe lights, video games, and certain dance or crowded area or a space that would be filled with scented
party lighting effects, as well as flashy magical spells and chemicals (restaurants, public restrooms, etc.), there is a base
other visual FX abilities. Whenever your character is exposed 40% chance (rolled once every ten minutes or so) that your
(GM’s discretion) to flickering lights, there is a 40% chance character will be exposed to a substance that will set him off.
(non-cumulative) that he will have a seizure appropriate to If he is exposed, he will suffer a fairly standard allergic reac-
his level of epilepsy. This percentile chance must be re-rolled tion– watery eyes, runny nose, sneezing, and tightness in his
for every five rounds (thirty seconds) of continual exposure to throat and chest. This episode will last for 1d6 minutes and
flickering lights. will inflict a -1 circumstance penalty to attack rolls, skill
checks, and Defense upon the character for the duration.
Note: After an epileptic character has experienced (and
recovered from) a seizure, he will not be susceptible to anoth- [5 Pts.] Severe Sensitivity: Whenever your character enters
er one for a minimum of ten minutes. Photosensitive epilep- a crowded area or a space that would be filled with scented
sy is the sole exception. chemicals (restaurants, public restrooms, etc.), there is a base
70% chance (rolled once every ten minutes or so) that your
Limitation: Photosensitive epilepsy may not be combined character will be exposed to a substance that will set him off.
with blindness (page 12). If he is exposed, he will suffer an unusually debilitating aller-
gic reaction– swollen eyes, runny nose, painful sneezing, and
HEMOPHILIA tightness in his throat and chest. This episode will last for 2d6
minutes and will inflict a -2 circumstance penalty to attack
[ Medical Condition] rolls, skill checks, and Defense upon the character for the
Hemophilia is a hereditary condition (sex-linked, occurring duration. Furthermore, he will suffer a total circumstance
far more frequently in men than in women) that compromis- penalty of -4 to all Spot and Concentration checks.
es blood clotting. A hemophiliac, when injured, will bleed for
an unusually long period of time, both internally and exter- Note: If your character encounters a large concentration of
nally. A cut that would be an inconvenience to an ordinary any triggering chemical (particularly in an enclosed area), the
person may prove lethal to a hemophiliac if proper medical GM may increase the percentile chance of an allergic episode
attention isn’t sought. at his own discretion.

[4 Pts.] Hemophilia: Whenever your character is injured by Friends and allies of your character may prevent allergic
a piercing, cutting, or slashing weapon (basically, anything episodes by avoiding the use of strong perfumes, deodorants,
with a sharp or penetrating edge), he will continue to lose 1 aftershaves, and similar substances. Of course, even a single
hit point per round thereafter due to blood loss. This blood person wearing a powerful scent can trigger a full-on allergic
loss will continue for 2d8 rounds, and may only be halted by attack if they get close enough to your character (GMs take
a successful Treat Injury check (DC 15) or the use of a magical heed), so caveat emptor.
healing spell or a similar FX power.
Special: Characters that possess the “scent” ability may
[8 Pts.] Severe Hemophilia: Whenever your character is only possess this flaw with the GM’s explicit permission;
injured by a piercing, cutting, or slashing weapon (basically, although it might be appropriate for some character concepts,
anything with a sharp or penetrating edge), he will continue it might also be unduly crippling for a character with a hyper-
to lose 2 hit points per round thereafter due to blood loss. This sensitive nose to spend pretty much the entire campaign in
blood loss will continue for 2d8 rounds, and may only be halt- paroxysms of sneezing and gagging.
ed by a successful Treat Injury check (DC 17) or the use of a
magical healing spell or a similar FX power. Special (Designated Flaw Synergy): If your character also
possesses severe or crippling asthma (page 17), each instance
Note: Subsequent injuries will not cause a cumulative loss of a MCS allergic attack will require a Fort Save (DC 17).
of hit points due to bleeding, however, each subsequent Failure will double the duration and numerical penalties of the
injury will extend the duration of the bleeding by an addi- MCS allergy attack. Either of the above degrees of asthma
tional 1d6 rounds. taken in conjunction with MCS is worth +1 Flaw Point.

MULTIPLE CHEMICAL SENSITIVITY If your unfortunate character possesses the Allergy Trigger
[ Medical Condition] special handicap for asthma, it is “set off” each time the char-
Multiple Chemical Sensitivity (MCS) is an “environmental acter encounters a MCS trigger. All resulting penalties are
illness,” a set of chronic allergic reactions generally triggered cumulative! This special handicap, taken in conjunction with
by exposure to scented chemical products (typically cleaning MCS, is worth +2 Flaw Points.
chemicals, detergents, perfumes, fabric softeners, and the

20
Limitation: Characters that do not breathe or need not fear that seem to leave him a bit befuddled. This is quite above
airborne contaminants for racial reasons may not select this and beyond ordinary absent-mindedness, and is often associ-
flaw. ated with advanced age (page 7). From time to time, your
character should have trouble remembering names and faces,
PSYCHOLOGICAL CONDITIONS as well as remembering where he is and what he’s doing. He
may suffer bouts of irritability, and will even wander away
from friends and allies during critical situations.
ANXIETY DISORDER
[ Psychological Condition ] [3 Pts.]: In addition to the role-played effects of this flaw,
Your character suffers from a very general condition of high your character suffers an inherent -2 penalty to Initiative
anxiety– he is a chronic worrier and fretter, often spending checks, Concentration checks, Search checks, and Spot
weeks or months agonizing (often in private) over everything checks.
from his financial future to his social acceptability. This disor-
der interferes with his sleeping habits and his general state of DELUSIONAL
health. [ Psychological Condition ]
Your character suffers from occasional audiovisual halluci-
[2 Pts.]: Your character suffers an inherent -1 penalty to both nations, sometimes imagining events or situations that aren’t
Fort Saves and Will Saves, as a result of the degradation of his actually real.
physical and mental states due to a gnawing sense of worry.
Roleplaying acute outbursts of anxiety from time to time [2 Pts.]: From time to time the GM will feed you a descrip-
would not be inappropriate, however, bear in mind that this tion (without telling you that it’s delusional, of course) of an
does not mean a constant stream of moaning and wailing. event or encounter that your character will believe to be utter-
ly real. Most of these delusions will fall apart when examined
BIPOLAR DISORDER and refuted by other party members, but there should always
[ Psychological Condition ] be some tension about each incident. Is your character mere-
“Manic depression” is a more common term used to ly hallucinating again, or is there really a shadowy figure fol-
describe bipolar affective disorder. Although there are at least lowing the group from nightclub to nightclub?
six clinically diagnosed varieties of this disorder, for game
purposes it is defined as a condition that causes pendulum- Special: No form of magical/FX healing or protection
like swings between periods of high energy and elation against illusions will suffice to remove these delusions. They
(“manic phase”) and morbidity, agitation, and feelings of originate deep within your character’s mind for reasons
worthlessness (“depressive phase”). appropriate to his background.

[3 Pts.]: Prior to each game session, the GM should roll 1d10 DISSOCIATIVE IDENTITY
to determine which “phase” your character is currently in. On [ Psychological Condition ]
a roll of 1-4, he is completely normal. On a roll of 5-7, he is in Formerly known as Multiple Personality Disorder,
a “depressive” phase, and on a roll of 8-10 he is in a “manic” Dissociative Identity Disorder is generally recognized as a
phase. result of severe childhood trauma. Temporary dissociation is
a part of everyone’s life– daydreams, reveries, and intense
During a manic phase, the character should behave in an absorption in a fictional medium such as a book are all rou-
energized and enthusiastic manner– he is gung-ho for just tine examples. An individual with DID has a particularly
about any challenge, ready to seize the day and live life to the severe dissociative disorder that has caused the formation of
fullest. He receives a +1 morale bonus to Will Saves. one or more secondary personality states within his mind;
from time to time, one of these secondary personalities “takes
During a depressive phase, the character will be plagued by over” conscious operation of the body while the character’s
feelings of intense worthlessness and bleakness; the pleasures primary personality dissociates.
of life hold no interest for him, and he may skip essentials
such as eating or sleeping. He may entertain morbid or suici- The “multiple personality” label was set aside because
dal thoughts, and he will be bitter, morose company at best. A while a character with this disorder may feel that he has one
depressive character suffers a -2 morale penalty to all attack or more “entities” within him, each of these entities is really a
rolls, skill checks, and saving throws. At the GM’s discretion, manifestation of his own identity, no matter how extreme its
he may also suffer a -2 circumstance penalty to Charisma. behavior or opinions might be. These entities do not have ran-
dom traits– their mannerisms and behavior patterns stem
If a game session covers the events of more than one day, the from the character’s primary personality and past experi-
GM may re-roll to determine the character’s phase at the ences.
beginning of each game day.
Regardless of the nature of the dissociative secondary per-
CHRONIC CONFUSION sonality, there are several set conditions which, for ease of
[ Psychological Condition ] game abstraction, may cause the secondary personality to
Your character suffers from lapses in memory and attention “steal” conscious control of the character’s body away from
his primary personality. To wit:

21
• Each time your character awakes from sleep, there is a developmental condition that “scrambles” some information
20% chance, non-cumulative, that his secondary personality between the brain and the page; although it does not make
will take over for 1d6+2 game hours (total rolled secretly by comprehension impossible, it can be very frustrating, partic-
the GM). ularly in times of stress.

• Each time your character is knocked or rendered uncon- [2 Pts.]: Your character suffers a -4 circumstance penalty to
scious, there is a 40% chance, non-cumulative, that his sec- any process or skill check requiring him to refer to written
ondary personality will take over for 1d6+2 game hours once material (GM’s discretion), and a -8 circumstance penalty to
he regains consciousness. any process or skill check dealing solely with written materi-
al (writing a novel or decoding an ancient scroll, for example).
• Each time your character suffers a state of panic, there is a Generally speaking, comprehension of written material will
40% chance, non-cumulative, that his secondary personality take your character about twice as long as it ordinarily
will take over for 1d6+2 game hours. should. Taking ‘10’ or ‘20’ on a skill check involving reading
or writing will probably require a successful Concentration
For the purposes of simplicity, your character’s secondary check (DC 12-18, depending on the complexity of the task).
and primary personalities share the same set of skills and
abilities, and share the same body of background informa- Limitation: A character may not be both illiterate (page 11)
tion. However, when a secondary personality takes control, and dyslexic. Blind (page 12) characters may not be dyslexic,
“he” will “arrive” knowing nothing of the past eight hours of either.
the primary personality’s life. This information will not be
assimilated into the shared memory of the two personalities Note: This condition is assumed to be “as bad as” illiteracy
until later. Conversely, the primary will return to control not because while an illiterate individual won’t be able to receive
knowing what has transpired while he was dissociated. the information a dyslexic does, he also won’t waste his time
trying.
The value of this flaw is based on the fundamental attitude
of the secondary personality: NARCISSISM
[3 Pts.]: Amiable Dissociation: Your character’s dissocia- [ Psychological Condition ]
tive personality is fundamentally amiable to the main per- Although every healthy individual has some narcissistic
sonality’s goals, lifestyle, and friends. Although he may have tendencies, “narcissistic personality disorder” occurs when
different preferred methods of action and will still have to narcissism overpowers an individual’s other character traits
cope with the confusion of any new situation he enters, the and becomes the major driving force of his existence.
secondary personality will generally cooperate with whatev-
er happens to be the plan when he assumes control. While a vain/dandy (page 40) character is obsessive about
his personal appearance, a narcissistic character is obsessed
[5 Pts.]: Neutral Dissociation: Your character’s dissociative with his own importance on a much deeper level– while a
personality is unconcerned with or indifferent to the main vain individual simply relishes looking good, a narcissist can-
personality’s goals, lifestyle, and friends. The secondary per- not stand to turn over the spotlight to anyone else. A narcis-
sonality may miss appointments, throw previous plans out sist is a glory-hound of the worst sort, fixated upon credit and
the window, and otherwise disrupt the main personality’s recognition for achievement regardless of actual achievement. It
life; not out of malice but rather out of guilt-free disinterest. is of paramount importance (often quite transparently obvi-
From time to time, the secondary personality may be coerced ous to others) for a narcissist to attempt to “hog the credit” for
or persuaded into pursuing one of the primary personality’s any positive action and likewise shrug off the blame for any
goals, especially in times of danger or crisis– though he will defeat, even if it falls squarely on him.
almost certainly insist that some plans made by the primary
personality need to be changed. [2 Pts.]: Your character’s unbridled conceit, unrealistic self-
estimation, and glaring thirst for recognition all combine to
[7 Pts.]: Difficult Dissociation: Your character’s secondary make him somewhat difficult to get along with. His behavior
personality is disdainful of or somewhat opposed to the pri- may be somewhat amusing in small doses, but over a long
mary personality’s goals, lifestyle, and friends. He will active- enough period of time it will probably become tremendously
ly work to interfere with any of the primary personality’s aggravating to his friends and allies.
plans if he can– though he won’t behave in a violent fashion
toward any of the primary personality’s friends and allies, he At the GM’s discretion, your character may suffer a variable
won’t respect anything about them, including their personal circumstance penalty (-1 to -4) to Charisma-based skill and
possessions. The secondary may attempt to sabotage major ability checks in situations where his narcissism may be
areas of the primary personality’s life out of sheer spite. expected to grate on the nerves of NPCs.

DYSLEXIA NARCOLEPSY
[ Psychological Condition ] [ Psychological Condition ]
Although your character is literate, he has difficulty with Narcolepsy is a highly troublesome condition that often
reading, writing, and spelling. Dyslexia is a congenital and goes undiagnosed; many of the individuals afflicted with it
continue to believe that they’re just not getting enough sleep.

22
In reality, they suffer from a neurological condition in which established procedures is even more important than the suc-
the REM state of sleep intrudes quite precipitously into con- cess of those procedures; all of the details, lists, and protocols
scious activity. he has established must be respected or he will get testy.
While his anally-retentive personal habits make him difficult
Although there are a variety of conditions that fall under the to get along with, no real damage is actually done when his
general category of “narcolepsy,” for game purposes this con- procedures are disrupted; he gets irritated and even more
dition will focus on episodes of sudden unconsciousness. unpleasant, but certainly not violent. Your character may
even attempt a Will Save (DC 20) in moments of crisis to bite
[4 Pts.] Relatively Mild Narcolepsy: Your character experi- back his instincts and cast off his compulsions for a short peri-
ences frequent (but short) bouts of irresistible sleep. The GM od of time.
should select an arbitrary point very early in any session of
play; there is a 40% non-cumulative chance at that point [4 Pts.] Severe OCD: As above, but your character is even
(rolled secretly by the GM) that the character will fall asleep more stubborn and prickly when his quirks and procedures
(wherever he is and whatever he happens to be doing) for are not respected, to the point where he will start heated argu-
1d6+1 rounds. The character will fall prone and be unable to ments or childishly refuse to participate in an ongoing plan or
defend himself; he will most likely be considered helpless. mission if he can’t have enough time to do things his own
way. Your character is not allowed a Will Save to override his
Every hour on the hour (in real time, not game time) from habits; his mind simply won’t let him try. Your character
that selected point, there is another 40% chance that the char- expects the world to bend over backward to meet his needs,
acter will experience a narcoleptic bout, no matter what he and does not consider the possibility of the reverse.
happens to be doing (unless he is already unconscious). If this
point occurs during a break in play, check for narcolepsy PARANOIA
immediately after play is resumed.
[ Psychological Condition ]
[8 Pts.] Severe Narcolepsy: Your character experiences more Your character is obsessed with the idea that nebulous par-
certain and sustained bouts of irresistible sleep. The GM ties or forces are up to no good, beyond the understanding of
should select an arbitrary point very early in any session of most people (and well beyond their ability to interfere).
play; there is a 60% non-cumulative chance at that point that Paranoia may be generalized (“They’re everywhere, but they
the character will fall asleep (wherever he is and whatever he don’t know about me yet”) or personalized (“They’re after
happens to be doing) for 2d6+2 rounds. The character will fall ME specifically!”). Please note that paranoia isn’t worth any
prone and be unable to defend himself; he will most likely be Flaw Points if “they” really are out to get your character–
considered helpless. after all, in such circumstances paranoia is a healthy survival
trait. It may, however, still be used in a campaign in which
Every hour on the hour (in real time, not game time) from shadowy conspiracies do exist, simply by extending its
that selected point, there is another 60% chance that the char- ridiculousness well past the boundaries of even the real
acter will experience a narcoleptic bout, no matter what he threat.
happens to be doing (unless he is already unconscious). If this
point occurs during a break in play, check for narcolepsy [1 Pt.] Nervous Quirk: Your character’s paranoid tendencies
immediately after play is resumed. are somewhat restrained, but still an obvious part of his life.
Work with the GM to define 3-6 very minor paranoid habits
Special Handicap [Cataplexy, +2 Pts.]: Cataplexy is a neu- or superstitions that will frequently spice up the manner in
rological symptom frequently associated with narcolepsy. which you portray your character.
Whenever your character experiences an intense emotional
reaction (gets angry, sad, violent, exuberant, tense, fright- [2 Pts.] Full-Blown Paranoia: Your character’s paranoia is
ened, etc., at GM’s discretion), there is a non-cumulative 40% one of the defining features of his life. His constant paranoid
chance that he will suffer a temporary bout of muscle weak- quirks are clearly obvious to others. Though not dangerous,
ness or paralysis. This bout lasts 1d10 rounds and inflicts a -2 they range from amusing to irritating. In concert with the
circumstance penalty to attack rolls, saving throws, skill GM, select 3-6 major paranoid habits that your character will
checks, and Defense for its duration. continually engage in; a few superstitious rules of behavior
(“Never, ever arrive at an appointment right on time”) would
Limitation: This flaw may not be possessed by characters also be quite appropriate.
that do not (for racial or FX reasons) sleep.
[3 Pts.] Disruptive Paranoia: Your character’s paranoia is so
pronounced that it visibly interferes in his attempts to lead a
OBSESSIVE-COMPULSIVE DISORDER normal life and interact with others. He will enact bizarre
[ Psychological Condition ] (and sometimes dangerous) security measures in his home or
Your character is preoccupied with orderliness, perfection- apartment, cancel appointments for no apparent reason, dou-
ism, and control over virtually everything in his life and envi- ble back on his route three or four times when driving any-
ronment. This obsession comes at the cost of flexibility, spon- where, hail one taxi and then sprint through traffic for anoth-
taneity, openness, and efficiency, and can drive others crazy. er– the possibilities are endless. Work with the GM to define
3-4 solid and debilitating rules of superstitious behavior
[2 Pts.] Mild OCD: As your character sees it, following his (“Sprinkle salt over any threshold before you enter a room;

23
this will negate the supernatural power of the Banzai out of sight of the phobia trigger; for 1 hour thereafter he will
Gnomes”), as well as a bevy of lesser quirks and habits. suffer a -1 morale penalty to skill checks and attack rolls,
cumulative with any other such penalties.
Special Handicap [Schizophrenia, +1 Pt.]: Your character is
not only paranoid, but his paranoia is defined by the unshak- 5-6: Nervous Collapse: The character will immediately fall
able belief that there is One Root Cause for all of his fears and unconscious for 1d6 rounds; this means he will fall prone and
conspiracy theories, one “big bad” that makes everything be considered helpless. Upon recovering consciousness, he
happen. This is a subject of frequent research and pontifica- must make another Will Save if he awakes in the presence of
tion on your character’s part. the phobia trigger. Failure means that the GM gets to roll that
d6 again.
PHOBIA
With the exception of the situation described above under
[ Psychological Condition ] “nervous collapse,” a character need make this Will Save only
Your character has an unreasoning fear of a certain thing or the first time he encounters any given phobia trigger.
situation. This phobia must center on an object or situation Afterward, he will be subject to the standard conditions of
that is reasonably common, yet not entirely disruptive to the Severe Phobia. If he flees the situation and returns, it counts as
ongoing game. Possibilities include (but are not limited to): a new encounter, and he must make the Will Save again.

• Snakes • Enclosed Spaces Special Handicap [Common Trigger, +1-2 Pts.]: If the GM
• Spiders • Fire determines that your character’s phobia trigger is unusually
• Darkness • Guns and Ammunition common or widespread in his foreseen campaign, he may
• Heights • Bridges award an additional 1 or 2 Flaw Points for that phobia, as
• Water • Automobiles appropriate.
• Disease • Dirt/Uncleanliness
• Open Spaces • Sharp Objects Special: With the GM’s explicit permission, a character may
possess two or more phobias.
[2 Pts.] Phobia: When your character is in the presence of
the object of his phobia, he suffers a -2 morale penalty to all of
his skill checks, attack rolls, and saving throws. Generally POST-TRAUMATIC STRESS DISORDER
speaking, he may remain in moderate proximity to the object [ Psychological Condition ]
of his fear (while enduring the penalties described above) but Post-Traumatic Stress Disorder (PTSD) is a recurring nerv-
will be forced to attempt a Will Save (DC 14-18) if forced to ous condition that occurs in individuals subjected to some
closely approach a phobia trigger or touch it directly. form of violent or disturbing experience in the past (a mug-
ging, a wild animal attack, the death of a loved one, combat,
[4 Pts.] Severe Phobia: When your character is in the pres- etc.). The precise nature of the traumatic experience should be
ence of the object of his phobia, he suffers a -2 morale penal- determined by discussion between the player and the GM.
ty to all of his skill checks, attack rolls, and saving throws. He When a character with PTSD encounters a situation that is
will attempt to remove himself from proximity to the object of reminiscent of his “trigger,” he will experience a nervous
the phobia as fast as possible; each round in which he wishes reaction, of a severity dictated below:
to even remain in sight of the object (or venture back toward
it) will require a Will Save, minimum DC 16). Failure of any [2 Pts.] Nervous Jitters: Whenever your character encoun-
such Will Save means the character will be unable to attempt ters a situation similar to his “trigger,” he must make a Will
another one for at least five rounds. If the need to get away Save (DC 16) or suffer a -2 morale penalty to attack rolls and
from the phobia trigger interferes with other actions he might Defense for the duration of his proximity to the trigger.
wish to take during this time, so be it– he flees first and thinks
later. [4 Pts.] Disabling Flashback: Whenever your character
encounters a situation similar to his “trigger,” he must make
[6 Pts.] Extreme Aversive Shock: As per Severe Phobia, with a Will Save (DC 18) or suffer a -4 morale penalty to attack
two additions. First, the -2 morale penalty inflicted by the rolls, skill checks, and Defense for the duration of his prox-
presence of a phobia trigger is bestowed upon the character’s imity to the trigger.
Defense score as well. Second, the first time the character
enters the proximity of a phobia trigger (close enough for the [6 Pts.] Panic Attack: Whenever your character encounters
GM to award the above penalties), the character must make a a situation similar to his “trigger,” he must make a Will Save
Will Save (DC 18). Failure means that the GM should roll a d6 (DC 20) or immediately become panicked. Even after removing
and consult the table below: himself from proximity to his trigger, he will suffer a -1
morale penalty to attack rolls and skill checks for 1d3 hours.
1-2: Nausea Attack: The character becomes nauseated; he
will remain nauseated as long as he remains in the presence Special Handicap [Common Trigger, +1-2 Pts.]: If the GM
of the phobia trigger, and for 1d6 rounds after leaving its determines that your character’s stress trigger is unusually
presence. common or widespread in his foreseen campaign, he may
award an additional 1 or 2 Flaw Points for that trigger, as
3-4: Panic Attack: The character will become panicked until appropriate.

24
Special: With the GM’s explicit permission, a character may nods, waves, blinking, or facial grimacing. Complex vocal tics
possess two or more stress triggers. include strings of obscenities, imitations of speeches made by
other characters, socially taboo phrases, or even strings of
Limitations: The situations that trigger stress should be nonsense words and phrases. These tics should be roleplayed
more general than those associated with a phobia. from time to time at the player’s discretion. The character also
suffers an inherent -2 penalty to Charisma due to the off-put-
QUIRK/MANNERISM ting social effect these tics have on strangers.
[ Psychological Condition ] Note: Outbursts of obscenity are referred to as “coprolalia,”
Your character has a recurring, involuntary nervous habit, and may be disruptive in some gaming groups. When role-
mannerism, or general style of personal interaction that is playing this disorder, players may feel free to substitute
quite unusual. This quirk should be roleplayed whenever milder epithets and terms in order to avoid offending or dis-
appropriate; at the GM’s discretion, it may cause questions or turbing fellow players. Also, please note that a Tourette’s suf-
comments from NPCs. ferer need not be callous about his outbursts– in fact, many of
them are mortified and apologetic about the things that come
[1 Pt.]: This flaw is for the delineation of any sort of nonvi- out of their mouths during an outburst.
olent, non-disruptive quirk not covered by other available Special Handicap [Stress Trigger, +2 Pts.]: Whenever your
flaws. Possibilities include but are not limited to: character is subjected to emotional stress (anger, fear, hatred,
injury to a friend or loved one, etc.), there is a flat 50% chance
• Character affects a speech pattern or accent clearly not that he will experience a sudden and relatively long
natural to him; Tourette’s outburst (2d6+2 rounds if precision is required).
• Character bobs and weaves drunkenly even when sober; During such an outburst, he will suffer motor and vocal tics
• Character speaks to animals without apparent irony or of the appropriate complexity level; the motor tics will inflict
humor; a -1 circumstance penalty to attack rolls and Defense, and the
• Character frequently slurs his speech for no apparent rea- vocal tics ruin any attempt to hide or move silently.
son;
• Character habitually wears coats or shirts inside out for If the character can cast arcane spells, this special handicap
“good luck;” is worth an additional 2 Flaw Points; an outburst of Tourette’s
• Character always speaks in the third person or narrates will greatly interfere with the vocalizations needed for spell-
his own actions casting. There is a 20% chance that any spell with a vocal (V)
component will be lost when cast due to a Tourette’s tic.
At the GM’s discretion, a quirk or mannerism may inflict a
-1 circumstance penalty to Charisma-based skill and ability Special Handicap [Violent Outburst, +1 Pt.]: Your charac-
checks in certain situations; at all times, it inflicts a -1 penalty ter suffers from Tourette’s tics of an unusually vehement or
to Disguise checks due to the difficulty of consciously hiding violent nature– though he won’t feel at all violent, his hyster-
it. ical, aggressive, and threatening outbursts will often scare the
bejeezus out of NPCs and strangers. The possibilities for plot
Limitation: A character may possess only one Quirk/ complication are endless.
Mannerism for which he receives a Flaw Point.

SECONDARY FLAWS
TOURETTE’S SYNDROME
[ Psychological Condition ]
Tourette’s is a “spectrum” nervous disorder, meaning that it AGGRESSIVE
has a variety of symptoms, some of which can be confused [ Secondary Flaw: Personality Conflict ]
with those of other psychological disorders. Although it is
Your character is impulsive and belligerent, favoring threats
widely known as the “Cursing Disease,” there’s a bit more to
and combat over all other means of problem-solving.
it than that, even when abstracted for game purposes:
[2 Pts.]: Your character tends to strike first and think later;
[1 Pt.] Simple Tics: Your character suffers from occasional
he assumes hostility on the part of strangers and unknown
“simple tics,” which are completely involuntary physical
beings, and he believes that they are logically expecting hos-
actions or vocal outbursts. Motor tics include pulling at
tility in return. Threats and demands are the only forms of
clothes, jumping, skipping, imitating others, furious scratch-
negotiation he understands, and the only forms he is likely to
ing, and obscene gestures. Vocal tics include random grunts,
respect. Cracking a few skulls, in his opinion, is usually the
snorts, laughs, whistles, coughs, or even short nonsense
only way to get people to listen to reason.
words. These tics should be roleplayed from time to time at
the player ’s discretion. The character also suffers an inherent
Your character is not necessarily murderous, and his friends
-1 penalty to Charisma due to the off-putting social effect
and allies can talk him out of foolish courses of action, but
these tics have on strangers.
they had best do so quickly!
[2 Pts.] Complex Tics: Your character suffers from occasion-
Special: Your character suffers a -4 penalty to any
al “complex tics,” which last longer and are more involved
Diplomacy check made against any character used to more
than simple tics. Complex motor tics include sudden jerks,

25
civilized methods of persuasion than totally overt threats. contest relevant to his abilities (for example, if your character
has a reputation as an inhumanly fast video game player,
Limitation: This flaw may not be combined with the opponents will be looking for a showdown with his game of
Cowardly flaw or with the Pacifism flaw. choice). They don’t take “no” for an answer and they’re not
always sporting or accommodating when your character is
AIRY/FLAKY busy.
[ Secondary Flaw: Personality Conflict ]
Your character acts and dresses in a manner that convinces BOASTFUL
others (accurately or otherwise) that he isn’t “all there,” men- [ Secondary Flaw: Personality Conflict ]
tally speaking. Your character is full of hot air concerning everything about
himself– his military record, his car, his drinking capacity, his
[2 Pts.]: Perhaps your character has a particularly spaced- skills at fishing and basketball, the important people he
out personality, and speaks in flowery language full of refer- knows, his personal weapons, his romantic conquests, his
ences to nebulous mysticism. Perhaps he dresses like an close friends, and his aspirations in life.
aggressive gypsy version of Elton John. Possibly he writes a
series of self-help books discussing his encounters with anal- [2 Pts.] Loudmouth: Your character cannot discuss himself
probing aliens from another galaxy. Whatever his problem is, or his friends without embellishing the facts and exaggerat-
his friends can endure it, but strangers find it off-putting. In ing the details. Unlike most veteran soldiers and bar regulars,
addition to the obvious roleplaying consequences of this flaw, he doesn’t regard this behavior as a playful sort of game– he’s
your character suffers an inherent -4 penalty to Intimidate a compulsive braggart with some personal deficiency or thirst
checks, and may suffer a variable penalty to Charisma in for attention. He cannot bear to be upstaged, and will exag-
other circumstances when interacting with strangers. gerate his stories to the point that demands will usually be
made for him to prove his claims– which he usually can’t.
AMNESIA
[4 Pts.]: Violent Loudmouth: What’s worse, your character
[ Secondary Flaw: Personality Conflict ] will inevitably start a confrontation or threaten violence to
Your character’s life before now is a blank slate. He is unable defend his obviously outrageous and exaggerated stories.
to remember where he came from, what his real name is, and The more he lies, the more incredulous the reaction of those
what he was doing for large portions of his life. Although he around him– and thus the angrier her gets.
has not forgotten his skills and personal talents, the process
by which he acquired them is a total mystery. Evidence point- Special: If your character must bite his tongue when discre-
ing him in any specific direction is also frustratingly thin. tion is obviously called for, he may attempt a Will Save (DC
set by the GM, moderate difficulty) to do so. If he must bite
[2 Pts.]: In addition to the obvious difficulties this can cause, his tongue as a matter of life or death, he can swallow his
the character is also quite obsessed with discovering what his pride for a short while without a Will Save.
mind is concealing. Any time the chance presents itself to
explore the mystery of his past, the character will have to
exert an incredible force of will (The GM may even call for a COLD FISH
Will Save against a high DC) to resist it. [ Secondary Flaw: Personality Conflict ]
Your character is an unusually taciturn and emotionless per-
Special: Psionic or magical examination of the character’s son. He has no interest in sports, wagers or amusements (save
mind will be unable to reveal any of the secrets behind his those of the quietest and most cerebral sort). He has little flair
amnesia, beyond general flickers and glimpses of vague for personal interaction and seems decidedly uncomfortable
clues. around celebrants, drunkards, children, attractive members
of the opposite sex, and open displays of emotion.
Limitation: This flaw is incompatible with any advantages
that would (in the GM’s opinion) require the character to [2 Pts]: Your character isn’t necessarily condescending or
have a fully working memory of his past. disdainful about the habits of other people. He’s just far
removed from any ability to appreciate those habits. Imagine
BILLY THE KID SYNDROME him as an alien presence, forever trying to comprehend
what’s going on around him and forever failing. Frequently,
[ Secondary Flaw: External Trouble ] it’s more comfortable for him to withdraw from contact with
For some lamentable reason, your character has acquired a others than to tolerate exuberance, rashness, relaxation, and
reputation as “the one to beat” within a certain field of skill or camaraderie. Although he may value others, he has few ways
specialization. Cocky hotshots, ignorant wannabes, and con- of expressing this value. He gives praise only rarely and mat-
summate professionals alike are constantly on the lookout for ter-of-factly, because he does not grasp that others might
your character, seeking to test themselves against him. enjoy it. His emotional displays are generally limited to anger
They’re not enemies– they just want to see what he’s made of, and its near-cousins.
and how they stack up against him.
Special: At the GM’s discretion, your character may suffer
[2 Pts.]: At fairly regular intervals, complete strangers show a -2 circumstance penalty to certain Charisma-based skill
up in your character’s life and challenge him to some sort of checks made against strangers or new acquaintances.

26
COMPULSIVE LIAR CRIMINAL HONOR CODE
[ Secondary Flaw: Personality Conflict ] [ Secondary Flaw: External Trouble ]
Your character suffers from the psychological compulsion to Your character adheres to a code of outlaw “honor.” The
exaggerate, obfuscate, and even tell outright lies about virtu- actual purpose of such a code is to make him a more effective
ally everything in his life. Unlike a narcissist (page 22) or a criminal, more secure from the authorities, than to make him
boastful individual (page 26), your character’s lies don’t even more “honorable” for any practical reason.
have to be self-aggrandizing. For unknown reasons, your
character simply cannot stop weaving webs of lies– harmless [2 Pts.]: Your character is expected to adhere to the follow-
or otherwise– around himself. Each lie he tells will inevitably ing rules. Breach of a criminal “code” will generally result in
require another lie at some point in the future when it comes violent reprisals from other criminals if the breach is discov-
under scrutiny. A liar, as a wise man once said, had best have ered.
an excellent memory.
•Never go to the authorities when you have been wronged
[2 Pts.] You will be expected to roleplay this behavior an by another; never inform the authorities of wrongdoing by
acceptable percentage of the time; failure to lie often enough another. Personal insults and affronts must be settled person-
may result in the GM ruling certain lies on your character’s ally– to ask someone in power to protect or compensate you
behalf. Your character may attempt to force down his com- is unworthy and cowardly. Courts of law are for chumps and
pulsion in moments of great need, with a Will Save (DC typi- weaklings;
cally 15 or higher).
•Justice must be of an equal measure to the crime; injury for
COWARDLY injury, theft for theft, death for death. A direct personal insult
(to one’s manhood, womanhood, or sense of honor) must be
[ Secondary Flaw: Personality Conflict ] met with a duel or with murder if a duel is not accepted;
Your character has an excessive fear of personal injury,
death, failure and abandonment. He is not inclined to take •Never, under any circumstances, forgive any insult or
risks, hates to enter a dangerous situation before others, and injury on anyone’s terms but your own, after full satisfaction
will often engage in pitiful displays of cowardice that would has been achieved. The sole exception is when you are forced
shame a character made of sterner stuff. to extend forgiveness by a criminal figure in authority over
you; and
[3 Pts.]: Your character will frequently attempt to maneuver
himself physically to place others between himself and dan- •Never betray a close friend; Never reveal information to
ger. He has very little shame about cringing displays of cow- anyone that would be harmful to a friend; In turn, never for-
ardice. While he won’t completely abandon close friends in give a betrayal by a former friend.
need, he certainly won’t step boldly forward to risk his neck
on their behalf. He’ll do the minimum necessary (fleeing with Note: Adherence to a criminal code of conduct may require
an unconscious friend over his shoulder, for example, as ritualized gestures of loyalty to other, more powerful crimi-
opposed to fighting the gang member that knocked the friend nals, as well as other minor lifestyle details that can be settled
unconscious). Whenever possible, he will fight in the least between player and GM before a campaign begins.
honorable and risky way imaginable, taking cover or using
high-powered weapons even if such actions aren’t strictly
necessary. CRIMINAL RECORD
[ Secondary Flaw: External Trouble ]
Special Handicap [Yellow, +1 Pt.]: Your character suffers a Your character has been convicted of one or more crimes,
-2 morale penalty to all saves against fear, horror, and demor- and has served time for them. They remain on his record, and
alization effects. interfere with his life to this day. Your character’s actual guilt,
for purposes of this flaw, is immaterial. In addition to the
Special: This flaw exerts a powerful pull on your character’s effects listed below, a criminal record will interfere with a
actions. It may be combined with other personality conflict character’s attempts to gain legitimate employment, secure
flaws, provided that when one cancels out the other the char- loans or credit, and rent living space.
acter will still suffer some penalty. For example, a cowardly
character would never imagine leaping into a freezing river to [2 Pts.]: Lesser Crime: Your character never hurt anyone, but
save a drowning pack animal. However, a cowardly miser he did do something stupid and illegal– possession or trans-
would do so in an instant if that pack animal carried his bags portation of mild drugs, perhaps, or a bit of check fraud or
of treasure, exposing himself to extreme risk without thought similar con artistry, or a prank that soured into accidental
of his usual cowardice. While the character’s cowardice is vandalism or theft.
temporarily subsumed, his behavior could by no means be
termed healthy. [3 Pts.]: Multiple Lesser Crimes: Your character has an
established history of misdemeanors and minor crimes– per-
Limitation: This flaw may not be combined with the haps he is a habitual trespasser or vandal, or likes to pick
Aggressive flaw, nor may a cowardly character be fights and make empty threats.
Overconfident or Risk-Addicted.
Your character may be considered somewhat infamous in a

27
small area (his native city), and will gain a +1 bonus (whether the possibility of future service in a military or law enforce-
he likes it or not) to Reputation checks made by law-enforce- ment capacity (though exceptions are always made, especial-
ment personnel in that area. ly in the fictional worlds of adventure games). GMs, please
take note.
[4 Pts.]: Serious Crime: Your character committed a felony
in which no one was injured– computer hacking, perhaps, or CRUELTY
automobile theft, or a major con scheme.
[ Secondary Flaw: Personality Conflict ]
Your character may be considered somewhat infamous in a Your character takes genuine pleasure in inflicting pain
small area (his native city), and will gain a +2 bonus (whether upon others, and often in watching pain be inflicted. It is
he likes it or not) to Reputation checks made by law-enforce- rarely satisfying to him to merely defeat his enemies when he
ment personnel in that area. can humiliate them or prolong their suffering as well.
[2 Pts.]: Your character is not necessarily murderous, nor
[5 Pts.]: Violent Crime: Your character didn’t necessarily does he even necessarily like his cruel streak. Nonetheless, he
hurt anyone, but at the very least he put others in danger. feels a definite thirst for cruel, punishing solutions to his life’s
Assault and battery, arson, armed robbery, and kidnapping problems– he desires those who interfere with him to suffer a
are all possibilities, as is manslaughter or murder. commensurate degree of aggravation, pain, and loss before
he overcomes them. A straightforward and sporting victory is
Your character may be considered infamous in a sizable area an empty one, according to his heart. Clever cruelties fill him
(his native city and surrounding regions), and will gain a +4 with joy– after all, he is not a mindless brute, but rather a
bonus (whether he likes it or not) to Reputation checks made shaper of punishments to fit the nature of each crime.
by law-enforcement and media personnel in that area.
This is differentiated from the Vindictive flaw (page 40); a
Your character will almost certainly face restrictions on his vindictive character is relentless in his pursuit of revenge or
ability to purchase weapons and his ability to vote or hold a redress, but he isn’t necessarily savage and uncouth in gain-
job (GM’s discretion, dependent upon local laws and cus- ing it. A cruel character doesn’t need to dash off and seek
toms). vengeance for every little wrong done to him, but when he
does overcome an opponent, only a Will Save (DC fairly high)
[6 Pts.]: Multiple Violent or Serious Crimes: Your charac- will allow him to overcome his cruel impulses.
ter has a record involving several violent or unusually auda-
cious felonies. DARK DESIRE
[ Secondary Flaw: Personality Conflict ]
Your character will definitely be considered infamous in a Your character ’s innermost desire can only be described as
sizable area (his native city and surrounding regions), and vile or evil– to possess some unimaginably powerful thing, to
will gain a +6 bonus (whether he likes it or not) to Reputation seize power for cruel purposes, or perhaps even to bend the
checks made by law-enforcement and media personnel in laws of reality and invite a supernatural force into our world.
that area.
[2 Pts.]: This is not an idle fascination for your character– it
Your character will almost certainly face restrictions on his is the core of his very existence, a black secret that he shares
ability to purchase weapons and his ability to vote or hold a with no one. At all times, your character is pondering, schem-
job (GM’s discretion, dependent upon local laws and cus- ing, seeking information, and carefully moving himself in
toms). what he believes to be the proper direction for his goal. It’s
not so much that he’s working in opposition to the plans of
Special Handicap [On Parole, +3 Pts.]: Your character his “friends and allies,” it’s that he considers them ultimately
remains on parole for his last conviction. Although he has superfluous– tools to be used and discarded when necessary.
some freedom of movement and activity, he is required to Although your character is infinitely patient, at the very end
report to his parole officer on a daily basis, avoid contact with of his quest, when the goal is in sight, there is no betrayal he
known criminals, and prove that he is seeking or holding will not make and no bond he will not forsake to grasp what
down a legal job. Violation of any of these strictures may be he has always desired.
treated very harshly– your character could even be returned
to prison. This may put quite a damper on a life of adventure Special: If your character attains his dark desire, it won’t
and excitement. Your character will remain on parole for at happen after a month or two of adventuring. It will happen
least two years of game time. after years, or, more likely, decades. The attainment of a dark
desire will almost certainly turn your character into an antag-
Limitations: The “On Parole” handicap may only be select- onistic NPC under the GM’s control, so it is essential for full
ed if your character is attempting to live (or present the illu- dramatic impact that this flaw be kept as utterly secret as pos-
sion of living) an open and legal existence. It may not be sible.
selected in conjunction with the Poor Reputation (Wanted)
special handicap on page 38. Limitation: This flaw is perhaps best utilized in campaigns
involving supernatural elements. It may only be selected with
Furthermore, any character with a Criminal Record worth 3 explicit GM approval, due to the fact that it plants a long-term
or more Flaw Points will almost certainly be disbarred from antagonist in the middle of the player-characters, who are

28
usually presumed to be heroes. 15.

DEBT OF HONOR [1 Pt.]: Ugly Habit: The character suffers a need for a social-
ly acceptable vice– he is a chain-smoker or a “boozer” (never
[ Secondary Flaw: External Trouble ] quite reaching the level of a drunkard). Four waking hours
Your character owes a debt to a powerful NPC, and that without a smoke or a swig (as appropriate) will make your
debt is to be repaid with service rather than with goods or character grumpy and impose a -1 penalty to skill checks and
money. attack rolls until he gets what he needs. This penalty is cumu-
lative every two hours after that. There are other problems
[2 Pts.]: Moderate Debt: Over the course of the unfolding associated with long-term smoking and excessive drinking,
campaign, your character will be called upon to perform but other flaws should be used to simulate them. Reduce your
three substantial services for an NPC. These services will test character’s Wealth score by 1 to reflect the money spent on
the character’s abilities and will contain assorted challenges this habit.
and dangers. If your character fails to heed the call when his
services are requested, something unfortunate will happen to [2 Pts.]: Mild Addiction: Your character must receive at
him– he and his friends will very likely be targeted for vio- least one dose of this substance every twenty-four hours or he
lence by the character he has spurned. will suffer a -1 penalty to all rolls, including attack rolls, skill
checks, and saving throws. An additional cumulative -1
[4 Pts.]: Substantial Debt: As above, save that your charac- penalty will be applied for every twenty-four hours thereafter
ter will be expected to carry out six substantial services for the in which the character is deprived of the substance to which
NPC over the course of the campaign. he is addicted, until craving and withdrawal render the char-
acter effectively helpless.
The nature of the NPC (crime boss, occult researcher, reclu-
sive megalomaniac, etc.) should be such that he feels no real [4 Pts.]: Serious Addiction: Rather than a -1 penalty, your
emotional connection to your character. Your character will character will suffer a -2 penalty after each listed interval of
therefore have no idea how much of a risk he is facing when time passes. When this penalty reaches -10, your character
he undertakes each service. The nature of each service will must make a Fort Save (DC 18) or go into a comatose state
also probably be contrived to minimize potential reward for from withdrawal shock. This save must be made every six
your character, especially when the NPC wants something of hours thereafter. If the character is not given his substance or
value retrieved or an enemy wiped out. These missions are hospitalized within twenty-four hours of going comatose, he
duties to be discharged, not opportunities to acquire loot and must begin making Fort Saves (DC 18) every six hours or die.
glory.
[6 Pts.]: Deadly Addiction: As above, and worse. The DC
Special Handicap [Certain Weirdness, +2 Pts.]: Oh, no. The of each Fort Save starts at 20 and rises by 2 with every subse-
nature of the NPC is such that the errands assigned to your quent save. If a save is failed, your character immediately dies
character are certain to involve unusually bizarre inconven- of withdrawal shock.
iences, particularly strange requirements, and especially
weird or occult obstacles. The GM may disallow the use of Special Handicap [Controlled Supply, +2 Pts.]: The sub-
this handicap in campaigns that do not feature occult/weird stance is rare and proprietary, and someone else has a monop-
elements. oly on it. Your character is entirely dependent upon an NPC
for his supply of the drug.
Special: The NPC won’t mind at all if other characters Special Handicap [Reprehensible Habit, +2 Pts.]: The sub-
accompany yours out of friendship or duty, but he won’t offer stance is a notorious illegal drug, subject to societal controls
them a single penny in compensation for their time and effort. and law-enforcement crackdowns. Acquiring it is hazardous
to the character’s pocketbook, his reputation, and possibly his
DEPENDENCY life.
[ Secondary Flaw: External Trouble ]
Your character suffers an addiction to a chemical substance Special Handicap [Side Effects, +1 Pt.]: The substance has
(for whatever reason appropriate to his background). Unless an intoxicating or debilitating side effect. For one hour fol-
the character merely has an “ugly habit” (see below), his sub- lowing the intake of each dose, your character suffers a -4
stance can be one of three things: penalty to both Dex and Wis.

• An illegal drug Limitation: No racial ability, FX power, or feat granting


• A legal but expensive drug resistance against poisons or chemicals will have any effect on
• A unique substance that the character must make or this addiction.
distill on his own.
DEPENDENT
If the character must spend money to secure a dose of the [ Secondary Flaw: External Trouble ]
substance, each dose should require a Wealth Check, DC 11- Your character takes care (emotionally and financially) of
14. If the character must create it himself, the raw materials someone extremely close to him (aunt, uncle, parent, grand-
should require a DC 10 Wealth Check per dose and the DC of parent, daughter, ward, etc.). This individual is relatively
the skill check made to create the chemical must be at least

29
helpless compared to your character and his adventuring ter’s adventuring identity operates outside the law and is
friends. sought by legal or governmental authorities on a number of
charges. Use this special handicap rather than the Poor
[2 Pts.]: Your character must work to protect his own iden- Reputation (Wanted) (page 38) or Criminal Record (page 27)
tity and the identity of his dependent(s). If the dependent(s) flaws when dealing with a secondary identity. After all, while
were ever to be revealed to your character’s enemies, they Bob Johnson can be arrested or subpoenaed, his alter-ego, the
would make the perfect hostages. The dependent has a great Caped Avenger, keeps no mailing address.
deal of emotional loyalty to your character but cannot offer
any practical assistance DRIVING OBSESSION
Limitation: This flaw is incompatible with the Lone Wolf [ Secondary Flaw: Personality Conflict ]
flaw. Your character is totally consumed by a fixation with a sin-
gle far-reaching (and probably unattainable) goal. This obses-
Special: This flaw may be taken multiple times, provided sion has become the cornerstone of his life’s work– although
that each new Dependent is geographically separated from he may occasionally be diverted from it by necessity, he
the others (for example, two grandparents would qualify as always returns to it. Obsessions of this sort are often vengeful.
one Dependent if they lived together and two Dependents if A young man who saw his parents murdered and vowed to
they lived in different cities). hunt criminals for the rest of his life would be a prime candi-
date, for example.

DIVISIVE DESTINY [2 Pts.]: Your character can feign temporary disinterest in his
[ Secondary Flaw: External Trouble ] driving obsession, but it really is his reason for living. He will
Your character is bound by fate (and/or his own choices) to not long tolerate any distraction from it, and he will tolerate
bring a great deal of pain and anguish to his own family, com- no sarcasm or teasing as a result of it. If your character
munity, or nation (or perhaps all of the above), and that des- attempts to set aside his driving goal, he will find himself tor-
tiny cannot be consciously averted. This division will most mented by everything from nightmares to waking hallucina-
likely occur over religious, political, or cultural matters, and tions– at the GM’s discretion, this psychological punishment
should be discussed and described with the GM’s coopera- will make life increasingly unlivable until the character
tion before the campaign begins. resumes the duties dictated by his obsession. This obsession
will definitely come between your character and the long-
[2 Pts.]: This is a flaw that will almost certainly have a term relationships most of us take for granted– especially
greater impact as the character gains levels and experience. love and family.
The further along he progresses toward his desired goals, the
more he will splinter his family and culture, and the more Special Handicap [Specific Sense of Duty, +2 Pts.]: Your
painful (or bloody) the greater conflict will become. character’s driving obsession has led him to adopt a very spe-
Note: This flaw can have a great deal of bearing on the cific “duty” that he drives himself to carry out as though it
nature and outcome of any given campaign, and may be more were mandated by a higher authority. Compare and contrast
appropriate to campaigns with supernatural elements. Even with the actual Duty/Responsibility flaw (below)– your char-
for a secondary flaw, this one requires the explicit permission acter keeps at his task because he is whipped by his personal
and cooperation of the GM. mental demons, not because he owes anyone else a service.
This duty should take a very clear form (such as “patrol this
Limitation: A character cannot be Estranged (see below) if area regularly for crime/supernatural events” or “guard the
he has a Divisive Destiny. members of a specific family at all times, without their knowl-
edge”), and the character should be willing to sacrifice him-
DOUBLE LIFE self for it without hesitation. This handicap may not be taken
in conjunction with an actual Duty/Responsibility.
[ Secondary Flaw: External Trouble ]
While most characters adventure under their own names or
have no difficulty concealing their adventuring habits from DUTY/RESPONSIBILITY
others, your character faces a particularly delicate balancing [ Secondary Flaw: External Trouble ]
act and must keep up his masquerade or face drastic and last- Your character is bound by a regular and formal duty to an
ing consequences. This flaw is particularly appropriate for NPC or an organization. This is not simply a personal feeling
spies, costumed vigilantes, and the like. of loyalty– it is an official capacity, a commitment that must
be met, or there will be consequences– personal, social, and
[2 Pts.]: Your character’s “civilian” identity is respectable perhaps even criminal.
and well-known enough (or his job is sensitive and prestigous
enough) that connection to your character’s adventuring [2 Pts.] Unchallenging/Occasional Duty: Your character
identity could irreparably damage it. At regular intervals, either carries out his duties only part of the time or has an
your character may have to take part in social or work func- extremely unchallenging duty, requiring him only to carry
tions to “keep up appearances” when he would rather be out orders and assignments. A reserve military officer might
adventuring. qualify for the former; a rookie beat cop would qualify for the
latter.
Special Handicap [Wanted Double, +2 Pts.]: Your charac-

30
[4 Pts.] Substantial/Challenging Duty: Your character ly or his society; indeed, he will be reluctant to go near them,
spends most of his waking hours every week in the pursuit of even when circumstances seem to require it. A good GM will
his duty, and must occasionally make important decisions on weave this estrangement throughout an ongoing campaign,
his own authority– a homicide detective or any other profes- ensuring that it rears its head from time to time to turn some
sional law-enforcement officer would qualify for this level of satisfaction or new happiness into ashes in your character’s
Duty/Responsibility. mouth.

[6 Pts.] Important/Challenging Duty: Your character’s duty Special: While reconciliation is not impossible, it will only
is the focus of his life, and he spends a bare handful of hours come at the end of a long effort by both sides-- an effort that
every week doing anything not related to it. A staff officer in the other side may not be willing to make even if your char-
a sensitive military position (nuclear missile silo duty, for acter is.
example) would qualify for this level of Duty/Responsibility.
Limitation: A character cannot be Estranged (see above) if
Special Handicap [Hazardous Duty, +2 Pts.]: Although he has a Divisive Destiny.
danger is a part of the life of any d20 adventure game charac-
ter, your character doesn’t even have the option of choosing EXPLOSIVE TEMPER
when and how he will face many of the dangers in his life. He
has volunteered for a position of enhanced risk, and his supe- [ Secondary Flaw: Personality Conflict ]
riors will frequently order him into risky situations– perhaps When your character gets angry, he erupts– losing control
even suicidal ones– regardless of his opinion on any given over his words and actions, and often making impulsive,
mission. heated decisions that he will later have cause to regret.

Special Handicap [Restricted Movement, +2 Pts.]: Your [2 Pts.]: When something happens to make your character
character, by the nature of his duty, is confined to certain angry, he must succeed at a Will Save (DC set by the GM
areas and facilities even when he is technically “off-duty.” based on circumstances, ranging from moderate to near-
This handicap is particularly appropriate to military person- impossible) to avoid flying completely off the handle. While
nel, who are not usually free to enter or leave military bases he’s bad enough when he makes that save, he’s a terror when
as they please and must formally request extended leaves he fails it. He will kick objects, throw things, threaten his
well in advance of their desired date. friends and allies, disorder everything around him, start
fights, and throw himself heedlessly into potentially foolish
Special Handicap [Restricted Contact, +1 Pt.]: Your charac- combat. After a temper tantrum has spent itself, your charac-
ter is not allowed to freely communicate with those outside of ter will generally sulk, making himself miserable company
the establishment he serves. Any letters or phone calls he for an hour or two.
sends will be monitored. He may expect to be completely out
of touch with friends and relatives at regular intervals, and he Special: This differs from the Aggressive flaw in that your
may also expect to have his contact with certain individuals character might not even want to be a terribly violent person.
barred for security reasons. His bouts of rage might be accurately described as incidents
of possession– his temper consumes him, and he doesn’t par-
Note: This flaw may be quite harmful to group cohesion in ticularly enjoy it, but it happens nonetheless.
certain campaigns. For example, a U.S. Army Special Forces
officer may have some difficulty adventuring with a party of GREED
three biker-gang members. The bikers have freedom of move- [ Secondary Flaw: Personality Conflict ]
ment nearly everywhere save on the soldier’s base, and he While most heroic adventurers enjoy the rewards of their
can hardly be expected to leave it any time he likes to hang missions, your character covets the acquisition of new mate-
out with them. rial possessions to an extremely unhealthy degree.

Special: This flaw can and should be used to routinely offset [2 Pts.]: The lure of wealth seems to draw a curtain down
at least some of the cost of the Civil Rank, Clerical Rank, Law over your character’s better judgment. Any chance for easy
Enforcement Rank, and Military Rank advantages. money (heck, any chance for not-so-easy money, too) has
your character wetting his lips, rubbing his hands together,
ESTRANGED and trying to think up some scheme (often quite ludicrous)
[ Secondary Flaw: External Trouble ] whereby he can get away with said money.
Your character is cut off from both his family and the socie-
ty that reared him, not by formal outcasting or rule of law, but Curiously enough, once he’s got his hands on a new pile of
by emotional conflicts that are too painful for either side to cash, he tends to do with it as he pleases and thinks no more
even confront, much less set aside. of it. It’s the acquisition of riches that sets his blood on fire,
not the hoarding of them.
[2 Pts.]: Your character carries a great weight of mixed frus-
tration and regret about this situation, and will spend much At the GM’s discretion, your character may be forced to
of his time contemplating it, often at the expense of good make a Will Save against a moderate DC (12-16) to success-
humor or good fellowship. He will get no aid from his fami- fully turn down a money-making opportunity unless press-
ing, life-or-death business is keeping him occupied.

31
Special: This flaw does not make the character a kleptoma- Limitation: This flaw is probably not entirely compatible
niac. He suffers no compulsion to take things that are clearly with any advanced character class predicated on sneaking
owned by people he likes, fears, or respects. and thieving. It is incompatible with the Kleptomaniac flaw
and with the Cruelty flaw.
HEROIC CODE: FAIR PLAY
[ Secondary Flaw: Personality Conflict ] HEROIC CODE: LOYALTY
Your character has made it part of his “work ethic” to never [ Secondary Flaw: Personality Conflict ]
take undue advantage of an opponent, and to always fight in Your character views the bonds of his friendships as sacred
a forthright and sporting manner. and inviolate.

[2 Pts.]: Your character refuses to flank others, shoot anyone [2 Pts.]: Your character is incapable of abandoning a friend
in the back, take opponents unaware, or attack anyone lying or ally, even if it would make sense to do so, even in foolish
prone upon the ground. In moments of drastic need, your or suicidal conditions. Come hell or high water, your charac-
character may attempt a Will Save (DC dictated by the GM, ter prefers to fight side by side with his friends and will die
no doubt a very high number) to override this habit. doing so if that’s what fate decrees. Your character is rarely
the one that gets sent running for help.
Limitation: This flaw probably isn’t suitable for character
classes with the ability to make sneak attacks. It is incompat- Limitation: This flaw is incompatible with the Lone Wolf
ible with the Cruelty flaw. complication (page 34).

HEROIC CODE: HONESTY HEROIC CODE: MERCY


[ Secondary Flaw: Personality Conflict ] [ Secondary Flaw: Personality Conflict ]
Your character is scrupulously truthful, even when dealing Your character has sworn an oath to never take the life of
with villains and criminals. Two wrongs don’t make a right, another sentient being, even in the pursuit of the greater
after all. good.

[2 Pts.]: Your character may not place any ranks in the Bluff [2 Pts.] Merciful: Your character cannot intentionally kill
skill or the Gambling skill. Furthermore, he absolutely refus- another person, nor allow another person to die when action
es to tell lies except in the most dire circumstances, even to on the hero’s part could save them. Your character will con-
“bad guys,” and refuses to exaggerate, gamble, or even lie on sider even an accidental death to be his complete responsibil-
behalf of others. In moments of drastic need, your character ity, and will therefore exercise extreme caution with his pow-
may attempt a Will Save (DC dictated by the GM, usually a ers and abilities.
rather high number) to override this habit.
[4 Pts.] Remorseful: Furthermore, your character has
Special: Your character may still conceal his non-adventur- extreme difficulty dealing with the guilt caused by a death
ing secret identities, and assume false names and faces. that he could have prevented. If he accidentally causes or fails
to prevent (provided such prevention was in his power at all)
Limitation: This flaw is incompatible with any feat that a death, he will lose all of his current Action Points as a reflec-
improves the Bluff skill or the Gambling skill, and it is incom- tion of his anguish, as well as 50 XP per character level.
patible with the Boastful and Compulsive Liar flaws.
HUMORLESS
HEROIC CODE: LAW AND ORDER [ Secondary Flaw: Personality Conflict ]
[ Secondary Flaw: Personality Conflict ] Your character is absolutely (possibly even genetically, if
Even if your character is a costumed vigilante or an extrale- nonhuman) without a sense of humor. He doesn’t understand
gal interloper, he has the utmost respect for the letter of the the concept of humor, and attempts to explain it to him will
law and balks at pushing its boundaries too far. He views only baffle him further.
himself as a “forward element” of uniformed law enforce-
ment and prefers to turn matters over to the legitimate [2 Pts.]: Your character might even be friendly, sociable, and
authorities as soon as possible. capable of enjoying himself– he simply does not laugh or
grasp why anyone else laughs. His earnest sincerity and gen-
[2 Pts.]: Your character refuses to pick locks, break and enter, uine lack of comprehension are alien and often disquieting to
interrogate suspects without turning them over to the police those who don’t know your character. Occasionally, his fail-
first, commandeer vehicles or property from ordinary citi- ure to understand the nuances of humor will cause him to
zens, etc. Basically, if it involves anything more than miss the subtext of an important social interaction, or give
patrolling and confronting criminals or villains engaged in someone the false impression that he is making fun of them.
obvious acts of mischief and mayhem, your character tut-tuts
at it. In moments of drastic need, your character may attempt Special: In addition to the roleplaying consequences of this
a Will Save (DC dictated by the GM, no doubt a very high flaw, your character will suffer a -8 circumstance penalty to
number) to override this habit. any Perform check where an element of humor is involved in
the performance.

32
IMPULSIVE and adventures with. Though surely a few questions every
now and again can’t hurt a bit...
[ Secondary Flaw: Personality Conflict ]
Your character lacks patience– in moments of crisis, he
demands action immediately, even if it may be the wrong INTOLERANT
action, for in his opinion there’s absolutely nothing worse [ Secondary Flaw: Personality Conflict ]
than inaction. Your character is vehemently prejudiced against a certain
race or large social group other than his own. Whether this
[2 Pts.]: Your character hates to wait for advice, confer on a intolerance springs from simple ignorance or a legitimate
plan or procedure, or put off any decision that can (in his grievance is up to you.
opinion) be made immediately. When his under-utilized com-
mon sense does take hold, he will still be forcefully opposed [2 Pts.]: Your character’s overt hostility (which goes as far as
to what he thinks of as “dithering and dickering,” and will name-calling, fight-picking, and boorish public behavior, but
tend to quickly aggravate others with his insistence upon not as far as malicious mayhem such as arson or murder) will
rapid, decisive action. generally be an embarrassment to his friends and allies. It
might also get him and the rest of the adventuring party into
Note: This flaw is differentiated from Aggressive (page 25); regular trouble with NPCs (especially politicians, police offi-
an impulsive character isn’t after violence per se, merely deci- cers, bartenders, business owners, soldiers, etc.) of the appro-
sive action. An aggressive character, provided he can keep a priate race.
watchful eye on his target(s) of choice, has no trouble making
careful preparations for violence provided that violence is Special: At the GM’s discretion, your character may suffer
imminent. a -4 circumstance penalty to certain Charisma-based skill
checks made against characters of the appropriate race or
INFERIORITY COMPLEX social group, as well as against other, more enlightened NPCs
who find your character’s prejudice contemptible.
[ Secondary Flaw: Personality Conflict ]
Your character has a permanent chip on his shoulder. All his Limitation: This flaw may not be taken if the prejudice it
life, as he sees it, nobody has ever appreciated the true depth grants is commonly held by a large percentage of the cam-
of his talents and abilities. paign world’s population and is generally regarded in a pos-
itive fashion. Furthermore, it may not apply to “monstrous”
[2 Pts.]: Your character is extremely sensitive about small races such as trolls or goblins (if used in the campaign) which
things that he imagines reflect the contempt others feel for are generally assumed to be inimical to the civilizations from
him. If asked to take the lead on the trail, he’ll assume it’s which player-characters come. Remember, this isn’t a flaw
because he’s thought unimportant enough to be risked. If unless it’s socially reprehensible.
asked to take the rear, he’ll assume it’s because they think him
boring If asked to take the middle, he’ll assume it’s because
they don’t think he’s skilled enough to handle himself in the KLEPTOMANIA
front or the rear. While your character is usually able to sub- [ Secondary Flaw: Personality Conflict ]
sume his festering resentment beneath a layer of jagged Your character lives for the thrill of stealing things from
humor or false conviviality, it occasionally boils over and other people. This flaw is differentiated from Greed (page 31)
causes extreme discomfort for everyone around him. in that a kleptomaniac cares more about the act of theft (not
Sometimes, your character also takes foolish and unnecessary just acquisition) itself than the value of anything being stolen.
risks in an effort to demonstrate his skills. While a kleptomaniac has no problem with seeking a nice
payoff from a crime, he’s often just as thrilled to snatch some-
INSATIABLE CURIOSITY thing small and unobtrusive from a purse or a wallet.
[ Secondary Flaw: Personality Conflict ] [3 Pts.]: Your character feels constant urges to steal things,
Your character is compelled at every step of his life by an and loves nothing more than the secret thrill of getting away
incurable need to peek behind every closed door (metaphori- with his thefts. At restaurants, he will steal silverware; when
cally speaking) and unearth every secret he possibly can. This left with unattended purses or coats he will lift small valu-
includes everything from the intricacies of a villain’s plans to ables from them. If your character is a professional criminal,
the hidden contents of abandoned buildings. Your character so much the better– but big thefts are how he makes his liv-
must be exceedingly cautious, lest he go the way of the ing, not how he gets through the day. If your character isn’t
proverbial cat. trying to steal from others (even his close friends, alas) often
enough, the GM may begin enforcing theft attempts upon
[2 Pts.]: Whenever your character is confronted with a him (possible Will Save allowed to resist the kleptomaniac
chance to learn something new and interesting, especially if impulses in moments of danger or crisis). This can be a very
relevant to his current adventure or investigation, he must tricky flaw for a character to live with, so caveat emptor.
make a Will Save against a DC set by the GM in order to keep
his mind on whatever else he needs to be doing.
LAZY
Special: No character with this flaw is ever compelled to pry [ Secondary Flaw: Personality Conflict ]
into the private lives and secrets of those he trusts, respects, Your character is a slacker, a layabout, and a wastrel. he has

33
no interest in honest work, or even in dishonest work. He MACHO/SPARTAN
prefers to let others bear the brunt of any effort– he might not
even care whether or not he gets any of the credit as long as [ Secondary Flaw: Personality Conflict ]
he doesn’t have to waste any time or effort pulling his own Your character makes a point to project himself as tough,
weight. bullish, and ready for anything. He’ll have nothing but scorn
for anyone with a lesser tolerance for adversity and he cer-
[2 Pts.]: Your character suffers an inherent -1 penalty to Will tainly won’t back down from a challenge to his fortitude.
Saves and to all Profession skills due to his lack of drive and
discipline. He will constantly attempt to shirk or avoid work [2 Pts.]: The central function of this flaw is that your char-
and his attention to detail is somewhat lacking; this can be acter will get on others’ nerves with amazing regularity.
either amusing or irritating to his friends, depending upon Furthermore, your character will routinely refuse to do things
the circumstances. the easy and comfortable way. Beds? Beds are for sissies.
Heavy clothing in freezing weather? Hey, freezing weather ’s
Limitation: A lazy character may not have a Driving good for you. Grin and bear it! Your character’s macho
Obsession (page 30). assumptions may sometimes leave your adventuring party
without vital tools or clothing when entering a hazardous sit-
uation. Even when freely offered creature comforts, your
LECHEROUS character will utterly disdain their use.
[ Secondary Flaw: Personality Conflict ]
Your character is frequently and severely distracted by his The GM may call for a Will Save if your character attempts
weakness for his compatible sex. to back down from a direct challenge to his machismo. If
acceptance of creature comforts is a matter of diplomatic
[2 Pts.]: Your character finds it difficult to resist the lure of importance, your character will make every effort to appear
any chance to be near potential romantic entanglements. Just content with them, while making every private effort to shun
as a drunkard dreams of wine bottles, beer cans, and shot- them that he can.
glasses, your character dreams of healthy young flesh, flirta-
tions, and brief but passionate romantic affairs. Your charac- Limitation: This flaw may not be taken in conjunction with
ter is continually hopping in and out of beds (or trying to, if Vain/Dandy (page 40), nor with Lazy (page 33).
his lechery exceeds his personal charm) and wasting many
long hours at bars, clubs, and restaurants cruising for a new MELANCHOLY
conquest.
[ Secondary Flaw: Personality Conflict ]
Special: Your character must make a Will Save (DC gener- Your character is uninvolved in the excitement and
ally rather high) to avoid the urge to make a pass at a poten- pageantry of life– his world is introspective, bleak, and mor-
tial partner whenever the opportunity presents itself (save in bid. While not actively out to kill himself, he has no com-
dire moments of emergency). This can cause no end of com- plaints about dying, and seems somewhat bemused by the
plications for the character and his allies when time or discre- lengths everyone around him goes to to avoid it.
tion is of the essence
[2 Pts.]: This is not merely a pose– something has happened
to your character to rob him of joy and exuberance. Although
LONE WOLF he keeps a sense of humor, it’s wry and cynical, frequently
[ Secondary Flaw: Personality Conflict ] exercised at the expense of others. Your character often spec-
Your character is anything but a team player. Whether he ulates on the nature of death and on the manner of the death
regards the presence of others as a hindrance to his abilities that awaits him, regardless of whether or not such talk dis-
and style or just prefers to keep his own company is up to comforts those around him. When injured or left in a state of
you. extreme peril, your character is quite lackadaisical, and will
be more of a detriment than a benefit to anyone struggling to
[2 Pts.]: Your character has an extremely difficult time work- survive nearby. If your character does find the will to carry
ing with others in groups and getting along in such arrange- on, it’s only because he’s found something new to amuse him
ments for any length of time. If forced to tolerate the continu- for a little while.
al presence of others, he will be a grating, sarcastic, and gen-
erally divisive influence when he’s not ditching the others to MISER
do things his own way. He will frequently find excuses to
“scout ahead” or “take care of some personal business,” [ Secondary Flaw: Personality Conflict ]
ensuring that he won’t often be close at hand when he’s need- Your character is obsessed not so much with the joy of mak-
ed in an emergency. ing new fortunes as he is with hoarding and contemplating
what he’s already gained. He’s also a notorious skinflint.
Limitation: This flaw can go a long way toward splintering
a group in the most inconvenient fashion possible. GMs, be [2 Pts.]: Your character balks at spending a single nickel
certain that players wishing to take this flaw for their charac- more than absolutely necessary for anything, from the food
ters can be trusted not to take it so far that it ruins the game he eats to the places he sleeps in and the weapons and equip-
for everyone. ment he trusts to save his life. Your character has very little
dignity where his wallet is concerned, and will gladly sleep in

34
the back seat of a car and wear the same clothes for six ative, large bank) the debt owed is $200,000. This is the equiv-
months straight, no matter how much better he could do for alent of 40 + 2d8 wealth checks against a DC of 17 +1d4, at
himself. least one of which must be made about every game month.

Furthermore, your character will suffer a continual -2 penal- Special: A vicious NPC denied payment on the amount
ty to all Wealth checks, due to the fact that he will inevitably owed will resort to intimidation and violence. A firm and
hold some of his resources back no matter how dire the situ- unfriendly NPC denied payment will resort to repossession
ation. of goods, lawsuits, and slashing your character’s credit rat-
ing.
MISTAKEN IDENTITY
If your character fails to make one or more of his regular
[ Secondary Flaw: External Trouble ] payments, or somehow displeases his creditor without entire-
Someone with power (or powerful friends) has mistaken ly defaulting on the repayment, compound interest may
your character for someone else (someone they despise, natu- begin to accrue on what he still owes (necessitating one or
rally) and is out to get your character. Alternately, your char- more extra payments) and a new repayment schedule may be
acter might find himself continually confused with a criminal forced upon him.
or villain.
It is possible that the NPC creditor may be willing to occa-
[2 Pts.] Limited Recognition Your character has the equiv- sionally negotiate the substitution of a service for one or more
alent of a 2 Pt. Nemesis: Villain (see page 36), a dangerous payments.
NPC (and that NPC’s circle of friends and allies) who thinks
your character is someone else– someone he needs to hunt,
hinder, or punish NEMESIS: GOVERNMENT
[ Secondary Flaw: External Trouble ]
[4 Pts.] Widespread Recognition Your character is widely A powerful figure in a major government (or an entire
mistaken for another individual who has offended or alarmed agency, or a multi-national coalition) is out to get your char-
a great many people. His life will be more constantly and acter for reasons justifiable or otherwise. This nemesis will
deeply disrupted by this problem. make recurring appearances in your character’s life. Your
character might experience everything from tax troubles to
Special Handicap [Perfect Double, +1 Pt.]: Your character arrest warrants to expulsion from an entire country. The pre-
really is an exact physical double of the NPC he’s being con- cise nature of their argument with your character is up to you.
fused with– although very small details (birthmarks, scars,
etc.) may be different, only the closest friends and associates [2 Pts.] Minor Nemesis: The nemesis is a local power figure
would be able to reliably tell the two apart, and then only (city bureaucrat, small-town mayor) or a relatively weak or
with time and observation. distant agency.

MONETARY DEBT [4 Pts.] Moderate Nemesis: The nemesis is both popular


and powerful (mayor of a huge city) or an agency with a
[ Secondary Flaw: External Trouble ] respectable reach.
Your character owes a relatively huge sum of money to a
powerful NPC that expects repayment. Although it’s under- [6 Pts.] Major Nemesis: The nemesis is a dangerously pow-
stood that your character will pay in installments as his erful national figure (senator, vice-president) or a formidable
adventuring career proceeds, those installments had better be agency such as MI-5 or the CIA.
generous and steady.
[8 Pts.] Daunting Nemesis: The nemesis is either a pivotal
[2 Pts.] Significant Debt: If the NPC is a vicious and dan- world figure (President of the United States, perhaps) or a
gerous character (crime boss, loan shark, terrorist warlord) major coalition (NATO) with worldwide striking power.
the debt owed is set at $75,000. This is the equivalent of 15 +
1d6 wealth checks against a DC of 13 + 1d4, at least one of
which must be made about every two game weeks. NEMESIS: LEGAL
[ Secondary Flaw: External Trouble ]
If the NPC is merely firm and unfriendly (disapproving rel- A powerful lawyer (or an agency full of lawyers) is out to
ative, large bank) the debt owed is $100,000. This is the equiv- get your character for some real or imagined slight. They
alent of 20 + 1d8 wealth checks against a DC of 25+1d4, at might be seeking a civil suit relating to one of your charac-
least one of which must be made about every game month. ter’s earlier adventures (Property damage? Wrongful
assault?) or they might be set upon your character by his ene-
[4 Pts.] Massive Debt: If the NPC is a vicious and danger- mies. The annoying possibilities of this complication are end-
ous character (crime boss, loan shark, terrorist warlord) the less. Your character would be well advised to retain skilled
debt owed is set at $150,000. This is the equivalent of 30 + 2d6 legal counsel and to avoid accepting manilla envelopes from
wealth checks against a DC of 15 + 1d4, at least one of which strangers in public places.
must be made about every two game weeks.
[2 Pts.] Hassle: The nemesis is a local ambulance-chaser,
If the NPC is merely firm and unfriendly (disapproving rel- persistent if not overly menacing.

35
[4 Pts.] Major Hassle: The nemesis is a cunning and experi- [8 Pts.] Big, Big Trouble: The organization is perhaps one of
enced partner in a decently-sized firm with branches in sev- the shadowy masters of the world, capable of striking any-
eral cities. where on earth at any time, with agents and resources in hun-
dreds of places, ready and willing to make your character’s
[6 Pts.] Big-League Trouble: The nemesis is a legal jugger- life rather miserable.
naut, one of the ten most powerful firms in North America or
Europe, with offices all over the place and a team of lawyers Special Handicap [Unusual Powers, +1 Pt.]: If the organi-
assigned full-time to your character’s case. zation has access to powers (psionics, magic, supernatural
abilities, high-tech alien FX abilities, etc.) that your character
[8 Pts.] The Stuff of Nightmares: The nemesis in question and his allies do not, the GM may consent to allow an extra
has a branch office dedicated entirely to pursuing your char- Flaw Point for this special handicap.
acter’s case, twenty-four hours a day. Private detectives are
after your character, a dozen summons await him at any NEMESIS: VILLAIN
given time, and civil suits are pending in a dozen jurisdic-
tions. Pray for death. [ Secondary Flaw: External Trouble ]
A villain or criminal has taken a decided interest in pursu-
ing and defeating your character. Your character’s nemesis
NEMESIS: MEDIA regards his fight with your character as one of the driving
[ Secondary Flaw: External Trouble ] interests of his life. Whether or not your character agrees is
An influential figure (or group of figures) in the local or irrelevant.
national media holds a grudge against your character and
they love nothing better than to pursue it in print, on tape, [2 Pts.] Minor Antagonist: The nemesis is directly compa-
and on the internet. Your character will find himself routine- rable in power and ability to your character, though he does-
ly criticized, lambasted, ridiculed, and dissected (metaphori- n’t show up very often.
cally speaking) in a wide variety of journalistic tableaus, as
appropriate to the nemesis’ sphere of influence. [4 Pts.] Competent Antagonist: The nemesis is directly com-
parable in power and ability to your character, and he takes a
[2 Pts.] Fleabiter: The nemesis is a small-town reporter or much more frequent interest in bothering your character.
editor, or a tabloid nutcase.
[6 Pts.] Major Antagonist: The nemesis is more powerful
[4 Pts.] Muckraker: The nemesis has some clout, as an edi- and able than your character, with significant resources at his
tor or award-winning reporter for a major city newspaper or command, and he takes everything very, very personally.
TV station.
[8 Pts.] Grounds For Suicide: How could it be worse? The
[6 Pts.] Big Name: The nemesis is a national media figure – villain is a total nightmare– he’s your character’s superior in
an established syndicated columnist read by millions or a every human sphere, he dresses better, he has more friends
major network TV journalist seen by tens of millions. and more money, he has a seemingly endless supply of ninja
assassins, and he spends a great deal of money to ensure that
[8 Pts.] Angling For A Pulitzer: The nemesis is an entire the local TV stations only play late-night movies that your
publishing chain or a major national network, full of celebri- character can’t stand.
ties and researchers clamoring for your character’s head on a
pike. Special Handicap [Lieutenant, +1 Pt.]: If the villain has a
noteworthy lieutenant (not as powerful as the chief villain,
NEMESIS: ORGANIZATION but still competent enough to enhance the villain’s capabili-
ties significantly) the GM may consent to allow one or more
[ Secondary Flaw: External Trouble ] (in the case of multiple lieutenants) extra Flaw Points.
Your character has made an enemy of a powerful non-gov-
ernmental organization. This could be anything from a pri- Special Handicap [Unusual Powers, +1 Pt.]: If the villain
vate “think tank” to a a secret society, a religious cult, or a has access to powers (psionics, magic, supernatural abilities,
body of organized criminals. high-tech alien FX abilities, etc.) that your character and his
allies do not, the GM may consent to allow an extra Flaw Point
[2 Pts.] Local Trouble: The organization is either very weak for this special handicap.
and overextended, or its power is confined to a relatively
small area.
NIGHTMARES
[4 Pts.] Cause For Concern: The organization is fairly large [ Secondary Flaw: External Trouble ]
and competent. Your character will have to watch his back Your character suffers from recurring and nearly incurable
wherever he goes. nightmares, stemming from an extremely stressful event or
encounter in his past (or perhaps from some mysterious cause
[6 Pts.] Lurking Danger: The organization has quite a reach not yet explained).
and the resources to back a major power play. Your character
had best have all of his cards up his sleeve when he takes [2 Pts.] Occasional Nightmares: There is a 40% chance per
them on– they’re certifiable bad news. period of sleep that your character will experience extremely

36
vivid and lengthy nightmares. The character must make a with a deeply-entrenched suspicion of his kind, and as a
Will Save against a DC of 15; failure means that the character result experiences constant discrimination, embarrassment,
will be mentally fatigued the next day. While he can still run disdain, and occasionally even threats or physical assaults.
and charge, he will suffer a -2 circumstance penalty to all
Spot, Search, Knowledge, and Concentration checks, and he [6 Pts.] Sanctioned Ostracism: The prejudice your character
will suffer a -1 circumstance penalty to all of his attack rolls. faces is officially sanctioned by the government of the society
These penalties last until he is next able to sleep undisturbed. in which he lives. He is formally treated as a second-class cit-
izen, if he enjoys any rights at all, and must often submit him-
[4 Pts.] Frequent Nightmares: There is a 65% chance per self to “security registration” and restricted movement pat-
period of sleep that your character will experience extremely terns. Legal and police authorities will be no help at all if he
vivid and lengthy nightmares. The character must make a is persecuted, threatened, or injured.
Will Save against a DC of 17; failure means that the character
will be mentally fatigued the next day. While he can still run Special: This flaw may only be taken with explicit GM per-
and charge, he will suffer a -2 penalty to all Spot, Search, mission, as it is obviously highly dependent upon the nature
Knowledge, and Concentration checks, and he will suffer a - of the campaign world.
1 penalty to all of his attack rolls. These penalties last until he
is next able to sleep undisturbed. OVERCAUTIOUS
Special: If the character is an arcane spellcaster, this flaw is [ Secondary Flaw: Personality Conflict ]
worth an additional two (2) Flaw Points. A bout of night- Your character is no coward– he is quite willing to face
mares will rob the character of a single prepared spell slot of danger and carry out his responsibilities. However, he is too
each level he can cast for the next day. For example, if a char- dependent upon planning, information gathering, caution,
acter that can prepare two 1st level spells suffers a bout of and second opinions. He will attempt to delay any decisive
nightmares, he will only be able to prepare one 1st level spell action as long as possible, until “all options have been con-
the next day. sidered,” and he will proceed with unseemly slowness even
when he becomes set on a course of action.
Limitation: This flaw may not be possessed by characters
that do not sleep (for racial, supernatural, or technological [2 Pts.]: Your character will drag his heels on virtually every-
reasons) as humans do. thing– he doesn’t see himself as indecisive, but in essence
that’s his problem. While there’s much to be said for caution,
it cannot serve in every situation, and your character’s friends
OBNOXIOUS and allies are bound to get aggravated with him at regular
[ Secondary Flaw: Personality Conflict ] intervals for his love of “thorough consideration.”
Plainly speaking, your character is a jerk. He has little or no
grasp of social niceties, and his personal behavior is guaran- OVERCONFIDENT
teed to offend and aggravate just about everyone around him.
Whether this is a calculated posture or an innocent (if unfor- [ Secondary Flaw: Personality Conflict ]
tunate) set of habits is up to you. Your character is absolutely certain that he can take any
challenge set before him, even if the odds against him are
[2 Pts.]: Your character is one or more of the following ridiculous. Unfortunately, your character is also pretty much
things– loud, rude, impatient, arrogant, intrusive, insensitive, wrong.
bombastic, crude, strident, and/or narrow-minded. In addi-
tion to the roleplaying burden of these traits, your character [2 Pts.]: Your character scoffs at the idea that “discretion is
suffers a -4 penalty to all Diplomacy checks. the better part of valor.” He won’t back down from a fight, he
dislikes calling for reinforcements, and he has a habit of con-
Limitation: A character may not be both Obnoxious and stantly underestimating any danger or opponent placed in his
Tongue-Tied (page 39). way. Your character might be forced to make a Will Save (dif-
ficulty relatively high) any time he attempts to withdraw
from danger or back down from a challenge.
OSTRACISM
[ Secondary Flaw: External Trouble ] Limitation: This flaw may not be taken in conjunction with
Your character is feared, hated, and discriminated against the Cowardly flaw or the Overcautious flaw.
for something in his nature that he cannot change, be it his
skin color, his social background, or any unusual racial abili- POMPOUS
ties and powers.
[ Secondary Flaw: Personality Conflict ]
[2 Pts.] Limited Ostracism: Your character experiences occa- Your character is a staggeringly snooty, affected, and formal
sional taunts from strangers, and often finds himself subject- individual.
ed to epithets or unpleasant scrutiny. Sometimes, shops or
restaurants won’t admit him, but he’s relatively free from [2 Pts.]: Your character always acts as though he owns the
actual violence. place he’s standing in and everyone nearby happens to work
for him. While your character might mean well and be a per-
[4 Pts.] Severe Ostracism: Your character faces a society fectly lovely person, he speaks and acts in a fashion that,

37
while perfectly natural to him, is either ludicrous or grating to lowing skills for the duration of the encounter: Bluff,
almost everyone else. He never uses a ten-cent word when a Diplomacy, Gather Information, and Perform.
five-dollar word is available, takes too long to say just about
everything, and relaxes only when inebriated or somehow Special Handicap [Wanted, +1-4 Pts.]: Your character is
mind-controlled. sought by legal or governmental authorities for crimes he
may or may not have committed. Compare and contrast with
Special Handicap [Condescending, +1 Pt.]: What’s worse, Criminal Record (page 27); a character with this handicap has
your character continually acts as though nobody around him not yet been caught. The more serious the charges, and the
truly understands anything as well as he does (or, indeed, is wider the area of the hunt for him, the more this handicap is
capable of doing so even under optimum circumstances). He worth (GM’s discretion). This handicap is incompatible with
makes a constant show of explaining things to people that the Criminal Record (On Parole) handicap, page 27.
don’t necessarily need them explained.
Special Handicap [Bounty, +1-3 Pts.]: One or more govern-
Special Handicap [Snob, +1 Pt.]: Perhaps most aggravating ments (or wealthy private citizens, or criminal organizations)
of all, your character is simply incapable of enjoying anything in the region where your character has a poor reputation have
unless he is simultaneously denigrating the taste or accom- put up a reward for his capture or death. The more this boun-
plishments of someone else. His continual disdain for the ty is worth (GM’s discretion), the more points it provides, as
opinions, habits, and possessions of others is bound to get on the more interest it will arouse. This is not entirely the same
someone’s nerves sooner or later. His lack of tact inflicts an as a Nemesis flaw (pages 35-36), as the threat comes from ran-
inherent -2 penalty to all of his Diplomacy checks. dom and unknown bounty hunters, skip tracers, and assas-
sins rather than a consistent enemy.
POOR REPUTATION
[ Secondary Flaw: External Trouble ] PRIMITIVE
Your character has an extremely unflattering reputation in a [ Secondary Flaw: Personality Conflict ]
certain area or within a certain group of people. Regardless of Your character comes from a culture and society that are
whether or not the reputation is deserved, it’s firmly significantly behind the level of technological development
entrenched and all but impossible to counter. This is not the common in the campaign. Not only does your character lack
same as a formal record of alleged wrongdoing (like a crimi- the casual familiarity with technology that most of us take for
nal record), but it can be just as troublesome. granted, he has no appreciation
of the customs and safety precautions that technology may
[2 Pts.] Suspicious/Untrustworthy: The precise nature of require.
the reputation should be left to the GM, as appropriate to
your character’s background. If your character is law-abid- [4 Pts.] Backwards: Your character comes from a society sev-
ing, he might have a reputation as a suspicious and unsavory eral generations removed from current technology and social
person. If your character is already an unsavory person, he developments. While not familiar with many of the specifics
might have a reputation among other unsavory people as an of modern life, the character will not be at a total loss when it
oath-breaker, or potential informer. While this reputation comes to simple things like operating doorknobs. An average
won’t make anyone attack your character on sight, it will man or woman from 1910 would suffer from this flaw if
make virtually everything he tries to do more difficult. dropped into the early 21st century– they would be familiar
Contacts won’t take him seriously, police officers or criminals with the general concept of airplanes, electricity, and automo-
(or both) will hassle him on the streets, and so forth. biles, but quite unused to the speed, size, noise, and automa-
tion of modern society. In addition to the obvious roleplaying
This flaw will provide a +3 bonus to all Reputation checks consequences of this flaw, your character suffers the follow-
made by appropriate NPCs when attempting to identify your ing:
character. If your character is successfully identified, he will
suffer –4 circumstance penalty on checks involving the fol- • At 1st level, he may not select the following feats:
lowing skills for the duration of the encounter: Bluff, Advanced Firearms Proficiency, Aircraft Operation, Burst
Diplomacy, Gather Information, and Perform. Fire, Drive-By Attack, Exotic Firearms Proficiency, Gearhead,
Surface Vehicle Operation, or Vehicle Expert. Nor may he
[4 Pts.] Presumed Corrupt/Malicious/Awful: As above, but select any other feat deemed by the GM to enhance or depend
worse and/or more widespread. If your character is law- upon skills or techniques beyond his level of training.
abiding, he might find himself slandered as anything from a
murderer to a crooked businessman. If your character is • At 1st level, he may not place any ranks in the following
already an unsavory person, he might have a reputation skills: Computer Use, Craft (Electronic), Drive, or Pilot. These
among other unsavory people as a definite otah-breaker or skills will be forever considered cross-class if he learns them
informer. at a later time.

This flaw will provide a +6 bonus to all Reputation checks • He suffers an inherent -1 penalty to all of the following
made by appropriate NPCs when attempting to identify your skills: Craft (Chemical),Craft (Mechanical), Craft
character. If your character is successfully identified, he will (Pharmaceutical), Craft (Structural), Demolitions, Disable
suffer –6 circumstance penalty on checks involving the fol- Device, Investigate, Knowledge (all), and Treat Injury.

38
[6 Pts.] Truly Primitive: Your character comes from a socie- STUBBORN
ty that is many centuries behind current technological and
social developments. He has no conception of the power [ Secondary Flaw: Personality Conflict ]
sources, weapons, transportation, and entertainment devices Your character is obstreperous, thick-skulled, and incorrigi-
used by modern people; his reaction to modern society may ble– whatever decision he makes and however he makes it, he
veer from amusement to terror, depending on the situation. expects to have his way. No appeal to duty, rationality, or
friendship can penetrate this stubborn veneer without a fight.
• At 1st level, he may not select the following feats:
Advanced Firearms Proficiency, Aircraft Operation, Burst [2 Pts.]: Your character is aggravatingly certain that he
Fire, Drive-By Attack, Exotic Firearms Proficiency, Gearhead, knows best about everything. He will fight to have his own
Personal Firearms Proficiency, Surface Vehicle Operation, way just about all the time, asserts his authority over others
Surgery, or Vehicle Expert. Nor may he select any other feat even when he doesn’t have any, and disregards the good
deemed by the GM to enhance or depend upon skills or tech- advice of those who know better even when it’s for his own
niques beyond his level of training. clear good. In certain circumstances, your character may be
allowed a Will Save (moderate difficulty) to swallow his
• At 1st level, he may not place any ranks in the following pride and accept someone else’s leadership without protest
skills: Computer Use, Craft (Chemical),Craft (Mechanical), for some length of time.
Craft (Pharmaceutical), Craft (Structural), Craft (Electronic),
Demolitions, Disable Device, Drive, or Pilot. These skills will Limitation: This flaw is incompatible with the Tongue-Tied
be forever considered cross-class if he learns them at a later flaw (see below).
time.
TONGUE-TIED
• He suffers an inherent -2 penalty to all of the following [ Secondary Flaw: Personality Conflict ]
skills: Investigate, Knowledge (all), and Treat Injury. Although your character frequently wishes to express him-
self, he is shy, hesitant, uncertain, and woefully unpolished in
Special Handicap [Superstition, +1 Pt.]: Your character’s the social graces.
worldview is too supernaturalist to accept the true nature of
technology. Your character is constantly making offerings of [2 Pts.]: Your character is extremely socially handicapped, in
goods or prayer to the “spirit forces” around him; he may a manner determined by agreement between yourself and the
evolve a number of rituals that he performs before doing any- GM. In addition to suffering a -1 penalty to your character’s
thing from entering an automobile to turning on a television. initial Charisma score, you must roleplay one or more of the
following– shyness, hesitance, lack of assertiveness, and gen-
Note: If you wish your character to suffer additional social eral submissiveness to virtually everyone around you. Your
consequences for his culture of origin, select the character may be required to make a Will Save if he wishes to
Unsophisticated flaw (page 39) as well. assert his presence or authority in anything but a life-or-death
situation.
RISK-ADDICTED
[ Secondary Flaw: Personality Conflict ] Special: If your character has the Leadership feat, he does
Your character is held in thrall by the surge of adrenaline he not add his positive Charisma modifier (if any) to the
feels whenever he stares into the gaping jaws of death or mis- Leadership check total.
fortune.
Special: This is a secondary flaw largely as a result of the
[2 Pts.]: This flaw is quite similar to Overconfident (page roleplaying burden it places upon you. Playing a milquetoast
37)– in fact, in terms of effects, the two are nearly identical. is not for everyone, so think carefully before applying this to
The difference is that a Risk-Addicted character is totally cog- your character.
nizant of the extreme danger of any given situation, and well
aware that he might not be skilled enough to take on the Limitation: This flaw is incompatible with the Stubborn
entire world and live, and he simply does not care. Your char- flaw (see above) and the Obnoxious flaw (page 37).
acter never feels more alive than when his fate and fortune
are hanging by a slender thread, and he seeks to put himself UNSOPHISTICATED
in such situations as often as possible. In short, he will rarely [ Secondary Flaw: Personality Conflict ]
retreat, surrender, or back down from games of chance and Your character might not be lacking in genuine brainpower,
risk. A Will Save against a fairly high DC may be required if but he comes from an ethnic group or area that is considered
he ever wishes to exercise discretion rather than valor. by most ordinary folks in the campaign world or nation to be
amusingly backwards.
Limitation: This flaw may not be taken in conjunction with
the Overconfident flaw (page 37), as their effects are too close [2 Pts.]: Your character displays the accents and personal
to one another. habits customary to his place of origin; as a result of these
traits, he is regarded as a hick, a rube, a redneck, or a provin-
cial. Their presumption may be that he is anything from
quaint and superstitious to downright stupid. Con artists and

39
tricksters will single your character out for attention, and those three words are meaningless to him.
strangers in bars or restaurants will have plenty of choice wit-
ticisms and taunts to throw at him. At the GM’s discretion, Special (Dedicated Flaw Synergy): If your character has a
your character will suffer a -2 circumstance penalty to most Criminal Honor Code (page 27), this flaw will exacerbate that
Charisma-based skill checks in situations where his origin beyond any rational limit. Your character, when wronged,
could be considered a hindrance in the eyes of onlookers. will be a demon incarnate, thirsting for blood. This flaw,
taken in combination with Criminal Honor Code, is worth
Note: Compare this flaw with Primitive (page 38). This flaw one (1) additional Flaw Point.
means that your character isn’t actually backwards, but is
treated like he is. A Primitive character actually is backwards, WEIRD FLAWS
but receives no social trouble for it unless he takes this flaw as
well. The two flaws may be combined.
BANE
Special: This flaw is incompatible with Vain/Dandy. [ Weird Flaw ]
Your character is extraordinarily vulnerable to injuries
VAIN/DANDY from a single material substance. A bane might be a specific
[ Secondary Flaw: Personality Conflict ] metal (gold, silver, cold iron, etc.), a special wood (Rowan,
Ash, Yew, etc.) or a completely fictional substance, as appro-
Your character is excessively obsessed with his clothes and
priate to your character’s background. Your character had
appearance, in one of two ways:
best try to keep his vulnerability a closely-guarded secret.
[2 Pts.]: A character that is principally vain doesn’t neces-
[2 Pts.] Moderate Bane: Whenever your character is struck
sarily care about the quality of the clothes he wears, but he is
by a weapon shaped from or incorporating his bane, the fol-
absolutely fastidious about his image and his presentability.
lowing must be noted:
He bathes at every opportunity, dotes on his hair, flexes and
poses, and generally seizes any opportunity to make himself
• All attacks with a bane weapon or substance have their
look dashing. He’s the sort of person who polishes his boots
critical threat ranges doubled against a vulnerable target;
twice a day even when on trail in the wilderness. He cannot
abide the feeling of uncleanliness, even when dirt on his face
• All attacks with a bane weapon deal +1d4 damage against
or clothes would help hide him from a nearby danger. He
a vulnerable target. This damage is not multiplied in the
must make a Will Save (GM’s discretion) to tolerate a state of
event of a critical hit. Damage from a bane weapon can never
uncleanliness for any length of time.
be non-lethal; and
A dandy, in contrast, is a foppish clotheshorse with a prefer-
• Even simple contact with the bane substance will result in
ence for the comforts of civilization over the hard pleasures of
1d3 points of irresistible damage to a vulnerable target.
the street or the wilderness. While a dandy can bear a bit of
grime or sweat, he can do so primarily because he likes to
[4 Pts.] Severe Bane: Whenever your character is struck by
keep a change of clothes (or several) on hand. When setting
a weapon shaped from or incorporating his bane, the follow-
out on an adventure, he will inevitably try to haul along as
ing must be noted:
many improbable and unnecessary fine things as he can get
away with, and while his friends might occasionally appreci-
• All attacks with a bane weapon or substance have their
ate that rare bottle of cognac while on the mountain trail, they
critical threat ranges tripled against a vulnerable target;
won’t be pleased to discover that he tossed out the GPS loca-
tor device to make room for it.
• All attacks with a bane weapon deal +2d4 damage against
a vulnerable target. This damage is not multiplied in the
Limitation: This flaw is incompatible with Macho/Spartan,
event of a critical hit. Damage from a bane weapon can never
Primitive, and Unsophisticated.
be non-lethal; and

VINDICTIVE • Even simple contact with the bane substance will result in
[ Secondary Flaw: Personality Conflict ] 1d6 points of irresistible damage to a vulnerable target.
Your character cannot bear to let others have the last word
or the last blow. If wronged, he must revenge, no matter how [6 Pts.] Deadly Bane: Whenever your character is struck by
inconvenient or foolish that may prove. a weapon shaped from or incorporating his bane, the follow-
ing must be noted:
[2 Pts.]: Your character has a vicious revenge complex, and
is incapable of bearing up with dignity under insults or • All attacks with a bane weapon or substance have their
injury. Likewise, he is all but incapable of forgiving a slight or critical threat ranges tripled against a vulnerable target;
an injury, and will go to elaborate (and frequently dangerous)
lengths to secure his revenge. Although he does not ask that • All attacks with a bane weapon deal +2d8 damage against
his friends and allies help him achieve his vengeance, he a vulnerable target. This damage is not multiplied in the
grows highly irate when they attempt to interfere. “Letting it event of a critical hit. Damage from a bane weapon can never
go” is not in his vocabulary; strung together in that order, be non-lethal;

40
• A character struck by a bane weapon must make a Fort DARK TAINT
Save (DC 17) or suffer the temporary loss of 1 point of Con,
which must be healed in the usual fashion. This Con loss is [ Weird Flaw ]
cumulative, if the character is struck several times and fails Your character’s body or spirit (or perhaps even both) has
more than one Fort Save. become “contaminated” by some form of evil supernormal
power; whether or not your character wishes to fight back
• Even simple contact with the bane substance will result in against this power, this will cause complications for him.
2d6 points of irresistible damage to a vulnerable target.
[3 Pts.]: This flaw causes several problems:
Special Handicap [Common Bane, +2 Pts.]: Your charac-
ter’s bane substance is fairly cheap and widely available. Iron, •Your character will register as vaguely “evil” to any spell
for example, is a great deal more common than silver. or FX power capable of detecting such a quality. Although the
impression will be mingled with that of his true nature, it will
Note: Damage from a bane substance will negate natural still be quite suspicious.
Damage Reduction and fast healing alike.
•Your character only has a 50% chance of responding to any
magic spell (or FX power) capable of healing him, cleansing a
CURSED poison or disease from his body, or otherwise restoring his
[ Weird Flaw ] health. Any such spell cast upon him that does not take effect
Your character suffers from some sort of supernatural will be lost.
curse; this curse is both subtle and shrewdly applied, so that
it is very difficult to detect, let alone remove. The curse caus- •Your character will be unable to wield or activate FX items
es a rotating variety of colorful misfortunes– your character that are defined by the GM to be intrinsically “good;” such
can never be sure what’s going to go wrong on any given day items will be totally dead in his hands and may even cause
until something actually does. some pain when handled.

[3 Pts.] Mild Curse: The GM should secretly roll 1d10 at the •From time to time, strange events may take place around
beginning of each game session. This will determine the mis- your character that will cause even his friends and allies to
fortune suffered by the character for that entire session, not to worry about him. Plants might wither at his touch, comput-
be revealed to him until necessary: ers might shut off spontaneously, books might burst into
flame. These events will not be continual, but may occur once
Roll Misfortune or twice a month, and their exact nature is left to the GM’s
1 -2 to Ref Saves fiendish discretion.
2 -2 to Fort Saves
3 -2 to Will Saves HAUNTED
4 -1 to all saving throws
5 -2 to all skill checks [ Weird Flaw ]
6 -1 to Defense Your character suffers from the subtle but persistent atten-
7 -1 to attack rolls tion of an invisible poltergeist or some other minor supernat-
8 -4 to Initiative checks ural force. This presence might have been picked up as a
9 -4 to all Intelligence-based skill checks result of looting a tomb or archaeological dig, or it might be
10 -4 to all Dexterity-based skill checks related to an ancestral legacy.

[5 Pts.] Serious Curse: The GM should secretly roll 1d10 at [2 Pts.] Weak Poltergeist: Your character is the subject of
the beginning of each game session. This will determine the continual mischief as a result of this haunting– small objects
misfortune suffered by the character for that entire session, will be moved or stolen, animals will be spooked, food and
not to be revealed to him until necessary: beverages will be spoiled, and so forth. Strange noises might
wake him in the night, and vulgar or threatening notes might
Roll Misfortune be typed on computer screens. While the haunting spirit
1 -4 to Ref Saves doesn’t have the power to harm your character directly, his
2 -4 to Fort Saves life will be a bit messy and aggravating as long as the spirit
3 -4 to Will Saves lingers.
4 -2 to all saving throws
5 -3 to all skill checks [4 Pts.] Strong Poltergeist: The poltergeist’s actions are
6 -2 to Defense more persistent and harmful. While still incapable of directly
7 -2 to attack rolls attacking your character, the spirit will misplace important
8 -8 to Initiative checks objects (personal weapons, vital documents, car keys, etc.)
9 -6 to all Intelligence-based skill checks and perform substantial acts of environmental sabotage
10 -6 to all Dexterity-based skill checks (slashed tires, exploded home appliances, etc.) roughly 1d3
times per session (roll kept secret by the GM, of course).

Special: This supernatural presence is extremely canny and


difficult to get rid of. Religious blessings and genuine magic

41
can drive it away for a while, but only an extremely involving necessarily harmful– it just means that an orderly life is out of
and costly divine or magic ritual (well beyond the reach of the question.
any 1st level character) will ever drive the spirit away (GM’s
discretion). The spirit may have difficulty following the char- [2 Pts.]: While the precise effects of this flaw are up to the
acter into other planes, at the GM’s discretion. Then again, it GM, you should expect your character to suffer visitations of
might be close at hand when he travels to another plane, and weirdness above and beyond that which is par for the cam-
take the opportunity to slip through with him. paign. Mobsters might decide to bury the bodies of a few of
their victims in his backyard. He might start receiving all the
PHOTOPHOBIA incoming mail for two dozen Churches of Scientology. The
cockroaches in his apartment might begin to display alarming
[ Weird Flaw ] hints of sentience, including the construction of small altars to
Your character has a marked aversion to bright light in gen- him. All the money in his wallet might spontaneously trans-
eral and direct sunlight in particular. If he has a severe mute to Confederate States of America currency, circa 1862.
enough version of this flaw, he may develop the unseemly These effects should never be directly harmful, but will often
habit of exploding when sunlight hits him. be somewhat irritating.

[2 Pts.] Mild Photophobia: Whenever your character is


exposed to bright light without the benefit of protection (such
as sunglasses), he will suffer a -1 penalty to all of his skill
checks and attack rolls. Whenever he is exposed to direct nat-
ural sunlight, he suffers that penalty automatically and loses
1 hit point per round of exposure. This damage is irresistible.

[4 Pts.] Moderate Photophobia: The effects of the flaw are


doubled. In bright light, the character suffers a -2 penalty to
all skill checks and attack. When exposed to natural sunlight,
he suffers that penalty automatically and loses 2 hit points per
round of exposure. This damage is irresistible.

[6 Pts.] Severe Photophobia The effects of the flaw are


tripled. In bright light, the character suffers a -3 penalty to all
skill checks and attack. When exposed to natural sunlight, he
suffers that penalty automatically and loses 3 hit points per
round of exposure. This damage is irresistible.

[8 Pts.] Extreme Photophobia: In bright light, the character


suffers a -4 circumstance penalty to all skill checks and attack
rolls. When exposed to natural sunlight, he must make a
Fortitude Save against a DC of 20 or suffer 4d6 points of irre-
sistible damage per round of exposure, as he bursts into
actinic flame. If he makes his save, he will suffer only 2d6
points of irresistible damage.

Special Handicap [Explosive, +1 Pt.]: If your character is


reduced to 0 hit points by exposure to sunlight, he must make
a Fort Save (DC 25) or immediately explode. This explosion
will kill your character instantly and deal fire damage in a
ten-foot radius, 1d4 per level or hit die possessed by your
character (whichever allows for a more powerful explosion).
A Ref Save (DC 15) is allowed for half damage in the event
anyone else is caught in the radius of this explosion. The dan-
ger of explosion remains each round your character is
exposed to sunlight.

Limitations: This flaw is incompatible with any resistance


or immunity to light-based attacks and with any FX power
that allows the creation of light.

STRANGE ATTRACTOR
[ Weird Flaw ]
Your character is an “oddity magnet,” a focal point for
bizarre occurrences and strange disruptions. This flaw is not

42
Seasoning With Age: Something Extra at 1st Level
The concept of “seasoning with age” allows players to quick- bodyguard, a safari guide, or a race-car driver would qualify
ly and easily build a sort of back story for their characters. as a dangerous occupation. In addition to whatever he picks
While most adventurers start out at 1st level fresh out of up from rolling on the chart, a character receives a +1 tempo-
youth or school with little worldly experience, a character rary Wealth Bonus for each year he spends in a risky occupa-
given a few rolls on the table below can spend several years tion or a +3 temporary wealth bonus for every two full years.
working in one or more careers, acquiring a little money and
perhaps a few skills or useful goods along the way. Your character may hop from job to job as each increment
passes, or he may spend his years comfortably ensconced in
To season a character with age before 1st level, assume that the same occupation.
the character enters a career at the age of 18, as listed below.
For every roll on the table below, Seasoning With Age, the char- Note that while money accrues steadily and other rewards
acter is aged one year. are still fairly frequent, there is a chance with each roll that
the character will suffer some sort of setback... an injury, an
There are three types of trade into which your character can illness, or even the acquisition of an enemy.
enter. A Mundane Occupation means steady if somewhat bor-
ing work in a thoroughly civilized area– clerical work, work- A player may roll as many times as he is willing to on the
study at a university, or a boring retail job, for example. While table at left. When a player ceases rolling, his character enters
there are no opportunities to acquire riches or glory, a mun- his adventuring career at 1st level, with any extra cash, goods,
dane occupation is relatively safe work. In addition to what- and problems he has picked up from the table.
ever he picks up from rolling on the chart, a character receives
a +1 temporary Wealth Bonus for every two full years he
spends in a mundane occupation.
Misfortunes of Seasoning
A Risky Occupation is a bit more adventurous. On a regular
basis, the character will be expected to travel or expose him- Seasoning a character with age can be a rocky process.
self to some chance for injury or misfortune. Work aboard a Occasionally, a roll on the table will result in the acquisition of
commercial fishing boat, cutting timber, and working in a a misfortune. While your character gets to keep his temporary
busy factory near hot furnaces and molten metal would all Wealth bonus (if any) for that year, in place of bonus skill
qualify as risky occupations. ranks or other rewards, he suffers some sort of permanent
handicap as a result of misadventure, injury, illness, or dumb
In addition to whatever he picks up from rolling on the luck.
chart, a character receives a +1 temporary Wealth Bonus for
each year he spends in a risky occupation. The GM should roll 1d20 on the table below. If your charac-
ter is in a mundane occupation, subtract 2 from the roll (the
A Dangerous Occupation pays well and offers as much sea- minimum possible result is still 1). If your character is in a
soning as the character can handle. Working as a soldier, a risky occupation, add 4. If your character is in a dangerous
Table: Seasoning With Age
Roll Mundane Occupation Risky Occupation Dangerous Occupation

1 Misfortune Misfortune Misfortune


2 1d2 Craft ranks 2 Craft ranks 1d4 Craft ranks
3 1d2 Knowledge ranks 2 Knowledge ranks 1d4 Knowledge ranks
4 +1 Temp Wealth +1 Temp Wealth Misfortune
5 Equipment +1 Wealth +1 Wealth
6 1d2 Profession ranks 2 Profession ranks 1d4 Profession ranks
7 +1 Temp Wealth +1 Wealth +2 Wealth
8 1d2 Craft ranks Misfortune Misfortune
9 +1 Wealth Equipment Equipment
10 +1 Temp Wealth Equipment +1d4 Temp Wealth
11 +1 Wealth +1 Wealth +200 XP
12 Equipment Misfortune Misfortune
13 1d2 Class Skill ranks +2 Temp Wealth Equipment
14 +1 Temp Wealth +100 XP +1d2 Wealth
15 50 XP 2 Class Skill ranks +1d4 Class Skill ranks
16 +1 Temp Wealth +100 XP Misfortune
17 Equipment +2 Temp Wealth +1d4 Temp Wealth
18 1d2 Craft ranks 2 Craft ranks 1d4 Craft ranks
19 1d2 Knowledge ranks 2 Knowledge ranks 1d4 Knowledge ranks
20 Misfortune Misfortune Misfortune

43
occupation, add 8. with a temporary wealth bonus higher than +1 may blow it
all at once or divide it between multiple Wealth checks, or
Misfortune Table even pass it on to others.

Roll Problem • Wealth: A permanent Wealth Bonus.


1 Slight Injury. -1 Hit Point
2 Slight Injury. -1 to Fort Saves • XP: Gain the indicated amount of XP.
3 Failed Love Affair. -1 to Wealth
4 Lingering Illness. -1 to Constitution • Equipment: Roll 1d20 on the table below. If your charac-
5 Lingering Illness. -1 to Strength ter is in a mundane occupation, subtract 2 from the roll (the
6 Repetitive Stress Injury. -1 to Dexterity minimum possible result is still 1). If your character is in a
7 Broken Arm, Slow Healing. Your choice of -2 to risky occupation, add 4. If your character is in a dangerous
Sleight-of-Hand or -2 to Repair checks. occupation, add 8. Any equipment not desired may be dis-
8 Broken Leg, Slow Healing. Your choice of -2 to posed of for cash before play begins.
Climb checks or -2 to Jump checks.
9 Serious Financial Setback. -2 to Wealth Equipment Table
10 Slight Injury. -1 Hit Point
11 Lingering Neurosis. Acquire a Quirk/Manner ism Roll Result
(page 25) for no compensation. If you already have 1 Briefcase, Field Bag, or Range Pack (Standard)
one, lose 1 point of Charisma 2 Casual Outfit, Fatigues, or Tool Belt
12 Skin Disease. -2 to Charisma 3 Aluminum Case (10 lb.) or Business Outfit
13 Chronic Fatigue. -1 to Climb, -1 to Jump, and -1 to 4 Cell Phone, Multipurpose Tool, or Briefcase
all Fort Saves. 5 Backpack, Climbing Gear, or Sleeping Bag
14 Serious injury. -1 Constitution, -1 Strength 6 Cell Phone, Business Outfit, or 2-Person Tent
15 Major Financial Setback. -3 to Wealth 7 2-Person tent, Climbing Gear, or First Aid kit
16 Pick up the “Ugly Habit” version of the 8 Digital Camera, Gas Mask, or Formal Outfit
Dependency flaw (page 29) with no compensation. 9 Aluminum Case (75 lb.) or Business Outfit
If you already have it, proceed to MildDependency 10 Digital Camera or 2 Cell Phones
for no compensation. 11 2 Business Outfits or Formal Outfit
17 Suicide Attempt. -1 to Constitution, -1 to all Will 12 Player’s Choice, Wealth Check DC 13 or less
Saves 13 Walkie-Talkie (Professional) or 35mm Camera
18 Major Illness. -1 to Wealth, -1 to Constitution 14 Kit: Disguise, Demolitions, or Chemical
19 Family Crisis. End up with a 2 pt. Dependent (page 15 Basic Tool Kit or Formal Outfit
29) or become Estranged (page 31). Your choice– no 16 Kit: Disguise, Chemical, or Surgery
compensation for either. 17 Desktop Computer or Notebook Computer
20 Make an enemy. Select a 2 pt. Nemesis (page 35) of 18 Player’s Choice, Wealth Check DC 18 or less
your choice. No compensation. 19 Desktop Computer or Notebook Computer
21 Nervous Episode. Acquire 2 Pt. version of Nervous 20 Desktop Computer with Printer, Scanner
(page 14) or 2 pt. version of Bad Shot (page 8). 21 Notebook Computer with Digital Camera
22 Devastating Financial Crisis. -4 to Wealth. 22 Deluxe Tool Kit or GPS Receiver
23 Legal Trouble. Acquire 2 pt. Nemesis (Legal) on 23 Player’s Choice, 2 items of Wealth Check DC 18 or
page 35 or 2 pt. Poor Reputation (page 38). No com- less
pensation. 24 Yamaha YZ250F or Chevrolet Cavalier
24 Severe Injury. -1 Hit Point, -1 Strength, -1 Dexterity, 25 Player’s Choice, one item, Wealth Check DC 23 or
-1 to Fort Saves less
25-26 Make an Enemy. Select a 4 pt. Nemesis (page 35) of 26 Yamaha YZ250F or Chevrolet Cavalier
your choice. No compensation. 27 Chevrolet Corvette or Harley Davidson FLSTF or
27+ GM’s Choice! Select any 3 Pts. worth of flaw(s) player’s
appropriate to character. No compensation! choice, one item, Wealth Check DC 26 or less
28 Player’s Choice, one item, Wealth Check DC 30 or
less
Benefits of Seasoning
The GM may also wish to allow players to acquire certain
On the other hand, the majority of the results rolled on the low-cost advantages by using the Seasoning With Age system
table above are going to benefit your character in some fash- (after all, if flaws can be acquired, it may seem only fair). If so,
ion. use the alternate table below– in addition to equipment, sev-
eral advantages are offered as possibilities for certain rolls.
• Skill Ranks: Gain the indicated number of ranks to apply
in one or more skills of the listed type. Alternate Table: Equipment and Advantages
• Temporary Wealth: A temporary wealth bonus may be Roll Result
used only once, to enhance any Wealth check. A character 1 Briefcase, Field Bag, or Range Pack (Standard)

44
2 Casual Outfit, Fatigues, or Tool Belt 6 Scroll with 2 1st-level arcane spell. Roll 1d8, twice.
3 Aluminum Case (10 lb.) or Business Outfit 1: Feather Fall, 2: Hold Portal, 3: Jump, 4: Mage Armor,
4 Cell Phone, Multipurpose Tool, or Briefcase 5: Shield, 6: Sleep, 7: Power Device, 8: True Strike
5 Backpack, Climbing Gear, or Sleeping Bag or 1 7 Potion of Charisma
average connection (page 50) of the player’s choice) 8 Potion of Constitution
6 Cell Phone, Business Outfit, or 2-Person Tent 9 Potion of Dexterity
7 2-Person tent, Climbing Gear, or First Aid kit 10 Potion of Intelligence
8 Digital Camera, Gas Mask, or Formal Outfit 11 Potion of Strength
9 Aluminum Case (75 lb.) or Business Outfit 12 Potion of Wisdom
10 Digital Camera or 2 Cell Phones, or 2 average con-
nections (page 50) of the player’s choice
11 2 Business Outfits or Formal Outfit
12 Player’s Choice, Wealth Check DC 13 or less, or a 1
pt. Academic Degree (page 46) of the player’s
choice
13 Walkie-Talkie (Professional) or 35mm Camera
14 Disguise Kit, Demolitions Kit, or Chemical Kit; or a
1 pt. Alternate Identity (page 48)
15 Basic Tool Kit or Formal Outfit
16 Chemical Kit, Disguise Kit, or Surgery Kit; or a
major connection (page 50) of the player’s choice
17 Desktop Computer or Notebook Computer
18 Player’s Choice, Wealth Check DC 18 or less; or a 1
pt. Property (Living Space or Land, player’s choice)
19 Desktop Computer or Notebook Computer
20 Desktop Computer with Printer, Scanner, or a 2 pt.
Database/Library
21 Notebook Computer with Digital Camera
22 Deluxe Tool Kit or GPS Receiver, or a 2 pt. Property
(Land or Living Space, player’s choice)
23 Player’s Choice, 2 items of Wealth Check DC 18 or
less
24 Yamaha YZ250F or Chevrolet Cavalier, or a 2 pt.
Ally (page 47) of the player’s choice
25 Player’s Choice, one item, Wealth Check DC 23 or
less
26 Yamaha YZ250F or Chevrolet Cavalier, or a 2 pt.
Alternate Identity (page 48) or Ally (page 47) of the
player’s choice
27 Chevrolet Corvette or Harley Davidson FLSTF or
player’s choice, one item, Wealth Check DC 26 or
less
28 Player’s Choice, one item, Wealth Check DC 30 or
less

GM Option: Weird and Arcane Equipment

With the GM’s explicit permission, a character in a risky or


dangerous profession may stand a chance of picking up an FX
item over the course of his pre-game adventures. If this
option is used, whenever a natural 20 is rolled on the equip-
ment table, give the player the option of rolling 1d12 on the
table below rather than taking the “mundane” benefit.

Roll Result
1 Potion of cure light wounds
2 Tattoo of spider climb
3 Scroll with 1 1st-level arcane spell. Roll 1d6. 1:
Feather Fall, 2: Hold Portal, 3: Jump, 4: Mage Armor,
5: Shield, 6: Sleep
4 Potion of darkvision
5 Potion of invisibility

45
Advantages: Selection and Use Adding and Subtracting Advantages
Sooner or later, someone or something is probably going to
As mentioned earlier, the difference between advantages do something lamentable to one or more of your character’s
and feats is that feats gnerally represent some intrinsic quali- advantages. While it might be hard to deal with the burning
ty of a character (granted by nature, training, or experience) of a favorite building or the murder of a valued ally, you
while advantages generally represent qualities or material should remember that one of the primary functions of most
goods that can, in one way or another, be lost or destroyed. advantages is to start your character off with a bang. By the
They exist primarily outside the character. time your alter-ego has reached a moderately high character
level, his resource intake should have become substantial
Advantages are best used with strict GM permission and enough to replace or improve upon any advantage knocked
supervision, to ensure that all of the player-characters will fit briefly out of play by enemy action. Don’t forget that it’s per-
into the campaign envisioned by the GM. fectly acceptable to take those resources and pump them into
improving the fruits of your old advantages, too, even before
The Price of Advantages anyone messes with them. The point cost of an advantage dic-
Advantages must be purchased with Flaw Points. The price tates its starting point, not its ultimate potential!
of each version of an advantage is listed beside its descrip-
tion.
ACADEMIC DEGREE
Taking Shares in Advantages [ Social Advantage ]
Ordinarily, one character will have absolute control over an Your character has received a degree of some sort from an
advantage. However, in the case of certain material advan- accredited institution of higher learning. His placement of
tages (businesses, properties, etc.)it is possible for characters skill ranks should reflect the nature of his degree(s); these
to take a “share” by each placing one or more Flaw Points into aren’t handed out for free (honorary degrees, while flattering,
a common pool. For example, one character could buy a large carry none of the same advantages).
house for 4 Flaw Points. Four characters could also pitch in to
communally purchase the same house for 1 Flaw Point [1 Pt.] Four-Year Degree: Your character has a four-year
apiece. (“bachelor’s degree”) degree in a subject of his choice. This
will improve his employment prospects as well as his credi-
Advantages and Realism bility in his chosen field. He receives a +1 circumstance bonus
Players and GMs alike should remember that the systems to one selected Profession skill whenever he uses that skill to
provided for the use of most of these advantages are meant make money.
for use only on a micro-level within a campaign world. That
is, they function very well when examined from the limited [2 Pts.] Master’s Degree: Your character has a master’s
perspective of the characters but perhaps not so well when degree in a subject of his choice, which generally requires two
extrapolated to the macro-level economics of an entire city or years of work beyond a bachelor’s degree. This will signifi-
nation. cantly improve his employment prospects as well as his cred-
ibility in his chosen field. He receives a +2 circumstance
bonus to one selected Profession skill whenever he uses that
skill to make money. He also receives a +1 bonus to all Bluff,

Master List of Advantages


Advantage Brief Description

Academic Degree The character has earned a formal degree of some sort from an accredited institution
Allies Character has one or more NPC associates willing to risk something on his behalf
Alternate Identity Character has one or more specially-prepared false identities
Assistant Character has a close NPC supporter to help him in times of need
Black Market Ties Character has insider knowledge of the black market
Business Character owns or controls a profitable business
Civil Rank Character has a position within a government agency
Clerical Rank Character has political clout within a religious hierarchy
Connections Character has an information network of NPCs
Database/Library Character owns a number of books or a useful computer database
Ghosted Evidence of the character’s existence has been deliberately covered up
Law Enforcement Rank Character is empowered to arrest suspects and uphold the law
Military Rank Character holds a position of command authority in an army or navy
Patron Character has a “sugar daddy,” not quite an ally and not quite a boss
Property: Land Character owns one or more tracts of land
Property : Living Space Character owns one or more buildings or areas within buildings
Special Reputation Character enjoys the benefits of a positive or helpful reputation

46
Diplomacy, and Intimidate checks made in academic circles. rable (or at least closely compatible) temperament and alle-
giance to your own character. NPC allies may also be “ordi-
[3 Pts.] Doctorate: Your character has a PhD (from the Latin naries;” if so, the GM should add 1-2 class levels to them.
Philosophiae Doctor) in a subject of his choice, which generally
requires three years of graduate work culminating in a dis- Allies and Adventuring: Allies are not cohorts! If they join
sertation. This will greatly improve his employment your character on a mission or an adventure, it will be
prospects as well as his credibility in his chosen field. He because they’re heeding the call of friendship or obligation
receives a +3 circumstance bonus to one selected Profession rather than the siren song of a share in anything captured or
skill whenever he uses that skill to make money. He also taken. Allies will not leave their business to run off with your
receives a +1 bonus to all Bluff, Diplomacy, and Intimidate character at the drop of a hat– most frequently, they’ll only do
checks made in academic circles. He also has the legal right to so when their interests (or interests shared with your charac-
refer to himself as “Doctor,” and NPCs in academic circles ter) are thought to be endangered.
will gain a +2 circumstance bonus to any check (including
Reputation checks) they make to recognize or identify him. The following tables can be used to generate allies in a
hurry, or to provide ideas for the creation of more detailed
ALLIES NPCs. Roll 1d20 on the appropriate table.
[ Social Advantage ]
An ally is an NPC, well-known to your character, who feels Table: Standard NPC Allies*
some sort of emotional attachment and loyalty to him(con-
trast this with a connection, page 50, an NPC that will provide Roll Ally
your character with information but feels no particular loyal- 1-2 Beat Cop, Detective
ty toward him). 3-4 University Professor
5-6 City Council Member/Alderman
While an ally might not necessarily be a friend, he is willing 7-8 Shop Owner
to risk something to help your character when necessary, and 9-10 Writer, Reasearcher, or Journalist
he’s also willing to offer financial or material assistance on 11-12 Military Officer (Noncom)
relaxed or deferred terms. An ally in the right place can aid 13-14 Computer Programmer
your character and his friends in a wide variety of ways– by 15-16 Thief or Con Artist
providing information without prompting, by providing safe 17-18 Forest Service Ranger
haven after a hard day, or even by fighting alongside your 19-20 Smuggler or Black Marketeer
character if circumstances force him to do so.
*Such a character will typically be able to call upon the serv-
As the GM sees fit, an ally might even serve as an adventure ices of 1d4+1 1st level Ordinaries at any time.
hook for the entire party, by summoning your character to his
aid in a time of need. An ally’s practical bond to your charac- Table: Powerful NPC Allies**
ter must sometimes be reaffirmed by action on your charac-
ter’s part, but you should rest assured that well-maintained Roll Ally
alliances are the most effective alliances of all. 1-2 Police Precinct Captain
3-4 Major University Administrator
[2 Pts.] Standard Ally: A standard NPC ally costs 2 Flaw 5-6 City Mayor
Points; the character will be a capable individual about as for- 7-8 Powerful Business Owner
midable as a player-character of 1st or 2nd level. 9-10 Influential Major Journalist
11-12 Military Officer (Commisioned)
[4 Pts.] Powerful Ally: An unusually well-placed or capable 13-14 Renowned Computer Expert
ally costs 4 Flaw Points; such an ally will be a relatively well- 15-16 Freelance Cat Burglar
placed or skilled individual at least as formidable as a player- 17-18 U.S. Marshal, Senior FBI Agent
character of 3rd or 4th level. 19-20 Major Underworld Figure

[6 Pts.] Very Powerful Ally: A very powerful ally costs 6 **Such a character will typically be able to call upon the
Flaw Points; such an ally will be a highly-placed, influential, services of 1d6+1 2nd level Ordinaries at any time.
or outstandingly skilled individual; at least as formidable as
a player-character of 5th or 6th level. Table: Very Powerful NPC Allies***

Special Benefit [Unusual Powers, +2 Pts.]: Your ally has Roll Ally
access to powers (psionics, magic, supernatural abilities, 1-2 Police Chief
high-tech alien FX abilities, etc.) above and beyond the pale of 3-4 World-Renowned Scholar
normality. This will make him more dangerous, more knowl- 5-6 Senator or Parliamentarian
edgeable, and harder to destroy. This special benefit is not 7-8 National Tycoon
appropriate to campaigns without supernormal elements. 9-10 Globe-trotting Aristocrat
11-12 Military Officer (Senior)
Special: The NPC ally will usually be a character of compa- 13-14 National Religious Figure

47
15-16 National Underworld Chief selected by you and approved by the GM.
17-18 FBI Divisional Supervisor
19-20 Veteran Secret Agent [6 Pts.] Skilled Assistant: Treat the Assistant as a 4th Level
Smart or Dedicated Hero NPC, with skills and feats selected
***Such a character will typically be able to call upon the by you and approved by the GM.
services of 1d8+2 3rd level Ordinaries at any time, and any-
where between 40-100 1st level Ordinaries. Special: Should you wish to assign flaws to the assistant
NPC in order to grant the NPC more skills or useful abilities,
ALTERNATE IDENTITY you may do so, but only with the GM’s explicit permission.
[ Special Advantage ]
Your character has constructed at least one false persona BLACK MARKET TIES
(complete with documents and paperwork) in addition to his [ Social Advantage ]
“default” identity. The usefulness and depth of this alternate Your character has insider knowledge of the black market;
identity both depend on how many Flaw Points are invested this will allow him to gain access to black market goods (and
in it. speed the acquisition of those goods).

[1 Pt.] Superficial ID: Your character’s identity will with- General Black Market Ties: For each Flaw Point invested in
stand any normal perusal– he has a fake mailing address, a this advantage, your character gains a +3 competence bonus
well-forged picture ID, a false employment record, and even to Knowledge (streetwise) checks made to locate any black
a small bank account. market merchant.

[2 Pts.] Thorough ID: Your character ’s alternate identity is Specific Black Market Ties: For each Flaw Point invested in
far better developed. It includes a driver's license, passport, this advantage, your character gains a +6 competence bonus
work permits, bank accounts, rent and property records, to Knowledge (streetwise) checks made to locate a black mar-
criminal records, and school records, all expertly forged or ket merchant within a specified urban area (and its outlying
arranged from legitimate sources. Only the most paranoid suburbs). This area is selected at 1st level and cannot be
investigation or the most solid evidence of wrongoing by changed.
your character could crack this fictional facade.
The bonus from specific ties is cumulative with that pro-
[3 Pts.] Excellent ID: Your character’s alternate identity has vided by general ties.
a great deal of substantiating background evidence– photos,
mementos, letters from fictional relatives, awards and BUSINESS
plaques, school papers, and mentions in newspapers and
other media dating back at least several years. Any private [ Material Advantage ]
investigator or routine police inquiry would be absolutely Your character owns (or has a controlling interest in) a sta-
fooled, and even a suspicious and thorough investigation ble business in a town or city. Your character doesn’t actually
would turn up almost nothing to reveal your character’s run the business (counting inventory is rarely an activity
fraud. appropriate to a life of heroic adventurer), but he oversees its
operations at the highest level and receives regular reports
Your character may have multiple alternate identities if he from the NPC employees that run it for him. These employ-
desires. ees are considered loyal and friendly, insofar as they are paid
to do their job. They won’t risk their lives for your character,
nor, under any circumstances, will they serve as cohorts or
ASSISTANT collaborators on an adventure.
[ Social Advantage ] Your character will receive income from the business on a
Your character is aided in his adventuring life, work, or monthly basis. This income takes the form of a monthly
research by a close NPC associate who helps the character Wealth bonus that may be applied to 1d2+1 Wealth Checks
organize his affairs and protect his secrets. Although called an per game month.
“assistant,” this person is really more of a best friend, and
might be a servant (butler, chauffeur, pilot, executive secre- Each month, the GM should roll 1d6 to determine how well
tary, etc.), a relative (uncle, aunt, parent, etc.), or just about the business is currently doing:
anything your character concept can accommodate.
1-2: Poor month
Please note that it isn’t an assistant’s purpose to fight along- 3-4: Average month
side your character as a bodyguard or “yes-man.” Your char- 5-6: Excellent month
acter’s assistant exists to pick up the burden of certain sup-
porting tasks such as investigation, research, shadowing of Each of the four types of business available for player-char-
other NPCs, equipment acquisition, and occasional helpful acter ownership has those three income levels listed after its
errands such as the purchase of groceries. description below. The initial cost of business ownership is as
follows:
[3 Pts.] Competent Assistant: Treat the Assistant as a 2nd
Level Smart or Dedicated Hero NPC, with skills and feats Prices: Small Business: 1 Flaw Point

48
Average Business: 2 Flaw Points government authorities and unscrupulous interlopers alike.
Large Business: 3 Flaw Points
Huge Business: 4 Flaw Points Should your character neglect his duties as the owner and
Chain Business: 6 Flaw Points overseer of a lucrative business (or fail to take adequate steps
for good management when he’s away for long periods of
Small Business: Most small businesses are administered time), he can expect to enjoy the adventure of dealing with
from a home or apartment. If they have a storefront, it will be arsonists, extortionists, hostile creditors, penniless debtors,
relatively tiny. In some crowded urban areas, a small business callous tax-men, police officers, annoyed bankers, and other
may be nothing more than a mobile food cart or a fixed stall colorful characters.
at a farmer ’s market.
CIVIL RANK
Income– Poor Month: +1 Wealth
Average month: +2 Wealth [ Social Advantage ]
Excellent Month: +3 Wealth Your character holds a position of authority in a government
(either as a policy-maker or a figure within an agency that
Average Business: An average business deals in a more carries out policy).
expensive or specialized set of goods, or has an established
storefront with decent foot traffic. Most family restaurants [1 Pt.] Superficial Rank: Your character is a “gopher” on a
and competitive franchises are average businesses. senate floor or something similar. His title grants him access
to certain areas that are off-limits to the public and puts him
Income– Poor Month: +2 Wealth in contact with movers and shakers; possibly there’s some
Average month: +3 Wealth sort of holiday party every year, but not much else.
Excellent Month: +4 Wealth
[2 Pts.] Minor Rank: Your character is a personal advisor or
Large Business: A large business is situated in a busy dis- aide to a powerful regional decision-maker, such as a mayor
trict, possibly near harbor facilities or a major airport to pick or state senator. Your character has some influence of that
up on the business of travelers. A large and successful bar or NPC’s opinions, and may juggle that character’s appointment
hotel would qualify. schedule and make certain promises on that NPC’s behalf.
Your character may gain (at the GM’s discretion) a +1 circum-
Income– Poor Month: +3 Wealth stance bonus to Bluff, Diplomacy, and Intimidate checks
Average month: +4 Wealth made when he is speaking on behalf of his employer.
Excellent Month: +5 Wealth
Huge Business: A huge business is a rare and well-tended [4 Pts.] Substantial Rank: Your character is a powerful local
affair, with dozens of employees, a steady clientele, and an decision-maker or a minor national decision-maker; the chief
established market presence. inspector of a city bureau, perhaps, or a city council member
(or even the mayor of a small city). If your character has
Income– Poor Month: +4 Wealth national influence, he might be an administrator for an
Average month: +5 Wealth agency such as the EPA or the IRS. He may serve in an advi-
Excellent Month: +6 Wealth sory capacity to a law-enforcement agency, however, Law
Enforcement Rank (page 52) is required to have any real pow-
Chain Business: Your character controls 1d4+1 average ers in that respect. Your character gains a +1 circumstance
businesses scattered over a certain area. Their combined bonus to Bluff, Diplomacy, and Intimidate checks made when
income is rather nice. dealing with his constituents or underlings.

Income– Poor Month: +6 Wealth [6 Pts.] Significant Rank: Your character is the mayor of a
Average month: +7 Wealth large city, a powerful division head for a state agency, a trust-
Excellent Month: +8 Wealth ed advisor to a governor (or possibly even a head of state), an
appointed official with state- or region-wide powers, or per-
Special Benefit [Enhanced Profit, +2 Pts.]: Your character’s haps even some sort of “troubleshooter” for the highest pow-
business is unusually profitable, thanks to positioning, lack of ers of the land. Your character gains a +2 circumstance bonus
competition, quality, or sheer dumb luck. The business’ to Bluff, Diplomacy, and Intimidate checks made when deal-
Wealth bonus may be applied to 1d4+1 Wealth Checks per ing with his constituents or underlings.
game month.
Civil rank beyond the types described above is not offered,
Special: While your character needn’t spend any of his time due to the general difficulty of integrating such responsibili-
overseeing the day-to-day details of mundane commerce, ties with a career of heroic adventuring. Governors, Senators,
there are a number of reasons why a business will occasional- Presidents, MPs and the like give the orders that send adven-
ly demand some attention. Your character will be expected to turers out to do business– they tend not to go out and do it
deal with extortion and protection schemes, buyout offers themselves.
honest or otherwise, potentially violent competitors, and
other extraordinary distractions. Generally speaking, the bet- Limitation: There are almost certainly stringent codes of
ter your business does, the more attention it will attract from professional conduct and public behavior that will constrain

49
a character with this advantage, and there will be established over church facilities and property.
procedures for tossing your character out on his behind if he
violates them. If your character has a fixed set of time-con- Regional Senior Priest: Your character would be responsi-
suming duties, use the Duty/Responsibility flaw (page 30) to ble for the largest church in a given city, or for several medi-
offset some or all of the cost of this advantage. um-sized churches in a similar area. He will almost certainly
be a public figure and commentator of some sort.
CLERICAL RANK
Wealth Bonus: 15+4d6
[ Social Advantage ] Followers: 3d8+3 1st level Ordinary NPCs
Your character has been invested and confirmed as a formal
leader within a church hierarchy, responsible for the spiritual Your character gains a +8 circumstance bonus to any check
guidance of the church’s worshippers, the oversight of mun- made to gather information relating to his church, its history,
dane church affairs, and the social welfare of the church’s or its hierarchy. He maintains total physical control over
community. church facilities and property within his assigned area.

Characters with this advantage have a formal investment in Special Benefit [Well-Liked, +1 Pt.]: Your character is
the ever-shifting decision-making hierarchy of a priesthood, unusually liked by many of his church’s worshippers and
and while they may still adventure (especially on missions for community members. He can therefore call upon his allowed
the priesthood or against opposed supernormal powers), number of Ordinaries twice per game month rather than
they will from time to time be summoned back to a church to once.
engage in relatively mundane work.
Special: If the addition of clerical ranks to a game seems
Price: There are three ranks attainable through the use of almost certain to bog it down, consider making one or more
this advantage, each of which has a title meant only to convey characters a roving “troubleshooter” for his priesthood, trav-
an approximation of the character’s duties. Religion-specific eling from church to church, dealing with unusual problems
titles may be quite different. and using his formal clout to expedite matters. In campaigns
with supernatural elements, “special” clerics can also be dis-
Priest: 2 Flaw Points patched by church hierarchies to hunt the forces of darkness.
Senior Priest: 4 Flaw Points See the special benefit below:
Regional Senior Priest: 6 Flaw Points
Special Benefit [Privy to Secrets, +1 Pt.]: Your character is
Along with the responsibilities of a position, your character part of an initiated elite within the church hierarchy (or per-
will have some discretion over the use of church funds and haps even a secret society), with access to forbidden informa-
may call for aid from church followers. Either form of aid will tion. Your character will probably be charged with extraordi-
be available once per month– a variable Wealth bonus and a nary responsibilities– in supernatural campaigns, this benefit
variable number of 1st level Ordinary NPCs (for a day of non- takes on special meaning. Your character gains a +2 circum-
hazardous service). Funds and followers may only be used in stance bonus to all Gather Information checks made to find
the clear pursuit of church goals or worthy causes (or causes anything out about his church.
that can be safely disguised as such).
Note: All characters possessing this advantage will receive
Priest: Your character assists in the running of a large monthly room and board courtesy of their religious order–
church, or is solely responsible for the running of a small or nothing fancy, but always available in a time of need.
rural church.

Wealth Bonus: 10+1d2 CONNECTIONS


Followers: 1d4 1st level Ordinary NPCs [ Social Advantage ]
A connection is an NPC contact, known to your character,
Your character gains a +2 circumstance bonus to any check willing to supply occasional information and perhaps certain
made to gather information relating to his church, its history, services involving little or no personal risk (smuggling, fenc-
or its hierarchy. He maintains some physical control over ing of goods, passage of messages, etc.)
church facilities and property.
Compare and contrast a connection with an ally– the latter
Senior Priest: Your character would be given control over a is tied to your character by a bond of friendship or loyalty,
large church in a medium-sized city, or over several smaller while the former won’t stretch out his neck for your character
churches in an outlying region. except when paid well and paid in advance. A connection is a
valuable resource, but he should never be mistaken for a
Wealth Bonus: 10+1d10 dependable comrade.
Followers: 1d8+1 1st level Ordinary NPCs
Price: One Flaw Point will buy two average contacts– NPCs
Your character gains a +4 circumstance bonus to any check described in cooperation with the GM. Average contacts ore
made to gather information relating to his church, its history, people “in the know” that are nonetheless not really in com-
or its hierarchy. He maintains significant physical control mand of their situations. An average contact might be:

50
library or database is acquired. At least an hour of study must
• A street-level gangster or thief be spent in the library to gain one of these bonuses for the
• A beat cop next roll made with the skill in question. A library or database
• A minor bureaucrat bonus for any given skill may be used only once per day per
• A rookie journalist character.
• A low-ranking military officer
[4 Pts.] Huge Library/Database: As above, save that the
One Flaw Point can also be used to buy a major contact, along database or library offers a +2 circumstance bonus to all
the lines of an average contact but much more powerful and Knowledge, Profession, and Craft checks made following at
well-connected. For example: least an hour of study. A library or database bonus for any
given skill may still be used only once per day per character.
• A crime boss or smuggler chief
• A police captain or veteran detective Special: A player may negotiate with the GM for a special
• An influential politician capability or focus for his database or library. For example, a
• A popular and established journalist crimefighting adventurer might wish to own a library of
• A high-ranking military officer criminal files or a database that constantly updates the known
locations and rap sheets of perpetrators. Such special func-
Generally speaking, a connection can be contacted about tions are available only with the GM’s explicit permission.
once per game week (by pre-arranged message service, if not
in person) and a single conversation (or the equivalent) can be Special Benefit [Arcane/Forbidden Materials, +1-3 Pts.]:
held. If your character wishes to press a connection for more Your character’s library or database contains material of an
information in a short time period, he will be intruding upon occult or highly secret nature (depending upon the supernor-
that connection’s regular routine and will have to pay (in mal content of the GM’s campaign). The nature of this mate-
goods, cash, or information of his own) for the privilege. rial must be settled by the GM prior to the start of the cam-
paign; whether or not your character knows the full extent of
A connection, if abused or mistreated, will generally slink this material is up to him.
back into the character ’s employ in exchange for an unusual-
ly large payment by way of an apology. It is , however,quite Special Benefit [Focus, +1 Pt.]: Your character may select a
possible for a connection to vanish and swear off all contact single Knowledge, Profession, or Craft skill; the library will
with your character if he severely mistreats that connection! offer a +4 circumstance bonus rather than a +2 bonus to
checks involving that subject.
If your character treats a connection well, especially by
dropping occasional gifts of cash or information in the con- GHOSTED
nection’s lap, that connection may (at the GM’s discretion)
proactively approach your character with important informa- [ Social Advantage ]
tion rather than waiting for your character to come to him. According to all official records and histories, your charac-
ter does not exist. There is no record of his birth. He has no
A canny GM can use connections to put out information criminal record or school history, no licenses for anything, no
leading toward adventure, or tying into the ongoing plot of credit records, no purchase records, no fingerprints or DNA
the campaign. samples in storage. He is a ghost, a nonentity, a high-tech rat
that has been allowed to slip between the cracks of civiliza-
Special: When in serious doubt as to what a connection can tion.
do for a character, the GM may use the following rule of
thumb. By getting in touch with an average connection, your [2 Pts.]: This tactic is often used by secret agencies to make
character can make a Gather Information check with a +2 cir- their operatives anonymous. This renders them immune to
cumstance bonus to the roll. By contacting a major connec- blackmail or tracking via background habits– it also makes
tion, your character can gain a +4 circumstance bonus to his them more easily expendable, and leaves no paper trail to tie
roll. Double these bonuses if the questions lie within the very them to their employers.
narrow field of the connection’s specialty– there is a differ-
ence, for example, between asking a Navy SEAL about air- Nobody knows your character, or will recognize him on the
craft carrier logistics (not his specialty) and underwater dem- street until he’s done something to establish himself. Perhaps
olition techniques (right up his alley). cosmetic surgery has been used to alter his natural features.
Whatever the case, your character is protected by a blanket of
total obscurity. Anyone attempting to pry into his back-
DATABASE/LIBRARY ground will find nothing but dead ends or those false leads
[ Material Advantage ] your character wishes them to find.
Your character own a massive computer database or physi-
cal library, which he frequently consults. Note: This advantage is incompatible with the following
flaws: Criminal Record, Dependent, and Poor Reputation. It
[2 Pts.] Useful Library/Database: This is a database or may not be taken in conjunction with a glaringly obvious
library offering a +2 circumstance bonus to each of three (3) Bodily Mark, nor with the Special Reputation advantage, nor
Knowledge, Profession, or Craft skills, selected when the with the Renown feat. It is often taken in conjunction with the

51
Alternate Identity advantage.
Special Benefit [Lessened Scrutiny, +2 Pts.]: Your character
LAW ENFORCEMENT RANK is on a very long leash, as far as his behavior is concerned. For
whatever reason is appropriate to his story (perhaps he is
[ Social Advantage ] undercover, perhaps he has friends in high places), many rou-
Your character has been deputized or employed by a legiti- tine disciplinary and procedural violations on his part will be
mate law enforcement agency, and as a result has both the overlooked. While he should be careful not to push things too
legal authority and the legal responsibilities of a sworn officer far, he can get away with quite a bit if he’s careful.
of the law.
Limitation: There are almost certainly stringent codes of
Your character has arrest and detention powers, search pow- professional conduct and public behavior that will constrain
ers, and the power to use reasonable force (modified by the a character with this advantage, and there will be established
specifics of where and when your character was granted this procedures for tossing your character out on his behind if he
authority, at the GM’s discretion) within his jurisdiction. On violates them (unless he benefits from Lessened Scrutiny,
the other hand, you character must respect the authority and detailed above). If your character has a fixed set of time-con-
operations of uniformed law enforcement officials, or his suming duties, use the Duty/Responsibility flaw (page 30) to
legal powers are history. offset some or all of the cost of this advantage.

[2 Pts.] Minor Rank: Your character is a beat cop, a rookie,


or a part-time assistant, such as a rural deputy sheriff. Your MILITARY RANK
character is essentially a “spear carrier,” fulfilling the orders [ Social Advantage ]
of his higher-ups without doing too much thinking on his Your character holds an enlisted or commissioned rank in
own. His jurisdiction will generally be limited to a single the armed forces of a single country.
urban area or county. He gains a +1 circumstance bonus to
Bluff, Diplomacy, and Intimidate checks made against crimi- Military rank, precedence, and service distinctions can be a
nals or members of the general public (when he is acting in terribly complicated body of knowledge, even for those with
his official capacity). many years of active service under their belts. The following
very loose abstraction is designed to render the general con-
[4 Pts.] Substantial Rank: Your character holds a rank com- cept playable to gamers with little or nor practical military
mensurate with some ability and experience. He might be a knowledge, rather than to capture all the nuances of a system
beat sergeant, responsible for several other beat cops and in a manner that will be thoroughly pleasing to those that
their reports. He might be a detective, responsible for high- might have lived with them– my apologies!
pressure investigations and challenging assignments. His
jurisdiction will generally be limited to a single urban area or Also, for direct demonstration purposes, the system provid-
county. He gains a +2 circumstance bonus to Bluff, ed discusses only the rank and grade structure of the United
Diplomacy, and Intimidate checks made against criminals, States armed forces.
subordinates, or members of the general public (when he is
acting in his official capacity). He also gains a +2 bonus to Special: All characters selecting this advantage should also
Gather Information checks made to discover anything about select the “military” occupation at 1st level. Players may wish
his department, its history, or its personnel. to examine the Advanced Occupation Packages offered on
pages 56-60 for ideas.
[6 Pts.] High Rank: Your character is a fairly big fish in the
law enforcement food chain. He might be a precinct captain, Rank/Grade: The United States armed forces use a system
responsible for commanding and controlling dozens of offi- of equivalent “grades” to define the order of rank precedence
cers. He might be a senior detective, responsible for an entire while preserving the individual titles and idiosyncrasies of
investigation team or department. His jurisdiction will gener- each service. There are two grade tracks, (E)nlisted) and
ally be limited to a single urban area or county. He gains a +3 (O)fficer, as may be seen on the table below. Characters of
circumstance bonus to Bluff, Diplomacy, and Intimidate equivalent grade are considered equal in precedence even
checks made against criminals, subordinates, or members of across service boundaries; a navy O-6 (Captain) is fundamen-
the general public (when he is acting in his official capacity). tally evenly matched by an army O-6 (Colonel); he would be
He also gains a +4 bonus to Gather Information checks made outranked by an army O-7 (Brigadier General) and would
to discover anything about his department, its history, or its himself outrank an army O-5 (Lieutenant Colonel). This of
personnel. course assumes a neutral setting for any meeting– an army
General would not presume to tell a navy Captain what to do
Special Benefit [Wider Jurisdiction, +1-2 Pts.]: Your char- on the bridge of his own ship.
acter’s powers are granted by an agency with more area to
cover than one city or county. For 1 point, he can have region- Duties: Players and GMs should define a character’s mili-
al jurisdiction (for example, in an entire U.S. state), and for 2 tary duties and aspirations before a campaign begins, using
points he can have national jurisdiction (anywhere within a reference material whenever required. Loosely speaking,
single sovereign country). Your character will generally out- enlisted personnel are the “doers” and officers are the “plan-
rank (or at least have some advantages over) local law ners;” grunt work is no more assigned to Colonels and
enforcement when specifically assigned to a local case. Admirals than strategic planning is assigned to buck Privates.

52
Table: Military Ranks: Flaw Point Costs, Grade, and Service Equivalents*
Cost/Grade Army Air Force Navy Marines
1 (E-2) Private Airman Seaman Apprentice Private 1st Class
2 (E-3) Private 1st Class Airman 1st Class Seaman Lance Corporal
3 (E-4) Corporal/Specialist Senior Airman Petty Officer 3rd Class Corporal
4 (E-5) Sergeant Staff Sergeant Petty Officer 2nd Class Sergeant
5 (E-6) Staff Sergeant Technical Sergeant Petty Officer 1st Class Staff Sergeant
6 (E-7) Sergeant 1st Class Master Sergeant Chief Petty Officer Gunnery Sgt.
7 (E-8) Master Sergeant Sr. Master Sergeant Sr. Chief Petty Officer Master/First Sgt.
8 (E-9) Sergeant Major Chief Master Sgt. Master Chief Master Gun. Sgt.
7 (O-1) 2nd Lieutenant 2nd Lieutenant Ensign 2nd Lieutenant
8 (O-2) 1st Lieutenant 1st Lieutenant Lieutenant (j.g.) 1st Lieutenant
9 (O-3) Captain Captain Lieutenant Captain
10 (O-4) Major Major Lt. Commander Major
11 (O-5) Lt.Colonel Lt. Colonel Commander Lt. Colonel
12 (O-6) Colonel Colonel Captain Colonel
13 (O-7) Brigadier General Brigadier General Rear Admiral (Lower) Brig. General
14 (O-8) Major General MajorGeneral Rear Admiral (Upper) Maj. General
15 (O-9) Lt. General Lt. General Vice Admiral Lt. General

•This chart refers only to the grades and ranks of the United States armed services.
There are, of course, too many exceptions to this general rule 7 or higher receive an additional +2 Wealth bonus.
to cover– combat pilots in most services are officers, and
many lower-ranking officers take to the field with their enlist- Officer characters of grade O-2 or higher receive an addi-
ed personnel and endure the same conditions as well as their tional +1 Wealth bonus. Characters of grade O-4 or higher
command responsibilities. receive an additional +2 Wealth bonus, characters of grade O-
6 or higher receive an additional +3 Wealth bonus, and char-
Prerequisites: Enlisted personnel must meet certain mini- acters of grade O-8 or higher receive an additional +4 Wealth
mum physical standards. Anyone with a Strength, Dexterity, bonus.
or Constitution score of less than 10 will not be eligible for
service. Enlisted personnel must also have relatively clean Military rank-holders gain a variable circumstance bonus to
criminal records; felony convictions will almost certainly pre- all Bluff, Diplomacy, and Intimidate checks made against mil-
clude service. itary personnel of lesser rank. This bonus increases as the gap
between the characters widens (based on the difference in the
Officers must meet the same physical standards and even number of Flaw Points spent on their respective ranks), as
more stringent educational and background standards. indicated on the chart below:
Anyone with an Intelligence score of less than 10 will not be
eligible for officer rank in any service; the GM may deny offi- Point Difference Effect
cer rank to any character he deems to have an obviously defi-
cient technical or educational background. The criminal 1 +1 bonus to Bluff, Diplomacy, and Intimidate
records of a potential officer will be scrutinized even more 2 +2 bonus to Bluff, Diplomacy, and Intimidate
closely than those of an enlisted individual. 3 +3 bonus to Bluff, Diplomacy, and Intimidate
4+ +4 bonus to Bluff, Diplomacy, and Intimidate
Command Responsibilities: This advantage must be used
very carefully and judiciously– the higher a character’s rank, Furthermore, an officer gains an additional +1 bonus against
the more he will be responsible for within the military hierar- enlisted personnel, in addition to those listed above. Please
chy, the more competition and scrutiny he will face, and the note that these bonuses may only be used in situations where
more paperwork he will have to endure. There is a point at the personnel involved are acting in a military capacity.
which a career of heroic adventuring becomes out of the ques-
tion for an individual serving in the military. Special Benefit [Lessened Scrutiny, +2 Pts.]: Your character
is on a very long leash, as far as his behavior is concerned. For
Cost: The cost in Flaw Points of any given rank is provided whatever reason is appropriate to his story (perhaps he is a
on the table above. Definitely use the Duty/Responsibility Special Operations soldier, perhaps he is detached on a spe-
flaw (page 30) to offset some or all of the cost of this advan- cial mission), many routine disciplinary and procedural vio-
tage. Although Duty/Responsibility is a secondary flaw, it lations on his part will be overlooked. While he should be
should be considered mandatory for characters taking mili- careful not to push things too far, he can get away with quite
tary rank. a bit if he’s careful.

Special Benefits: Enlisted characters of grade E-5 or higher If your character is an officer, he may even have an inde-
receive an additional +1 Wealth bonus. Characters of grade E- pendent command on a special project, away from continu-

53
ous scrutiny and oversight. This may be an ideal situation may select this benefit multiple times; each time he selects it
from which to launch a d20 Modern campaign involving mil- the number of aid requests he may make per month is
itary characters. increased by 1.

This special benefit is incompatible with the “Restricted PROPERTY: LAND


Movement” handicap of the Duty/Responsibility flaw (page
30). [ Material Advantage ]
Your character maintains or owns one or more tracts of
undeveloped (or estate) land, in the location of his choice
PATRON (with GM approval). The size of this acreage is based on the
[ Special Advantage ] number of Flaw Points spent; what your character does on his
Not wholly an ally, not wholly an employer, a patron is an land is his own business.
NPC or an organization that supports your character with
money and information in exchange for his services or con- Flaw Points Total Acreage
sultation. Your character must be careful not to offend or 1 10
upset his patron, lest his funds be reduced or cut off. He 2 25
should also keep in mind the fact that a patron can be a great 3 50
target for an enemy if the patron’s involvement in his affairs 4 100
is made too obvious. 5 250
6 500
[2 Pts.] Weak Patron: Your character may call upon his 7 1,000
patron 1d3+1 times per month for any one of the following: 8 2,500
9 5,000
• A +1 bonus to any Wealth check; 10 10,000
• A 1st level Ordinary NPC to perform a support or research
task (for up to twelve hours); PROPERTY: LIVING SPACE
• A +2 bonus to any Gather Information check; or
• A weapon or piece of equipment, Wealth check DC not to [ Material Advantage ]
exceed 10, generally to be loaned for about a week, though Your character maintains one or more rental properties, hid-
lengthier arrangements are certainly possible. den bolt-holes, houses, or secure hideouts to which he can
retire (or send others) in a time of need. It may be assumed
[4 Pts.] Useful Patron: Your character may call upon his that the character does not need to pay anything for the
patron 1d3+1 times per month for any one of the following: upkeep of each property (having taken care of that when he
set each property up), and that their locations are not publi-
• A +2 bonus to any Wealth check; cized unless the character allows himself to be traced or fol-
• 1-3 1st level Ordinary NPCs to perform a support or lowed to one during the course of a campaign.
research task (for up to twenty-four hours);
• A +4 bonus to any Gather Information check; Cost Nature of Property
• A weapon or piece of equipment, Wealth check DC not to 1 Studio apartment or run-down house
exceed 15, generally to be loaned for about a week, though 2 Large apartment or average house
lengthier arrangements are certainly possible; 3 Luxury suite or large house
• Travel arrangements or hotel reservations in any major 4 Multi-unit housing or manorial house
city on twelve hours’ notice; or 5 Apartment building, warehouse,
• A rental vehicle (in the patron’s name) on eight hours’ mansion, or linked network of luxury
notice, generally rented for 1 day suites

[6 Pts.] Powerful Patron: Your character may call upon his Special Benefit [Secure Space, +1 Pt.]: Your character has
patron 1d3+1 times per month for any one of the following: taken the trouble to beef up security in the chosen space or
building. The windows are barred and reinforced, the doors
• A +3 bonus to any Wealth check; are steel with multiple heavy locks, and a thorough check has
• 1-5 1st level Ordinary NPCs to perform a support or been performed to ensure that there are no overseen means of
research task (for up to forty-eight hours); entrance. The walls are thick and sturdy, offering substantial
• A +8 bonus to any Gather Information check; cover from incoming fire and other sources of damage. All in
• A weapon or piece of equipment, Wealth check DC not to all, the property is a good place to weather a siege or hide
exceed 21, generally to be loaned for about two weeks, from enemies.
though lengthier arrangements are certainly possible;
• Travel arrangements or hotel reservations in any major Special Benefit [Protected Space, +1 Pt.]: Your character
city on three hours’ notice; or has taken the trouble to have the chosen space wired with a
• A rental vehicle (in the patron’s name) on one hours’ variety of alarms and security devices. Each window and
notice, generally rented for 1-3 days door has a breakage alarm, each ventilation unit has an intru-
sion sensor, and there are pressure plates in the floor in front
Special Benefit [Generous Patron, +1 Pt.]: Your character of each door. Video cameras cover most of the interior and the
immediate exterior, and thermal or motion sensors cover the

54
door approaches. This security network can be set to flash Special Benefit [Wider Reputation, +1-2 Pts.]: The wider
loud or silent intrusion warnings to anyone inside the space, your character’s reputation stretches (i.e. the more sectors of
via a single control area. society in which he can play it to his advantage), the more it
will cost. A 2-point version of this benefit would suggest a
Special Benefit [Secret Space, +1 Pt.]: The space in question national or even international reputation, as might be pos-
is secret! If it’s a building, the useful space within is dis- sessed by a major media star.
guised. If it’s underground or similarly concealed, it’s about
the size of the listed property (a studio apartment is a studio Limitation: This advantage is incompatible with the
apartment whether 300 feet underground or 300 feet above Ghosted advantage (page 51) and the Poor Reputation flaw
it). Entrance and egress are provided for by one or more hid- (page 38).
den doors, some of which may have tunnels that open a fair
distance away from the secret base itself.

Special Benefit [Hermetically Sealed, +1 Pt.]: The space in


question is airtight, and has an atmosphere-processing sys-
tem. This renders anyone inside it immune to radiation,
smoke, and toxic atmospheres existing outside the structure.
All entrances are equipped with airlocks.

Special Benefit [Special Room, +1 Pt.]: The space in ques-


tion (if larger than one room) contains a room specially
equipped to serve a certain function. A special room offers a
circumstance bonus to one or more types of skill check per-
formed within:

• Emergency Room: +3 to Treat Injury checks


• Forensics Lab: +3 to Investigate checks
• Garage: +3 to Repair checks made on vehicles
• Laboratory: +1 to Knowledge checks , +2 to Research
checks
• Machine Shop: +1 to Craft (electronic) checks, Craft
(mechanical) checks, and Repair checks

A character may select more than one special room for his
living space, provided the GM rules that the space is big
enough to contain it. The bonuses granted are in addition to
those usually granted by equipment such as surgical kits or
tool kits.

SPECIAL REPUTATION
[ Social Advantage ]
Your character enjoys a great deal of positive word-of-
mouth concerning himself or his actions. His reputation pre-
cedes him and often makes life easier for him within a select-
ed geographic area or sector of society.

Cost: Select two of the following skills: Bluff, Diplomacy,


Gather Information, Intimidate, and Perform. For every Flaw
Point invested in this advantage, the character gains an addi-
tional +2 bonus to those two skills for the duration of an
encounter where an NPC has recognized him (in a friendly
fashion). This is cumulative with the usual +4 modifier to all
of the above skills that is awarded for such recognition.

Up to 4 Flaw Points may be invested in this advantage (not


counting any points spent on special benefits).

Special Benefit [Very Good Reputation, +1 Pt.]: Any bonus


points are awarded to all five listed skills, not just the two
your character would ordinarily select.

55
Advanced Occupation Packages
The following Advanced Occupation Packages are meant to Starting Occupation: Creative or Celebrity
be used as templates to facilitate the rapid creation of certain Preferred Starting Class: Charismatic
character archetypes, and to serve as an introduction to the Flaw Package: Bodily Marked (Tattoos, 1 pt.), Impatient (2
character customization possible with the system presented pts.), Inattentive (2 pts.), Boastful (2 pts.), Impulsive (2
in this book. pts.)
[Total Package Value: 9 Flaw Points]
Adventuring Archaeologist Bonus Feats and Advantages: Skill Focus (Perform skill of
your choice), Renown, Creative, Special Reputation (1 pt.),
Your character is a fairly non-traditional scholar of human Connections (2 average connections in the local club scene)
history, beliefs, settlements, and civilizations. Cocky, physi- Discretionary Flaw Points: 1
cally fit, and assured of his own immortality, your character is
much more likely to be found clandestinely breaking into for- Blind Assassin
bidden tombs or wrestling priceless artifacts from smugglers
than he is grading term papers. True, his methods can leave Your character is a harmless-looking elderly man whose
something to be desired– a number of journalists have spread obvious blindness is the perfect disguise for his profession.
insinuations that he is a callous violator of cultural traditions, He is a deadly close-quarters assassin, specializing in knife
and his entry into a Pharaoh’s tomb a few years ago may have attacks and relying upon his ultra-sharp ears to replace the
placed a small curse upon him. However, when a field study sensory input once provided by his eyes.
has to be conducted in a dangerous corner of the world,
there’s no one more qualified for the task. Starting Occupation: Criminal or Athlete
Preferred Starting Class: Fast
Starting Occupation: Academic or Adventurer Flaw Package: Impaired Vision (Blindness, 8 pts.), Slow
Preferred Starting Class: Smart Healing (2 pts.), Age (4 pts.), Quirk (Always apologizes to
Flaw Package: Old Injury (II) (2 pts.), Debt of Honor (2 bystanders for things he did not do, 1 pt.)
pts.), Insatiable Curiosity (2 pts.), Nemesis (Media, 4 pts.), [Total Package Value: 15 Flaw Points]
Nemesis (Villain (Evil archaeologist) 4 pts.), Strange Bonus Feats and Advantages: Blind-Fight, +2 Dex (3 pts.),
Attractor (2 pts.), Overconfident (2 pts.) Combat Expertise, Combat Reflexes, Dodge, Heroic Surge,
[Total Package Value: 18 Flaw Points] Mobility
Bonus Feats and Advantages: +1 class level (Tough or Discretionary Flaw Points: 0
Strong), Great Fortitude, Brawl, Educated, Patron (Small
University, 2 pts.), Academic Degree Cat Burglar
Discretionary Flaw Points: 1
Your character is no common window-smasher or carjack-
Army Ranger er– he’s a committed cat burglar, light on his feet and deft
with his hands, the sort of debonair and coldly professional
Your character is a Ranger, one of the U.S. Army’s fast-mov- criminal you don’t see very often outside of caper movies.
ing, hard-hitting scouts, pathfinders, and shock troopers. He’s at his best dressed all in black, padding silently across a
Your character has not been tested in combat, and, truth to be rooftop or rapelling down an unclimbable stone wall, on his
told, he’s worried about how well his nerves will hold up. way to a heist that nobody but the best could possibly pull
off. Despite his eagerness to help himself to the valuables of
Starting Occupation: Military his victims, he’ll never allow himself to truly harm another
Preferred Starting Class: Tough or Strong person and goes so far as to eschew carrying a gun so he’ll
Flaw Package: Nervous (2 pts.), Duty/Responsibility never be tempted to use it.
(Challenging, Hazardous, Restricted Movement, Restricted
Communication, 11 pts.), Macho/Spartan (2 pts.) Starting Occupation: Criminal
[Total Package Value: 15 Flaw Points] Preferred Starting Class: Fast
Bonus Feats and Advantages: Endurance, Personal Flaw Package: Foresworn From Firearms (2 pts.),
Firearms Proficiency, Military Rank (E-4, Army Specialist, Predictable Fighter (2 pts.), Criminal Record (4 pts., Felony
3 pts.), Toughness, Weapon Focus (M16 Rifle), Far Shot conviction and time served), Heroic Code (Mercy, 2 pts.),
Discretionary Flaw Points: 2 Risk-Addicted (2 pts.)
[Total Package Value: 12 Flaw Points]
Aspiring Rock Star Bonus Feats and Advantages: +2 Dex, Black Market Ties
(1 pt., specific urban area of your choice), Acrobatic, Skill
Your character is an inexperienced, lippy, aggressive, and Focus (Climb), Skill Focus (Disable Device), Stealthy
impatient little cuss just beginning to find acclaim on the local Discretionary Flaw Points: 0
club scene. Although he’s not quite as good as he thinks he is
(heck, nobody could possibly be as good as your character Con Artist
thinks he is), there’s no denying that he does put on a show
worth paying to see. Your character is a slick and charming young confidence

56
trickster, forever running from city to city, just one step ahead Fortitude, Toughness (twice)
of the law– and his aggravated victims. Discretionary Flaw Points: 0

Starting Occupation: Criminal Famous Writer


Preferred Starting Class: Charismatic
Flaw Package: Greed (2 pts.), Kleptomania (2 pts.), Risk- Your character was working the graveyard shift at an indus-
Addicted (2 pts.) trial laundry when he sold his first novel for a truly ludicrous
[Total Package Value: 6 Flaw Points] sum. Since then, he’s piled on success after success, and has
Bonus Feats and Advantages: Confident, Deceptive, reached middle age with a huge body of work and an even
Trustworthy larger body of fans. He uses his ample spare time for amateur
Discretionary Flaw Points: 0 investigation of crimes and Fortean occurrences.

Conspiracy Theorist Starting Occupation: Creative


Preferred Starting Class: Smart
Your character never thought he’d end up dedicating his life Flaw Package: Age (2 pts.), Butterfingers (2 pts.), Clumsy
to sifting through the great mass of disinformation that is (4 pts.), Easily Winded (2 pts.), Poor Fighter (3 pts.),
human history and journalism, looking for the keys that will Dependents (Family, 2 pts.), Insatiable Curiosity (2 pts.)
reveal the clandestine machinations behind everything. [Total Package Value: 17 Flaw Points]
Unassuming, meek, and a little afraid to leave the comfort- Bonus Feats and Advantages: Windfall (twice), Renown,
able confines of his home city, your character ekes out a mea- Property: Living Space (Large House, 3 pts.), Studious,
ger living from his conspiracy-related nesletter and website, Trustworthy, Connection (1 major contact in the New York
all the while looking over his shoulder for any sign that They publishing biz), Library (2 pts.)
might be on to him. Discretionary Flaw Points: 0

Starting Occupation: Investigative or Blue-Collar High-Rolling Gambler


Preferred Starting Class: Smart or Dedicated
Flaw Package: Butterfingers (2 pts.), Impatient (2 pts.), Your character is an attractive young jet-setter, a fixture at
Nervous (2 pts.), Paranoia (Disruptive, 3 pts.), Phobia the tables in Vegas and Atlantic City, and an occasional sit-in
(Agoraphobia, 2 pts.) at illicit games of poker, blackjack, or roulette played for high
[Total Package Value: 11 Flaw Points] stakes against very dangerous people. Your character culti-
Bonus Feats and Advantages: Skill Focus (Investigate), vates a devil-may-care demeanor and shrugs off the loss of
Educated, +1 skill rank in each of the following thousands of dollars at a time to conceal one unfortunate
Knowledges: Arcane Lore, Current Events, History, fact– he’s a physical coward. Gambling is his means of build-
Philosophy; Skill Focus (Research), Business (1 pt., ing and maintaining self-confidence in the face of of the terri-
Conspiracy newsletter), Connections (2 average ble secret that he’s no good in any genuinely dangerous con-
contacts; fellow conspiracy buffs around town) frontation.
Discretionary Flaw Points: 1
Starting Occupation: Dilettante
Alternate Flaw Package: If “They” are real, add a 4-8 point Preferred Starting Class: Charismatic
Nemesis (Organization) and beef your character up with a Flaw Package: Climate Aversion (2 pts., cold climates),
few feats that will aid his practical survival (Dodge, Glass Jaw (2 pts.), Cowardly (2 pts.), Explosive Temper (2
Alertness, etc.). pts.), Vain (2 pts.)
[Total Package Value: 10 Flaw Points]
Daredevil Stuntperson Bonus Feats and Advantages: Windfall (twice), Confident,
Skill Focus (Gamble), Renown
Your character was small-statured and unpopular in high Discretionary Flaw Points: 0
school, so he became a physical prankster, using his own
body as the focal point of attention-getting stunts. Although Investigative Journalist
the tactic was only modestly successful in school, it led to a
later career as a stuntperson for film and stage. Your charac- Your character is an idealistic and well-educated freelance
ter has been shot from a cannon, dropped from great heights, journalist, dedicated to a personal struggle for truth in the
submerged underwater, and covered in flames too many public interest. Your character pits his sleuthing abilities
times to count. He isn’t indestructible, but try telling him that! against everything from corrupt politicians to abusive corpo-
rations. Although he is perhaps a bit too much in love with
Starting Occupation: Athlete or Adventurer his own romanticized image of himself, he is well-nigh incor-
Preferred Starting Class: Tough ruptible.
Flaw Package: Old Injury (2 pts.), Post-traumatic Stress
Disorder (2 pts., relates to stunt that went wrong and Starting Occupation: Investigative
killed mentor), Impulsive (2 pts.), Inferiority Complex (2 Preferred Starting Class: Dedicated or Smart
pts.), Risk-Addicted (2 pts.) Flaw Package: Clumsy (2 pts.), Dull Reflexes (2 pts.),
[Total Package Value: 10 Flaw Points] Flinching (2 pts.), Heroic Code: Honesty (2 pts.), Insatiable
Bonus Feats and Advantages: Acrobatic, Athletic, Great Curiosity (2 pts.), Vain (2 pts.)

57
[Total Package Value: 12 Flaw Points] Starting Occupation: Military
Bonus Feats and Advantages: Skill Focus (Gather Preferred Starting Class: Tough or Strong
Information), Skill Focus (Investigate), Attentive, Flaw Package: Bodily Marked (SEAL Tattoo, 1 pt.),
Trustworthy, Academic Degree Duty/Responsibility (Challenging, Hazardous, Restricted
(Journalism, 1 pt.), Contacts (2 average contacts of your Movement, Restricted Communication, 11 pts.),
choice) Macho/Spartan (2 pts.), Overconfident (2 pts.), Phobia
Discretionary Flaw Points: 2 (Sharks, 2 pts.)
[Total Package Value: 18 Flaw Points]
Martial Artist Bonus Feats and Advantages: Endurance, Great Fortitude,
Personal Firearms Proficiency, Military Rank (E-5, Navy
Your character is a dedicated student of the martial arts, Petty Officer 2nd Class, 4 pts.), Stealthy, Surface Vehicle
seeking perfection of body and spirit through rigorous fight- Operation (Powerboat)
ing discipline. His quest for perfection has been interrupted Discretionary Flaw Points: 4
by the murder of his former master– now he quests for
vengeance against the evil martial arts instructor who carried Occult Knight
out that murder!
Your character is a sworn initiate of a secret order of chival-
Starting Occupation: Athlete ry, which may or may not be connected to any major world
Preferred Starting Class: Fast or Strong religion. Your character’s knightly order, which dates back to
Flaw Package: Foresworn From Firearms (2 pts.), medieval times, opposes another secret society or clandestine
Dependent (Aged grandmother, 2 pts.), Macho/Spartan (2 cabal. Once, they did this openly on the field of battle. In
pts.), Nemesis: Villain (7 pts., includes 1 major lieutenant) modern times, they live, fight, and die completely in the
[Total Package Value: 13 Flaw Points] shadows. There are only a few dozen of your character’s
Bonus Feats and Advantages: Connections (2 minor con brothers and sisters active at any given time, all serving will-
nections in the Chinese underworld), +1 character level or ingly in an unforgiving and often-fatal occupation.
Blind-Fight, Brawl, Combat Martial Arts, and Combat
Reflexes Starting Occupation: Religious or Military
Discretionary Flaw Points: 2 Preferred Starting Class: Fast, Strong, or Tough
Flaw Package: Bodily Marked (Symbols of his Order; 2
Monster Hunter pts.), Duty/Responsibility (Challenging, Hazardous; Serve
his Order to the death, 8 pts.), Heroic Code: Loyalty (2
Your character is a private eliminator of supernatural hor- pts.), Macho/Spartan (2 pts.), Nemesis (Organization, 6
rors, obsessed with a one-person war against the power of the pts.), Melancholy (2 pts.), Nightmares (2 pts.)
shadows. Supported only by his mysterious benefactor, his [Total Package Value: 24 Flaw Points]
trusty shotgun collection, and his four-pack-a-day habit, he’s Bonus Feats and Advantages: +1 class level, Weapon
out to kick monster ass. Focus (of your choice), Brawl, Dodge, Improved Initiative,
Toughness, Alternate Identity (Thorough), Patron (Useful;
Starting Occupation: Adventurer or Investigative His Order)
Preferred Starting Class: Tough or Dedicated Discretionary Flaw Points: 0
Flaw Package: Old Injury (2 pts.), Dependency (Ugly
Habit, Smoking, 1 pt.), Driving Obsession (Destroy powers Professional Bodyguard
of darkness on earth, 2 pts.), Overconfident (2 pts.)
[Total Package Value: 7 Flaw Points] Your character thought he was out of the boudyguard game
Bonus Feats and Advantages: Iron Will, Patron (Weak), for good, but his independent business venture failed, leaving
Personal Firearms Proficiency him with a substantial debt and only one way to pay it off–
Discretionary Flaw Points: 1 the “monkey suit” business. Now he chauffeurs VIPs and
watches their every move, ready to throw himself in front of
Alternate Flaw Package: If you’d like your character to have a bullet or a knife in the blink of an eye. Although not cur-
more of a history with the forces of darknes, add a 4-8 point rently licensed to carry a firearm, your character flatters him-
Nemesis (Villain) and spend the extra Flaw points to increase self that he doesn’t need to do so in order to get the drop on
his knowledge or his fighting abilities. Weird Flaws (pages 40- any potential assailant.
42) might also be appropriate.
Starting Occupation: Adventurer, Athlete, Law
Navy SEAL Enforcement or Military
Preferred Starting Class: Strong or Tough
Your character is a newly-forged Sea-Air-Land specialist, Flaw Package: Obese (3 pts.), Duty/Responsibility
one of the U.S. Navy’s elite go-anywhere, do-anything special (Challenging, 6pts.; guard clients’ lives with his own),
operations personnel. Your character has endured a hellish Heroic Code: Loyalty (2 pts.),
training regimen and acquired a deadly set of skills. The only Monetary Debt (2 pts.), Stubborn (2 pts.)
flaw he really faces is a peculiar (and secret) trait for a man in [Total Package Value: 15 Flaw Points]
his position– he’s frightened of sharks! Bonus Feats and Advantages: Alertness, Skill Focus
(Spot), Improved Initiative, Combat Martial Arts,

58
Defensive Martial Arts, Toughness Secret Agent
Discretionary Flaw Points: 3
Your character was a career naval officer before he was
Professional Athlete selected for secret service training. Cunning, ruthless,
debonair, and often “wolfishly immature,” he is nonetheless
Your character is a young player of a professional sport the agent his superiors turn to time and time again when
(baseball, basketball, soccer, football, rugby, tennis) or a com- things get desperate.
petitive athlete training for Olympic-caliber events (swim-
ming, gymnastics, track and field, etc.). His physical abilities Starting Occupation: Dilettante or Military
are top-notch, though his combat experience is extremely lim- Preferred Starting Class: Charismatic or Dedicated
ited. Perhaps the occasional heroic adventure on the side Flaw Package: Double Life (2 pts.), Duty/Responsibility
adds spice to his life– his relative fame makes it harder for the (Challenging, Hazardous, Restricted Movement, Restricted
shadowy evils of the world to dispose of him as they might a Communication, 11 pts.), Glass Jaw (2 pts.), Vain (2 pts.),
more obscure adventurer. Lone Wolf (2 pts.), Nemesis (Villain, global menace bent on
revenge, 1 major lieutenant, 9 pts.), Risk-Addicted (2 pts.)
Starting Occupation: Athlete or Celebrity [Total Package Value: 30 Flaw Points]
Preferred Starting Class: Fast, Strong, or Tough Bonus Feats and Advantages: +1 character level,
Flaw Package: Dependent (2 pts., close family member), Connections (4 connections in various countries, 2 pts.),
Select one of the following for 2 pts.: Boastful, Military Rank (Navy O-4, Lt. Cmdr., 10 pts.), Attentive,
Overconfident, or Risk-Addicted; Duty/Responsibility (2 Deceptive, Confident, Quick Draw, Alternate Identity (1
pts., currently optioned to pro sports team), Heroic Code: pt.)
Loyalty (2 pts.), Heroic Code: Fair Play (2 pts.), Quirk Discretionary Flaw Points: 2
(Talks trash and uses sports lingo at odd and inappropri-
ate times, 1 pt.) Surveillance Geek
[Total Package Value: 11 Flaw Points]
Bonus Feats and Advantages: +2 in one of the following Your character is a black-box genius and an old-school tech
abilities: Strength, Dexterity, or Constitution; Skill Focus whiz; though not much to look at, he has a razor-keen mind
(Choose one: Jump, Tumble, Climb, Swim, or Ride), and the infinite patience required for surveillance operations.
Athletic, Renown, Run He also has a serious handicap for his line of work– scrupu-
Discretionary Flaw Points: 0 lous honesty.

Rich Vigilante Starting Occupation: Technician


Preferred Starting Class: Smart
Your character is the young heir to an extensive industrial Flaw Package: Asthma (Allergy Trigger, 8 pts.),
empire, but his wealth is nothing but a means to an end. A Underweight (2 pts.), Tongue-Tied (2 pts.), Paranoia (2
decade ago, your character’s parents were murdered in cold pts.), Diabetes (Type II) (2 pts.), Heroic Code: Honesty (2
blood, and your character swore eternal vengeance on the pts.)
entire criminal fraternity. Having intensely honed his body [Total Package Value: 18 Flaw Points]
and his mind, your character now prowls his city by night in Bonus Feats and Advantages: Alertness, Attentive,
a lightweight black armored costume, hunting wrongdoers of Cautious, Gearhead, +2 Intelligence (3 pts.), Meticulous,
any sort. Although he has sworn a solemn oath never to take Ally (Fellow Surveillance Geek, 2 pts.)
a human life, he has absolutely no compunctions about Discretionary Flaw Points: 3
administering severe beatings to the criminals he faces.
SWAT Officer
Starting Occupation: Dilettante
Preferred Starting Class: Strong Your character is a highly-trained and motivated Special
Flaw Package: Foresworn From Firearms (4 pts.), Driving Weapons and Tactics officer for a major metropolitan police
Obsession (2 pts.), Heroic Code: Mercy (2 pts.), Double department. Your character and his peers are called out to
Life (2 pts.), Lone Wolf (2 pts.), Macho/Spartan (2 pts.), deal with the most dangerous and unstable disturbers of the
Nemesis: Organization (6 pts., local branch of the mafia), peace, and despite the risks of his position your character
Nemesis: Media (4 pts.; crusading anti-vigilante TV thrives on the challenge and the sense of camaraderie within
reporter), Risk-Addicted (2 pts.) his elite unit.
[Total Package Value: 26 Flaw Points]
Bonus Feats and Advantages: Acrobatic, Armor Starting Occupation: Law Enforcement
Proficiency (Light), Athletic, Blind-Fight, Combat Martial Preferred Starting Class: Fast, Tough or Strong
Arts, Combat Throw, Defensive Martial Arts, Windfall Flaw Package: Duty/Responsibility (Challenging,
(three times), Ally (Sympathetic police sergeant, 2 pts.), Hazardous, 8 pts.), Dependent (Child or aging parent, 2
Assistant (2nd level Dedicated Hero, 3 pts.; sardonic aged pts.), Heroic Code: Law and Order (2 pts.), Aggressive (2
butler who has grudgingly agreed to aid your character’s pts.)
vigilantism.) [Total Package Value: 14 Flaw Points]
Discretionary Flaw Points: 1 Bonus Feats and Advantages: Personal Firearms
Proficiency, Advanced Firearms Proficiency, Burst-Fire,

59
Weapon Focus (H&K MP5 Submachinegun),Law-
Enforcement Rank (2 pts.), Improved Initiative,
Armor Proficiency (Light)
Discretionary Flaw Points: 0

Veteran Homicide Detective

Your character has been around the block, as they say, and
is nearing fifteen years of active duty. Truth to be told, those
years have really piled on the problems, and your character
just isn’t as spry as he used to be. His resolve to put wrong-
doers behind bars remains undiminished– for now, at least.
Another bullet in the ribs might mean an early retirement.

Starting Occupation: Law Enforcement


Preferred Starting Class: Tough or Smart
Flaw Package: Age (2 pts.), Inflexible (2 pts.), Old Injury
(II) (2 pts.), Unathletic (2 pts.), Asthma (2 pts.),
Duty/Responsibility (4 pts., homi cide detective), Quirk
(Persistent, vocal distrust of new technology) (1 pt.)
[Total Package Value: 15 Flaw Points]
Bonus Feats and Advantages: +1 character level, Law
Enforcement Rank (4 pts.), Attentive, Quick Draw,
Connections (2 average connections on the street)
Discretionary Flaw Points: 0

Help! I’m a prisoner in Cryptosnark Games’ layout depart-


ment! I’m being forced to add copious heaps of white space
to the end of this document! Call the police!

60
OPEN GAME LICENSE Version 1.0a
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Section X: The Azathoth Problem: Ah, you think you’re clever with that search function, don’t you? Well, Baron Azathoth is an incredibly experienced interdimen-
sional master criminal, and you have to get up pretty early if you want to pull a fast one on him. Last we heard, he was somewhere in Europe. Honest. The rest
is up to you...
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to
statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
Book of Distinctions And Drawbacks Modern Copyright 2003 Scott Thomas Lynch
Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on
material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
This document is produced under version 1.0, 1.0a, and/or draft versions of the Open Game License,the d20 System Trademark Logo Guide, and the System
Reference Document by permission of Wizards of the Coast. Subsequent versions will incorporate final versions of the license,guide, and document.
The following items are hereby designated as Product Identity in accordance with Section 1(e)of the Open Game License,version 1.0a: Any and all Cryptosnark
Games logos and identifying marks and trade dress, such as all Cryptosnark Games product and product line names including but not limited to “TheBook of
Distinctions And Drawbacks,” “The Book of Distinctions and Drawbacks Modern,” “The BODD,” “Broadswords & Bulletholes” and “The BODD Modern”; names of
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and cartography, likenesses, poses, logos, or graphic designs.
The above Product Identity is not Open Game Content.
Subject to the Product Identity designation above,the following portions of this document are designated as Open Game Content::All new d20 game mechanics
and their descriptive titles, all text and numerical information referring to any of the above,and anything else contained herein which is already Open Game
Content by virtue of appearing in the System Reference Document or some other Open Game Content source.

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