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We are dedicated to providing the most thrilling and captivating RPG games in the industry. Our games feature richly detailed worlds, complex characters, and exciting storylines that will keep you engaged for hours. Our team of developers is passionate about bringing your favorite RPG themes to life with innovative gameplay mechanics and stunning graphics.
Chapter 18
Flaws
FLAW SYSTEM
Core Rules
1. Definition:
A Flaw is a personal weakness, limitation, fear, or missing skill that restricts the character.
Each flaw affects one or more Skill Trees or saves.
2. Mechanics:
• Each Flaw applies one of the following penalties:
• Locked Skill: Automatically fail checks in that skill until overcome.
• Severe Penalty: –10 and Disadvantage to related rolls.
• Moderate Penalty: –5 or Disadvantage situationally.
• Each Flaw has an Overcome DC, typically 15–25, based on realism and difficulty.
• Requires relevant action, quest, or therapy (depending on flaw type).
• When overcome, it grants +1–2 Skill Points in the related Tree or Skill, and the penalty is removed permanently.
• Some may transform into Feats if mastered (e.g. Fear of Heights → Acrobat of Heights).
3. GM Use:
Flaws can trigger Stress Points or Fatigue tests when conditions arise (phobias, environments, etc.), keeping them alive in gameplay.
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PHYSICAL FLAWS
# Flaw Effect Overcome Condition Reward
1 Can’t Swim Auto-fail Swimming; panic when submerged Succeed DC 20 Endurance save after training or life-saving event +1 Survival (Swimming)
2 Poor Eyesight –10 Perception for long-range; Disadvantage on ranged Combat Acquire or craft corrective lenses / magical sight aid +1 Crafting or Perception
3 Lame Leg Speed –10 ft, Disadvantage on climbing, tumbling Surgical repair or long-term training DC 18 +1 Endurance
4 Weak Grip Disadvantage on Grapple, Climb, melee Parry DC 20 training with weights / manual labor +1 Combat
5 Chronic Pain Start each day at +1 Fatigue Endure weeks of therapy, herbal or magical cure +1 Endurance
6 Motion Sickness Disadvantage on vehicles or flight Travel 7 days without vomiting (Resolve DC 15) +1 Stability (Crafting)
7 Delicate Constitution Disadvantage on Poison and Disease saves Survive infection or treatment (Endurance DC 18) +1 Survival
8 Missing Tooth / Speech Impediment Disadvantage on Intimidation and Performance Undergo training or prosthetic fix +1 Social
9 Night Blindness –10 Perception in darkness Craft goggles or magical enhancement +1 Crafting
10 Clumsy Disadvantage on Reflex saves and Sleight of Hand Succeed 5 Reflex saves in a row +1 Subterfuge
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MENTAL / LEARNING FLAWS
# Flaw Effect Overcome Condition Reward
11 Illiterate Auto-fail reading/writing; can’t use scrolls or manuals Study for 10 sessions or tutor training DC 15 +1 Crafting (Knowledge)
12 Math Illiteracy Disadvantage on engineering, trade, or siegecraft Training DC 16 or long apprenticeship +1 Crafting
13 Forgetful Disadvantage on Lore, History, and Investigation Master a mnemonic trick DC 20 +1 Focus
14 Superstitious Disadvantage on Magic saves when unprotected Confront and survive a “cursed” event +1 Resolve
15 Curious Fool Must make Will save (Resolve 10) to resist danger bait Learn restraint through failure (3 saved rolls) +1 Subterfuge
16 Low Attention –5 on Concentration and Focus Meditation training DC 18 +1 Focus
17 Easily Distracted Disadvantage on ranged Combat 5 consecutive accurate ranged attacks (no miss) +1 Combat
18 Fear of Magic –10 on all Magic use; Disadvantage on Focus saves vs spells Witness or survive benevolent magic +1 Magic
19 Bad Memory for Faces Disadvantage on Recognition and Deception Identify 3 key NPCs by habit or mannerism +1 Social
20 Short Temper –2 Social when provoked; must make Resolve DC 12 to avoid escalation Meditate or restrain self in 5 arguments +1 Resolve
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SOCIAL / CULTURAL FLAWS
# Flaw Effect Overcome Condition Reward
21 Can’t Read Social Cues Disadvantage on Charm, Deception, and Seduction Roleplay breakthrough or therapy DC 17 +1 Social
22 Naive Auto-fail Insight on obvious lies Betrayed or deceived majorly and learn +1 Subterfuge
23 Cowardly Disadvantage on Fear saves Stand your ground in life-threatening event +1 Resolve
24 Prideful Refuse help (Resolve DC 12) Accept aid or humility questline +1 Social
25 Greedy Disadvantage on Bartering and Appraisal Donate valuables voluntarily +1 Resolve
26 Compulsive Liar Disadvantage on Persuasion vs honest NPCs Tell the truth at personal cost +1 Social
27 Distrusted Heritage –2 Social with certain groups Build alliance or defend your kind publicly +1 Social
28 Prejudice / Bias Must pass Resolve DC 14 to cooperate with target group Overcome via roleplay or redemption event +1 Resolve
29 Outlaw Reputation Disadvantage on Legal or Guard encounters Clear your name, pardon, or heroic deed +1 Social
30 Servile Mindset Can’t give orders; Disadvantage on Leadership Command successfully in crisis +1 Leadership (Social)
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FEAR / PHOBIA FLAWS
(Also interact with Sanity & Stress systems)
# Flaw Effect Overcome Condition Reward
31 Fear of Fire Auto-fail Fear vs flames; Disadvantage in hot zones Walk through flame (Resolve DC 18) +1 Resolve
32 Fear of Heights Auto-fail Acrobatic balance at heights Climb or fight at height (DC 16) +1 Reflex
33 Fear of Water Panic when submerged; Can’t Swim Overcome near-drowning or train +1 Survival
34 Fear of Blood Disadvantage on Combat after witnessing gore Survive bloody fight +1 Endurance
35 Fear of Darkness Panic or +1 Fatigue each hour in dark Survive one full night without light +1 Resolve
36 Claustrophobic Disadvantage in tight spaces; +1 Fatigue Spend 1 hour buried or enclosed (DC 20) +1 Endurance
37 Agoraphobia (open-space fear) –2 Reflex and Social outdoors Survive wilderness ordeal +1 Survival
38 Fear of Undead Auto-fail Fear saves vs undead Banish or slay one +1 Resolve
39 Fear of Monsters –2 Combat vs non-humanoids Kill or befriend one +1 Combat
40 Fear of Death Disadvantage on Death Saves Come back from brink of death +1 Resolve
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FUNCTIONAL / PERSONALITY FLAWS
# Flaw Effect Overcome Condition Reward
41 Lazy +1 Fatigue per day without motivation Maintain full travel pace 3 days +1 Endurance
42 Addictive Personality Addiction checks DC +5 Overcome one vice +1 Resolve
43 Trust Issues Disadvantage on Teamwork or Leadership Risk your life for ally +1 Social
44 Overconfident Auto-fail Insight vs stronger foes Lose, survive, and reflect +1 Resolve
45 Pacifist Refuse lethal strikes Kill for protection or principle +1 Resolve
46 Reckless Disadvantage on Reflex vs traps Survive trap or ambush +1 Subterfuge
47 Stubborn Refuse retreat (Resolve DC 12) Voluntarily retreat and save allies +1 Resolve
48 Loner Disadvantage on Leadership and Aid actions Lead group to victory once +1 Social
49 Vain Spend 2× time on grooming, or Disadvantage when dirty Resist vanity under duress +1 Resolve
50 Obsessive Must pass Resolve DC 14 to abandon a goal Overcome fixation or burnout +1 Focus
Chapter 19
Old Injuries
OLD INJURIES SYSTEM
“Every scar has a story, and some still ache when it rains.”
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Core Rules
1. What They Are
Old Injuries are lasting physical marks from past battles, accidents, or illnesses.
They are usually inactive day-to-day but can flare up, limit motion, or carry minor bonuses born of experience.
2. Mechanical Structure
• Each injury has:
• Condition: the physical issue.
• Effect: what it does mechanically.
• Trigger: when it matters (weather, strain, fatigue, etc.).
• Lesson: optional +1 Skill Point from adaptation.
• Severity: Minor (Scar), Moderate (Maim), Severe (Loss).
• Normally 1–3 per Mature, 3 for Elder (per your age tiers).
• Old Injuries rarely stack lethal effects — only one can “flare” per session unless the GM decides otherwise.
3. Healing or Replacement
Magical healing can suppress or replace some injuries, but true regeneration requires time, alchemy, or rare restoration.
⸻
A. SCARS & OLD WOUNDS (Minor)
d10 Injury Effect Trigger Lesson
1 Facial Scar +1 Intimidation, –1 Charm Social interactions +1 Social (Deception or Intimidation)
2 Burned Skin Patch Disadvantage vs Fire damage Heat or sunlight +1 Endurance
3 Healed Arrow Wound (Shoulder) –1 Attack with bows or thrown weapons Ranged Combat +1 Survival (Tracking)
4 Old Fractured Rib –1 Endurance save vs Bludgeoning When winded or grappled +1 Reflex
5 Limp (Healed Leg) Speed –5 ft; +1 to balance checks (due to caution) Sprinting +1 Endurance
6 Arrow Scar in Thigh Fatigue +1 after forced march Travel +1 Survival
7 Old Cut Hand –1 Sleight of Hand; Advantage on Pain saves Fine manipulation +1 Crafting
8 Cracked Jaw (Healed Badly) Disadvantage on Persuasion Speech +1 Resolve
9 Torn Ear –1 Perception (Hearing) Loud areas +1 Awareness
10 Nicked Eye Disadvantage on ranged attacks vs small targets Precision aim +1 Focus
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B. MAIMED OR MALFORMED (Moderate)
d10 Injury Effect Trigger Lesson
1 Missing Finger –1 on weapon maintenance or Sleight of Hand Tool use +1 Crafting
2 Old Broken Arm Disadvantage on two-handed weapon use Combat +1 Endurance
3 Old Fractured Skull +1 Fatigue on critical hits to Head When hit there +1 Focus
4 Permanent Back Pain –1 to Carrying Capacity (Slot limit –2) Heavy load +1 Crafting
5 Damaged Knee Disadvantage on Tumbling and Jumping Running +1 Reflex
6 Shrapnel Under Skin +1 Fatigue in cold weather Cold zones +1 Endurance
7 Disfigured Face –2 Charm or Seduction; +2 Intimidation Social +1 Resolve
8 Old Poison Scars Disadvantage vs disease; immune to that specific toxin Exposure +1 Survival
9 Partially Crushed Hand Disadvantage with fine tools Crafting +1 Crafting
10 Healed Spine Injury Cannot wear heavy armor without Pain check (End DC 15) Battle +1 Endurance
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C. LOSS & SEVERE DISABILITY (Severe)
d10 Injury Effect Trigger Lesson
1 Missing Eye –5 to ranged Combat and Perception (depth loss) Aiming +1 Focus
2 Missing Arm Cannot use two-handed weapons Combat +2 Endurance
3 Missing Leg Speed halved; requires crutch or peg Travel +1 Crafting (prosthetics)
4 Missing Hand Cannot use shields or dual wield Combat +1 Subterfuge
5 Deaf in One Ear Disadvantage on Perception (sound); immune to some sonic effects Crowded areas +1 Awareness
6 Lung Scarring +1 Fatigue after running or smoke exposure Exertion +1 Endurance
7 Old Disease Damage (Organ weakness) –1 to all Disease saves Sickness +1 Resolve
8 Tremor Hand Disadvantage on ranged aim Aiming +1 Crafting
9 Lost Nose +2 Intimidation, –2 Charm; immune to poison gas Social +1 Resolve
10 Fused Shoulder Cannot lift arm above chest Combat +1 Endurance
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D. LINGERING CONDITIONS (Chronic or Internal)
d10 Condition Effect Trigger Lesson
1 Old Frostbite Disadvantage in cold weather; immune to Cold level 1 damage Cold +1 Endurance
2 Nerve Damage (Tingling limb) –1 Dexterity-type actions (Reflex DC +2) Fine control +1 Focus
3 Chronic Migraine Disadvantage on Focus and Perception under stress Magic stress +1 Resolve
4 Residual Toxin Immune to that poison, but Disadvantage vs all others Poison exposure +1 Survival
5 Old Curse Mark (Faded) Weakly repels minor magic; Disadvantage vs Healing Magic Magic +1 Focus
6 Phantom Pain Once per day random +1 Fatigue Random +1 Resolve
7 Scarred Lung from Smoke –1 to Endurance vs Fire/Smoke Fire zones +1 Endurance
8 Old Parasite Damage Digestive issues (–1 HP regen rate) Food scarcity +1 Survival
9 Weakened Immune System Disease saves DC +2 Illness +1 Resolve
10 Residual Magical Burn –2 vs Arcane effects; you glow faintly in magic zones Magic +1 Focus
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Optional Rules
• Flare Roll: When environment or stress matches a trigger, roll d20 + Endurance. If ≤ 10, the injury flares (–2 to related rolls for scene).
• Restoration Threshold: DC 20 Magic (Restoration) check or 2 weeks downtime to alleviate one flare.
• Personalization: Players name each scar and how they got it — this builds organic backstory threads for the GM.
• Stacking Limit: No more than one Severe + one Moderate active at a time; others are pure flavor unless triggered.
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Design Intent
• Flavor-First: 80 % storytelling, 20 % mechanics.
• Reward Growth: Each injury teaches a Skill Point instead of penalizing heavily.
• Integrates Fatigue & Environment: Cold, heat, armor load, and weather directly affect recovery.
• Complements Flaws & Feats: Flaws are mental hurdles; Injuries are physical reminders.
Chapter 20
Feats and Infamies
FEATS & INFAMIES SYSTEM
“Deeds echo long after flesh fails.”
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SYSTEM OVERVIEW
1. Definition
• Feats: Positive reputations, achievements, or famous acts known in your home region or among a certain culture.
They bring small advantages and social weight.
• Infamies: Negative or notorious acts that bring suspicion, fear, or contempt.
They impose penalties, social tension, or obstacles — but also create opportunity (intimidation, fear, dark alliances).
2. Structure
Type Mechanical Weight Typical Source Effect Range
Minor Feat/Infamy Local rumor +1 / –1 to specific checks
Major Feat/Infamy City/region fame Advantage / Disadvantage in one type of scene
Legendary Feat/Infamy Realm-wide Custom GM narrative effect (crowds, fear, or favor)
• Older characters have more because they’ve had more history, not more power.
• Feats and Infamies can both trigger unique dialogue, faction reactions, and recognition scenes.
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FEAT CATALOG (Local Reputations & Honors)
(Bonuses are intentionally small but distinct.)
# Feat Name Reputation Type Effect
1 Beast-Slayer Martial +1 Intimidation vs wild beasts; local hunters respect you.
2 Village Defender Heroic +1 Persuasion with locals and guards.
3 War Veteran Heroic / Martial +1 Resolve saves vs Fear; advantage on Social with soldiers.
4 Monster Survivor Survival Once per session, ignore Fear effect from a known creature type.
5 Tavern Champion Social +1 Social in drinking settings; minor fame in towns.
6 Master Craftsman Crafting +1 Crafting in your specialty; customers pay +10% for your goods.
7 Folk Healer Benevolent +1 Social with rural folk; advantage on Medicine with civilians.
8 Veteran Trader Mercantile +1 Bartering; advantage identifying fair deals.
9 Silver-Tongued Social +1 Persuasion or Deception (choose).
10 Lorekeeper Scholarly +1 to Investigation; local sages know your name.
11 Respected Elder Social Advantage on Etiquette vs younger NPCs; +1 Resolve.
12 Storm Walker Survival Advantage vs weather Fatigue once per day.
13 Knight of the Banner Honor +1 Leadership; guards or militia salute you.
14 Dragons’ Witness Mystical +1 Resolve vs awe or magical fear; treated with reverence by scholars.
15 Ghost Speaker Spiritual Advantage on dealing with undead or hauntings.
16 Treasure Finder Adventurer +1 Appraisal and chance of better loot on exploration (GM flavor).
17 Duel Victor Martial +1 Reflex saves vs one chosen fighting style.
18 Savior of a Village Heroic +1 Social reputation check anywhere nearby.
19 Patron of the Poor Kind Advantage on Persuasion with commoners; thieves rarely rob you.
20 Redeemed Criminal Mixed Advantage on Resolve vs temptation; guards watch but respect you.
21 Mercy-Giver Compassionate +1 Social when helping captives, orphans, or beggars.
22 Explorer’s Guild Member Adventuring +1 Navigation and first pick of routes or info from explorers.
23 Respected Hunter Survival +1 Foraging or Tracking; furs sell for +10%.
24 Scholar of the Arcane Magic +1 Magic skill (Focus or Spellcrafting).
25 Witch’s Friend Esoteric Advantage on Social vs magic users or hermits.
26 Master Tactician Leadership Once per combat, reroll Initiative for your group.
27 Guardian of the Weak Heroic Advantage on Resolve vs corruption or cowardice.
28 Widely Traveled Explorer +1 Social with foreigners; never lost in familiar lands.
29 Beast Whisperer Survival Advantage on Animal Handling checks.
30 Local Legend Fame NPCs offer free lodging once per town; may draw attention.
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INFAMY CATALOG (Scandals, Crimes, and Dark Deeds)
# Infamy Name Reputation Type Effect
1 Coward of X Battle Martial Disadvantage on Leadership; +1 Resolve vs Fear (you’ve felt true shame).
2 Oathbreaker Social –1 Persuasion; advantage on Deception.
3 Outlaw Legal Guards pursue or extort; +1 Subterfuge.
4 Grave Robber Spiritual Disadvantage vs divine magic; +1 Focus (arcane).
5 Traitor’s Blood Heritage –2 Social with nobles; +1 Subterfuge.
6 Black Market Dealer Economic +1 Appraisal illegal goods; –1 Social lawful towns.
7 Exiled Noble Social Disadvantage in high courts; advantage intimidating commoners.
8 Beast Slayer (Cruel) Nature –2 Social with druids, +1 Intimidation vs beasts.
9 Murderer Rumor Criminal Disadvantage with civilians; +1 Intimidation.
10 Witch-Touched Mystical Feared by commoners; advantage on Magic resistance.
11 Desecrator Religious –2 with clergy; undead treat you neutrally once per session (flavor).
12 Debtor Economic Disadvantage on Barter; +1 Deception to dodge collectors.
13 Addict in Recovery Personal Disadvantage in formal settings; +1 Resolve.
14 Mercenary Butcher Martial +1 Combat damage; civilians fear or refuse aid.
15 Cursed by Fate Supernatural GM event chance 10% session start; +1 Resolve on recovery.
16 Bandit Past Criminal Guards suspicious; advantage on Stealth in wilderness.
17 Madman’s Apprentice Scholarly +1 Magic Focus; Disadvantage on Etiquette.
18 Monster Sympathizer Moral NPCs distrust; advantage on Charm vs non-humanoids.
19 Failed Experiment Alchemical Random scar or glow; advantage vs toxins, –1 Social.
20 Infamous Duelist Violent +1 Reflex; challenge-seekers hunt you.
21 Haunted Occult Disadvantage on Focus saves at night; +1 Awareness.
22 Blasphemer Religious –2 with clergy; advantage resisting divine persuasion.
23 Plague Survivor (Carrier) Disease Immune to one disease; others fear contact.
24 Arsonist Criminal +1 Fire damage; Disadvantage in cold climates (feared).
25 Defiler of Tombs Supernatural Advantage in dark places; cursed dreams (1 SP start/day).
26 Fugitive Lover Social –1 Charm; advantage on Seduction when secrecy involved.
27 Blood Drinker Rumor NPCs repelled; +1 Survival (Foraging of odd food).
28 Excommunicated Religious Denied healing magic; advantage on Necromantic defense.
29 Failed Leader Political Disadvantage on Leadership; +1 Resolve vs guilt.
30 Marked by Death Supernatural Undead notice you; +1 Focus.
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MECHANICS SUMMARY
Trait Feats Infamies
Source Good deeds, fame, loyalty, mastery Scandals, crimes, curses, misdeeds
Mechanical Impact +1 bonuses / Advantage –1 penalties / Disadvantage (+1 counter-skill)
Narrative Impact Opens doors and respect Closes doors and adds tension
Interaction NPCs reference titles, gossip, rumors NPCs fear, mistrust, or blackmail
Evolution Can upgrade to “Legendary” after milestone sessions Can be redeemed through quests (flip to Feat)
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