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11:52, 27th April 2024 (GMT+0)

Flaws.

Posted by The ShadowFor group 0
The Shadow
GM, 241 posts
Mon 31 Jul 2023
at 13:36
  • msg #1

Flaws

Selecting Flaws



Flaws are generally the opposite of merits, and will cause the character problems over the course of the game. The dots gained from flaws can only be used to purchase merits on a one-for-one basis.

There is no hard and fast upper limit to the number of flaws that a character can take beyond the rule of common sense and playability, but please note that each and every flaw will be used by the GM, both to help create the background and setting to the game, and to cause the character difficulties. Therefore, it is recommended that each character only have a small number of flaws to ensure the character does not become unplayable, and all flaws will be subject to GM approval.


Social Flaws



Merit NameCostNotes
Addiction-* to -*** 
Adversary-** 
Anonymity: Person of Interest-** 
Anonymity: Serial Error-* 
Appearance: Ugly-* 
Appearance: Repulsive-** 
Enemy-* to -***** 
Fame: Infamy-** to -**** 
Fame: Dark Secret-* 
Fame: Infamous Partner-* to -*** 
Language: Illiterate-** 
Living on the Edge-** 
Retainer: Stalker-* 
Reputation: Poor-* to -** 
Resources: Destitute-* 
Status: Shunned-** 
Status: Suspect-** 
Unseemly Aura: Stigmata-* or -** 
Unseemly Aura: Crone's Curse-** 
Weak Willed-** 


Mental Flaws (Derangements)



Merit NameCostNotes
Derangement: Avoidance, Mild-* 
Derangement: Avoidance, Severe (Fugue)-*** 
Derangement: Depression, Mild-* 
Derangement: Depression, Severe (Melancholia)-*** 
Derangement: Fixation-* 
Derangement: Fixation, Severe (Obsessive Compulsive)-*** 
Derangement: Inferiority Complex-* 
Derangement: Inferiority Complex, Severe (Anxiety)-*** 
Derangement: Irrationality, Mild-* 
Derangement: Irrationality, Severe (Multiple Personality)-*** 
Derangement: Narcissism-* 
Derangement: Narcissism, Severe (Megalomania)-*** 
Derangement: Phobia, Mild-* 
Derangement: Phobia, Severe (Hysteria)-*** 
Derangement: Suspicion-* 
Derangement: Suspicion, Severe (Paranoia)-*** 
Derangement: Vocalisation, Mild-* 
Derangement: Vocalisation, Severe (Schitzophrenia)-*** 

This message was last edited by the GM at 13:52, Wed 14 Feb.
The Shadow
GM, 242 posts
Mon 31 Jul 2023
at 13:36
  • msg #2

Flaws


Addiction:
Cost: -* to -***
Pre: None
The character is addicted to a particular drug. For the equivalent of an adrenaline junkie see the flaw Living on the Edge.
-* Minor addiction. Drug is legal, easy to obtain, relatively cheap and any dangerous side effects may take years or prolonged exposure and usage to show. Examples include smoking tobacco and/or cannabis, social drinking of alcohol and gambling.
Lose one dice from all rolls if the character was unable to indulge their addiction last scene.
-** Major addiction. Drug or activity is either illegal, morally questionable or has short-term debilitating effects. Extreme cannabis use (debilitating, whilst still being functional), cocaine use (morally questionable and illegal) and severe gambling (morally questionable and financially problematic) are both examples of this level of addiction.
Lose two dice from all rolls if the character was unable to indulge their addiction last scene.
-*** Severe addiction. The drug is either extremely illegal, dangerous or its short-term effects are debilitating. Severe alcoholism and heroine abuse are included at this level. Character suffers a five dice penalty to resist the opportunity to indulge in their addiction.
Lose three dice from all rolls if the character was unable to indulge their addiction last scene.

Addictions can be broken but it will take time, the character will suffer negatives to their dice penalty while they are undergoing cold turkey. Even then they have a one dice penalty to resist the temptation to indulge in their addiction if offered the opportunity.


Adversary:
Cost: -**
Pre: None
The opposite of a Mentor, could be a rival hunter, a former colleague or friend. The adversary is a single person or group that holds influence or has access to resources. They compete or work against the character, often indirectly.


Anonymity - Person of Interest:
Cost: -**
Pre: None
The character's biometrics, known associates and aliases appear on several intelligence agency databases, possibly flagged as a potential terrorist.
This increases the chance that an agency becomes interested in the character, and it is easier for them to monitor.


Anonymity - Serial Error:
Cost: -*
Pre: None
Somebody made an error on a database somewhere to the character's detriment. Whenever a background check on the character is made they discover this error; the character might be listed as dead, MIA or AWOL in the military, on a security watchlist, bankrupt, etc.


Appearance:
Cost: -* to -**
Pre: None
-* Ugly: Lose 1 dice from all related Social dice pools.
-** Repulsive: Lose 2 dice from all related Social dice pools.


Enemy:
Cost: -* to -*****
Pre: None
The opposite of an Ally, an enemy can either be a single person or a group.
-* Gifted enemy, or small group of average enemies.
-** Superlative enemy, small group of gifted group of enemies or large group of average enemies.
-*** Small group of superlative enemies, large group of gifted enemies or very large group of average enemies.

Secret -*: The character does not know that the enemy exists. In this instance give the GM the total number of points for the flaw, and they will secretly create the enemy.


Fame - Infamy:
Cost: -** to -****
Pre: None
Character is famous for something horrible.
Character suffers from a two-dice penalty to all reaction tests if identified.
-** Infrequently
-*** Frequently
-**** Always


Fame - Dark Secret:
Cost: -*
Pre: None
The character has committed an atrocious act, but only a relatively few people know about this.


Fame - Infamous Partner:
Cost: -* to -***
Pre: None
One of the character's loved ones, close friends or business partner has an Infamy that tarnishes the character's reputation by association.
The character suffers a one-dice penalty to all related social or reaction rolls when identified.
-* Infrequently
-** Frequently
-*** Always


Language: Illiterate:
Cost: -**
Pre: None
Character cannot read or write. Academics and Science skills cannot rise above *, and cannot have any specialty attached to them.


Living on the Edge:
Cost: -**
Pre: None
For some reason, either known or unknown, the character feels compelled to take unnecessary risks even when they don't need to.
Whenever the character is confronted with the opportunity to indulge in a risky temptation that they have not done before, or one that they have  done and enjoyed they suffer a two-dice penalty to all actions until the character partakes of the experience or the opportunity ends.


Retainer - Stalker:
Cost: -*
Pre: None
The character has a tendency to attract people who become a little too obsessive or smitten with the character. They may be hungry, obsessed, love-maddened, desperate, opportunistic or any combination or variation of this list.
Unless the flaw is bought off, when one stalker is removed another will take their place.


Reputation, Poor:
Cost: -* to -**
Pre: None
One aspect of the city or area does not like
-* Disliked. Subtract one dice from all Social tests that involve the group.
-** Despised. Subtract two dice from all Social tests that involve the group.


Resources: Destitute:
Cost: -*
Pre: None
Live as a squatter or rely on the generosity of friends and family. Can beg or scrounge around £100 per month, and has few belongings to their name. If they have access to a vehicle it is small, ancient, in bad need of repair and rarely has much petrol in the tank - or is stolen.


Status - Shunned:
Cost: -**
Pre: None
For some reason a particular group completely loathe the character.
Members of this group will actively work against the character.


Status - Suspect:
Cost: -**
Pre: None
A group is on poor terms with the character due to a mistake or crossed deal. The group may not directly act against the character, operating more on an out-of-sight out-of-mind basis.
The character suffers a two-dice penalty on all Social interactions with this group until whatever caused the difficulty has been resolved.


Unseemly Aura - Stigmata:
Cost: -* or -**
Pre: None
The character bleeds from open wounds on their hands, feet and forehead. The bleeding occurs when they suffer physical damage or damage to Willpower (* version) or both (** version).
Witnessing the stigmata will cause social interest and concern for the character.


Unseemly Aura - Crone's Curse:
Cost: -**
Pre: None
Some supernatural affliction (that the character may or may not know the source of) has affected the character. The character looks at least 10 years older than they should, and are suffering from some form of ill health that reduces their available health boxes by -1.
The cause of the curse can either be left entirely to the GM, or created through negotiation.
Lifting the curse may be difficult, and should not be easy to do.


Weak Willed:
Cost: -**
Pre: None
The character cannot use the Active Resistance ability to withstand mental, social or emotional attempts to control or sway them. This includes obvious supernatural attempts.


This message was last edited by the GM at 13:52, Wed 14 Feb.
The Shadow
GM, 243 posts
Mon 31 Jul 2023
at 13:37
  • msg #3

Flaws

Derangement - Avoidance, Mild:
Cost: -*
Pre: None
When faced with a conflict with someone associated with a previous failure (an ex-wife or the house where they suffered a painful childhood, for example), the character may try to avoid the situation entirely.
On a failed Resolve + Composure roll, the character will try their best to avoid the situation, short of harming themselves.


Derangement - Avoidance, Severe (Fugue):
Cost: -***
Pre: None
The character can suffer a blackout or loss of memory when faced with particular trauma or stress.
Decide on the circumstance that will trigger the fugue state, and roll Resolve + Composure when faced with this trigger. If this fails, the character falls into a trance like state, repeatedly performing the same inane or mundane action (tying or re-tying their shoelaces)


Derangement - Depression, Mild:
Cost: -*
Pre: None
If the character fails to achieve a goal, roll Resolve + Composure or lose a Willpower point and be unable to spend any further Willpower for the remainder of the scene.


Derangement - Depression, Severe (Melancholia):
Cost: -***
Pre: None
As per Depression, only with an additional -2 modifier to all dice rolls for the remainder of the scene.


Derangement - Fixation:
Cost: -*
Pre: None
If a character fails or succeeds at an important action, they must roll Resolve + Composure or suffer an unhealthy fixation with the action.
Roll a single dice and the fixation lasts for this many scenes. The character becomes obsessed with a factor that allowed them to achieve their goal, or curses the chance circumstances that caused them to fail. The GM will rule how this derangement will affect the character, but a -1 penalty to related tasks might be appropriate or a stubborn refusal to engage with any unrelated activity, for example.


Derangement - Fixation, Severe (Obsessive Compulsive):
Cost: -***
Pre: None
The character is obsessed with following a single or number of actions or behaviours. The character has a set number of actions that they must perform before they are able to do anything else.
The Obsession can be ignored for a scene with a success Resolve + Composure roll at a -2 penalty.
If the character is prevented from completing their behaviours, they may lose control as appropriate.


Derangement - Inferiority Complex:
Cost: -*
Pre: None
Whenever the character faces a situation where the result of a single action can determine success or failure, they are faced with crippling self-doubt.
They must roll Resolve + Composure or suffer a -1 penalty to all rolls, and cannot spend Willpower on the action that caused their negative feeling.


Derangement - Inferiority Complex, Severe (Anxiety):
Cost: -***
Pre: None
As per Inferiority Complex, except the penalty is -2 to all dice rolls, and they cannot spend Willpower to improve their rolls.


Derangement - Irrationality, Mild:
Cost: -*
Pre: None
Whenever the character is faced or threatened with violence (by a potential, real threat), they need to roll Resolve + Composure to keep their cool.
If this fails the character will act in a crazed, mad way (potentially dangerous actions) with the intent to try to scare their aggressor away. They are able to threaten but cannot actively attack their target, but can defend themselves. A Wits + Composure roll must be made before they are able to remove themselves from the situation.
Each bout lasts for the remainder of the scene.


Derangement - Irrationality, Severe (Multiple Personality):
Cost: -***
Pre: None
Character is so broken that they may have more than one personality, each with different skill values, Social attributes and appropriate merits. Individual personalities may not be aware of each other.
Work with the GM to determine the trigger that would result in the character displaying particular personalities.


Derangement - Narcissism:
Cost: -*
Pre: None
Whenever the character succeeds at a goal, roll a Resolve + Composure roll or suffer a bout of vanity.
All social rolls suffer a -1 penalty, and all team-related rolls suffer a -3 penalty.


Derangement - Narcissism, Severe (Megalomania):
Cost: -***
Pre: None
As per Narcissism, only with an additional -1 penalty to all relevant dice rolls.
If the character fails a contested roll against someone who is inferior, they lose a point of Willpower due to self-loathing.


Derangement - Phobia, Mild:
Cost: -*
Pre: None
Character is irrationally scared of something; an animal, colour, person, the dark.
Roll Resolve + Composure or suffer a -5 penalty to offensive dice rolls if the source of the phobia is within Speed yards of the character (due to shaking and fear). If able to, the character must move to at least Speed distance in yards away from the source of the phobia.
If unable to get to at least Speed yards away, the character becomes Frozen in place and while they can react to attacks they cannot themselves attack.


Derangement - Phobia, Severe (Hysteria):
Cost: -***
Pre: None
As per Phobia, but the character cannot be in the same room as the source of the phobia, and must run away if they are aware or can otherwise sense the phobia. If any of the Resolve + Composure rolls is a dramatic failure, the character feints.
If the character is unaware of the presence of the source of the phobia until it touches them, they suffer a -3 penalty to Resolve + Composure. This is increased to -5 if the character can sense but cannot see the source.


Derangement - Suspicion:
Cost: -*
Pre: None
If a character fails because of the intervention of another, they may become suspicious of everyone's motives towards them.
Roll Resolve + Composure, and on a failed roll suffers a -1 penalty on all Social rolls due to mistrust.


Derangement - Suspicion, Severe (Paranoia):
Cost: -***
Automatically suffers a -2 penalty to all Social rolls, and the slightest suggestion of suspicious behaviour requires a Resolve + Composure roll made with a -2 penalty to not attack or react aggressively against the target.


Derangement - Vocalisation, Mild:
Cost: -*
Pre: None
Character may involuntarily verbalise their thoughts when put in a stressful situation.
Roll Resolve + Composure or reveal the character's innermost monologue. If it's pointed out by others they can resist for a number of turns equal to their Wits before starting over again.


Derangement - Vocalisation, Severe (Schitzophrenia):
Cost: -***
Pre: None
Character is unpredictable and potentially dangerous, suffering from a -2 penalty to all Social rolls.



This message was lightly edited by the GM at 13:53, Wed 14 Feb.
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