Flaws

Flaws come in three forms: Minor, Severe, and Major. At character creation, each social caste has a number of flaws it must take as well as the severity of the flaws.

  • Bound to the Bottle – You’re an alcoholic. You must consume at least 1 cup of alcohol a day or take a -5 penalty to your Fellowship due to being an ornery git going through withdrawals. Severe or Major versions increase the amount by 1 cup, and the penalty by 5.
  • Childhood Disease – You were sick as a child. You begin play with -1 your total Wounds. Severe or Major versions increase the amount by 1 wound per level of severity.
  • Craven – You are, in general, a coward. When ambushed or last in the initiative order, you must make a Will Power save. Failing the save allows you to immediately take a move action to flee the battlefield as well as giving you a -10 to your Weapon and Ballistic skills until you pass another Will Power test (a half round action). Severe and Major versions increase the penalty on the Will Power test by 5 and 10 respectively.
  • Crippled – You’ve had a limb broken and it never quite healed. You take a -1 to Movement if your leg is crippled. If your arm or hand was broken you take -5 to Weapon and Ballistic skill checks. Severe and Major versions increase the movement penalty to -2 and -3 respectively. If your arms or hands were crippled, you would take a -10 or -15 penalty respectively. You can distribute the severity of this flaw between limbs.
  • Cruel Insanity – You are heartless and cruel, utterly lacking any compassion. You take a -10 penalty to any Charm skill checks, or any checks that require you to be a friendly, compassionate, nice person. Severe and Major levels increase the penalty to -15 and ultimately -20, but you gain a +5 to +10 bonus to Intimidate for your renowned cruelty.
  • Cursed – The Norn weave the webs of fate, and yours is a tangled, dark, messy thing. You have one less Fate point than usual. A Severe version of this flaw causes people to avoid and shun you, giving you -10 to all Fellowship based tests. A Major version of this flaw gives you another flaw from this list at the Severe level. Curses can be lifted.
  • Debted – You are burdened with a heavy debt. All items cost 1.5 times their normal amount when being sold to you to reflect your scarce resources. Severe and Major versions of this flaw give you enemies who are coming to collect their debt, often from your flesh as you’ll most assuredly have just a few cents less than what they demand.
  • Disturbing Habit – You are compelled to do some strange, filthy, and obscene thing such as burning the eyes out of your enemies, or demanding to wear some horrific fetish. You take a -10 on all social based interactions if you are caught performing your disturbing habit. Severe and Major level habits include things such as cannibalism and virgin sacrifice, and are likely to inspire a lot of violence against you.
  • Dullard – You are not intelligent. You have a choice of either taking -5 to Intelligence based skill checks or purchasing Academic Knowledge skills at double their experience cost. Severe level Dullardness is both penalties, whilst Major level Dullards take a -15 Intelligence penalty and can only purchase Common Knowledge skill checks at double their experience cost.
  • Eunuch – You’ve been cut. Snip snip. This penalty applies only to men and it exists only on the Major level. You cannot bring any heirs into the world and you are likely to be ridiculed if someone discovers this.
  • Fat – You’re fat. You must eat 1.5 times as much food to fulfill your more massive appetite, or be considered fatigued for the day. Severe and Major levels increase the amount of food to 3 and 5 times as much per level of severity. In addition, you’re likely to take a lot of guff from the hungrier and less well-fed individuals, giving you a -5 to -10 penalty to Fellowship interactions in which you try to gain aid from others.
  • Fear – You’re terrified of something very specific. When going into combat or within 10 feet of the thing you fear, you must make a Will Power test to keep your calm. If you fail this test, you will either back away from the thing you fear at your movement speed (provided your degree of failure was 1). If your degree of failure was more than 1, you are paralyzed with crippling fear for a number of turns equal to your degrees of failure. Severe and Major versions of this increase the penalty on the test by -5 and -10 respectively.
  • Feeble – You’re old. Very old. You take -5 to Agility based tests and your movement is reduced by -1.
  • Frail – You’re weak and brittle boned. You can only carry 1/2 your carrying weight and you have -1 to your armor score when unarmored. Severe and Major levels reduce the weight from 1/2 to 1/3rd or 1/4th respectively. In addition, your armor penalty increases from -1 to -2 or -3 respectively.
  • Forgetful – You forget things that should be on the tip of your tongue and the front of your mind. You take a -1 to any degrees of success on basic Common Knowledge or Academic Knowledge checks. Severe and Major levels of severity increase this penalty to -2 or -3 respectively, though you may choose which specific field of Knowledge takes this penalty.
  • Furious – You have a terrible temper. You must make a Will Power check if any enemy attempts to Intimidate you (or Charm you, depending on your stance on certain things). If you fail this check, you must attempt to make at least an unarmed attack on the enemy. Severe and Major levels of this flaw increase the penalty on the Will Power test to -5 or -10 respectively. Furthermore, failing a major level Will Power check when Furious will cause you to draw your weapon.
  • Haughty – Your sense of station overshadows your need to care for anyone else. You take a -10 penalty to Gossip, Charm, and Haggle checks made with people beneath your station. The order of important stations go as follows: Boendr, Freemen, Vikti and Thralls. Severe and Major levels of this flaw increase the penalty to -15 or -20.
  • Honor-Bound – You are bound to a deed, oath, or concept and straying from it brings you great shame and uneasiness. If you are confronted with an affront to your honor, you must take action against it or suffer a -5 Will Power penalty until your honor is restored. Severe and Major level versions increase the penalty to -10 and -15 respectively.
  • Ignoble – You have a reputation for dishonorable and treacherous behavior. You take a -5 penalty on all social interactions made to gain the trust of others. Severe and Major levels take the penalty up to -10 and -15 respectively. In addition, at the Severe level, people who you’ve betrayed in the past may seek out vengeance upon you.
  • Impaired Senses – You have a manky eye or poor hearing. You take a -5 to all Perception checks based on either Hearing or Sight. At Severe levels the penalty is increased to -10. At Major levels you are either completely blind or completely deaf and can no longer take any Perception checks based on Hearing or Sight. If you are blind, you also cannot read.
  • Inept – You are thick and clumsy. The take a -5 penalty to Weapons or Ballistic skill when you have the advantage in the combat, or you can choose to take a -5 penalty to any Craft, Haggle, Charm, or Trade checks. Severe and Major levels increase the penalty to -10 and -15 respectively.
  • Lascivious – You are compelled by your libido to be a stupid, stupid person. You take a -10 penalty to any Intimidate and Gossip checks, though you gain a +5 bonus to any Charm checks. Severe and Major levels of this flaw increase the penalty to -15 and -20 while increasing the Charm bonus to +10 and +15 in total. At Severe levels you’ve gained a sexually transmitted disease. At Major levels, at least one organization despises you for sleeping with an important figure in it.
  • Marked – You have a very nasty scar, burn wound, or other nasty disfigurement. This flaw gives you a -5 penalty to any Charm or Gossip check, but a +5 bonus to any Intimidation check. Severe and Major level versions of this flaw give you a more hideous disfigurement and the penalty increases to -10 and -15 respectively whilst the bonus increases to a maximum of +10. These penalties and bonuses do not apply if the disfigurement is hidden or if the target of the skills knows and pities the cause of the wound.
  • Maimed – You lost a limb in battle. This flaw exists only on the Major level. If you choose to lose a leg, your speed is reduced to half it’s normal speed if you have a peg leg or a crutch (going without causes your speed to be 1). Losing an arm costs you the ability to use ranged weaponry outside of thrown weapons, using any sort of Ballistic weapon besides throwing weapons automatically fails.
  • Mute – You cannot speak, perhaps from birth or because someone cut your throat. This flaw exists only on the Major level. You cannot speak if you have this flaw, and this may very well hinder any social interactions greatly.
  • Naive – You think the world is a lot nicer than it actually is. You gain a +5 bonus on Will Power checks to avoid gaining Insanity. Failing this save doubles the amount of Insanity gained and you take a -5 penalty to all future Will Power checks. Upon a career change you can lose this flaw.
  • Nemesis – You’ve made a dire enemy. At the minor level, the Nemesis could be a rival in your career who wouldn’t mind you being dead. At the Severe level, the Nemesis has influence and power. At the Major level, you are opposing a legitimate power that will not stop until you die or flee their lands. This flaw can be removed if you manage to kill your enemy, all those would come after you for killing that enemy, or if you kill your enemy and no one learns it was you.
  • Outcast – You have been cast out of your lands. At the minor level, you must make a -10 Fellowship test when in the lands you’re an exile from to not be recognized. If recognized, you will likely be thrown out of any establishment. At the severe level, the penalty on the test is -15 and if you fail, there is likely a bounty on your head. At the major level, the penalty is -20, if you fail you will learn you are considered an outlaw here who is worth as much dead as he is alive. This flaw can be removed if you redeem yourself in these lands, usurp the body that had you exiled, or outlive the terms of your exile.
  • Poor Health – You are a sickly git. You take a -10 on any tests to resist diseases. At the severe level, the disease takes root in your faster than in healthier people. At the major level, you take a -30 penalty on all tests to resist diseases and can get sick from eating most food or drinking most beverages unless they are boiling hot or burnt black.
  • Reviled – You’ve committed an act so hateful you’re reviled throughout the land. This flaw exists only at the Severe and Major level. At the severe level, you take a -20 to any Charm, Haggle, or Gossip checks due to people not wanting to be near you. At the Major level failing these tests causes the people to become physically violent towards you. Severe level acts are things such as mass execution or rape of several individuals. Major level acts are things such as the destruction of an entire bloodline, regicide or genocide.
  • Sickly – You’re often sick and have a habit of spreading it around you. You take a -5 penalty to all resist disease checks, and if you get sick, those who spend more than an hour in your vicinity must take a test to resist the disease as well. At severe levels, your penalty is increased to -10 and those around you suffer -5. At major levels you suffer a -15 penalty and those around you suffer -10.
  • Supreme Arrogance – You’re better than everybody else, they just don’t know it yet. You suffer a -5 penalty to Fellowship checks made against those who do not consider you their better. At the severe and major levels, the penalty is increased to -10 and -15 respectively. Furthermore, should you upset those who actually are your betters, they will likely try to punish your arrogance in dire ways.
  • Threatening – You have a threatening and disturbing presence about you. You gain a +5 bonus to Intimidate checks but a -5 penalty to any Fellowship check made to calm someone down or alter their emotion to anything other than threatened. As the level of severity increases so does the penalty to -10 and -15 respectively. Your bonus increases to a maximum of +10.
  • Youngling – You are but a child. You’ve yet to make your first kill and you’re hardly strong enough to wield a blade. You take a -10 penalty to Strength, Intellect, and Will Power. As time progresses and should you live long enough, you can spend 50xp and remove this penalty. A Youngling cannot be a Boendr unless he is the child or sibling of another Boendr in the party, he can only be a Vikti, Thrall or Freemen. This is considered a Severe Flaw and cannot be taken with Feeble.

Flaws

Sword of the North TheCommander