Campaign of the Month: September 2012
A Manifestation of Chaos
Core Rules Handout 1 - Flaws
Core Rules Handout 1: Flaws:
A player may choose to have a flaw. The flaw is determined randomly on the Flaw Chart. (See Below). If the flaw option is chosen; the flaw has to be taken when the character is created. A character may only have one voluntary flaw per character. A character who chooses the flaw option receives one bonus feat that he would be eligible to take at first level.
To determine the Flaw roll 2d20 and add the results:
2. Absent-Minded – Characters with this quirk don’t necessarily have a hard time remembering things – if we meant to infer that this quirk was full-blown Alzheimer’s we would have just called it that, Rather, absent-minded individuals have problems remembering specific details, Their mind wanders or they become hyper-focused on some project to the occlusion of nearly everything else. Absent-minded individuals have some common pitfalls. Following verbal directions is particularly difficult as is remembering names. Maintaining a journal or a “to-do" list is not an option. These sorts of people simply cannot sufficiently focus on such boring mundane tasks to rigorously maintain it – at best they end up with a slipshod and incomplete record of dubious value, Fighters are perhaps the least plagued by this malady. After all, they have only a few simple tools of the trade and no one is going to forget to bring his sword. Remembering to fill his water skin, though, could be problematic – especially after spending a few days mastering that new combat maneuver. It is probably best not to leave them in charge without adequate support staff. Mages are the stereotype for absent-mindedness and for good reason. They DO have a lot of piddling details to remember and often suffer from forgetting material components or failing to replenish their inventory until it is most inconvenient to do so.
Flaw Effect: The Absent Minded Character suffers a -1 penalty to all knowledge skills
3. Allergy – Animal Dander – A character with this allergy suffers from an inflammation of the eyes and nose when exposed to animal dander. Situations that can trigger this allergy include riding a horse, being in constant proximity to companion animals (such as a war dog or mules) or entering a wolf’s (or similar large mammal’s) den.
Flaw Effect: When exposed to animal dander, the character develops symptoms such as itchy, watery eyes, sneezing and other sinus problems. These cause a – 1 penalty to all skill checks until the character is no longer exposed to animal dander.
4. Allergy -Food – The PC has an allergy to one or more foodstuffs common to a typical human diet. These may be dairy, eggs, nuts, shellfish and/or wheat. Having survived to adulthood with this allergy, the character is aware of his reaction to these substances. He or she is careful to ensure that any foods to they eat do not contain ingredients to which they are allergic (and generally pays twice as much for said food) there is little chance of an allergic reaction.
Flaw Effect: However, any food that does not receive close scrutiny has a 10% chance of containing an ingredient to which the character is allergic. In this case, the character must make a fortitude saving throw. Failure results in the PC becoming incapacitated for 24 hours with abdominal cramps, diarrhea and nausea. A natural "1” on the saving throw means the character has died from anaphylactic shock.
5. Allergy – Insect Sting – Characters with this allergy are particularly susceptible to the toxins of venomous insects.
Flaw Effect: Characters suffer a -4 penalty when attempting a saving throw versus the effect of any insect sting (Spiders, not being insects, do not have venom that triggers this allergy). A natural "1” on the saving throw means the character has died from anaphylactic shock.
6. Allergy – Mold – Mold is common to dank subterranean areas. Unfortunately for the would-be adventurer with mold allergies, this presents an additional challenge.
Flaw Effect: The symptoms of mold allergy are very similar to those: of other allergies, such as sneezing, itching, nasal discharge, congestion and dry, scaling skin. Those affected by a mold allergy suffer a -1 penalty to all skill checks when in a moldy environment.
7. Allergy –Pollen – Excepting winter months, pollen is a fairly common occurrence in the wilderness. Those with a pollen allergy usually have little choice but to suffer from their allergies when traipsing about in the wild.
Flaw Effect: Anyone with a pollen allergy is subject to dry, watery eyes and respiratory inflammation whenever they arc in grasslands or forests (save for wintertime). This causes a -1 penalty to all skill checks.
8. Anosmia – People with anosmia have no sense of taste or smell. This is mistakenly believed to be an advantage by some adventurers as it permits them to enter areas with extremely strong odors that would repel others. A serious problem stemming from this flaw is that an individual cannot judge if food is spoiled or liquids are tainted. Rotten meat, sour wine, curdled milk and spoiled fruit are indistinguishable from fresh and wholesome food and drink. Because he has never experienced the revulsion of tasting and immediately spitting out putrid food, neither has he had the visual cues identifying such noxious stuff burned into his brain.
Flaw Effect: Anosmiacs are very prone to food poisoning and dysentery. Anosmiacs may not use smell to identify anything; they will not automatically hold their breath in situations where dangerous gaseous are in the area (Once he has seen the effects of the gas on another individual, he may hold his breath as normal).
9. Close Talker – This character doesn’t understand the concept of personal space, whenever a person with this quirk engages another in conversation, he tries to be within one to two feet of his audience, even when sitting at a table. He leans forward to be as near the listener as possible, Of course, many folk don’t appreciate that and most close talkers seem to get into more brawls than most.
Flaw Effect: The Close Talker suffers a -2 penalty on Diplomacy and Bluff checks.
10. Color-blind – This flaw is also known as achromatopsia. Persons with this malady have fully grayscale vision and are unable to distinguish between colors. Though often dismissed as a minor inconvenience leading to, at worst, a social faux pas by wearing garishly dashing outfits, there are times when such a condition can be limiting or even dangerous.
Flaw Effect: Smiths depend on the ability to visually gauge the color of a heated metal to determine its temperature and thus know if it’s been properly annealed. A smith with this flaw usually cannot advance beyond Average mastery in a smithing skill. The Character receives a -4 penalty to all Craft Armor, Craft Weapon, and Blacksmithing Skill Checks; likewise, any character with this flaw automatically fails a skill check that requires him to identify or distinguish between colors.
11. Compulsive Liar – A compulsive liar is not driven by the same motivations that cause most people to lie – namely to either gain an advantage over someone else or to escape an unpleasant situation. He lies both as entertainment and to reinforce his internal sense of being cleverer than anyone else. As such, he lies about everything, even things that seemingly don’t matter. In fact, lying about his name and past history is a desirable introduction. If other people are naive enough to blindly accept his commonplace lies, he becomes bored and challenged to slowly “up the ante” with ever more ridiculous falsehoods. He may go to great lengths to provide a measure of plausibility or to manufacture evidence that supports his most outrageous hoaxes. Compulsive liars needn’t be malicious – it may simply be an annoying and immature quirk. When coupled with a black heart, though, it offers the possibility for dangerous abuse.
Flaw Effect: Compulsive Liars suffer a -2 penalty on Diplomacy and Sense Motive Checks. Anyone interacting with a compulsive liar receives a +1 bonus to their Sense Motive Checks.
12. Facial Scar – Something awful happened to this character that left him with a hideous and prominent scar that he cannot conceal.
Flaw Effect: Character suffers -2 to his Comeliness attribute.
13. Fear of Heights – Characters with this quirk irrationally fear that they will fall to their (painful) death whenever confronted with a sharp change in elevation of l00 or more feet. While they are distrustful of ropes and bridges, flight is a complete nonstarter and they never consciously allow themselves to become airborne whether through a spell, device or on the back of a creature; when in a location, where falling is a possibility; they must fight defensively for fear of their momentum carrying them over the edge. Climbing or rappelling down a rope or crossing a bridge requires a successful Wisdom check DC 18. Should they fail, they actively resist any attempt to force them into the precarious situation.
Flaw Effect: See description above.
14. Flatulence – Persons with this flaw have the unsavory habit of constantly producing excessive bodily gasses. Most people shun a flatulent person.
Flaw Effect: Character loses 2 points from his Charisma ability score and suffers a -2 to Diplomacy checks.
15. Foul-Mouthed – While most people may utilize the occasional epithet for particular emphasis, the foul-mouthed individual peppers his speech with a stellar compliment of vulgarities for no seeming purpose. Even when in polite company, the vulgarian finds it extremely difficult to curtail his frickin’ swearing.
Flaw Effect: Foul-mouthed characters suffer a -3 penalty on Diplomacy checks.
16. Glutton – Though the term gluttony can be broadly applied to overindulgence in a variety of otherwise pleasurable activities, this quirk manifests itself specifically with regard to food. The glutton is not a connoisseur – he is simply a “big eater” without differentiating between porridge or haute cuisine. His appetite is nearly insatiable and given the chance he regurgitates in order to continue to enjoy eating beyond the limits of his physiology. Even if placed in a situation inimical to his preferred dietary excesses (such as a lengthy outdoor trek), he insists on consuming at least twice the required caloric need for his species. He also complains vociferously about the starvation diet he has undertaken for the benefit of his adventuring companions. If denied his customary meals for longer than 3 days, he grows weak (losing 2 effective points of Strength). At this state, he does anything in his power to find more food, including stealing sleeping characters’ rations for a little midnight snack. Gluttons increase their Body Mass by 10% every year.
Flaw Effect: See description above.
17. Greedy – Although many adventurers live to obtain wealth, characters with this quirk can never have enough. For them, wealth does not represent material prosperity or security – it is simply a scorecard to rank themselves against their peers. Such characters often engage in outrageous displays of conspicuous consumption, just to let everyone know how wealthy they are. They do anything to accumulate more and more riches, including lying to, stealing from or deceiving people (including friends and close companions).
Flaw Effect: Greedy characters suffer a -2 penalty on Diplomacy checks and a -1 penalty to Will saves.
18. Hairy – The character has an unusual amount of body hair. Males with this flaw have a very hairy back, a uni-brow and the ability to grow a beard regardless of race (even elves can grow an ‘evil Spock’ goatee). Females gain a noticeable moustache.
Flaw Effect: Character suffers -2 to his Comeliness attribute (-4 for females unless dwarven).
19. Hard of Hearing – This flaw is milder than deafness. Such a person simply has a hard time hearing, but is able to hear some things. People are forced to repeat themselves several times when trying to communicate with a hearing impaired character. The hard of hearing character has trouble in a crowded, noisy place, being unable to pick out the conversation of a friend from the din of the crowd. In the heat of battle, such impairment might prove fatal. During key times such as this, the GM may require the character to make an perception check to see if he was able to pick up the intended communication.
Flaw Effect: Character suffers -1 to his Diplomacy Checks.
20. Heartless – You do not know the difference between right and wrong.
Flaw Effect: Character cannot make moral decisions; he does not know the difference between right and wrong. They may, however, make decisions based on the law. As a result, however, they will not violate their alignment along the good-evil axis no matter what they do.
Special: Character may not be of an evil or good alignment.
21. Lisp – A person with a lisp suffers little in the way of damage because of this flaw. Others may have a hard time understanding the speech of a person who lisps. People often make fun of those who talk funny, so lispers may find themselves in more brawls than usual.
Flaw Effect: a lisping person loses a point of Charisma due to this speech impediment.
22. Merciless – Begging will do you no good.
Flaw Effect: Whenever you would normally be given the chance to show mercy, you must make a DC 15 Will save or be unable to show mercy. For example: An enemy has surrendered to you and is begging for his life. You roll a 14… Off with his ’ead.
23. Miserly – A miser finds it nigh impossible to justify spending even a mere copper piece on anything that isn’t absolutely essential. This goes far beyond the ridiculous notion of spending money for someone else’s benefit. The miser doesn’t spend money on personal items unless they contribute directly to his obtaining more wealth. As such, they are usually clad in rags that some peasant has cast off and eat only the meanest gruel. Adventuring misers often make poor companions as they constantly seek to weasel out of incurring any expenses. Mages choose only spells that have no material components for reasons of expense rather than effectiveness. Fighters may refuse to upgrade their armor and wait for a free “hand-me down”. As for thieves, well let’s just say that this book has a limited page count before we attempt to delve into that subject.
Flaw Effect: Misers will not purchase master-worked items, nor will they choose to learn or cast spells that call for a material component over 5 gp. Misers will not purchase any magical items of 4000gp or less.
24. Myopia – Commonly called nearsightedness, characters with this disability can only adequately focus their vision on objects that arc relatively close. The further an object is, the blurrier it becomes.
Flaw Effect: Use of missile weapons can be problematic as a -1 To-hit penalty is applied at distances greater than 30 feet and increases by an extra -1 for every additional 20 feet. Nearsighted characters also have difficulty distinguishing distant objects, thus attempts to conceal oneself from their sight are twice as effective.
25. Needy – A character with this personality quirk attempts to have all his emotional needs filled by others. He feels a strong urge to be well-liked and accepted, so he constantly attempts to please the people he’s around and repeatedly asks them questions regarding how they feel about this or that. He often asks for help with the Simplest tasks, sometimes just to see if the other person likes him enough to agree.
Flaw Effect: Needy Characters Suffer a -2 penalty to all will saves and a -1 penalty to all skill checks made without assistance.
26. Nosy – This person is the nosiest pest you’ve ever encountered. A character with this quirk just has to know everybody’s ‘business – something many folks don’t take kindly to. He’s always asking everyone what they’re up to, listening at keyholes and just plain making a nuisance of himself.
Flaw Effect: Nosy characters suffer a -3 penalty on Diplomacy checks.
27. Paranoid – Paranoid characters manifest a persecutory delusional disorder. They believe that someone is planning against them. This basic premise, of which they can never be disabused of, forms the basic irrational core of their personality. Everything is misjudged through this filter in such as way as to reinforce their errant beliefs. The paranoid character can never be sure exactly who is in on the plot and so he remains aloof and distant from all personal contact. Ever wary and suspicious, paranoiacs drive away even the best meaning and beneficent of associates.
Flaw Effect: Paranoid Characters suffer a -2 penalty on Diplomacy and Sense Motive Checks. They also may never take or benefit from teamwork feats.
28. Pocking – A character with pocking bears the scars of some horrible disease.
Flaw Effect: Pocking is generally unattractive and results in the Loss of 3 points of Comeliness and 1 point of Charisma.
29. Prematurely Gray – Your character’s hair has gone gray far earlier than might otherwise be expected. While this might be welcomed as a sign of maturity for a youthful mage, the impression of old age (and consequent loss of physical prowess) may not be desirable for a fighter.
Flaw Effect: Character suffers a -4 penalty to intimidate checks
30. Quick –Tempered – People with this quirk are stereotypical hotheads. They uniformly possess a short temper and can be pushed over the edge with little provocation. While this does not mean that they invariably resort to blows, it usually entails at least a shouting match. Since verbal fights often lead to violence (both with strangers and friends, ironically enough those with whom the volatile individual bares deep emotional bonds), such people do tend to get into an inordinate number of fights.
Flaw Effect: Quick-tempered Characters suffer a -2 penalty on Diplomacy checks and a -2 penalty to save versus any compulsion effect.
31. Racist – A character with this quirk has an unreasoned feeling of superiority over people of another race, regardless of any other factor. This imagined superiority might come from his upbringing or some past slight (real or imagined) that character suffered from a member of another race. If the character is forced to work with someone of the hated race, he suffers a – 4 penalty on all Charisma and Wisdom based skill rolls when dealing with that person.
Flaw Effect: See description above.
32. Sleepwalker – Those who walk in their sleep often find themselves in danger. This flaw can bring a completely new meaning to the phrase “he died in his sleep.” This character may walk out of a high window, into the middle of a campfire or into a brigand encampment. Friends of this character may find themselves needing to tie the character down at night.
Flaw Effect: Anytime the character sleeps, he has a 15% chance of sleepwalking
33. Sterile – While this might be considered a boon to those lecherous types fearful of the long term consequences of their debauchery, it can be problematic in that the afflicted character cannot produce heirs.
Flaw Effect: See Text
34. Stutterer – Characters who stutter have a difficult time communicating.
Flaw Effect: Spell casters who stutterer take an extra move equivalent action to cast any spells that have a verbal component. Stutterers lose 1 point of Charisma and are often taunted.
35. Superstition – Barter – Believes haggling or price shopping is unlucky.
Flaw Effect: Will never pay less than full price for anything
36. Superstition – Color – Believe a certain color is lucky/unlucky (0-50% Lucky / 51-100% Unlucky) Will/won’t wear clothing of this color or enter structures painted this color. If unlucky will avoid animals of this color and people who wear the color
Flaw Effect: If It is a lucky Color the character must have an item of that color on his person at all times or suffer a -2 penalty to all skill checks. If it’s an unlucky color and he is forced into a situation that he is forced to interact with it he takes a -2 penalty to all skill checks.
37. Superstition – “Edgephopia” – Thinks the world if flat. Avoids traveling in ocean-going vessels, for fear of falling off the world’s edge.
Flaw Effect: Gains the Shaken condition any time he is on an ocean-going vessel.
38. Superstition – Necro-phobia – Thinks being near dead things is unlucky. Avoids anything reminding him of death: cemeteries, graves, coffins etc.
Flaw Effect: Gains the shaken condition anytime he is within 30 feet of these places as well as anytime he is confronted by undead.
39. Tone Deaf – A character with this flaw is completely tone deaf He couldn’t sing a proper song to save his life.
Flaw Effect: Those with this malady Suffer a -6 penalty on skill checks involving music, musical instruments or singing.
40. Trick Knee – Character suffers from a bad knee, perhaps the result of an old training injury.
Flaw Effect: Anytime this character makes a full double move, charges, runs, or exceeds regular movement due to magical aid; he must make a DC 15 fortitude save or be restricted to half movement for 24 hours.
Next Handout: Core Rules Handout 2 – Birthright Table