Jump to content

SeventhSun:Flaws

From Crucible Codex
A thriving city of Old Earth beneath the immense red Seventh Sun, with small islands floating in the sky and an inexplicable green-black remnant rising from the sea.

Flaws

[edit]

A Flaw pays for one additional starting Talent. Choose no more than one.

Like a Talent, a Flaw should be short enough to remember and definite enough to matter without debate. The player chooses the Flaw; the Narrator confirms that it will recur often enough to be meaningful without dominating the hero.

Flaw Standard

[edit]

A Flaw has one clear effect, usually 1 Penalty Die in a recurring situation.

A Flaw is personal. Lineages and Paths never impose mandatory Flaws.

A Flaw cannot be bought off by choosing equipment or behavior that makes it irrelevant.

A Flaw should complicate play, not prevent the hero from participating in it.

Biography alone is not a Flaw unless it carries a dependable rule.

Flaw List

[edit]
Flaw Effect Category
All Thumbs 1 Penalty Die when performing delicate manual tasks Skill
Arrogant 1 Penalty Die when dealing politely with those you consider beneath you Social
Awed by the Legacy 1 Penalty Die when attempting to damage, dismantle, or defy a relic of the ancient world Legacy
Big Mouth Your loose talk attracts trouble and unwanted attention Social
Blood Feud Someone has sworn revenge against you or your people Story
Civic-Bred 1 Penalty Die when surviving beyond inhabited or cultivated lands without technological support Skill
Cold-Bitten 1 Penalty Die in cold environments Physical
Craven 1 Penalty Die when resisting fear or intimidation Mental
Curious When confronted with a consequential mystery, you must investigate Mental
Deck-Shy 1 Penalty Die when performing unfamiliar tasks aboard an aerial or maritime vessel Skill
Delicate −2 Lifeblood Physical
Double Life You maintain a hidden identity or allegiance; if exposed, serious consequences follow Story
Empty Head You frequently forget names, plans, directions, and important details Mental
False Memories Once per adventure, the Narrator may declare that one thing you confidently remember is mistaken Legacy
Fearful (Phobia) 1 Penalty Die when confronting your specific fear Mental
Frail 1 Penalty Die when resisting fatigue, deprivation, exposure, or prolonged exertion Physical
Freezes in Battle 1 Penalty Die on your first action when combat begins unexpectedly Combat
Gravity-Sick 1 Penalty Die in altered, unstable, or absent gravity Physical
Gullible 1 Penalty Die when resisting persuasion, deception, or scams Social
Half-Learned Formulae 1 Penalty Die when invoking Phasmic Formulae Phasmic
Hard of Hearing or One-Eyed 1 Penalty Die when the impairment would hinder you Physical
Heat-Worn 1 Penalty Die in hot environments Physical
Hot-Headed 1 Penalty Die when anger would cloud your judgment Mental
Ignorant 1 Penalty Die on rolls involving lore, history, or scholarly knowledge Mental
Ill-Starred Once per adventure, the Narrator may force you to reroll a success Fate
Impulsive 1 Penalty Die when patience or careful planning is required Mental
In Thrall Choose an addictive substance or experience; when deprived of it for an extended period, take 1 Penalty Die on all rolls Physical
Iridium Fever 1 Penalty Die when extraordinary profit or valuable treasure is at stake Mental
Legacy-Blind 1 Penalty Die when identifying, operating, or interpreting relic technology Skill
Lustful 1 Penalty Die when resisting seduction or romantic temptation Mental
Machine-Shy 1 Penalty Die when willingly entrusting yourself to an autonomous machine Mental
Manifold-Scarred Hostile Phasmic Formulae targeting you gain 1 Bonus Die Phasmic
Marked Face You are easily recognized and difficult to disguise Social
Missing Limb 1 Penalty Die when the missing limb would hinder you Physical
Monitor-Fearing 1 Penalty Die when knowingly opposing a Monitor, its servants, or its evident interests Mental
Mute You cannot speak, making communication difficult Physical
Notorious 1 Penalty Die when seeking trust from strangers who recognize your reputation Social
Obsessive 1 Penalty Die when your personal fixation distracts you from the matter at hand Mental
Old Bones 1 Penalty Die when resisting fatigue caused by physical exertion Physical
Old Injury After you take a Wound, reduce your Speed by 2 until all Wounds are removed Physical
Out of Aeon 1 Penalty Die when dealing with unfamiliar customs, civic institutions, or current technology Social
Out of Place 1 Penalty Die when navigating unfamiliar environments Skill
Overconfident 1 Penalty Die when caution or restraint would be wiser Mental
Phasmist’s Enemy A hostile phasmist seeks revenge against you Story
Phasm-Touched Once per adventure, the Narrator may introduce an unwanted phasmic manifestation in your presence Phasmic
Plain-Spoken 1 Penalty Die when attempting deception Social
Protyle-Touched Once per adventure, the Narrator may cause protyle you handle or command to produce an unintended complication Legacy
Reckless When immediate danger offers a direct path forward, make a Will roll to choose a cautious alternative Mental
Ruin-Lured When offered a credible opportunity to explore an unknown ruin or artifact, make a Will roll to turn away Mental
Ruin-Shaken 1 Penalty Die in ancient ruins or forgotten places Mental
Shifty 1 Penalty Die when trying to gain trust or appear honest Social
Signal-Haunted Legacy systems gain 1 Bonus Die when attempting to detect, identify, or track you Legacy
Soft-Hearted Make a Will roll to abandon someone in immediate need whom you could reasonably help Moral
Sun-Sick 1 Penalty Die after prolonged exposure to the unfiltered light of the Seventh Sun Physical
Unclaimed 1 Penalty Die when seeking official protection, hospitality, or legal standing from a civic power Social
Unlucky Start each adventure with −1 Nerve Fate
Unsteady 1 Penalty Die on Agility rolls involving balance, precarious footing, or sudden changes of direction Physical
Vengeful 1 Penalty Die when confronting someone who has wronged you Mental
Vow-Bound You have sworn a binding vow that shapes your life and limits your choices Moral
Wanted Authorities or other powerful enemies seek your capture Story
Wary of Phasmists 1 Penalty Die when trusting or cooperating directly with phasmists Social