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SeventhSun:Flaws
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= Flaws = 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 == 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 == {| class="wikitable" ! 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 |} {{SeventhSunNav}} </div> [[Category:Seventh Sun]]
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