Jump to content

Stormbringer:Flaws: Difference between revisions

From Crucible Codex
Created page with "{{StormbringerHeader}} <div class="codex-page codex-page--stormbringer"> = Flaws = In the Young Kingdoms, no man is whole. Every hero bears some mark of weakness—of pride, of fate, of doom. These flaws are not merely hindrances, but the very things that make a character worth remembering… and worth destroying. Most flaws impose a Penalty Die in appropriate situations. Others grant the GM narrative leverage, complications, or grim opportunities. {| class="wikitab..."
 
No edit summary
 
(4 intermediate revisions by the same user not shown)
Line 4: Line 4:
= Flaws =
= Flaws =


In the Young Kingdoms, no man is whole.
''"Every pact has a price. Every soul bears a crack. Through those cracks…something enters."''


Every hero bears some mark of weakness—of pride, of fate, of doom. These flaws are not merely hindrances, but the very things that make a character worth remembering… and worth destroying.
In the Young Kingdoms, no one is whole.


Most flaws impose a Penalty Die in appropriate situations. Others grant the GM narrative leverage, complications, or grim opportunities.
Flaws represent weakness, doom, obsession, or the cost of power. They are not inconveniences—they are the hooks by which fate, Law, and Chaos take hold of your life.


Most Flaws impose a '''Penalty Die''' in appropriate situations. Others grant the GM narrative leverage or the right to introduce complications.
== Combat Flaws ==
{| class="wikitable codex-table"
{| class="wikitable codex-table"
! Flaw !! Effect !! Category
! Flaw !! Effect
|-
|-
| All Thumbs || 1 Penalty Die when performing delicate manual tasks || Skill
| '''Freezes in Battle''' || Lose d3 rounds before acting when combat begins
|-
|-
| Arrogant || 1 Penalty Die when dealing politely with those you consider beneath you || Social
| '''Reach Vulnerability''' || +1 Penalty Die when closing inside a reach weapon
|-
|-
| Big Mouth || Your boasts attract trouble and unwanted attention || Social
| '''Tunnel Vision''' || +1 Penalty Die when attacked from outside your engagement
|}
 
== Enemies & Trouble ==
{| class="wikitable codex-table"
! Flaw !! Effect
|-
|-
| Blood Feud || A rival or enemy has sworn revenge against you || Story
| '''Blood Feud''' || A rival seeks revenge
|-
|-
| Brute || 1 Penalty Die in polite or refined social situations || Social
| '''Enemy of a Power''' || A powerful figure or organization opposes you
|-
|-
| Code-Bound || You follow a strict code (warrior, priest, reaver) and will not break it, even at great cost || Moral
| '''Hunted''' || Enemies actively pursue you
|-
|-
| Craven || 1 Penalty Die resisting fear or supernatural terror || Mental
| '''Sorcerer's Enemy''' || A sorcerer seeks your destruction
|-
|-
| Cursed || Begin with −1 Hero Point; fate dogs your steps || Fate
| '''Wanted''' || Authorities or factions seek your capture
|}
 
== Fate & Doom ==
{| class="wikitable codex-table"
! Flaw !! Effect
|-
|-
| Curious || You must investigate the strange, the ancient, and the forbidden || Mental
| '''Cursed''' || Begin with −1 Hero Point
|-
|-
| Delicate || −2 Lifeblood || Physical
| '''Doom-Touched''' || Once per adventure, the GM may twist a success into a complication
|-
|-
| Demon-Tainted || Your dealings with demons are evident; −1 Penalty Die in polite society and when dealing with priests || Supernatural
| '''Ill-Starred''' || Once per adventure, the GM may force a reroll of your success
|}
 
== Mental & Emotional Flaws ==
{| class="wikitable codex-table"
! Flaw !! Effect
|-
|-
| Doom-Touched || You are marked by fate. Once per adventure, the GM may twist a success into a complication || Fate
| '''Cold-Hearted''' || +1 Penalty Die when empathy or compassion would help
|-
|-
| Drunkard || Frequently impaired; 1 Penalty Die to resist intoxication || Physical
| '''Craven''' || +1 Penalty Die resisting fear or supernatural terror
|-
|-
| Empty Head || You forget names, plans, and important details || Mental
| '''Curious''' || Must investigate the strange or forbidden
|-
|-
| Fearful (Phobia) || 1 Penalty Die when confronting a specific fear || Mental
| '''Empty Head''' || You forget plans, names, and key details
|-
|-
| Freezes in Battle || When combat begins, lose d3 rounds before acting || Combat
| '''Fearful (Phobia)''' || +1 Penalty Die when confronting a specific fear
|-
|-
| Gold Fever || 1 Penalty Die when treasure is at stake; greed clouds judgment || Mental
| '''Gold Fever''' || +1 Penalty Die when treasure clouds your judgment
|-
|-
| Greedy || You always want more than your share || Mental
| '''Greedy''' || Always want more than your share
|-
|-
| Gullible || 1 Penalty Die when resisting deception || Social
| '''Ignorant''' || +1 Penalty Die on lore or knowledge rolls
|-
|-
| Half-Learned Arts || 1 Penalty Die on all sorcery attempts || Mental
| '''Impulsive''' || +1 Penalty Die when patience or planning is required
|-
|-
| Hunted || Enemies actively pursue you across the Young Kingdoms || Story
| '''Loner''' || +1 Penalty Die when relying on others or acting as part of a group
|-
|-
| Ill-Reputed || You are distrusted on first meeting || Social
| '''Lustful''' || +1 Penalty Die when resisting temptation
|-
|-
| Ill-Starred || Once per adventure, the GM may force a reroll of your success || Fate
| '''Naïve''' || +1 Penalty Die when detecting lies or hidden motives
|-
|-
| Impulsive || 1 Penalty Die when patience or planning is required || Mental
| '''Obsessive''' || Driven by a fixation that distracts you
|-
|-
| Ignorant || 1 Penalty Die on rolls involving lore, history, or arcane knowledge || Mental
| '''Reckless''' || Rush into danger without thought
|-
|-
| Infamous || Your reputation precedes you—and it is not kind || Social
| '''Superstitious''' || +1 Penalty Die when omens or curses unsettle you
|-
|-
| Landlubber || 1 Penalty Die when performing tasks at sea || Skill
| '''Vengeful''' || +1 Penalty Die when confronting those who wronged you
|}
 
== Moral & Binding Flaws ==
{| class="wikitable codex-table"
! Flaw !! Effect
|-
|-
| Lustful || 1 Penalty Die when resisting temptation || Mental
| '''Code-Bound''' || Follow a strict code and will not break it
|-
|-
| Marked Face || Easily recognized; difficult to disguise || Social
| '''Fanatical''' || +1 Penalty Die when acting against your beliefs
|-
|-
| Missing Limb || Certain physical tasks become difficult or impossible || Physical
| '''Soft-Hearted''' || Cannot ignore suffering or cruelty
|-
|-
| Naïve || 1 Penalty Die when detecting lies or hidden motives || Mental
| '''Vow-Bound''' || Bound by an oath that constrains your actions
|}
 
== Physical Flaws ==
{| class="wikitable codex-table"
! Flaw !! Effect
|-
|-
| Obsessive || You are driven by a fixation that distracts you || Mental
| '''Delicate''' || −2 Lifeblood
|-
|-
| Old Bones || Physical exertion quickly exhausts you || Physical
| '''Doomed Flesh''' || Cannot reduce damage by more than 1 step with Hero Points
|-
|-
| Out of Place || 1 Penalty Die when navigating unfamiliar cultures or lands || Skill
| '''Drunkard''' || +1 Penalty Die when resisting intoxication
|-
|-
| Overconfident || 1 Penalty Die when caution would serve you better || Mental
| '''Frail''' || First hit in a fight inflicts +1 step of damage
|-
|-
| Plain-Spoken || 1 Penalty Die when attempting deception || Social
| '''Glass Jaw''' || A Great Success against you inflicts +1 step of damage
|-
|-
| Reckless || You rush into danger without thought || Mental
| '''Missing Limb''' || Certain physical tasks become difficult or impossible
|-
|-
| Rune-Bound || Bound by sigils, geases, or sorcerous obligations that limit your actions || Supernatural
| '''Old Bones''' || +1 Penalty Die on sustained physical exertion
|-
|-
| Shifty || 1 Penalty Die when trying to appear trustworthy || Social
| '''Slave to the Pipe''' || Without your substance, suffer +1 Penalty Die on all rolls
|}
 
== Social & Reputation Flaws ==
{| class="wikitable codex-table"
! Flaw !! Effect
|-
|-
| Slave to the Pipe || Addicted; without your substance, suffer 1 Penalty Die on all rolls || Physical
| '''Alien Outlook''' || +1 Penalty Die when interpreting or relating to human behavior
|-
|-
| Soft-Hearted || You cannot ignore suffering or cruelty || Moral
| '''Arrogant''' || +1 Penalty Die when dealing respectfully with those beneath you
|-
|-
| Sorcerer’s Enemy || A sorcerer seeks your destruction || Story
| '''Big Mouth''' || Your boasting attracts trouble and attention
|-
|-
| Soul-Debt || You owe a demon, elemental, or god a service yet unpaid || Supernatural
| '''Brute''' || +1 Penalty Die in refined or polite situations
|-
|-
| Superstitious || 1 Penalty Die when omens or curses unnerve you || Mental
| '''Gullible''' || +1 Penalty Die resisting deception
|-
|-
| Touched by Chaos || Strange effects surround you; reactions are unpredictable, often hostile || Supernatural
| '''Ill-Reputed''' || Distrusted on first meeting
|-
|-
| Vengeful || 1 Penalty Die when confronting those who wronged you || Mental
| '''Infamous''' || Your reputation precedes you—and it is not kind
|-
|-
| Vow-Bound || You are bound by a sworn oath that constrains your actions || Moral
| '''Marked Face''' || Easily recognized; difficult to disguise
|-
|-
| Wanted || Authorities or powerful factions seek your capture || Story
| '''Out of Place''' || +1 Penalty Die navigating unfamiliar cultures
|-
|-
| Wary of Sorcery || 1 Penalty Die when dealing with sorcerers or magical effects || Supernatural
| '''Plain-Spoken''' || +1 Penalty Die when attempting deception
|-
| '''Shifty''' || +1 Penalty Die when trying to appear trustworthy
|-
| '''Unsettling Presence''' || Others react poorly upon meeting you
|}
|}


== On Doom and Weakness ==
== Survival & Skill Flaws ==
{| class="wikitable codex-table"
! Flaw !! Effect
|-
| '''All Thumbs''' || +1 Penalty Die on delicate manual tasks
|-
| '''Landlubber''' || +1 Penalty Die when performing tasks at sea
|}


In this world, flaws are not inconveniences.
== Supernatural Flaws ==
{| class="wikitable codex-table"
! Flaw !! Effect
|-
| '''Demon-Tainted''' || +1 Penalty Die in polite society and with priests
|-
| '''Half-Learned Arts''' || +1 Penalty Die on all sorcery attempts
|-
| '''Rune-Bound''' || Bound by supernatural obligations or restrictions
|-
| '''Soul-Debt''' || Owe a supernatural entity a service
|-
| '''Chaos-Tainted''' || Strange effects surround you; reactions are unpredictable
|-
| '''Wary of Sorcery''' || +1 Penalty Die when dealing with sorcery or its effects
|}


They are the cracks through which Chaos whispers, the chains by which Law binds, and the marks by which fate recognizes its prey.
== Tactical Flaws ==
{| class="wikitable codex-table"
! Flaw !! Effect
|-
| '''Clumsy''' || +1 Penalty Die when moving through obstacles or tight spaces
|-
| '''Cowardly''' || Must test to move toward danger
|-
| '''Lumbering''' || Rough ground costs +2 movement per space
|-
| '''Marked Target''' || Enemies gain +1 Bonus Die when attacking you at range in open terrain
|-
| '''Off-Balance''' || If you move more than 2 spaces, attackers gain +1 Bonus Die against you
|-
| '''Poor Footing''' || +1 Penalty Die on Agility tests for difficult footing
|-
| '''Short-Winded''' || Cannot run more than 4 spaces
|-
| '''Slow''' || Move 2 spaces normally (4 when running)
|}


A wise player does not avoid them.
== On Doom and Weakness ==


He chooses them carefully… and waits to see how they ruin him.
Flaws are not disadvantages. They are the shape of your fate. Through them, the world finds you. Through them, Chaos whispers. Through them, Law judges. Choose them not to weaken your character…but to make their fall inevitable.


{{StormbringerNav}}
{{StormbringerNav}}

Latest revision as of 17:51, 1 June 2026

Flaws

[edit]

"Every pact has a price. Every soul bears a crack. Through those cracks…something enters."

In the Young Kingdoms, no one is whole.

Flaws represent weakness, doom, obsession, or the cost of power. They are not inconveniences—they are the hooks by which fate, Law, and Chaos take hold of your life.

Most Flaws impose a Penalty Die in appropriate situations. Others grant the GM narrative leverage or the right to introduce complications.

Combat Flaws

[edit]
Flaw Effect
Freezes in Battle Lose d3 rounds before acting when combat begins
Reach Vulnerability +1 Penalty Die when closing inside a reach weapon
Tunnel Vision +1 Penalty Die when attacked from outside your engagement

Enemies & Trouble

[edit]
Flaw Effect
Blood Feud A rival seeks revenge
Enemy of a Power A powerful figure or organization opposes you
Hunted Enemies actively pursue you
Sorcerer's Enemy A sorcerer seeks your destruction
Wanted Authorities or factions seek your capture

Fate & Doom

[edit]
Flaw Effect
Cursed Begin with −1 Hero Point
Doom-Touched Once per adventure, the GM may twist a success into a complication
Ill-Starred Once per adventure, the GM may force a reroll of your success

Mental & Emotional Flaws

[edit]
Flaw Effect
Cold-Hearted +1 Penalty Die when empathy or compassion would help
Craven +1 Penalty Die resisting fear or supernatural terror
Curious Must investigate the strange or forbidden
Empty Head You forget plans, names, and key details
Fearful (Phobia) +1 Penalty Die when confronting a specific fear
Gold Fever +1 Penalty Die when treasure clouds your judgment
Greedy Always want more than your share
Ignorant +1 Penalty Die on lore or knowledge rolls
Impulsive +1 Penalty Die when patience or planning is required
Loner +1 Penalty Die when relying on others or acting as part of a group
Lustful +1 Penalty Die when resisting temptation
Naïve +1 Penalty Die when detecting lies or hidden motives
Obsessive Driven by a fixation that distracts you
Reckless Rush into danger without thought
Superstitious +1 Penalty Die when omens or curses unsettle you
Vengeful +1 Penalty Die when confronting those who wronged you

Moral & Binding Flaws

[edit]
Flaw Effect
Code-Bound Follow a strict code and will not break it
Fanatical +1 Penalty Die when acting against your beliefs
Soft-Hearted Cannot ignore suffering or cruelty
Vow-Bound Bound by an oath that constrains your actions

Physical Flaws

[edit]
Flaw Effect
Delicate −2 Lifeblood
Doomed Flesh Cannot reduce damage by more than 1 step with Hero Points
Drunkard +1 Penalty Die when resisting intoxication
Frail First hit in a fight inflicts +1 step of damage
Glass Jaw A Great Success against you inflicts +1 step of damage
Missing Limb Certain physical tasks become difficult or impossible
Old Bones +1 Penalty Die on sustained physical exertion
Slave to the Pipe Without your substance, suffer +1 Penalty Die on all rolls

Social & Reputation Flaws

[edit]
Flaw Effect
Alien Outlook +1 Penalty Die when interpreting or relating to human behavior
Arrogant +1 Penalty Die when dealing respectfully with those beneath you
Big Mouth Your boasting attracts trouble and attention
Brute +1 Penalty Die in refined or polite situations
Gullible +1 Penalty Die resisting deception
Ill-Reputed Distrusted on first meeting
Infamous Your reputation precedes you—and it is not kind
Marked Face Easily recognized; difficult to disguise
Out of Place +1 Penalty Die navigating unfamiliar cultures
Plain-Spoken +1 Penalty Die when attempting deception
Shifty +1 Penalty Die when trying to appear trustworthy
Unsettling Presence Others react poorly upon meeting you

Survival & Skill Flaws

[edit]
Flaw Effect
All Thumbs +1 Penalty Die on delicate manual tasks
Landlubber +1 Penalty Die when performing tasks at sea

Supernatural Flaws

[edit]
Flaw Effect
Demon-Tainted +1 Penalty Die in polite society and with priests
Half-Learned Arts +1 Penalty Die on all sorcery attempts
Rune-Bound Bound by supernatural obligations or restrictions
Soul-Debt Owe a supernatural entity a service
Chaos-Tainted Strange effects surround you; reactions are unpredictable
Wary of Sorcery +1 Penalty Die when dealing with sorcery or its effects

Tactical Flaws

[edit]
Flaw Effect
Clumsy +1 Penalty Die when moving through obstacles or tight spaces
Cowardly Must test to move toward danger
Lumbering Rough ground costs +2 movement per space
Marked Target Enemies gain +1 Bonus Die when attacking you at range in open terrain
Off-Balance If you move more than 2 spaces, attackers gain +1 Bonus Die against you
Poor Footing +1 Penalty Die on Agility tests for difficult footing
Short-Winded Cannot run more than 4 spaces
Slow Move 2 spaces normally (4 when running)

On Doom and Weakness

[edit]

Flaws are not disadvantages. They are the shape of your fate. Through them, the world finds you. Through them, Chaos whispers. Through them, Law judges. Choose them not to weaken your character…but to make their fall inevitable.