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Created page with "== 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 a penalty die in a recurring situation. A Flaw is personal. Lineages and Paths never impose man..."
 
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== Flaws ==
== 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.
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 ===
=== Flaw Standard ===


A Flaw has one clear effect, usually a penalty die in a recurring situation.
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 is personal. Lineages and Paths never impose mandatory Flaws.
Line 17: Line 19:
=== Flaw List ===
=== Flaw List ===


{| class="wikitable codex-table ss-rules-table"
{| class="wikitable"
! Flaw | Effect | Category
! 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
|-
|-
| '''All Thumbs''' | Suffer a penalty die when performing delicate manual tasks. | Skill
| Wary of Phasmists || 1 Penalty Die when trusting or cooperating directly with phasmists || Social
| '''Arrogant''' | Suffer a penalty die when dealing politely with those you consider beneath you. | Social
| '''Big Mouth''' | Your boasting attracts trouble and unwanted attention. | Social
| '''Blood Feud''' | Someone has sworn revenge against you. | Story
| '''Brute''' | Suffer a penalty die in polite or refined social situations. | Social
| '''Code-Bound''' | You follow a personal code and will not break it, even when it costs you. | Moral
| '''Cold-Bitten''' | Suffer a penalty die in cold environments. | Physical
| '''Craven''' | Suffer a penalty die when resisting fear or intimidation. | Mental
| '''Cursed''' | Begin each adventure with one fewer Hero Point. | Supernatural
| '''Curious''' | When confronted with the unknown, you must investigate. | Mental
| '''Delicate''' | Reduce your Lifeblood by 2. | Physical
| '''Double Life''' | You maintain a hidden identity or allegiance. Exposure carries serious consequences. | Story
| '''Drunkard''' | Suffer a penalty die when resisting alcohol and are often incapacitated by drink. | Physical
| '''Empty Head''' | You frequently forget names, plans, and important details. | Mental
| '''Fearful''' | Choose a specific phobia. Suffer a penalty die when confronting it. | Mental
| '''Fire-Touched''' | Strange Phasmic events seem drawn to you. | Supernatural
| '''Frail''' | Suffer a penalty die when resisting fatigue, deprivation, exposure, or prolonged exertion. | Physical
| '''Freezes in Battle''' | When combat begins, roll a d3. You hesitate for that many rounds before acting normally. | Combat
| '''Greedy''' | Suffer a penalty die when resisting an opportunity for personal profit. | Mental
| '''Guileless''' | Suffer a penalty die when concealing your intentions or maintaining a deliberate lie. | Social
| '''Gullible''' | Suffer a penalty die when resisting persuasion or scams. | Social
| '''Half-Learned Arts''' | Suffer a penalty die when invoking Phasmic Formulae. | Phasmic
| '''Hard of Hearing''' | Suffer a penalty die whenever impaired hearing would hinder you. | Physical
| '''Heat-Worn''' | Suffer a penalty die in hot environments. | Physical
| '''Honor-Bound''' | You must act honorably, even when it costs you advantage or safety. | Moral
| '''Hot-Headed''' | Suffer a penalty die when anger would cloud your judgment. | Mental
| '''Hunted''' | Enemies actively pursue you. | Story
| '''Ignorant''' | Suffer a penalty die on rolls involving lore, history, or scholarly knowledge. | Mental
| '''Ill-Reputed''' | Strangers who know your reputation begin by distrusting you. | Social
| '''Ill-Starred''' | Once per adventure, the Narrator may force you to reroll a success. | Fate
| '''Impulsive''' | Suffer a penalty die when patience or planning is required. | Mental
| '''Infamous''' | Your dark reputation precedes you and may provoke fear or hostility. | Social
| '''Landlubber''' | Suffer a penalty die when performing unfamiliar tasks aboard a vessel. | Skill
| '''Iridium Fever''' | Suffer a penalty die when treasure or payment is at stake. | Mental
| '''Lustful''' | Suffer a penalty die when resisting seduction or romantic temptation. | Mental
| '''Marked Face''' | You are easily recognized and difficult to disguise. | Social
| '''Missing Limb''' | Suffer a penalty die whenever the missing limb would hinder you. | Physical
| '''Mute''' | You cannot speak. | Physical
| '''Naïve''' | Suffer a penalty die when detecting lies, deceit, or hidden motives. | Mental
| '''Notorious''' | Suffer a penalty die when seeking trust from strangers who recognize your reputation. | Social
| '''Obsessive''' | Suffer a penalty die when your personal fixation distracts you from the matter at hand. | Mental
| '''Old Bones''' | Suffer a 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
| '''One-Eyed''' | Suffer a penalty die whenever impaired depth perception or limited vision would hinder you. | Physical
| '''Out of Place''' | Suffer a penalty die when navigating unfamiliar environments. | Skill
| '''Overconfident''' | Suffer a penalty die when caution or restraint would be wiser. | Mental
| '''Phasm-Sick''' | Hostile Phasmic Formulae targeting you gain a bonus die. | Phasmic
| '''Phasmist’s Enemy''' | A hostile phasmist seeks revenge against you. | Story
| '''Plain-Spoken''' | Suffer a penalty die when attempting deception. | Social
| '''Reckless''' | When immediate danger offers a direct path forward, you must succeed on a Will roll to choose a cautious alternative. | Mental
| '''Ruin-Shaken''' | Suffer a penalty die in ancient ruins or forgotten places. | Supernatural
| '''Shifty''' | Suffer a penalty die when trying to gain trust or appear honest. | Social
| '''Slave to the Pipe''' | Choose an addictive substance. Without it, suffer a penalty die on all rolls. | Physical
| '''Soft-Hearted''' | You cannot easily abandon anyone in need. | Moral
| '''Superstitious''' | Suffer a penalty die when fear of omens, curses, or ill fortune affects you. | Mental
| '''Unsteady''' | Suffer a penalty die on Agility rolls involving balance, precarious footing, or sudden changes of direction. | Physical
| '''Vengeful''' | Suffer a 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''' | Suffer a penalty die when dealing with phasmists. | Supernatural
|}
|}



Revision as of 16:30, 22 July 2026

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

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