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| '''Slave to the Pipe''' || Without your substance, suffer 1 Penalty Die on all rolls
| '''Slave to the Pipe''' || Without your substance, suffer 1 Penalty Die on all rolls
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| Frail || The first time you are hit in a fight, suffer +1 step of damage || Physical
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| Delicate || When you become Wounded, immediately suffer +1 additional step || Physical
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| Glass Jaw || A Great Success against you inflicts +1 additional step || Physical
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| Doomed Flesh || You cannot reduce damage by more than 1 step with Hero Points || Supernatural
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== Tactical Flaws ==
{| class="wikitable codex-table"
! Flaw !! Effect !! Category
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| Slow || You may only move 2 spaces normally (4 when running) || Movement
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| Lumbering || Rough ground costs +2 movement per space || Movement
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| Off-Balance || If you move more than 2 spaces, attackers gain +1 Bonus Die against you || Defense
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| Poor Footing || You suffer 1 Penalty Die on Agility tests for difficult footing || Movement
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| Short-Winded || You may not run more than 4 spaces || Movement
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| Reach Vulnerability || You suffer +1 Penalty Die when closing inside a reach weapon || Combat
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| Tunnel Vision || You suffer +1 Penalty Die when attacked from outside your current engagement || Combat
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| Cowardly || Must test to move toward a clearly dangerous enemy or hazard || Mental
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| Clumsy || You suffer 1 Penalty Die when moving through obstacles or tight spaces || Movement
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| Marked Target || Enemies gain +1 Bonus Die when attacking you at range in open terrain || Defense
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|}



Revision as of 16:29, 9 April 2026

Flaws

"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.

Physical Flaws

Flaw Effect
Delicate −2 Lifeblood
Missing Limb Certain physical tasks become difficult or impossible
Old Bones 1 Penalty Die when performing sustained physical exertion
Drunkard 1 Penalty Die when resisting intoxication; often impaired
Slave to the Pipe Without your substance, suffer 1 Penalty Die on all rolls
Frail The first time you are hit in a fight, suffer +1 step of damage Physical
Delicate When you become Wounded, immediately suffer +1 additional step Physical
Glass Jaw A Great Success against you inflicts +1 additional step Physical
Doomed Flesh You cannot reduce damage by more than 1 step with Hero Points Supernatural

Tactical Flaws

Flaw Effect Category
Slow You may only move 2 spaces normally (4 when running) Movement
Lumbering Rough ground costs +2 movement per space Movement
Off-Balance If you move more than 2 spaces, attackers gain +1 Bonus Die against you Defense
Poor Footing You suffer 1 Penalty Die on Agility tests for difficult footing Movement
Short-Winded You may not run more than 4 spaces Movement
Reach Vulnerability You suffer +1 Penalty Die when closing inside a reach weapon Combat
Tunnel Vision You suffer +1 Penalty Die when attacked from outside your current engagement Combat
Cowardly Must test to move toward a clearly dangerous enemy or hazard Mental
Clumsy You suffer 1 Penalty Die when moving through obstacles or tight spaces Movement
Marked Target Enemies gain +1 Bonus Die when attacking you at range in open terrain Defense

Mental & Emotional Flaws

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

Social & Reputation Flaws

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

Moral & Binding Flaws

Flaw Effect
Code-Bound You follow a strict code and will not break it
Vow-Bound You are bound by an oath that constrains your actions
Soft-Hearted You cannot ignore suffering or cruelty
Fanatical 1 Penalty Die when acting against your beliefs or doctrine

Combat Flaws

Flaw Effect
Freezes in Battle Lose d3 rounds before acting when combat begins

Survival & Skill Flaws

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

Fate & Doom

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

Supernatural Flaws

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

Enemies & Trouble

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

On Doom and Weakness

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.