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| '''Soul-Debt''' || Owe a supernatural entity a service || Supernatural
| '''Soul-Debt''' || Owe a supernatural entity a service || Supernatural
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| '''Touched by Chaos''' || Strange effects surround you; reactions are unpredictable || Supernatural
| '''Chaos-Tainted''' || Strange effects surround you; reactions are unpredictable || Supernatural
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| '''Wary of Sorcery''' || +1 Penalty Die when dealing with sorcery or its effects || Supernatural
| '''Wary of Sorcery''' || +1 Penalty Die when dealing with sorcery or its effects || Supernatural

Revision as of 15:11, 10 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.

Combat Flaws

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

Enemies & Trouble

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

Fate & Doom

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

Mental & Emotional Flaws

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

Moral & Binding Flaws

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

Physical Flaws

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

Social & Reputation Flaws

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

Survival & Skill Flaws

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

Supernatural Flaws

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

Tactical Flaws

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

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.