Flaws

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A character may possess up to two flaws, selected only at character creation. Possession of a flaw may grant additional trait points, or advantages (and disadvantages) that cannot be acquired through other means. These are expected to be acted out during the course of gameplay.

Elder

A lifetime of experience has taught you much (+8 XP), but you are now not as sprightly or resilient as you once were. You have -1 HP and your DYING time is only ever 2 minutes at the most. You are expected to act appropriately for your age, as excessive stress may bring about ‘undesirable’ outcomes at the discretion of the GMs team.

Dumb as an Ox

You possess +1 Power, though cannot resist any MENTAL EFFECTS. Character is also illiterate and starts with only Wits x 2 in GP and gains only their Wits score in GP each Chapter. Cannot take any ability to increase GP.

Sensitive Hulk

You possess +1 Fortitude, though FEAR effects always last at least until the end of the Encounter.

Too Smart to Die

You possess +1 Wits, though when you are hit by an attack/spell/ability that is damaging or carries with it the threat of damage you cannot attack or cast magic that targets others, only defend yourself. Lasts until the end of the Encounter.

Delicate Physique

You possess +1 Finesse, but each time you take a point of damage you are CRIPPLED in the limb that is hit (ignore this effect if you are hit on the same limb multiple times).

Unburdened Morality

You possess +1 Will, but you are SOULLESS.

The Voices in my Head

You can never gain a benefit from abilities, spells or items that would otherwise allow you to RESIST the effects of a CHARM or DOMINATE call, but any CHARM and DOMINATE effects only ever last for 1 minute at the most.

Perpetual Student

You cannot cast 3rd circle spells or create expert ELIXIRS. In addition, if you take part in any group RITUAL SPELLCASTING, you do not contribute towards the drawing of additional tokens. Your lengthy tutelage means that spells and elixirs cost 1 less GP to learn (to a minimum of 1). You cannot also possess ‘Spellbook Scholar’.

Spellbook Scholar

To cast any spell more powerful than a cantrip, you require a spellbook to refer to. Your studious practice though means that the cost to learn any spell is reduced by 1 Gnosis Point (GP) (to a minimum of 1). You cannot also possess ‘Perpetual Student’.

Necrophobia

Though well versed in the ways of the world (+3 XP), you are terrified when faced with the Undead. When faced with one (or more) you cannot advance, only retreat.

Daemonophobia

Though well versed in the ways of the world (+3 XP), you are terrified when faced with Demons. When faced with one (or more) you cannot advance, only retreat.

Agrizoophobia

Though well versed in the ways of the world (+3 XP), you are terrified when faced with Bestials. When faced with one (or more) you cannot advance, only retreat.

Crippled by the Gods

A past adventure left you with profound experience (+4 XP), but permanently crippled one of your limbs or your sight. Try as you might, you cannot be healed mundanely or magically of this injury.

Grizzled Addict

A hard life has given you much experience (+4XP), but you have picked up a debilitating addiction that you can only stave off by consuming at least 100ss worth of the drug per Chapter. Otherwise, until you consume it and for at least the remainder of the Watch afterwards, you fall under the effect of a major derangement linked to the addiction.

Daimon

You have made a particularly horrid pact with an aetheric entity for its favour. In exchange for 3 wishes provided by the entity, your soul is pledged to them and an uncertain fate awaits you after death. In addition, if you possess and use a Fate Bag for spellcasting, you must add an additional 3 black tokens to your Fate Bag, bringing the total to 12 black and 1 white token. Every time you fail a Fate Bag draw when involved in casting a spell, make a note of this. When you have accumulated 8 such failures, report to the GMs.

Fortunate Fool

You always start a Chapter game without any currency, only equipment that you previously possessed, though items of significance have a habit of turning up in your possession.

Arcane Savant

The Gnosis Point (GP) cost to learn any spell or enchanted artefact schematic is reduced by 1, though all spells that you cast must be done as rituals.

I am Invincible

You are BLIGHTED with a form of leprosy and though Immune to AGONY, cannot feel when you are bleeding or damaged and each time you take a point of damage you count as having acquired the BLEED effect.

Power flows through you

When you wear physical armour you become unable to cast any spells for the rest of the Watch, but you can regain 2 mana 1/Encounter if you meditate for at least 5 minutes.

Touched by the Wildlings

You can see INVISIBLE things, but whenever you are under the effect of a spell of any duration, you count as being CONFUSED.

Touch of Death

You possess the ability to inflict 1 damage every 10 seconds to a touched target. You cannot however, possess any level of Physician, cannot brew healing potions, and healing spells you cast restore one fewer HP than normal.

Aether Shadow

You cannot cast spells or gain benefit from magic that is cast on you or from elixirs that you consume. You are also completely unaffected by mutagens. The up-side is that any effects delivered via spell packets or point attacks only last 10 seconds, unless they deal damage or an instant effect (like CRIPPLE or LETHAL), in which case you are affected as normal.

Terminal Fate

Death follows in your footsteps (+5 XP), and each time you take a point of damage you need to receive MEDICAL STABILISATION or at the End of Encounter you count as DYING.

Marked for Death

Damned by the gods, got on the wrong side of the assassins guild, and betrayed a vengeful ex-lover, et cetera, et cetera (+10 XP). Either way, you are doomed. NPC crew will be made aware that you are ‘Marked for Death’ and are at liberty to promptly kill you if given the chance. This is not a flaw for the faint-hearted. You cannot also possess ‘Special Snowflake’ or ‘The Darkest Past’.

Special Snowflake

You’re the one true hero of this Chronicle, the offspring of a god, and champion of the downtrodden, et cetera, et cetera (+6 XP). Whatever the reason, everything seems to revolve around you. NPC crew will be made aware that you are a ‘Special Snowflake’ and are at liberty to come to you and beg your assistance for the most inane of troubles. There will be little respite. This is not a flaw for the faint-hearted. You cannot also possess ‘The Darkest Past’ or ‘Marked for Death’.

The Darkest Past

Tragically, your family have all been murdered, your lover left you at the altar, and your lands have been completely overrun by tuskjaws with you as the last survivor, et cetera, et cetera (+6 XP). Nobody has a darker past than you. NPC crew will be made aware that you have ‘The Darkest Past’ and are at liberty to remind you of all that you have suffered whenever appropriate, and you are never immune to Night Watch encounters. Your sleeping place must be reported to the GMs at the start of a Chapter game, and you should expect to be disturbed while you attempt to sleep. This is not a flaw for the faint-hearted. You cannot also possess ‘Special Snowflake’ or ‘Marked for Death’.

GM Note: In building a character, you should not take any of these last three flaws because your character is a hero or they have a dark past. These are flaws meant to allow participants to create characters that will in all likelihood only last a short while, as the unbridled force of the GMs and crew bear down on the player. This does not mean that you get special personal plot or anything actually positive out of these flaws, but hey, the additional XP is something, right?