Legacy of Orphans
Gift and Flaw Appendix 2
Gifts & Flaws
Gifts and flaws represent the more unique aspects of a character including his reputation or permanent wounds or disabilities.
- Major Gifts and Flaws (M) are significant advantages and disadvantages, and are generally rare amongst average mortal people.
- Minor Gifts and Flaws (m) are more common; almost everybody has one or two.
- Many gifts and flaws are available in both major and minor severity.
- During character creation two minor gifts or flaws are equal to one major.
- Magical Gifts grant characters of certain legacies access to vagaries or other supernatural abilities.
The character is functionally dependent on something such as alcohol, gambling, or a drug.
- Withdrawal: The character suffers a penalty to all die rolls if he doesn’t get a daily dose. The penalty lasts until he indulges himself or he begins to recover from the withdrawal.
- After 1 day: -1 Edge
- After a week: -2 Edge
- After two weeks: -3 Edge
- Recovery: The penalty stays at -3 for a fourth week. After the fourth week, the withdrawal penalty is reduced by one die each week. If the character has survived the withdrawal for the full two months, the addiction lies dormant.
- Temptation: If at any time before, during, or after withdrawal the object of addiction is offered or made readily available to the addict, he must face a WP challenge to resist. The Edge penalty does affect this roll.
- Average: Before withdrawal has begun or just after recovery.
- Tricky: Within the first week of withdrawal.
- Difficult: Within the second week of withdrawal or during recovery.
- Formidable: Within the fourth week of withdrawal.
- Debilitation: No major and debilitating version of this flaw is offered since it would make a character unplayable, but it is possible that non-player characters may suffer from this.
One of the character’s limbs is badly deformed or missing.
- Minor version: The character is missing a hand. This restricts the character to weapons that can be strapped on such as some shields or flails and maces at -2 CP.
- Major flaw: The character is missing an arm or any portion of a leg. The character suffers -1AG. If the character is using a wooden leg or cane, he may still fight but with only half his Combat Pool.
For some the winds never blow their way.
- Once per story something extremely unlucky and unfortunate will happen to the character. For example:
- The storyteller might secretly raise the challenge level of a test and if the character fails describe the unlikely way in which the character failed.
- The character finds himself in the worse possible position during an important contest, evoking a -2 Edge.
- An enemy happens to be in the right place at the right time and is granted a +2 Edge when working against the character’s best interest.
The character finds it difficult to control his own actions when frustrated or under pressure. The character lashes out physically or verbally when he loses his temper.
- When frustrated the character must immediately lose his temper and lash out at the source of his frustration.
- The tantrum does not have to be violent or even loud, but it is always be noticeable.
- Keeping cool: To hold his tongue or keep his temper, the character must make an Average or Tricky WP challenge.
Instead of avoiding trouble, the character looks for it. Instead of taking the path of least resistance, the bloodthirsty character will go to any lengths to hurt his enemies.
- The character has the same trouble-making tendencies as one with the Minor Flaw: Troublemaker.
- The character has an unforgiving and vicious spirit. He never lets an real enemy live if he can help it and has very little respect for human life. If killing his enemy is not possible or completely suicidal, he will attempt to permanently maim or disfigure the foe.
- Resiting the urge to kill or maim an enemy is a WP challenge.
- Average: Sparing a brawling opponent who never meant serious harm.
- Tricky: Sparing a long-time rival.
- Difficult: Sparing an enemy who would must likely turn around and kill him.
- Formidable: Sparing the man who raped and killed his entire family.
More than most in his culture, the character with this flaw has a very hard time dealing with those he considers his social inferiors. This may include those of the opposite gender, those from other countries, those with less learning, or those from a different social class.
- When forced to deal with such trash, the character takes a -2 Edge penalty to any form of social interaction in which he must seek their help or trust. Failure means he cannot restraint his disgust or disdain.
- On the other hand, the characters gains a +1 Edge bonus in any interactions that run counter to the interests of the targets, such as Ridicule or contests of persuasion or sincerity.
Whether is was a traumatic experience or the sheltered life of a noble, the character has a good reason that has lots the guts to face danger and pain.
- At the first sign of real trouble the character runs if he can.
- The character instantly fails all tests when faced with torture or serious threats.
- The character will still fight when he must, but he avoids physical conflict whenever possible and especially when it’s just as easy to run.
- Trying to be brave requires a WP challenge.
- Tricky: Staying in a fight that doesn’t seem to be going well.
- Difficult: Not confessing everything to a torturer before he’s even begun.
- Formidable: Confronting the source of the character’s cowardice.
The character looks remarkably like a high-profile individual.
- Flaw version: This person is hated and the character suffers a -2 Edge where appropriate.
The character has an ongoing obligation to someone else, such as a loan or other contact. This flaw does not represent a small amount of money that needs to be paid off. Instead this is a debt which is dealt with repeatedly or regularly. The severity of this flaw depends on how much is owed and the penalties for failing to make good on a payment.
- Minor version: The character must make payments of one half his normal monthly income. The penalty is non-threatening, such as an additional fee or service that is obligated.
- Major version: The character must pay his total monthly income or greater a month. The penalty for missing a payment is more severe, such as potential imprisonment or death.
- The storyteller may call for the character to make good on his debt by facing a Resources challenge or sacrificing a number of parcels each month.
The character’s foreboding future has been revealed in some part.
The character has broken a true vow, oath, or pact. The character now stands guilty before the invisible powers of world who were called as witnesses.
- The character gains Forsworn at either minor or major depending on his sin.
- Forsworn minor: Requires a broken minor Vow.
- Forsworn major: Requires a broken Oath or major Vow.
- Minor version: All Spiritual Attributes give one fewer bonus die when activated. The value of the SA does not change, and the full value remains available for improving a character’s other attributes and skills.
- Major version: All Spiritual Attributes give three fewer bonus dice when activated.
- These penalties remain until the character removes the Forsworn flaw through penance.
Godspoken Vow | Minor Flaw | Requires Minor Gift: Godspoken
The vow of a Godspoken is more severe than an ordinary one. The powers that chose the character are taking a very active role in his life by imbuing the Chosen with their very essence and bestowing their favor on them.
- A Godspoken vow helps a mortal Chosen from going mad from the transcendent presence of their gods.
- A Godspoken vow has two parts – the Vow and the Rite.
- The Vow is a statement of religious prohibition or ambition, a behavior that the Godspoken must always strive for or avoid at all costs.
- The inconvenience of these vows should be on par for what is required for Major Flaw: Vow and be related to the entity’s purview. For example, “I am unworthy when I seek the riches of the world” or “I am unworthy when I fail to sacrifice for those that need it”.
- When the Vow is broken in thought, word, or deed, the character is immediately struck with maddening conviction and the desire to cleanse himself. Until he can perform his rite, he constantly feels filthy.
- The Rite is a religious practice meant to cleanse the Godspoken of their perceived unworthiness. Cleansing rites must always be painful, demeaning, debilitating, or difficult. They also often have something thematically in common with the purview of the entity. For example, falling prostrate and weeping, chanting sacred mantras, or beating the flesh with reeds.
The character loves wealth, power, or some other badge of person gain. This obsession if often overpowering, leading the character to crossing even those that he loves or fears in search of glory, recognition, or gold.
- No more than once a story when the character is offered the opportunity to acquire the object of his obsession, he must face a WP challenge to avoid becoming completely fixated on acquiring it. The challenge level depends on how irresistible the object is and how inconvenient it would be to acquire it.
- Average: A minor trinket, credit for an insignificant deed; character would have to openly cross those he loves and trusts most.
- Tricky: An extra portion of divided loot, taking credit that would improve his affiliation with a certain group of people; character would have to actively attempt to deceive his friends and allies.
- Difficulty: A rare treasure, taking credit that would improve his reputation in a large area; character would have to lie to his friends and allies.
- Formidable: A invaluable artifact, taking credit that would immortalize his name; no one would ever have to know.
The character is a bleeder. Even small wounds if not treated may become fatal due to blood-loss.
- Every time the character receives a wound, the BL is re-applied every round until treatment is performed.
- For example if the character suffers a BL3 wound in round one, then in round three when he makes his second EN test, the BL for that wound would be counted as 9, and in the fourth round as BL12.
Not only does the character have a bad reputation, but he has also become feared or hated for some villainous deed. As his story continues, people are more likely to pay attention to the character’s crimes and perhaps even embellish descriptions of him or his scandals.
- Minor version: -1 Edge to any roll that directly involves his reputation. Locals will avoid him or generally do things to run him off. Recognizing someone with minor infamy is a Tricky APT test. Each success brings more information regarding that person’s frightening reputation.
- Major version: -3 Edge to any roll that directly involves their reputation in a nation-sized area. Locals will inform authorities, hide, or generally do things to prevent him from harming their community. Recognizing someone who is very infamous is a Simple to Average AP test. Each success brings more information regarding that person’s reputation.
- These bonuses are not cumulative with other gifts.
- These bonuses are cumulative with reputation specializations for the Circles skill.
- These penalties may become equal bonus when dealing with villainous characters or those who would approve of the character’s deeds.
The character is easily seduced or distracted by beautiful men or women.
- Any time one of these makes a pass, no matter how subtle or aggressive, the character must face a WP challenge to resit becoming completely enamored.
- Average: The seducer has the Flaw: Ugly or is playing very subtle.
- Tricky: The seducer is attractive or is being aggressive.
- Difficult: The seducer is very attractive or being completely candid in what she wants.
- Formidable: The seducer has Gift: Beauty of Legends.
Some wounds never heal quite right. This flaw represents a wound or injury that for some reason tends to reoccur on a regular basis, such as a bad back, a bone that slips out of join, a kneed with torn cartilage, and so on.
- Whenever that part of the body is stressed or injured in a different way, the character faces a HT challenge.
- Minor version: The injury is moderately painful when it flares up. A ripped muscle or joint that tends to sprain easily as a result of an early injury. The HT challenge is Average to Tricky.
- Major version: The injury is severely painful when it flares up. A hip or shoulder that slips out of its socket, a back that gives out. The HT challenge is Difficult to Formidable.
- If the character fails the challenge he suffers an additional wound that heals normally.
- Minor version: Level 1 Wound Shock 2, Pain 1, BL 0.
- Major version: Level 3 Wound Shock 8, Pain 2, BL0
Many seidhe are only 3 or 4 feet tall. Birth defects result in dwarfed humans no taller than children.
- A little characters reach is effectively reduced by -1 step. This also applies to fighting unarmed (Hand -1, Hand -2).
- The character has a difficult time intimidating others. He suffers negative Edge for most Intimidation challenges.
- The character may find it easier to hide. He enjoys Edge for most Stealth challenges and archers gain a -1 Edge to hit him.
- Human midgets face unfair prejudice by human society.
The character has earned the enmity or hatred of another.
- A nemesis actively works for the ruin of the character.
- Minor version: The nemesis has resources and skills no greater than the character though he may have more contacts. The minor nemesis works for the ruin of the character’s reputation and fortune but does not actively seek his life unless the conflict is escalated.
- Major version: The nemesis has resources, skills, and contacts far greater than the character. The major nemesis actively works for the complete ruin or murder of the character. The major nemesis needs little excuse to kill the character, his friends, and loved ones.
The character weighs significantly more than average for his height and is constantly burdened by additional encumbrance.
- Minor version: Obese characters suffer from additional Fatigue. When determining how many rounds before the character acquires fatigue, subtract an additional 1.
- Major version: Subtract an addition 2 and also subtract 1 from MOV.
- See Blood & Iron: Complications for more information.
Some people just don’t know or care when they’re wrong or outmatched.
- This flaw should be played to the hilt in order to earn Drama points.
- Opponents can use this flaw against the character when taunting or ridiculing.
- Minor version: The character cannot be humble or admit defeat if there is any other way out.
- Major version: The character cannot accept defeat or that he is every really wrong.
- To stand down requires a WP roll. Raise the challenge one step for those with the major version of the flaw.
- Average: Admitting fault to a friend or ally.
- Tricky: Apologizing to someone in a higher station in life. Giving up on a duel or contest after being taunted. Surrendering to someone clearly better.
- Difficult: Admitting incompetence to someone in a lower social class. Surrendering to an equally matched foe.
- Formidable: Apologizing to enemies. Surrendering or retreating from a foe who is obviously not as skilled.
Even the proudest and strongest warrior may find he cannot stand against the dark faces of specters, and even kings of great hosts might scream when they see a serpent coiled around their foot. For whatever reason the character with this flaw is deathly afraid of something – closed spaces, open spaces, the darkness, light, snakes, rats, the sight of blood, spirits, or even magic. Characters can also acquire this flaw through failing a Steel challenge.
- Minor version: When in the presence of the thing he fears the most, the character feels sick and weak and suffers a -1 Edge.
- Major version: When in the presence of the thing he fears the most, the character can’t help but shiver, whimper, and go pale. They suffer a -3 Edge during these times.
The character finds it difficult to control his own actions when frustrated or under pressure. Such characters go berserk, lashing out physically or verbally to anyone or anything. Like with Minor Flaw: Bad Temper, the character feels the need to immediately and violently act out against the source of his frustration.
- Keeping cool: If the character does not want to enter into the Berserk state, they must face a WP challenge. If he is able to get away from the source of his frustration, he has an Edge bonus to this roll. If he is attempting to come out of his Berserk state, this roll may be extended.
- Average: The character is bitten by a dog while feeding him.
- Tricky: With little time the character can’t get the door opened.
- Difficult: Dramatically taunted or ridiculed by an opponent.
- Formidable: To come out of a rage (Extended challenge).
- Berserk state: If they cannot or choose not to distance themselves from the source of their frustration, they enter into a state of Berserk.
- +1 ST and +1 TO for the duration.
- In combat character must always throw red for initiative.
- In combat character must spend all CP dice every round.
The character has something he needs to keep hidden, something that will cause him a great trouble if revealed. Perhaps he has a past crime or hidden aspect of his identity.
- Minor secrets might include the other half of half-truths such as a character’s true intentions or his minor role in a scandal.
- Major secrets turn allies into enemies and give rivals the upper hand in defeating the character. These secrets might include a would-be noble’s true common origins or the fact that a hero’s father is actually a hated villain.
- Revealed secrets convert into other flaws twice their severity.
- Other alternative penalties include
- Losing appropriate gifts. For example, a character may lose his Allies or Good Reputation after a dark or unheroic secret is revealed.
- Character with high social class may lose ranks and wealth. For example, a Landed Noble whose dark crimes against his liege are revealed may become Lesser Noble (minor) or even High Freeman (major).
The character has a problem sleeping.
- Minor version: The character needs 10-12 hours of sleep a day to feel comfortable and recover from Fatigue and Strain. Alternatively, the character has difficulty sleeping and spends much of the night tossing and turning.
- Major version: The character is an extremely light sleeper. Through he might make a good guard, he often suffers from severe fatigue. Without the aid of drugs, drink, meditation, or magic, the character cannot sleep in noisy areas such as war camps or busy streets. A poor night of sleep results in a -1 Edge to all rolls for a day. This penalty is cumulative until the character gets a night of tolerable rest.
Through a twist of fate the character was born with or developed some form of stigma, such as a birthmark, skin lesion of unusual shape or color, scars in unusual positions, hair growing in an atypical place, or some other minor physical deformity. Whatever it is, it bears some meaning to those who are overly superstitious or religious.
- Minor version: The flaw can be easily covered or holds only slight negative connotations to those who notice it resulting in -1 Edge.
- Major version: The flaw is in a noticeable location such as on the face or hands or holds a high degree of significance to those who recognize it resulting in a -3 Edge or worse penalty and perhaps even hostility.
More than is normal for his community, the character puts a lot of trust in superstitious beliefs. He is careful to never curse in the wind, sees omens in every little thing, and follows a hundred other little behaviors that set him apart.
- Around those who are similarly minded but not as superstitious, this flaw inflicts -1 Edge for challenges where the character’s superstitious nature becomes apparent.
- Around those who follow a different religion, this flaw may inflict -2 Edge.
Each person has his own demons, and the character with this flaw has yet to come to terms with his. The character is haunted by demons of guilt and self-doubt from a past failure or crime. Characters can also acquire this flaw through failing a Steel challenge.
- The character suffers from flashbacks, nightmares, and constant guilt.
- No more than once per session the character must pass a WP challenge to activate any Spiritual Attribute other than Destiny or Doom when confronted with something that deals with his tormented nature.
- Minor version: The WP challenge is Average to Tricky.
- Major version: The WP challenge is Difficult to Formidable.
The character picked up some bad habits when learning to fight. This flaw means the character gives fairly easy to read signals in combat.
- Any time the character uses Beat, Feint, Stop Short, or Toss maneuvers, he gains two fewer dice than normal. This may reduce the character’s gain to zero dice but not below.
- Additionally, anyone using style analysis gains a +1 Edge on their attempt.
Instead of avoiding trouble, the character actively looks for it.
- The character likes to get into and cause trouble – especially fights.
- The character never forgets an enemy and finds it hard to forgive those that cross him.
- To resist his natural inclination for mayhem, the character may attempt a WP challenge.
- Average: The character has the opportunity to make life difficult to any degree for those he doesn’t like.
- Tricky: An enemy taunts him to fight.
- Difficult: The character has the opportunity to make life difficult for those he hates.
Something about the character’s appearance bothers people, especially those of his own race.
- Minor version: -1 Edge to any roll that involves the character’s appearance.
- Major version: -3 Edge to any roll that involves the character’s appearance.
In the lands of Erd the bond is the most powerful force. The character who has taken a vow has formalized his vow through spiritual, religious, or magical means. Unlike Oath, a Spiritual Attribute, the vow flaw is a life-long behavior or abstinence. For example, a religious character may have taken a vow of poverty, celibacy, or silence.
- Minor version: The vow is inconvenient most of the time and disadvantageous occasionally. For example: ‘I shall not drink alcohol’ or ‘I shall never fight an unarmed enemy’.
- Major version: The vow is uncommon or strange and disadvantageous most of the time. For example: ‘I shall never say that which is untrue’ or ‘I shall not kill’.
- If a vow is broken, the character immediately gains the Forsworn flaw of equal severity until penance is made.