CS – Flaws System
The Flaws System allows you to add additional points to your skills list, while also serving to balance your character’s positives with some negatives.
All characters are required to take 1 major flaw per 20 skill and 1 minor flaw per 10 skill points.
You may gain a maximum of 5 additional skill points after you reach 60 skill points by taking 2 flaws (minor OR major) for every additional skill point desired.
You also gain 1 minor perk for every 3 flaws taken.
When you add flaws to your character sheet, make sure to add a sentence or so explaining how the flaw pertains to your character. That makes the sheets more personalized and interesting.
If you are a vampire or werewolf, please don’t overlook the mandatory flaws at the end of the list! Mandatory flaws do not count for required flaws (such as 1 major per 20 skill points), but do count for overall flaw counts (for extra points or perks).
Addiction / Habit
You have a vice or addiction that is hard to break.
You are a bit too old for combat or other physical activities.
Effect: -1 to any physical attack or effort.
You are severely allergic to some substance. This is no simple case of the sniffles. You are dangerously allergic and become severely ill or incapacitated when exposed to a certain substance. Be sure to include what substance you are allergic to.
You have anxiety. This can be a generalized condition which hinders you on a daily basis or can arise when confronted with certain stimuli.
Arrow to the Knee
You used to be a badass adventurer, you fought in wars, you rescued damsels in distress and drank the night away surrounded by fervent admirers. But an injury you were never able to recover from forced you to retire from adventuring early and now prevents you from doing so again.
You automatically fail all dice rolls involving vision. You cannot see-the world of color and light is lost to you.
You have been made the target of a bounty, and for you to return to your home is death. This flaw may count as two if your bounty is high enough to make going out in public at all risky.
You’ve done the dirty work for someone high up in a criminal or underworld hierarchy in the past. However, instead of granting you favor, your deeds have made you an embarrassment or a liability. For the moment, your former employer’s concern is to keep you quiet. In the long term, it’s to get rid of you.
Your youth and seeming inexperience cause problems for you both diplomatically and in combat.
Despite your best intentions, you are clumsy. You may trip, knock things over, or run into things a lot. Generally, this offends people, but can also put you at risk on a battlefield.
Effect: -2 to athletics and acrobatics rolls
You are often confused, and Tamriel seems to be a very distorted and twisted place. Sometimes you are simply unable to make sense of things. You need to roleplay this behavior all the time to a small degree, but your confusion becomes especially strong whenever stimuli surround you (such as when a number of different people talk all at once, or you enter a tavern with loud music).
You are wrought with illness or disease. Even worse, you can spread it to others. This flaw can count as two if the disease is fatal.
An enemy has managed to curse you with some sort of magical affliction.
You have been cursed by one of the Daedric princes. The nature and negative effects of the curse can range from hilarious to downright terrifying.
You are doomed to experience a most horrible demise or, worse, suffer eternal agony. No matter what you do, someday you will be out of the picture. In the end, all your efforts, your struggles, and your dreams will come to naught. Your fate is certain and there is nothing you can do about it. Even more ghastly, you have partial knowledge of this, for you occasionally have visions of your fate – and they are most disturbing. Though you can’t do anything about your fate, you can still attempt to reach some goal before it occurs, or at least try to make sure that your friends are not destroyed as well. This is a difficult Flaw to roleplay; though it may seem as if it takes away all free will, we have found that, ironically, it grants freedom.
Your dabbling in some sort of dark art has left you with an unmistakable sinister aura. Even casual conversation with others makes them uneasy. Your negative presence is extremely offputting and oppressive, especially when angered.
You have some sort of secret that, if uncovered, would be of immense embarrassment to you and would make you a pariah. This can be anything from having murdered an elder to having once been a member of an enemy order. While this secret weighs on your mind at all times, it will only surface in occasional stories. Otherwise, it will begin to lose its impact.
You cannot hear sound.
You have delved too far into a dark power and it has turned you into a decaying shell of your former self. Those who are not privy to the circumstance behind your appearance find you repulsive.
You have some kind of deformity – a misshapen limb, a hunchback or whatever – which affects your interactions with others and may inconvenience you physically.
Diabolic Master / Sire
Your sire/master is/was engaged in acts that could cause a tremendous uproar in your chosen society. She could be wantonly betraying your allies, or hunting down people or groups for unsanctioned revenge. Law enforcement is likely to come to you in order to discover your sire’s whereabouts, and they may not believe you if you tell them you do not know.
A hideous disfigurement makes you ugly and easy to notice as well as remember.
You broke some major law or creed at some point during your training, and though you have since partially made amends (enough to prevent yourself from being destroyed on the spot), your name still bears the stain of your misdeed.
You’ve angered one of the Divines, or at least one of their priests, and now you are going to have to suffer the consequences.
You’ve betrayed an organization at least twice now. While your abilities are desired, your inability to be trusted is not. You find that the benefits other employees receive are vast. You also having the creeping suspicion that you’re on the short list.
You have a poor constitution and tire easily. Roll a 10 sided die after every potentially exhausting action (such as each turn in combat) and keep track of each number rolled. When you hit 100, you are out of energy.
Someone in power doesn’t want you around. Maybe she wants territory you possess, or is jealous of the attention you’re getting from someone important–the details are irrelevant. What does matter is that she has the power to maneuver you into dangerous situations and has no compunctions about doing so.
You failed at something important, something that meant life and death. Someone else covered for your mistake, but holds the favor over you. Now you exist in fear that your error will be revealed. In the meantime, your “savior” takes pitiless advantage over you.
You have defected from the enemy’s side. You are naturally untrustworthy and generally disliked.
Whether by genetic disorder or ailment, your bones are brittle and break easy.
Hard of Hearing
All difficulties involving hearing are increased by two.
You have an unreasoning hatred of a certain thing. This doesn’t mean you simply dislike something, it means your hatred is all consuming and largely uncontrollable. You may hate species of animal, a class of person, a race, a color, a situation- anything. You constantly pursue opportunities to harm the hated object or to gain power over it.
You are haunted by a ghost that only you (and Mediums) can see and hear. It actively dislikes you and enjoys making your life miserable by insulting, berating and distracting you – especially when you need to keep your cool. It also has a number of minor powers it can use against you (once per story for each power): hide small objects; bring a “chill” over others, making them very ill at ease with you; cause a loud buzzing in your ear or the ears of others; move a small object such as a knife or pen; break a fragile item such as a bottle or mirror; trip you; or make eerie noises such as chains rattling. Yelling at the ghost can sometimes drive it away, but it will confuse those who are around you.
Through lack of education or as the result of a condition like dyslexia, you are unable to read or write.
You have no patience for standing around and waiting. You want to do things now and devil take the hindmost. Every time you are forced to wait around, you may go haring off on your own instead.
You are incapable of speech. Maybe your jaw has collapsed or you’ve been abandoned in the sewers for too long. Pointing, grunting, wheezing and wildly gesturing are all within your repertoire, but actually forming words is not. Along the same vein, you may be able to use words but in a thoroughly confusing manner.
You are not attuned to your natural aptitudes.
You have trouble getting to sleep at night, which means you often sleep deprived and exhausted during the day.
Your legs are injured or otherwise prevented from working effectively.
Somehow you’ve drawn the scorn of the local harpies, who make you their favorite and reflexive target. It’s harder for you to intimidate or persuade others.
Lost Loved One
Either through a falling out or death, you have lost a loved one in your past. This may be a spouse, a romantic interest, a parent, child or sibling, or perhaps a very close friend. The memory of them constantly haunts you and you are reminded of them quite often. This can interfere with relationships and day-to-day activities.
You’re insane, to the point where others notice within five minutes of speaking to you. Your insanity may provide an odd clarity, but good luck convincing others of this anytime soon.
You are susceptible to one or more forms of mind control, be it a vampire’s seduction or simple sorcery.
Effect: -4 to all forms of mind-influencing magic
An accident or injury has caused you to permanently lose sight in one eye, or the eye is missing completely. You can be easily blindsided.
Some accident or injury has left you missing a limb. You must function without the limb. (Note: That most instances involving limb loss, for the first year or so there will be complications with Phantom Limb / Phantom Pain, in which you may think you have control of, or feel pain from a limb that is not there.)
Your vocal apparatus does not function, and you cannot speak at all. You can communicate through other means -typically writing or signing.
You are generally inexperienced or sheltered. You know little about the outside world and it’s goings on.
You have an exaggerated and unshakable opinion of your own worth and capabilities-you never hesitate to trust your abilities, even in situations where you risk defeat. Because your abilities may not be enough, such overconfidence can be very dangerous. When you do fail, you quickly find someone or something else to blame. If you are convincing enough, you can infect others with your overconfidence.
You’ve got your fingers in too many pies, and people are starting to notice. You have too many cronies, too many retainers and too many influences, which means that a lot of people have a vested interest in trimming back your operations. These enemies take every opportunity to reduce your power and influence, and if that means lying, cheating or killing, so be it. Furthermore your enemies block every attempt you make to move into new areas of control. You’re boxed in, and the box is getting smaller.
You are overly suspicious of everything and everyone.
You have an irrational fear so overpowering that you are actively crippled when in its presence. Common objects of fear include certain animals, insects, crowds, open spaces, confined spaces, heights, and so on.
Effect: If you encounter the object of your phobia, you suffer -5 to all rolls while in its presence.
Lives paycheck to paycheck. Cannot afford much of anything, and often is required to borrow from others.
You are a walking mess of scars. Social interactions are incredibly difficult for you without a helmet on.
You are perpetually sick with some type of sickness, that can impede how your character performs in all situations.
You are well below average height, and have trouble seeing over high objects and moving quickly. In some circumstances, this will give you a concealment bonus.
You are easily angered. This is a dangerous flaw; don’t choose it without careful thought.
You are distinctly ill at ease when dealing with people and try to avoid social situations whenever possible. Don’t expect such a character to make a public speech.
You are obsessed with irrational thoughts and ideas which seem to affect your social interactions with others and your daily activities.
Your childhood is wrought with torture or warped morals. You have a distorted sense of normal because of this and will often look at “normal” families with disapproval or disgust.
Rage and passion constantly war in your soul. Perhaps you’re insane or just ill-tempered. Regardless, your friends, allies, and commanding officers find you hard to command.
Your character is not smart. At all.
Inept, but dealing with feats of skill.
You have poor mental resolve and thus hardly follows through with important decisions. Also, you are subject to attacks on your consciousness.
For whatever reason, one of your legs does not work as well as the other.
Though you do not forget such things as knowledges or skills, you do forget names, addresses, and when you last ate.
No driving goal or purpose in life.
You are mildly allergic to some substance. You get hives or sneeze and become quite miserable if afflicted by your chosen allergen. Be sure to include what substance you are allergic to.
You are unable to remember anything about your past, yourself or your family. Your life is a blank slate. However, your past may someday come back to haunt you.
You like the old ways, so much so that you find it hard to be around others that are either oblivious to them or view them as unnecessary.
You have no sense of smell or taste. Lacking one of your vital senses can put you at considerable risk, especially against poisons or against environmental hazards.
Your family, wealth, and/or upbringing makes you feel as if you are superior to those around you. This sense of entitlement means that others consider you rather difficult to be around. You expect things your way and you want them NOW.
For whatever reason, horses, guar, senche, and all other species of beasts of burden seem to hate you. Every single one of them ever born hates you. They won’t let you near them and they certainly won’t let you ride them. You must find other ways of getting around.
Your character does not know how to swim. This flaw can be fatal if your character falls in a body of water, especially when armored.
You can only see in black and white. Color means nothing to you, though you are sensitive to color density, which you perceive as shades of gray.
You have a psychological compulsion of some sort which can cause you a number of different problems. You compulsion may be for cleanliness, perfection, bragging stealing, gaming, exaggeration or just talking. This compulsion must be strong enough that you cannot control it and it becomes obstructive in some situations.
When you sleep, it is very difficult for you to awaken. Roleplay how you never seem to be on time when you have an appointment early in the evening.
You have a personal goal, which sometimes compel and directs you in startling ways. The goal is always limitless in depth, and you can never truly achieve it. It could be to get revenge, to eradicate the Fighters Guild single-handedly or rule a major land. Because you must work toward your goal, it will get you into trouble and may jeopardize other actions. Choose your driving goal carefully, as it will direct and focus everything your character does.
Whether your ego is deserved or not, it is impossible to deny. You think yourself above menial tasks and generally view yourself as more important than others.
You feel EVERYTHING incredibly strongly—the good, but especially the bad.
You have a dangerous enemy, or perhaps a group of enemies, who seek to harm you. You must decide who your enemy is and how you became enemies in the first place. A Thalmor, Ordinator, a monster hunter who discovered your secret, or any other powerful adversary cause the flaw to count as two.
You’ve targeted someone for death… and they got away. Worst yet, you can’t find them and fear they’re gone forever. If the enemy is powerful, this counts as a single flaw. If the enemy is weak or considered easy pickings, the flaw counts as two.
You used to be a slave, but are now free. Unfortunately, it is hard for ex-slaves to get respect or to adapt to free society, causing you to have to work twice as hard to prove yourself. On top of this, you bear any mental scars or insecurities from your time as a slave.
Once, you held near-absolute power in a sector, but those days are gone now. Perhaps you stepped down, perhaps you were deposed; it matters little in your reduced state. What does matter is that the leader in the group where you now dwell is aware of your prior employment, and has concerns that you might be trying to make a comeback.
Friends in High Places
You have connections that have elevated you to a position of status in your chosen faction or organization. However, you remain there by their grace alone. This may make you either beholden to your ally or a target of ridicule by others.
You simply cannot come to grips with the fact that you murder, pillage, or otherwise cause others to suffer. You suffer horrible guilt over each time you do said acts and try to avoid doing them as much as possible.
You are incapable of reproduction through conventional means.
You have an unreasoning dislike of a certain thing. This may be an animal, a class of person, a color, a situation, or just about anything at all, which may cause you to behave in a hostile way, but you can almost always control it if it’s needed.
While not necessarily unskilled or capable of accomplishing things, you tend to prefer not to expend the effort unless you absolutely have to.
You lack self-confidence and don’t believe in yourself.
You look similar to another person, and are mistaken for her, much to your chagrin. This individual’s allies will approach you and tell you things you do not want to hear, her enemies will attempt to do away with you, and others will treat you in odd ways. Ultimately you might be able to sort out things, but it will take tremendous effort.
You are known to be a snitch, an informer firmly planted in someone’s pocket. Those on whom you might yet inform loathe you as a result, feeding you misinformation when they can in an attempt to discredit you. Given the opportunity, they might do you mischief.
No, you don’t have sex with the dead, but you certainly enjoy their company. You are obsessed with dead bodies and “invite” them over to your domain. Your haven is tastefully decorated with severed and mutilated body parts of all kinds. You talk to your dead friends, dance with them, make art out of them and entertain frequently.
You are traumatized by something, and as such has crippling nightmares. You will require more rest than other characters or otherwise be tired during the day.
You have a bad reputation among an organization(s) of your choosing. This may be your own reputation, or it may be derived from your master/sire.
Someone you once cared deeply for is now with the enemy. He still attempts to play on your sympathies “for old times’ sake” while working against you. You most likely will not act against him unless the situation becomes life-threatening.
Many dream of greater glory beyond their means, but you actually strive for it. While there isn’t anything wrong with trying to elevate oneself, your goals simply are not realistic. Even at the best you could possibly be, you’d fall short of the skill, prowess, power or other necessary requirements to fill the role you seek for yourself. As such your striving and plotting has and always will be in vain, to your embarrassment or worse, the ire of your betters.
Pair or More
You have more than one lover. While you seem to be enjoying this, it’s possible that your significant others do not. This leads to stress and possible conflict down the road.
Your character does not enjoy the act of combat or killing.
You have absolute perfection in all things. Will anger easily if tasks are not completed to their high standards.
You have a fear of something that causes you to instinctively and illogically retreat from and avoid the object of your fear. Common objects of phobias include certain animals, insects, crowds, open spaces, confined spaces and heights.
You and your family are plebeians, you have been low cat for generations and it shows. You are uneducated, unattractive, and likely of below average intelligence. You have no real skills and no real education thanks to being born and raised in one of your faction’s lower socioeconomic classes.
You are pregnant. You’re fat, emotional, and relatively useless in combat situations. Have fun!
You think you know it all, and thus making you hard to deal with in social situations, especially arguments.
You cannot stand to watch others suffer-not necessarily because you care about what happens to them, but simply because you dislike the intensity of emotion. If you are the direct cause of suffering, and you witness it, you will experience nights of nausea and days of sleepless grief. You avoid situations where you might have to witness suffering and will do anything you can to protect others from it.
You have a stammer or some other speech impediment which hampers verbal communication. Do not feel obliged to roleplay this impediment all the time, but in times of duress or when dealing with outsiders, you should attempt to simulate it.
There is conviction of spirit, there is unshakable will, and there is just plain ornery. You fall into the last category. When your mind is made up, or when you are set on doing something, nothing can divert you.
Common to most slaves, past and present, as well as those with low self-esteem or an abusive past. Your character rarely ever stands up for herself, even when in the right, and is prone to being pushed around.
You have some sort of repetitive motion that you make in times of stress, and it’s a dead giveaway as to your identity. Examples include a nervous cough, constantly wringing your hands, cracking your knuckles and so on.
You are generally unsightly, even by your own race’s standards.
Inept, but dealing with educational knowledge.
You are unusually preoccupied with your physical appearance. You also probably have an inflated sense of self-importance and look down on those beneath you.
You have a score to settle. You are obsessed with wreaking vengeance on an individual (or perhaps an entire group), and make revenge your first priority in all situations.
You are sexually promiscuous. Often disrespected amongst your peers, you are also at high risk for obtaining disease.
You are often distrusting of anyone who is different from you.
In other aspects of your life you may be willing to listen to reason or compromise, but not in this. You are religious fanatic, yours is the only true faith and all must accept this, its rules and laws are absolute and any price must be paid to follow them to the letter.
You must take the flaws appropriate to your strain, but they do not count towards the required 1 flaw per every 10 skill points. They do count in your overall flaw count for extra skills and perks.
Burned by the Sun
It is impossible for you to go outside during the day. If sunlight touches you, you immediately start to burn and will burst into flame if you do not return indoors. Clothing cannot be used to ward against sunlight. (You take 1 damage each turn you are out in sunlight)
Burned in Divine Places
Iliac Bay vampires cannot stand to be on holy ground such as temples or land consecrated to one of the Divines. When on holy ground, the vampire feels crippling pain until away from the holy place. (1 damage each turn)
You can’t conceal your vampiric appearance; it is nearly impossible for you to pass as a mortal.
Divine Objects Vulnerability
Iliac Bay vampires lack resistances to divine objects. (You take x2 Damage from any successful attack from a holy weapon, depending on the severity of the weakness)
You have little to no natural resistance to fire and catch fire easily. (You either take +1 Damage or x2 Damage from any successful attack with fire, depending on the severity of the weakness)
Entering a state of sleep or torpor does nothing to regenerate your strength; only feeding can do so. (-1 To all rolls, other than damage done, unless you are well fed for your strain/affliction. For some this may be 24 hours and for others it may be 1 week.)
You are weakened by silver or silver augmented weapons or restraints. (You either take +1 Damage or x2 Damage from any successful attack from a silver weapon, depending on the severity of the weakness)
You cannot be healed by traditional medicine or restoration magic, and can only be mended by blood magic or necromancy.
Weakened by the Sun
You can go in the sun, but you lose the ability to use your vampiric powers and are weakened. You also recover from injuries extremely slowly. (You suffer from a -2 to all rolls except damage done while in the sunlight.)
You must take the following flaws if you are a thrall.
Addiction – Blood
As a thrall, you need to frequently drink your master’s blood, or else you gradually enter withdrawals.
A Man Chooses, A Slave Obeys
A thrall can only do half damage to his or her master unless compelled to do more by said master. Damage increases due to weakness apply normally. Likewise, a thrall will begin to take 1 point of damage each turn that he or she resists the command of his master.
You must take the flaws appropriate to your supernatural gift, but they do not count towards the required 1 flaw per every 10 skill points. They do count in your overall flaw count for extra skills and perks.
Though it does not necessarily happen every time you transform, you are prone to becoming entering a state of extreme bloodlust or rage that makes you unaware of damage you are sustaining. This can be brought on by rage, grief, or simply losing yourself to the beast. If this event is severe enough, it can cause you to suffer amnesia about what happened during your transformation. Mandatory for werebeasts. (50% chance per turn when a werebeast gets below 25% health)
You show some sign of lycantrophy in human form (strange eyes, sharp teeth, pointy ears, unusually bulky body, etc). OPTIONAL for werewolves.
You are easily weakened by poison. Mandatory for werewolves.
Your affliction makes it difficult for you to get a restful sleep and your dreams are often intense to the point of distraction. Mandatory for werewolves.
You are severely weakened by silver or silver augmented weapons or restraints. Mandatory for werewolves.
If your character has a brush with death, such as dipping to 0 HP or below, only to later be revived, it is mandatory they take one of the following death flaws. Roll a 1d12 to determine which flaw you get, and list it on your character sheet.
(Note, Coins for the Boatman can only be applied if you’ve died more than once, and vampires can’t be afflicted by Lame Reanimation. If you are ineligible for one of those and get it, just roll again.)
Newly embraced vampires also have the option of taking one of these flaws.
These flaws can be cured over time through RP and are not permanent unless you wish them to be.
1 – Chill Aura
A strange coldness permeates the air around you. You have heard how ghosts sometimes cause cold spots in rooms? That’s you now. In addition to this, you no longer feel the cold properly, though it still damages you.
2 – Coins for the Boatman
Even worse than dying once, you’ve died multiple times. This affects you in a way that you’re unaware of, if only because a part of you is left behind. Suffering death more than once and being brought back results in you losing parts of your memory or personality. You’re simply not the same. This affects your love life, professional relationships, and psyche, bringing into question what’s true and what isn’t.
3 – False Miracle
Your body was revived, but something was lost in transition with your mind. You are colder now, and a joyous reunion with a loved one may find you detached and remote. You are as strong as ever, but your capacity to feel emotion has been severely diminished thanks to your brief time in the afterlife.
4 – Graven Image
Death did not wholly relinquish its grip upon you. Your body and spirit have returned, but your skin takes on an unhealthy pallor and your voice always seems flat and lifeless. In short, you look like a fresh corpse and can no longer properly convey your emotions, though you still feel them.
5 – Half In, Half Out
After your brush with death, you see things that aren’t there. Shadows of ghosts, spirits, or other entities that have been made aware of you now that you’ve crossed over to the other side. This has an eerie effect and will likely cause nightmares. Even worse, you can sometimes feel breath on the back of your neck or a hand brushing your arm or shoulder.
6 – Kindred Spirit
Other undead sense your connection with death. This sometimes confuses mindless or unintelligent undead, such as zombies, who may ignore you, believing you to be one of them. However, you also draw undue notice from spirits or other monsters who may sense something is not quite right with you.
7 – Lame Reanimation
You were brought back, or rather, most of you was. Unfortunately, the resurrection wasn’t perfect and one of your limbs no longer works. You are forced to take the “Lame” flaw along with this one. While Lame Reanimation is active on the character, both it and “Lame” count as two separate flaws.
8 – Life Review
You cannot get the moment of your death from your mind. It rears its head at inopportune times, as do other long-suppressed memories from the rest of your life. You feel as if half of you is in the present and half is reliving your life from… before. The good, but especially the bad.
9 – Medium
You have developed a sudden ability to see spirits. These entities may be peaceful or extremely malevolent. Unfortunately, they will rarely go away if you simply ignore them, and will typically linger until you either help them or find a way to banish them.
10 – Night Terrors
You experience such severe night terrors that you often wake in the dead of night screaming. You can never quite remember your dreams, but they leave you with a lingering sense of foreboding. Over time, you develop an unnatural fear of shadows.
11 – Reaper’s Plan
Being rescued from death has stolen you away from the clutches of the harvester. Perhaps it’s just bad luck, but it seems that the odds are sometimes against you in situations involving life and death, like someone wants what was taken from them. When your health drops below 4, the next defensive roll you make is halved rounding down.
12 – Uninvited Guest
Everything went according to plan… or did it? You were brought back and seem to be in good health, but something seems to have come back with you. This results in you waking up in areas you didn’t fall asleep in. Dark whispers when you’re alone. And, perhaps eventually, full-on possession.