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Because they might prove usefull for someone... by ShadowSystems2012-06-02 08:54:33
  Character Sheet Templates. (n/t) by ShadowSystems2012-06-02 08:55:31
    Part 7.1: Flaws. by ShadowSystems 2012-06-02 09:20:53
Flaws:

In all Flaws, if the Character is in danger, under stress, duress, or Combat is imminent, the Flaw is ignored (if possible).
As soon as the situation is no longer stressfull, dangerous, or threatening combat, the Flaw takes hold with No Save.
For each Flaw taken, unless otherwise noted, gain One Bonus Feat (unless otherwise noted).

Attention Deficit Disorder: -5 Concentration, Hide, Move Silently, Search, Spot, & Sense Motive.
BiPolar: Every Hour, Roll D%; ~25 Depressed (-1 Morale penalty on All Rolls), 26~75 Normal (No change), 76~99 Happy (+1 Morale bonus to All Rolls), 00 Current Mood Doubles.
Blind: All Enemies have Total Cover & Concealment against you; auto-fail all Skills that require vision; Listen replaces Spot as a Class Skill; you gain 2 Feats instead of only 1.
Claustrophobia: if in an enclosed space with less than 5 feet on any two sides, Will save (DC 20) or be Confused 1d4 Rounds; if still in the space after the effect runs out, make another Will save, and the Confusion/Panick scale goes to the next level for another d4 Rounds; it keeps going up each time until either they leave the area voluntarily or screaming in Terror.
Compulsive Killer: Will Save (DC 20) to NOT end the life of the b7 that pissed you off; maybe not *right now*, but definitely before the sun rises again.
Compulsive Maniacal Laughter: Will save (DC 20) to NOT give an Evil laugh at the tops of your lungs & let everyone in earshot know you're Evil; if you Win, no prob; if you fail, -5 on all Cha Checks (except Intimidate +5) for 1d6 Minutes.
Compulsive Skinny Dipper: If the water's deeper than your hips, Will save (DC 20) to not strip naked & take a swim; if the water is tainted/dangerous or combat imminent, there's no urge.
Cultriphelia: see a bladed weapon, Will save (DC 20) or be Fascinated d4 Rounds; if it's for sale/trade you'll try to own it; if in combat, you'll fixate on that Enemy until you can take it.
Curious: Will save (DC 20) or investigate the interesting thing.
Cute Things Lover: Will Save (DC 10 + Target's ChaMod) or be Fascinated 1+(TCM) Rounds
Daredevil: Will save (DC 20) to NOT take the most dangerous route/action possible, even if it's illogical to do so; this especially applies to combat.
Defenstrative Urges: Will save (DC 20) to NOT push people off high places or out windows.
Directionless: If it's beyond Line Of Sight, you become hopelessly lost without a map & compass, or a Guide; you gain +1 Constitution from all the wandering you've done.
Disorganized: whenever drawing anything from a Pack/Pouch/Sack/etc, roll d20; ~49 you grab the item you wanted; ~99 you grab a random item instead; 00 & everything not strapped down or in a sealed container spills to the ground at your feet.
Ditzy: -2 to Int based Skill Checks, but any time you think of something OOC, INT save (DC 20) to have thought of it IN character.
Exhibitionist: Any time you meet new people, Will save (DC 20) to not strip naked until a LG person demands you reclothe yourself; make this check every morning; save if there are new people in a room you've just returned to; gain +2 CHA checks.
Fidgetophoric (you can't stand still & are twitchy): -5 to any Skill that requires concentration or for you to be relatively still (ex: Hide/MoveSilently); +2 Init, REF, & Dodge AC.
Greedy: Will save (DC 20) to NOT ask "What's in it for me?"; if there's no money/loot/favors in it, you're unlikely to accept the task/quest/duty; you will NEVER voluntarily give up your share of loot.
Gullible: This character will believe anything easily and takes a -5 penalty on all Sense Motive rolls.
Hallucinations, Benign: The character takes a -2 on all spot and listen checks.
Hallucinations, Helpfull: +4 Listen, Search, Spot, & Track
Hallucinations, Delusional: Every d4 Minutes, Roll d20; This # = the Will DC of the Illusion to Disbelieve it & NOT act like it's real; make a Will save (DC 20) to see through Illusion Spells/SLA's/Etc.
Hallucinations, Physical: Every d4Mins, Will (DC20) to ignore your imagination; the things can be detected by others as vaguely Etherial manifestations; roll Friendly/Hostile state; if you make the save, you can control them as an Unseen Servant spell for 1 Minute.
Hippopotomonstrosesquipedaliophobia: any time you hear a "big word", Will save (DC 20) or be Confused 1d4 Rounds; if 3 saves failed in a row, you become Panicked 1d6 Rounds.
Hopeless Collector: Will save (DC 20) or pick up your chosen item & add it to your "Sack O Stuff".
Idiocy: -4 to all INT skill checks; Illiterate but may spend 2 Skill Points to fix; any difficult mental work must Will save (DC 20) or leave the character Fatigued 1d12 Minutes.
Impatient: You can't Delay or Deferr your actions; -6 Hide & Move Silently; +2 Init, REF, Dex based Skill checks, & Dodge AC
Inattentive: considered FF for 1st Combat Round you don't start yourself; -4 Init (Min 1); -4 Search, Spot, & Track
Jerk: You're tactless, rude, & offensive; -4 to all CHA based Skill checks.
Kleptomania: Will save (DC 20) to not swipe the neat thing; if you Win by 5 or less, make another Save in 1 Round at DC +2 as you struggle to ignore The Shiny Thing.

((Continued))
[ Reply ]
      7.2: Flaws, continued. by ShadowSystems2012-06-02 09:23:11

 

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