Regin34
CHYOA Guru
Personal Information:
Name:
Gender:
Race:
Religion: (Catholic, Muslim, Jude, Heretic)
Birthplace (Crown ofAragon, Kingdom of Castile, Kingdom of Leon, Kingdom of Navarre, Kingdom of Portugal, Almohad Caliphate)
Appearance/Pic:
Background:
Each ewents adds 3 years to character lifespawn.
Some events can be connected with each other, for example knights and monasteries can create path of Knights order.
Characters start their journey at age of 7 with no history and then are obligated to take at least 5 events to reach age 22. Also, you can’t become knight, before taking steps as squire. You keep equipment from all your events.
Childhood Events (Age 7–13)
d20 Event Effect
1 Orphaned by War Gain Flaw: Traumatized or Phobia (violence). +1 Awareness.
2 Noble Fosterage Spent years as a ward in a noble court. +1 Persuasion, +1 Prestige.
3 Temple Servant Assisted clergy; learn basic religious rites. Gain +1 Faith, +1 Literacy.
4 Raised by Nomads Gain +1 Riding, +1 Survival. May choose Nomadic tribe as culture.
5 Ran Away from Home Gain Flaw: Distrustful. +1 Sneak, +1 Awareness.
6 Street Urchin +1 Deception, +1 Pickpocketing, possible Flaw: Criminal Past.
7 Mentored by Artisan Choose a craft, +1 Crafting, gain simple tools.
8 Abused by Master Gain Flaw: Fear of Authority or Vengeful. Start with a concealed dagger.
9 Animal Companion Raised with a loyal pet. +1 Empathy, +1 Animal Handling.
10 Minor Miracle Witnessed Gain +1 Faith. May choose a minor religious gift or vision.
11 Saved Someone's Life +1 Reputation. Gain Ally (NPC).
12 Bullied Regularly Gain Flaw: Low Self-Esteem or Shy. +1 Endurance.
13 First Kill Killed an animal or person. +1 Combat Skill (any), gain Flaw: Guilt.
14 Romantic Infatuation Gain Flaw: Hopeless Romantic or Jealousy.
15 Learned to Read +1 Literacy, gain a personal diary or prayer book.
16 Mysterious Mentor Secretly taught by a heretic, assassin, or hedge mage. +1 Knowledge or +1 Stealth.
17 Gifted by Noble Start with a valuable item (ring, weapon, or horse).
18 Wounded in Fire Gain Flaw: Phobia (Fire). -1 Max HP, +1 Endurance.
19 Joined Militia Training +1 Combat Skill (your choice), start with padded armor.
20 Secret Affair (erotic) Had a forbidden or adult encounter. Gain Flaw: Romantic Obsession or Guilt. May start with secret NPC connection.
Teenage Events (Age 14–18)
d20 Event Effect
1 Battlefield Experience +1 Sword or Spear Combat, +1 Endurance. Gain Flaw: Nightmares.
2 Monastery Novice +1 Literacy, +1 Healing. Start with Bible and writing kit.
3 Fell in Love (romantic/erotic) Gain Flaw: Lustful Curiosity or Jealousy. NPC may reappear later.
4 Swore a Vow Choose vow: Silence, Celibacy, Honor. Gain bonus depending on vow.
5 Robbed and Left for Dead -1 Gold, +1 Awareness, Flaw: Paranoia.
6 Arrested or Imprisoned Gain Flaw: Criminal Past, +1 Intimidation.
7 Adopted by Guild +1 Crafting, +1 Reputation. Gain Artisan contact.
8 Explored Forbidden Ruins +1 Knowledge (Lore), +1 Curiosity or Madness.
9 Fell Under Bad Influence Gain Flaw: Addiction or Corrupted. Learn a vice skill (gambling, smuggling).
10 Duel Fought and Won +1 Weapon Skill, +1 Prestige. Possible enemy.
11 Apprenticed to Assassin Order +1 Sneaking, +1 Poison Use. May choose secret dagger.
12 Fasting and Visions +1 Faith, gain Religious Spell or Insight.
13 Almost Married Lost love or political match. Gain Flaw: Bitterness or Regret.
14 Survived a Plague +1 Endurance. May carry scars or have resistance to disease.
15 Seduced a Noble (erotic) Gain Flaw: Forbidden Desire or Reputation. +1 Persuasion or Deception.
16 Committed a Secret Sin Flaw: Haunted. Bonus: +1 to hide the truth.
17 Secret Training with Mercenaries +1 Melee Combat, +1 Intimidation.
18 Witnessed Execution Flaw: Misanthropy or Pacifism. +1 Willpower.
19 Knight’s Tournament Victory +1 Sword Skill, +1 Prestige, gain decorated armor.
20 Tempted by the Flesh (erotic/spiritual) Struggles with vow of celibacy or chastity. Choose: gain erotic flaw and +1 Charisma, or resist and gain Iron Will.
d20 Event Effect
1 Wounded in War Permanently -1 HP. Gain Flaw: Scarred or Nightmares. +1 Endurance.
2 Commanded a Garrison +1 Leadership, +1 Tactical Knowledge. Gain Respect (or Enemies) from soldiers.
3 Pilgrimage to Holy Site +1 Faith, gain access to unique religious miracle. May take Vow.
4 Inherited Land or Title Gain Property (manor, shop, vineyard). +1 Prestige. Gain Flaw: Bureaucratic Burden or Target of Envy.
5 Fallen From Grace Lost reputation or title. Gain Flaw: Disgraced. +1 Survival.
6 Forbidden Love Affair (erotic) Affair with married noble, rival priest, or enemy. Gain Flaw: Guilt, Obsessed, or Scandalized. NPC may reappear.
7 Captured and Enslaved +1 Endurance, +1 Willpower. Gain Flaw: PTSD or Hatred of Slavers.
8 Made a Pact with Shadowy Group Gain a secret resource (assassin contact, cult relic). Flaw: Corruption or Blackmail.
9 Public Duel +1 Combat Skill, +1 Reputation. May gain nemesis or legal consequences.
10 Healed a Village (physically or spiritually) Gain +1 Healing or Faith, and a village that honors your name.
11 One Night of Infamy (erotic or dark) A scandalous party or ritual changes you. Gain Flaw: Addiction, Lust, or Haunted. +1 Persuasion or Seduction.
12 Political Betrayal Backstabbed or exiled by ally. +1 Deception or Intrigue. Flaw: Paranoia.
13 Public Recognition Honored by royalty, church, or guild. Gain title or badge. +2 Prestige, gain Followers.
14 Joined a Secret Society Access to rare knowledge or protection. Gain +1 Lore. Flaw: Loyalty Oath.
15 Trained an Apprentice (or Squire) Gain an NPC follower or heir. +1 Leadership or Teaching.
16 Imprisoned for a Year +1 Awareness or Endurance. Gain Flaw: Criminal Record or Shame.
17 Affair with a Sorcerer/Sorceress (erotic) May grant magical gift or curse. Gain Flaw: Tempted or Bonded to Them.
18 Personal Crisis of Faith Choose to change religion or become atheist. Gain +1 Iron Will. May gain enemies or insight.
19 Lost a Child or Lover Gain Flaw: Grief, Guilt, or Vow of Vengeance. +1 Willpower.
20 Discovered a Hidden Truth (religious, magical, political) +1 Lore or Faith. Gain either a mystical gift or dangerous secret.
Perks:
Drawbacks:
But for balance and not best health condition in this period, the older your character get, the less health he gets. So, if he lived:
Belongings (Transferred to next of kin delivery upon death):
Gold: (1000 gold at start)
Armor: (Custom unarmored clothing at start)
Weapons: (Basic weaponry at start, with a type of your choosing, ie: Swords, spears, bows, crossbows, staffs, wands, etc.)
Equipment: (Basic tools, a compass and camping gear at the start)
Skills (Be honest!):
Combat Skills:
(Two points to spend, each point denoting +10 modifier to dice rolls involving that skill. Two points can be spent on the same skill to denote mastery. Sword fighting, bow combat, spears, etc are examples of combat skills)
Non-Combat Skills:
(Three points to spend, as above. Persuasion, Deception, Awareness, Crafting and Repair are examples of non-combat skills)
Spells/Abilities:
(Magic is connected with religions, so your character has to pray, give offerings to temples, in some cults sacrifices something. The deal is, for every spell comes cost, depending on desired effect )
Costs can be:
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Flaws (We all have 'em...):
General Flaws (Mechanically and Narratively Impactful)
Psychological / Personality
(Players have two flaw points to spend on their character. Flaws can be two regular negative traits, or a single, substantial character flaw that has a major impact on the character's life. Arrogance, impatience, shyness and misanthropy etc are examples of flaws. With both points spent, the player will be able to replace an item of default starting gear with a custom, superior version with a dice roll modifier.)
Name:
Gender:
Race:
Religion: (Catholic, Muslim, Jude, Heretic)
Birthplace (Crown ofAragon, Kingdom of Castile, Kingdom of Leon, Kingdom of Navarre, Kingdom of Portugal, Almohad Caliphate)
Appearance/Pic:
Background:
- Noble
- Merchant
- Peasant of the country
- Commoner of the town
- Nomad tribe
- Slave
Each ewents adds 3 years to character lifespawn.
Some events can be connected with each other, for example knights and monasteries can create path of Knights order.
Characters start their journey at age of 7 with no history and then are obligated to take at least 5 events to reach age 22. Also, you can’t become knight, before taking steps as squire. You keep equipment from all your events.
- Order of the monastery
- Novice (You receive ability to read and write. You get walking stick and tools to writing)
- Full pledged ( You gain knowledge of healing and speak latin. You get Biblie, medical kit and herbs)
- Abbot (With your prayers you can heal and more easily convice people to your faith. Also, you have monastery on your orders, library of science books.)
- Novice (You receive ability to read and write. You get walking stick and tools to writing)
- Order of the Nizarii
- Novice ( You gain skill of acrobatic and sneaking. You get grabbing hook, simple dagger and robes to sneaking )
- Assassin ( You gain skill of dagger fighting and using of poison. You get saber, leather armor and tools to create poisons )
- Grandmaster ( You gain access to secrets of the order and can command Nizarii. You get your own base, with library and loyal followers.)
- Novice ( You gain skill of acrobatic and sneaking. You get grabbing hook, simple dagger and robes to sneaking )
- Artisan
- Pupil ( You gain basic skills in craft of your master, and know how to cook. You gain bed, tools for craft and regular meals)
- Journeyman (You gain expert skill in craft, as part of militia you can use crossbow. You gain dagger, your own room and payments)
- Master (You gain mastery in your craft, you own your own workshop and you have voice in the guild)
- Pupil ( You gain basic skills in craft of your master, and know how to cook. You gain bed, tools for craft and regular meals)
- Knighthood
- Page (You gain skill in horse riding and basic repairs of armor and weapon. You get simple dagger for self defense and spear)
- Squire ( You gain skill in melee fighting and wrestling. You get short sword, crossbow with ammo and simple gambeson)
- Knight ( You get skill in horse fighting, have under your command squire and pages. You get battle horse, chainmail, helmet, longsword and shield )
- Page (You gain skill in horse riding and basic repairs of armor and weapon. You get simple dagger for self defense and spear)
- Guild (it is connected with Artisan)
- Lower member ( You get security in time of needed and participated in cost of fixing town)
- Patriarchate (You got voice in the council on what it should be spent funds and you can be choosen as representative)
- Lower member ( You get security in time of needed and participated in cost of fixing town)
- Mercenary
- Footmen (You gain skill in melee fighting and basic repairs of weapon and armor. You get spear, shield and dagger)
- Sergeant ( You gain skill in commanding small group and perception. You get helmet, gambeson and sword)
- Horseman ( You gain skill in horse riding and horse fighting. You get horse, long spear, chain-mail, battle axe
- Commander
- Footmen (You gain skill in melee fighting and basic repairs of weapon and armor. You get spear, shield and dagger)
- Banker
- Clerk – Gains basic financial knowledge, bookkeeping tools.
- Financier – Can issue loans and access guild funds.
- Bankmaster – Owns a bank, has bodyguards, assets, and political influence.
- Clerk – Gains basic financial knowledge, bookkeeping tools.
Childhood Events (Age 7–13)
d20 Event Effect
1 Orphaned by War Gain Flaw: Traumatized or Phobia (violence). +1 Awareness.
2 Noble Fosterage Spent years as a ward in a noble court. +1 Persuasion, +1 Prestige.
3 Temple Servant Assisted clergy; learn basic religious rites. Gain +1 Faith, +1 Literacy.
4 Raised by Nomads Gain +1 Riding, +1 Survival. May choose Nomadic tribe as culture.
5 Ran Away from Home Gain Flaw: Distrustful. +1 Sneak, +1 Awareness.
6 Street Urchin +1 Deception, +1 Pickpocketing, possible Flaw: Criminal Past.
7 Mentored by Artisan Choose a craft, +1 Crafting, gain simple tools.
8 Abused by Master Gain Flaw: Fear of Authority or Vengeful. Start with a concealed dagger.
9 Animal Companion Raised with a loyal pet. +1 Empathy, +1 Animal Handling.
10 Minor Miracle Witnessed Gain +1 Faith. May choose a minor religious gift or vision.
11 Saved Someone's Life +1 Reputation. Gain Ally (NPC).
12 Bullied Regularly Gain Flaw: Low Self-Esteem or Shy. +1 Endurance.
13 First Kill Killed an animal or person. +1 Combat Skill (any), gain Flaw: Guilt.
14 Romantic Infatuation Gain Flaw: Hopeless Romantic or Jealousy.
15 Learned to Read +1 Literacy, gain a personal diary or prayer book.
16 Mysterious Mentor Secretly taught by a heretic, assassin, or hedge mage. +1 Knowledge or +1 Stealth.
17 Gifted by Noble Start with a valuable item (ring, weapon, or horse).
18 Wounded in Fire Gain Flaw: Phobia (Fire). -1 Max HP, +1 Endurance.
19 Joined Militia Training +1 Combat Skill (your choice), start with padded armor.
20 Secret Affair (erotic) Had a forbidden or adult encounter. Gain Flaw: Romantic Obsession or Guilt. May start with secret NPC connection.
Teenage Events (Age 14–18)
d20 Event Effect
1 Battlefield Experience +1 Sword or Spear Combat, +1 Endurance. Gain Flaw: Nightmares.
2 Monastery Novice +1 Literacy, +1 Healing. Start with Bible and writing kit.
3 Fell in Love (romantic/erotic) Gain Flaw: Lustful Curiosity or Jealousy. NPC may reappear later.
4 Swore a Vow Choose vow: Silence, Celibacy, Honor. Gain bonus depending on vow.
5 Robbed and Left for Dead -1 Gold, +1 Awareness, Flaw: Paranoia.
6 Arrested or Imprisoned Gain Flaw: Criminal Past, +1 Intimidation.
7 Adopted by Guild +1 Crafting, +1 Reputation. Gain Artisan contact.
8 Explored Forbidden Ruins +1 Knowledge (Lore), +1 Curiosity or Madness.
9 Fell Under Bad Influence Gain Flaw: Addiction or Corrupted. Learn a vice skill (gambling, smuggling).
10 Duel Fought and Won +1 Weapon Skill, +1 Prestige. Possible enemy.
11 Apprenticed to Assassin Order +1 Sneaking, +1 Poison Use. May choose secret dagger.
12 Fasting and Visions +1 Faith, gain Religious Spell or Insight.
13 Almost Married Lost love or political match. Gain Flaw: Bitterness or Regret.
14 Survived a Plague +1 Endurance. May carry scars or have resistance to disease.
15 Seduced a Noble (erotic) Gain Flaw: Forbidden Desire or Reputation. +1 Persuasion or Deception.
16 Committed a Secret Sin Flaw: Haunted. Bonus: +1 to hide the truth.
17 Secret Training with Mercenaries +1 Melee Combat, +1 Intimidation.
18 Witnessed Execution Flaw: Misanthropy or Pacifism. +1 Willpower.
19 Knight’s Tournament Victory +1 Sword Skill, +1 Prestige, gain decorated armor.
20 Tempted by the Flesh (erotic/spiritual) Struggles with vow of celibacy or chastity. Choose: gain erotic flaw and +1 Charisma, or resist and gain Iron Will.
d20 Event Effect
1 Wounded in War Permanently -1 HP. Gain Flaw: Scarred or Nightmares. +1 Endurance.
2 Commanded a Garrison +1 Leadership, +1 Tactical Knowledge. Gain Respect (or Enemies) from soldiers.
3 Pilgrimage to Holy Site +1 Faith, gain access to unique religious miracle. May take Vow.
4 Inherited Land or Title Gain Property (manor, shop, vineyard). +1 Prestige. Gain Flaw: Bureaucratic Burden or Target of Envy.
5 Fallen From Grace Lost reputation or title. Gain Flaw: Disgraced. +1 Survival.
6 Forbidden Love Affair (erotic) Affair with married noble, rival priest, or enemy. Gain Flaw: Guilt, Obsessed, or Scandalized. NPC may reappear.
7 Captured and Enslaved +1 Endurance, +1 Willpower. Gain Flaw: PTSD or Hatred of Slavers.
8 Made a Pact with Shadowy Group Gain a secret resource (assassin contact, cult relic). Flaw: Corruption or Blackmail.
9 Public Duel +1 Combat Skill, +1 Reputation. May gain nemesis or legal consequences.
10 Healed a Village (physically or spiritually) Gain +1 Healing or Faith, and a village that honors your name.
11 One Night of Infamy (erotic or dark) A scandalous party or ritual changes you. Gain Flaw: Addiction, Lust, or Haunted. +1 Persuasion or Seduction.
12 Political Betrayal Backstabbed or exiled by ally. +1 Deception or Intrigue. Flaw: Paranoia.
13 Public Recognition Honored by royalty, church, or guild. Gain title or badge. +2 Prestige, gain Followers.
14 Joined a Secret Society Access to rare knowledge or protection. Gain +1 Lore. Flaw: Loyalty Oath.
15 Trained an Apprentice (or Squire) Gain an NPC follower or heir. +1 Leadership or Teaching.
16 Imprisoned for a Year +1 Awareness or Endurance. Gain Flaw: Criminal Record or Shame.
17 Affair with a Sorcerer/Sorceress (erotic) May grant magical gift or curse. Gain Flaw: Tempted or Bonded to Them.
18 Personal Crisis of Faith Choose to change religion or become atheist. Gain +1 Iron Will. May gain enemies or insight.
19 Lost a Child or Lover Gain Flaw: Grief, Guilt, or Vow of Vengeance. +1 Willpower.
20 Discovered a Hidden Truth (religious, magical, political) +1 Lore or Faith. Gain either a mystical gift or dangerous secret.
Perks:
- Strong
- Endurance
- Charismatic
- Beautiful
- Agile
- Iron Will
Drawbacks:
- Debt
- Bad influence
- Phobia
But for balance and not best health condition in this period, the older your character get, the less health he gets. So, if he lived:
- 22 years, he gets 2 skill points 8/8 HP
- 28 years, he gets 3 skill points 7/7 HP
- 34 years, he gets 4 skill points 6/6 HP
- 40 years, he gets 5 skill points 5/5 HP
Belongings (Transferred to next of kin delivery upon death):
Gold: (1000 gold at start)
Armor: (Custom unarmored clothing at start)
Weapons: (Basic weaponry at start, with a type of your choosing, ie: Swords, spears, bows, crossbows, staffs, wands, etc.)
Equipment: (Basic tools, a compass and camping gear at the start)
Skills (Be honest!):
Combat Skills:
(Two points to spend, each point denoting +10 modifier to dice rolls involving that skill. Two points can be spent on the same skill to denote mastery. Sword fighting, bow combat, spears, etc are examples of combat skills)
Non-Combat Skills:
(Three points to spend, as above. Persuasion, Deception, Awareness, Crafting and Repair are examples of non-combat skills)
Spells/Abilities:
(Magic is connected with religions, so your character has to pray, give offerings to temples, in some cults sacrifices something. The deal is, for every spell comes cost, depending on desired effect )
Costs can be:
- Sacrifice (e.g., animal, wealth, fasting)
- Prayer (time spent, public preaching)
- Rituals (location, rare items)
- Catholic: Battle Blessing – +10 morale to unit for 1 round; cost: fasting + mass.
- Spell: Divine Censure
Type: Holy Punishment
Effect: Target suffers wracking guilt and hallucinations of hellish visions.
Mechanics:
- Roll Willpower vs. target’s Resolve.
- On success, target suffers -10 to all actions for 1d6 rounds and must confess their sins (involuntarily speak of a recent moral failure).
- If a Heretic, Undead, or Demon: Also takes 1d6 holy damage.
- Prayer: Requires a public reading from the Vulgate Bible aloud (1 minute), invoking saints’ names.
- Ritual: Must burn blessed incense or hold a holy relic.
- Limitation: Can only be cast on those considered sinful (murderer, thief, heretic, etc.) by Church law.
Flavor:
"In the name of the One True Church, I reveal your rot before Heaven."
The priest’s voice echoes with thunder as unseen eyes burn into the sinner’s soul.
- Roll Willpower vs. target’s Resolve.
- Muslim: Call of Allah – Forces non-believers to make a morale check; cost: Praying eigth times a day and giving ten golds to temple
- Spell: Names of Power
Type: Spiritual Invocation
Effect: By invoking one of the 99 Names of God, the caster creates a temporary miracle.
Mechanics:
- Choose one of three Names (e.g., Al-Hakim (The Wise), Al-Muntaqim (The Avenger), Ar-Rahim (The Merciful)).
- Each grants a different 1-minute blessing:
- Al-Hakim: +10 to all Lore or Investigation rolls.
- Al-Muntaqim: Next attack becomes unstoppable (cannot be dodged or parried).
- Ar-Rahim: Fully heal one wound (self or ally).
- Al-Hakim: +10 to all Lore or Investigation rolls.
- Can only be cast during prayer or in a sacred place.
"By the Name that shaped the stars and softened Pharaoh's heart, I command this moment."
Golden calligraphy flares into the air, forming an ephemeral sigil above the caster’s brow. - Choose one of three Names (e.g., Al-Hakim (The Wise), Al-Muntaqim (The Avenger), Ar-Rahim (The Merciful)).
- Cost:
- Prayer: Must perform Wudu (ritual purification) beforehand and recite a full Surah.
- Offering: Give 10 gold to a mosque or poor.
- Ritual: Face toward Mecca, trace the Name being invoked in sand, ash, or ink.
- Prayer: Must perform Wudu (ritual purification) beforehand and recite a full Surah.
- Jewish: Song of David – Heals 1d4 HP for an ally.
- Spell: Seal of the Golem
Type: Protective Ward / Summoning
Effect: Animate a crude clay or stone guardian for a short time.
Mechanics:
- Takes 1 minute to inscribe the Shem (divine name) into clay or dust.
- Creates a Golem (STR 15, HP 20, Armor 3) for 10 minutes or until destroyed.
- Golem is mute, obeys one command, and cannot be healed.
- If the caster writes the word “אמת” (Emet - "truth") it gains +1 round duration.
"From dust you came, by the holy word you rise."
The air trembles as a crude face lifts from earth, eyes glowing with the light of old covenant fire. - Takes 1 minute to inscribe the Shem (divine name) into clay or dust.
- Cost:
- Ritual: Must spend 10 minutes inscribing a Shem (holy name) into a clay doll, rock, or dirt.
- Offering: Burn a page of commentary from a religious text (symbolizing knowledge sacrifice).
- Limitation: Cannot use again for 3 days unless done in a synagogue or holy site.
- Ritual: Must spend 10 minutes inscribing a Shem (holy name) into a clay doll, rock, or dirt.
Heretical / Pagan / Occult
Spell: Blood Gospel
Type: Sacrificial Magic / Forbidden Ritual
Effect: Drain health or vitality to empower oneself.
Mechanics:
- Sacrifice 1d4 HP (your own or another’s via knife).
- Gain: +2 to all physical stats for the next 3 rounds.
- If target is unwilling, must succeed on Melee or Dexterity vs. their Dodge.
- If used on a virgin, effect doubles but permanently taints caster with Stain of Damnation (increased chance of demonic encounter or divine wrath).
"He bled for power. Now I do the same."
The caster's voice echoes like a reversed prayer, and the spilled blood curls upward unnaturally.- Sacrifice 1d4 HP (your own or another’s via knife).
- Greater Power Cost:
- Using blood of a virgin, innocent, or cleric doubles the effect, but gives the Stain of Damnation:
- -5 to interactions with true believers.
- 10% chance of future Divine Retribution event.
- -5 to interactions with true believers.
- Using blood of a virgin, innocent, or cleric doubles the effect, but gives the Stain of Damnation:
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Flaws (We all have 'em...):
General Flaws (Mechanically and Narratively Impactful)
Psychological / Personality
- Arrogant – Refuses help; must make a Willpower test to back down.
- Impatient – Suffers penalties in long negotiations or rituals.
- Hot-tempered – Must pass a roll to avoid combat when provoked.
- Cowardly – Must pass a Courage check when facing serious danger.
- Prideful – Won’t accept mercy, surrenders, or humble conditions.
- Phobia (Fire) – Panic when near open fire.
- Phobia (Water) – Can't swim or sail; panic near deep water.
- Phobia (Crowds) – Suffers -10 to checks in cities or large groups.
- Claustrophobic – Penalties in caves, dungeons, or tight spaces.
- Heretic – Viewed with suspicion or hunted by religious groups.
- Criminal Past – Risk of arrest or bounty on your head.
- Ostracized – From noble society, religious order, or guild.
- Debt – Owes large sums; targeted by collectors or enforcers.
- Lame – Reduced speed or penalties in combat movement.
- One-eyed – -10 to perception or ranged attacks.
- Sickly – Max HP reduced by 1 permanently.
- Alcoholic – Must drink daily or suffer withdrawal penalties.
- Easily Swayed by Charm – Suffers -10 to resist seduction or flirtation attempts.
- Romantic Obsession – Fixated on a specific NPC or ideal lover; acts irrationally when they are involved.
- Exhibitionist – Drawn to showing off, even in dangerous or improper situations.
- Sensual Addict – Craves physical pleasure; must resist temptation or suffer distraction penalties.
- Forbidden Desires – Desires taboo or socially unacceptable romances; may cause scandal or guilt.
- Masochistic – Gains distraction or even calm in pain; suffers penalties to dodge but recovers faster from fear.
- Lustful Curiosity – Easily distracted by romantic or erotic experiences; -10 to concentration checks when aroused or flustered.
- Courtesan’s Past – Once worked in an erotic trade; can be a source of shame or leverage depending on company.
(Players have two flaw points to spend on their character. Flaws can be two regular negative traits, or a single, substantial character flaw that has a major impact on the character's life. Arrogance, impatience, shyness and misanthropy etc are examples of flaws. With both points spent, the player will be able to replace an item of default starting gear with a custom, superior version with a dice roll modifier.)
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