Defects
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Force
-1 (Weak Grip): You have Disadvantage on all checks to Grapple, Shove, or hold onto a ledge.
-2 (Atrophy): You cannot wield Heavy or Two-Handed weapons. If you attempt to break down a door or lift a heavy object, you automatically fail unless assisted.
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Presence
-1 (Uncouth): You suffer a Disadvantage on any attempt to romance or impress an NPC. You cannot Haggle.
-2 (Zero Gravitas): In combat, you cannot provide Flanking bonuses to allies, nor can you use the Help action. Enemies simply ignore your threat.
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Focus
-1 (Myopia): The normal range of all ranged weapons you use is reduced by 50%. You need reading glasses.
-2 (Tremors): Friendly Fire Risk. If you fire a ranged weapon into a melee and miss the target, you must roll a d20. On a 1 -5, you hit a random ally engaged in that melee.
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Frame
-1 (Sickly): You recover half the normal amount of Vitality (HP) during a any rest.
-2 (Hemophiliac): All external healing applied to you (Potions, Med-kits, Magic) operates at 50% effectiveness.
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Method
-1 (Clumsy Hands): Any outcome that requires a "Complex Action" (picking a lock, stabilizing an ally) takes two rounds instead of one.
-2 (Hazardous): If you roll a Natural 1 on a Method check (Crafting, Healing, Repair), the tool breaks, the bomb explodes, or the patient takes 1d6 damage.
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Discipline
DISCIPLINE (Will)
-1 (Jumpy): You have Disadvantage on checks against Fear or Intimidation.
-2 (Fragile Mind): Whenever you take Stress Damage (Mental HP damage), increase the amount taken by +2.
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Agility
-1 (Stiff): Moving through Difficult Terrain costs you 3 metres of movement for every metre (instead of the standard 2).
-2 (Vertigo): You cannot take the Dash or Disengage actions. If you are knocked Prone, it takes your entire movement speed to stand up (normally half).
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Intellect
-1 (Slow Learner): You have Disadvantage on checks to recall lore or history.
-2 (Luddite): You cannot use Scrolls, Tech-Decks, or Complex Gadgets. You are functionally illiterate regarding the setting's advanced knowledge (Magic or Science).
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Insight
-1 (Gullible): You automatically fail checks to detect lies told by NPCs with a higher Intellect/Presence than you.
-2 (Oblivious): During the First Round of any combat, you are considered Surprised (cannot act) unless you were the one who initiated the attack.
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Warding
-1 (Slow Guard): You suffer a -2 penalty to Initiative rolls. You are slow to get your guard up.
-2 (Open Target): You cannot benefit from Shields or the Dodge action. Your defensive instincts are non-existent.
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Guile
-1 (Heavy Breather): You have Disadvantage on all Stealth checks if you move more than half your speed.
-2 (The Beacon): You cannot benefit from the Hidden condition. Even if invisible or behind cover, you make enough noise or disturbance that enemies always know your approximate location.
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Instinct
-1 (Bad Omen): You start every session with 0 Luck Points. You must earn them via gameplay/flaws to get any.
-2 (The Jinx): Whenever you roll a Natural 1 on an attack or save, the GM gains 1 Luck Point. The GM can spend this point to force any player to reroll a successful check later in the session.