Defects

  • A fantasy creature resembling an orc with a muscular, bald, grayish body, pointed ears, yellow teeth, and a fierce expression, holding a spear, standing on a rocky landscape with mountains in the background.

    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.

  • Superman-like superhero with a damaged blue suit and red cape, standing against a stormy sky with glowing orange energy rings surrounding him.

    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.

  • A woman dressed as a futuristic pilot or hacker wearing a red leather jacket and glasses, in a high-tech cockpit with holographic screens, inside a sci-fi city with neon lights and tall buildings at night, with flying cars and Japanese signs in the background.

    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.

  • A muscular man with tattoos standing in water with a fantasy landscape behind him, including glowing crystals and a colorful starry sky.

    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.

  • A man dressed as a wizard with long white hair and beard, wearing a cloak, holding a bow with colorful strings, seated outdoors in a forest clearing with trees and greenery in the background.

    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.

  • A woman wearing a black hat and coat is standing on a dimly lit street at night, looking at a small flame in her hand with a surprised and shocked expression.

    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.

  • A woman dressed as a futuristic superhero with glowing blue and red accents flying through a neon-lit city street with tall buildings and digital billboards.

    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).

  • A man in a suit and tie holding an open book with a surprised or confused expression on his face, in front of bookshelves filled with books.

    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).

  • A woman wearing a yellow sari stands between two lines of soldiers holding spears, appearing distressed or praying with her hands covering her face.

    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.

  • A shirtless man holding a large firearm in a snowy mountainous landscape.

    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.

  • A person dressed as a secret agent with a panther head costume, wearing sunglasses, a trench coat, and a hat, holding a sign that says 'Attention! Top Secret Business' while surrounded by a crowd of people taking photos and pointing, in an outdoor city square with confetti and a neon sign that reads 'Secret Agent Panther - Top Secret Stuff Here' with arrows pointing down.

    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.

  • A martial artist in a red gi demonstrating a pose with abstract fiery and cosmic effects in the background.

    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.