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Defects

4 min read

When creating their character, a player is assigned a flaw, either randomly or by choice. The GM can modify the result if the flaw seems unsuitable for the character or if the player considers it as too difficult to play with. We encourage you to create flaws that fit within the game’s setting.

Variations

You can give the players’ characters more or less flaws, or even none at all, according to the mood of the setting in which you want to play.

The table is used in the following way: rolling a first D6 will give you a range (first number before the slash), rolling a second D6 will give you a defect within this range (second number after the slash).

Table of defects
First D6 / Second D6Defect
1 / 1-2Wronged
1/3-4Shunned by technology
1/5-6Scars of war
2 / 1-2Code of honor
2 / 3-4Outlaw
2/5-6Enemy faction
3 / 1-2Sick
3 / 3-4Addict
3/5-6Obsessed
4 / 1-2Fetish
4 / 3-4Pacifist
4 / 5-6In debt
5 / 1-2Phobia
5 / 3-4Disabled
5 / 5-6Hot-headed
6 / 1-2Suicidal
6 / 3-4Branded
6 / 5-6Cursed by a god
Addict

You are addicted to a substance. Select it according to the setting. You need to consume some of this substance at least once a day. Otherwise, you lose 4 EP per day of abstinence and suffer a disadvantage in all your actions.

Cursed by a god

You have attracted the wrath of a powerful supernatural being. Choose which one according to the setting, and decide why. Once per session, the GM decides that one of your actions will automatically fail.

Shunned by technology

Using equipment more sophisticated than a simple mechanical object is impossible for you: objects will malfunction, batteries die, guns jam, etc…

Scars of war

Your parents or yourself are war veterans, and you bear the scars to prove it. This could manifest itself through post-traumatic stress (automatic failure during a scene that reminds you of the war), the reappearance of a child who accuses you of abandoning them, or hideous physical scars. At the GM’s discretion, another Defect can be imposed on you if it better simulates the effect of war on you (Disabled, Enemy Faction, In debt, etc.).

Code of honor

You follow a strict code of honor, the details of which to be determined with the GM. The GM can use this code to restrict your character’s actions.

Hot-headed

You react quickly, and are unable to stop once in a fight. Even if a fight is hopeless, you cannot flee.

In debt

You have a debt (of money, honor, whatever) and you must repay it. The GM can use this debt to assign your character a risky and unexpected mission.

Enemy faction

You are hated by the members of a specific faction. If one of them attacks you, they deal 1 additional point of damage each time they hit you.

Wronged

You were almost chosen by a god, a faction, or a people, but fate turned against you. You are envious of the chosen ones. You suffer a disadvantage in all interactions with important characters of the faction or those connected to the organization that wronged you.

Disabled

Your character cannot speak, cannot see, cannot walk, or has any other physical disability. The disability causes a disadvantage in all directly related actions.

Outlaw

You are wanted by an authority to punish you for your crimes. You are on the run and hiding your identity. If you fail a roll in an illegal activity, you will be identified and immediately chased by the authority searching for you.

Sick

You have contracted an illness and no doctor can heal it. You start each game session with 1 less EP.

Brand

Your skin is covered with a visible and identifiable mark revealing a part of your origins or past. People notice you more easily and won’t forget you. Discretion tests are automatic failures.

Fetish

Your character cannot be without an unusual and/or very bulky lucky charm, which will undoubtedly make you seem quite eccentric. You suffer a disadvantage on all your actions if you are not carrying your lucky charm.

Obsessed

You are obsessed with a subject of your choice. You suffer a disadvantage every time you research a different topic.

Pacifist

You refuse to use weapons or strike anyone who has not already attacked you. If someone attacks you, they automatically injure you on the first turn of combat.

Phobia of (frightening element)

You are afraid of something: the dark, spiders, etc. When you are confronted with the object of your fear, you suffer a disadvantage in all your actions until the source has disappeared from your sight.

Suicidal

In combat, you will do everything you can to attack the most powerful opponent. You suffer a disadvantage against all other opponents.