Xeno-Flaws d6

Xeno-Flaws d6

Point ValueEffect
1Allergy: If the character is exposed to a fairly common substance(such as smoke from a fire, a particular food, sunlight, etc.), the character is stymied until the condition is removed. A character who is stymied loses his Wild-Die reroll during his next action phase. If he rolls the diceand gets a six on the Wild Die, he cannot re-roll. This counts for all Character pointsspent as well.
1Cultural ‘Allergy”: The same as above, but there is some socialsituation that will provoke the stymied effect (exposure to nudity, beingdisobeyed by an “inferior,” etc.)
1Metabolic Difference: The character needs more life support (air,food, etc.) than “normal” and will begin to take stun damage, and then wounds,after hours of malnutrition (example: the character must eat a meal every six hours or,every hour after the six are up, the character takes one stun that cannot be recoveredexcept by eating. After the character takes enough stun to go unconscious, he beginstaking 1 wound every hour until death).
1Minor Stigma: There is something that the character cannot do withoutperforming the “proper rituals” before or after (perhaps, if the character killssomeone, he or she must be “purified” at a temple, or maybe the character has anextremely strict code against lying, etc.).
1Sense of Duty : The characterfeels compelled to take certain actions out of a love of code or perceived duty tosomething else. The character may, at times, do things he finds morally questionable inorder to achieve a greater good. With “Sense of Duty” the character’s beliefs donot come into play very often.
2Alien Outlook: The character’s psychology prevents him or her frominteracting in a certain way (or several minor ways). Perhaps the character has absolutelyno sense of humor – or an incredibly bizarre one – or the character is, by nature, sostubborn that charm and persuasion are impossible for the character to comprehend (oneither side of the dice). Note that this should be a Compensation, not an Advantage. Thereare times when the Compensation may help the character, but it should not do so most ofthe time.
2Atmospheric Incompatibility: The character must take regularmedication or wear a breath filter when in “normal” (Human-type) atmospheres. Ifthe character does not, he or she takes one stun every minute until unconsciousness, andthen one Wound every ten minutes until death.
2Illiterate: A character can beconsidered “Illiterate’ for one of two reasons. The first is simply due to hisinability to read. The other reason is if he did not speak the local language (animmigrant arriving in a new country, an explorer among natives, a space traveller on astrange planet, etc.) These people may be extremely intelligent and well-read people, buthave difficulty exhibiting that in their new country.
2Nutritional Requirements: The character must ingest (or breathe) anelement not common to Human-norm foods (or air) and has physical problems (much like”Metabolic Difference,” only more severe) when the character cannot get thisrequirement. The character should be able to last a fairly long time without the element(a day or three, perhaps) but has a severe reaction when without it for long.
2Sense of Duty: The characterwith the “Sense of Duty” Compensation believes very strongly in something andwill attempt to persuade others of the rightness of his beliefs. His patriotism or loyaltyto an ideal plays a role in his day-to-day life.
2Vulnerable: Because of the character’s physiology (or perhaps,psychology) he or she has a severe weakness to one type of attack (example: the character takes extra damage from fire, electricity, impact, or etc. or opposed skill attempt, like Con or Interrogate ).
3Alien Understanding: Something makes the character”misunderstand” certain common situations. Perhaps he or she views persuasion astaunting or a common method of greeting as an attack. If the character sees oneinteraction for another, then apply the result points of the interaction on the othercolumn when it is used against the character. The character may “buy this off’ bylearning about the culture.
3Infection 1 (See AdvantageFlaws)
3Major Atmospheric Incompatibility: The character must wear anenvironment suit when in “Human” atmosphere or die of asphyxiation. Thecharacter requires special life support elements that may be fairly common but are not inHuman atmosphere (or the character requires the exclusion of certain elements).
3Major Vulnerability: The character will be seriously injured or dieif exposed to a particular substance that may be rare, but does not normally have thiseffect (large amounts of salt water; a certain type of normally harmless radiation; anelement usually found in Human food; etc.). The character takes a Wound every round he orshe is “exposed” to the element until the element goes away.
3Symbiosis 1: The character isbound symbiotically to another, drawing strength or energy from him. Symbiosis can beeither physical or mental. For every 100 meters by which one character is separated fromthe other, both lose -1 to either their physical Attribute totals or their mentalAttribute totals. If the character’s symbiote is killed, the character loses 1D pointsfrom the Attributes affected until he can convince another character to willingly bondwith him (the bonding process should be simple – like sharing blood – but it must be donewith willing participants).
4Code of Honor: There is something that would so disgrace, dishonor,and/or embarrass the character that death would be a preferable alternative. It should besomething that (hopefully) won’t come into play if the character can roleplay well(“losing a fight” is not really a good idea) and that the character may be ableto “correct” immediately after it has occurred. Perhaps the character servessomeone (either another character or a gamemaster character) and, if that character iskilled, he will suicide. Or, the character will never lie and, if he does lie by accident(by intent would break the code), suicide is the most likely option – unless atonement ispossible. Again, this is such a lethal Compensation that the character should not be”forced” into suicide or death options should always present themselves. Itshould make the character more interesting and more challenging to roleplay – not justdead.
4Kamikaze Code: There is something the character would more thanwillingly die to do. This may relate to another Compensation (such as “Pursued”or “Enemy”) or may just be some sort of strange outlook on life. Perhaps thecharacter has a mortal enemy that he or she would gladly die to kill (or maybe evendishonor), or there might be a task the character wishes to accomplish before death and,once it is accomplished, the character has no will to live. This Compensation must beplayed with care. While it does not mean the character will automatically kill himselfupon completion of “the mission,” the character might believe that he will (itmight even be out of the character’s control). But, if this obsession is roleplayedinterestingly over the course of several adventures, it can be “bought off’ at theclimax of the action.
4Lethal Vulnerability: The character has a violent reaction to afairly uncommon substance that, when he or she is “exposed” to it, can kill thecharacter. The substance should do at least 4 wounds every round the character is”exposed” to it until he or she is removed from the substance’s area of effector until the character is “treated” (example: a severe allergy to a bee sting -only moreso; a very severe physical vulnerability – like being hit on the head does extrawounds; etc.).
4Symbiosis II: Rules are the same as”Symbiosis I,” save that the character is bound both mentally and physically toanother, and will lose from both sets of Attributes if separated.

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