Not every species is defined solely by its strengths. Just as many possess remarkable natural abilities, they may also have inherent biological, physiological, or instinctive limitations that shape their evolution and culture. Species Flaws represent these inborn weaknesses, from unusual dietary needs and environmental dependencies to sensory impairments and instinctive behaviors. Like Species Talents, most Species Flaws are rated by Level, with higher Levels representing more severe limitations. Together, Species Talents and Species Flaws provide a balanced framework for creating distinctive, believable, and memorable species.
Allergy (1–5)
The character suffers an abnormal reaction to a specific substance or environmental condition that is normally harmless to others. Common allergens include certain foods, pollens, chemicals, smoke, sunlight, metals, or exotic compounds. The allergen should be determined when this Flaw is selected.
| Level | Effect |
|---|---|
| 1 | Exposure causes discomfort and distraction. The character suffers -1D to all actions while exposed. |
| 2 | As Level 1, and the character must succeed at an Easy Stamina test each round or become Stunned. |
| 3 | As Level 2, but the Stamina test is Moderate. |
| 4 | As Level 3, and each failed Stamina test also inflicts 1 Wound. |
| 5 | Severe allergic reaction. The character must make a Difficult Stamina test each round while exposed. Failure inflicts 1 Wound, and the character remains Stunned until the exposure ends. |
The effects of an Allergy persist only while the character remains exposed to the allergen. Removing the allergen or receiving appropriate treatment ends the reaction, though any Wounds suffered remain until healed normally.
Accelerated Metabolism (1–5)
The character’s metabolism consumes energy and resources at an unusually rapid rate. As a result, they require more frequent food, water, oxygen, or other life-sustaining resources than most members of their environment. The exact nature of these requirements should be determined when this Flaw is selected.
| Level | Effect |
|---|---|
| 1 | The character requires roughly twice the normal amount of sustenance. Missing a meal or equivalent period of nourishment causes the character to become Stymied until adequately supplied. |
| 2 | The character requires frequent nourishment. Prolonged deprivation causes the character to become Stunned until their needs are met. |
| 3 | As Level 2, and each extended period of deprivation inflicts 1 Wound in addition to the normal effects. |
| 4 | The character has extreme metabolic demands. They become Stymied much sooner than normal, followed by Stunned, and then suffer 1 Wound for each additional period of deprivation. |
| 5 | The character’s survival depends upon constant access to specialized sustenance. Without it, they rapidly become Stunned and suffer 1 Wound at regular intervals until their needs are met or they perish. |
The exact interval before deprivation takes effect depends upon the creature’s biology and the type of sustenance required, as determined by the Game Master. This Flaw may represent an increased need for food, water, oxygen, heat, sunlight, radiation, or another naturally occurring energy source.
Atmospheric Incompatibility (1–5)
The character’s physiology is adapted to a specific atmospheric composition and cannot function properly in more common environments. They may require specialized breathing equipment, medication, environmental suits, or controlled habitats to survive outside their native atmosphere.
| Level | Effect |
|---|---|
| 1 | Unfamiliar atmospheres cause discomfort. The character is Stymied until provided with appropriate filtration, medication, or environmental support. |
| 2 | The character requires a respirator, breathing filter, or periodic medication. Without it, they become Stunned after prolonged exposure. |
| 3 | Without proper life support, the character becomes Stunned and suffers 1 Wound after continued exposure. |
| 4 | The character requires a sealed environmental suit or equivalent life-support system. Without protection, they suffer 1 Wound at regular intervals until removed from the hostile atmosphere. |
| 5 | The character cannot survive outside their native atmospheric conditions. Exposure to an incompatible atmosphere causes immediate physiological failure, inflicting 1 Wound each round until proper life support is restored or the character dies. |
The exact atmospheric requirements should be defined when this Flaw is selected. These may include unusual gas mixtures, atmospheric pressure, humidity, temperature, or the absence of substances commonly found in other environments.
Contagious (1–5)
The character carries a contagious biological, technological, magical, or supernatural condition that can be transmitted to others. The exact nature of the contagion, how it spreads, and the effects it has on those infected should be determined when this Flaw is selected. A Contagion should always create as many complications as benefits.
When the character exposes another creature to the contagion, make an opposed Strength test. The character adds the bonus listed below to the roll.
| Level | Effect |
| 1 | +1 to infection attempts. Transmission requires close or prolonged contact. |
| 2 | +2 to infection attempts. Transmission occurs through normal physical contact or minor injuries. |
| 3 | +1D to infection attempts. The contagion spreads readily through the chosen method. |
| 4 | +1D+1 to infection attempts. The contagion is highly infectious and difficult to contain. |
| 5 | +2D to infection attempts. The character is an extremely potent carrier capable of rapidly spreading the contagion. |
The contagion may transmit Talents, Species Flaws, Drawbacks, diseases, parasites, curses, nanites, mutations, or other effects appropriate to the setting. The exact effects and method of transmission must be approved by the Game Master.
Being Contagious often creates serious social consequences. The character may be feared, hunted, quarantined, or blamed for outbreaks, making this Flaw as much a narrative burden as a biological one.
Dietary Dependency (1–5)
The character’s biology depends upon a specific nutrient, element, compound, or food source not commonly available in most environments. Without regular access to this substance, the character’s health gradually deteriorates. The required substance should be determined when this Flaw is selected.
| Level | Effect |
|---|---|
| 1 | The required nutrient is uncommon but generally obtainable. Without it, the character becomes Stymied after an extended period. |
| 2 | The required substance is difficult to obtain. Prolonged deprivation causes the character to become Stunned. |
| 3 | As Level 2, but continued deprivation also inflicts 1 Wound at regular intervals until the dependency is satisfied. |
| 4 | The required substance is rare or difficult to manufacture. The character quickly becomes Stunned, followed by 1 Wound for each additional period of deprivation. |
| 5 | The character depends upon an extremely rare or exotic substance. Without it, they rapidly suffer 1 Wound at regular intervals until the dependency is satisfied or they perish. |
The exact period before deprivation takes effect depends upon the biology of the species and the rarity of the required substance, as determined by the Game Master. Examples include unusual minerals, rare plants, specialized proteins, radioactive isotopes, magical reagents, exotic gases, or other unique sources of nourishment.
Fragile Physique (1–5)
The character’s body is unusually fragile due to light bone structure, delicate tissues, brittle physiology, or other biological limitations. As a result, they are more susceptible to physical injury than most creatures of their size.
| Level | Effect |
|---|---|
| 1 | Reduce the character’s Damage Resistance Total by 1 against physical attacks. |
| 2 | Reduce the character’s Damage Resistance Total by 2 against physical attacks. |
| 3 | Reduce the character’s Damage Resistance Total by 1D against physical attacks. |
| 4 | Reduce the character’s Damage Resistance Total by 1D+1 against physical attacks. |
| 5 | Reduce the character’s Damage Resistance Total by 2D against physical attacks. |
Fragile Physique affects only physical damage. It does not reduce resistance to diseases, poisons, environmental hazards, or mental attacks unless those effects also inflict physical damage.
Impaired Sense (1–5)
One of the character’s natural senses is significantly less effective than normal. Choose a single sense when this Flaw is selected, such as Vision, Hearing, Smell, Taste, Touch, or another appropriate sense. The character suffers penalties whenever that sense is the primary means of perceiving or interacting with the environment.
| Level | Effect |
| 1 | Suffer -1 to skill tests that primarily rely on the chosen sense. |
| 2 | Suffer -2 to such skill tests. |
| 3 | Suffer -1D to such skill tests. |
| 4 | Suffer -1D+1 to such skill tests and become Stymied whenever the impaired sense is critical to the task being attempted. |
| 5 | Suffer -2D to such skill tests. When the impaired sense is essential, the character is Stymied until the situation changes or another sense can compensate. |
This Flaw may be selected multiple times, each time applying to a different sense.
Instinctive Aversion (1–5)
The character possesses a deeply ingrained aversion to a particular behavior, situation, object, or social custom. Whether rooted in instinct, evolution, or centuries of cultural conditioning, encountering the trigger causes significant discomfort and interferes with the character’s ability to function normally. The specific aversion should be chosen when this Flaw is selected.
| Level | Effect |
| 1 | When exposed to the trigger, the character becomes Stymied until they leave the situation or the trigger is removed. |
| 2 | As Level 1, plus the character must succeed at an Easy Willpower test to willingly remain in the situation. |
| 3 | As Level 2, but the Willpower test is Moderate. Failure also causes the character to become Stunned for one round. |
| 4 | The character must succeed at a Difficult Willpower test to resist the instinct. Failure compels them to avoid, flee, or otherwise react appropriately to the aversion. |
| 5 | The aversion is overwhelming. Unless there is no reasonable alternative, the character cannot voluntarily remain exposed to the trigger without extraordinary effort or a successful Heroic Willpower test. |
Examples of Instinctive Aversions include exposure to nudity, violating strict social taboos, being touched by strangers, confined spaces, open water, fire, certain colors or symbols, specific species, or other culturally or biologically significant triggers.
Stigma (1–5)
The character possesses a trait, appearance, heritage, belief, or reputation that causes others to distrust, fear, dislike, or discriminate against them. The exact nature of the stigma should be determined when this Flaw is selected and should be appropriate to the setting.
| Level | Effect |
| 1 | The stigma is uncommon but noticeable. The character suffers -1 to Persuasion tests involving first impressions or unfamiliar individuals. |
| 2 | The penalty increases to -2, and some individuals may refuse assistance or treat the character with suspicion. |
| 3 | The character suffers -1D to social interactions with those who recognize the stigma. Certain services, organizations, or locations may be unavailable. |
| 4 | The stigma is widely recognized and feared. The character suffers -1D+1 to most social interactions, and authorities or influential groups may actively discriminate against them. |
| 5 | The character is infamous or universally shunned. They suffer -2D to most social interactions, and many people refuse to associate with, shelter, or conduct business with them without exceptional circumstances. |
The effects of a Stigma depend upon the culture and circumstances. A stigma in one society may be meaningless—or even respected—in another.
Physical Instability (1–5)
The character’s body is inherently unstable, requiring frequent maintenance, regeneration, or reattachment of damaged tissues or body parts. Whether caused by decay, molting, brittle physiology, unstable nanites, or another biological process, this condition periodically interferes with normal activities.
| Level | Effect |
| 1 | Minor instability occasionally causes inconvenience. On a Critical Failure, the character becomes Stymied until they spend one action correcting the problem. |
| 2 | As Level 1, but correcting the problem requires one full round. |
| 3 | Whenever the character suffers a Wound or a Critical Failure, they become Stymied until they spend one round restoring or stabilizing themselves. |
| 4 | Major structural failures require three rounds of uninterrupted maintenance or reattachment. Until completed, the character remains Stymied. |
| 5 | The character’s body is highly unstable. Whenever they suffer a Wound or a Critical Failure, they immediately become Stunned and must spend three rounds stabilizing themselves before recovering normally. |
The exact nature of the instability should be determined when this Flaw is selected. Examples include rotting flesh, brittle crystal structures, molting exoskeletons, unstable nanites, detachable anatomy, or other forms of biological deterioration.
Symbiotic Dependency (1–5)
The character’s biology is permanently linked to another living creature. This symbiotic bond provides essential physical, mental, or emotional stability, and prolonged separation weakens both participants. The nature of the symbiosis should be determined when this Flaw is selected.
| Level | Effect |
| 1 | While separated by a significant distance from the symbiote, the character becomes Stymied. Reuniting immediately removes the effect. |
| 2 | As Level 1, but prolonged separation also inflicts -1D to one Attribute chosen when this Flaw is selected (Physical or Mental). |
| 3 | The penalty increases to -1D to all Physical or all Mental Attributes (chosen when the Flaw is taken). |
| 4 | The character suffers -1D to both Physical and Mental Attributes while separated from the symbiote. |
| 5 | If the symbiotic bond is permanently broken through the death or irreversible loss of the symbiote, the character suffers a permanent -1D to all affected Attributes until a new bond is established through extraordinary means determined by the Game Master. |
The exact distance before separation penalties occur depends upon the nature of the bond and should be established when this Flaw is selected. The bond may be biological, psychic, magical, technological, or supernatural in origin.
Gravity Adaptation (1–5)
The character’s physiology evolved under significantly different gravitational conditions than those commonly encountered. When exposed to unfamiliar gravity, the character’s movement, coordination, and physical performance are adversely affected. Choose either Low-Gravity Adaptation or High-Gravity Adaptation when this Flaw is selected.
| Level | Effect |
| 1 | The character is Stymied while operating in incompatible gravity. |
| 2 | Reduce the character’s Move by 2 while in incompatible gravity. |
| 3 | Reduce Move by 2 and suffer -1D to Athletics and Agility-based skill tests. |
| 4 | As Level 3, and suffer -1D to Strength-based skill tests and Damage Resistance tests. |
| 5 | Severe physiological incompatibility. Reduce Move by 3 and suffer -1D to all Agility- and Strength-based skill tests, as well as Damage Resistance tests while in incompatible gravity. |
The effects apply only while the character is operating in an environment whose gravity differs significantly from that of their native world. Specialized equipment, powered exoskeletons, gravitic compensators, or prolonged acclimation may reduce or eliminate these penalties at the Game Master’s discretion.
Vulnerability (1–5)
The character possesses a significant weakness to a specific substance, energy type, environmental condition, or form of attack. When exposed to this vulnerability, the character suffers greater effects than normal. The exact source of the Vulnerability should be determined when this Flaw is selected.
| Level | Effect |
|---|---|
| 1 | The character becomes Stymied while exposed to the chosen vulnerability. |
| 2 | The character suffers +1D additional damage from the chosen source. If the effect does not inflict damage, they become Stunned instead. |
| 3 | The character suffers +2D additional damage from the chosen source or 1 Wound if the source normally inflicts no damage. |
| 4 | The character suffers +3D additional damage from the chosen source or 1 Wound each round of continued exposure. |
| 5 | The chosen vulnerability is potentially fatal. The character suffers +4D additional damage or 1 Wound each round of exposure until the source is removed. |
Examples of vulnerabilities include fire, cold, electricity, salt water, silver, iron, sunlight, radiation, specific chemicals, magical energies, psionic effects, or other hazards appropriate to the setting. The chosen vulnerability should be uncommon enough to remain interesting without making the character unplayable.
