Caped Crusaders
Issue Four: Flaws

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Issue Four: Flaws

Quirks, Flaws, Foibles, weaknesses. Thos little chinks in the characters armor that makes even a Superman human. Flaws are optional though it is recommended that a character have One (1) flaw for every Four (4) super powers. Flaws my be chosen or rolled randomly from the following table.

 

01-5: Blind the character receives a -10 to his spot and search roles.

6-10: Deaf. The character receives a -10 to his listen and spot rolls.

11-15: Diminished Senses.  One or more of the characters senses are diminished so that he suffers for it. This results in a -5 to his spot roll and may also have other negative depending on what sense is affected.

16-20: Feebleminded. The character loses -2d6 points of INT (can not go below 3)

21-25: Berserk. The character has the Rage power but he has no control over when he goes into Rage (usually when he is wounded or angry). Each time the character is in combat he MUST make a WILL check at DC 20. If he fails he goes in to the Rage.

26-30: Mute. The character can not (or will not) talk. He gets a -10 to all CHA based skills that require verbal interaction.

31-35: Phobia. The character suffers an unreasoning fear of a specific item. Creature/situation. When ever encountering this object the character must make a WILL check at DC 21 or be overcome with fear and terror. Upon failing the save the character will either (roll 1d6) 1-3 run away in fear as fast and far as he can from the object or (4-6) fall down in to a crying, quivering heap.

36-39: Psychosis. The character suffers from some form of mental aliment. Perhaps they are Squeamish or a coward or only wear the color white or are just insane!

41-43: Missing limb. One (or more) of the characters limbs are missing. This results in a -4 to all combat roles for every missing limb.

44-45: Delusion. You suffer from an overpowering belief in something that is just not true. This delusion is all powerful and you believe it 100%, as well as always trying to convince others that your idea is the truth. No matter how absurd it is Honest guys, the alien toasters are trying to kill me.

46-50: No one likes you. Ther is just something about you that is just innately creepy and no one likes you. Fellow heroes, villains, and the press they all look at you with a disdainful eye.  No matter how high your charisma is you ALWAYS get negative reactions from NPCs.

51-55: Klutz. Receive a -2d6 to your DEX. Can not go below 3

56-60: Low Self Esteem.  Receive a -2d6 to your CHA> Can not go below 3

61-65: Wimp. Receive a -2d6 to STR. Can not go below 3

66-70: Special Requirement. You require something to remain active. Perhaps you need a special chemical to stay alive or must recite a mystic word to activate your powers or you can only eat tin foil. Whatever. You must meat this requirement to remain an active member of society. The GM will work out with you what the requirement is and how it affects your life if you dont have it.

71-73: Vulnerability. The character receives damage from a specific object/substance that is harmless to others (Aragonite). If within 5 of this substance all the characters powers will be at ½ effects and he will take 1d8 a round. If struck by this substance he will lose his powers for 1d6 rounds and take 1d10 points of damage.

74-75: Power Vulnerability. The characters powers ate ineffective against a specific substance/item. My powers can not affect the color blue

76-80: Sickly. Receive a -2d6 to CON. Can not go below 3

81-85: Foolish. Receive a -2d6 to WIS. Can not go below 3

86-90: Powerful Enemy. Someone does not like you. You have made an enemy of a powerful organization or one particular individual. At the beginning of each game session the GM will make you roll a CHA check vs. a DC of 20. If you fail the check the enemy has decided to do something this game session to make your life miserable.

91-95: Dependent NPC. You have an individual that is dependent on you. It could be your girlfriend, your butler, your sickly uncle, your annoying kid brother, your cat. Whatever, this NPC is always around making your life interesting and the bad guys are always using him/her as a hostage. Each game session the Gm will make you roll a CHA check vs. a DC 20. If you fail it, guess whos around.

96-99: Bad Luck. The Universe hates you. You receive a -2 to all skill checks and saving throws and once per game the GM can make you re-roll any one Die roll and take the worse of the two. Usually in times of extreme crises when a 20 is all that stands between you and certain embarrassment.

00: Weirdness Magnet.  My personal favorite (because I have it). This is not bad luck, just weird luck. Sometimes it will be good, sometimes it will be bad but it will always be extremely weird. Long sealed dimensional gates open when you walk buy them, the worlds only talking dog wants to tell you his problems, you always forget your keys, you win a haunted house in a contest, aliens kidnap your sister and use her in an intergalactic modeling contest, you are mistaken as the king of peruse. Stuff like that. There is no roll for this, whenever the Gm wants something silly to happen, it does. To you!

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