Unique Defects

Note: Unlike traits - defects can be added at any time.
If unique defect provides a Trait slot. Then you may fill that slot at the time you acquire it.
As with Traits - you may have only 1 General feat slot, 1 General Trait slot and 1 General Talent slot from defects.

Amputee

You are missing a limb.

Prerequisite: Your race must have a functional version of the selected limb.

Effect: 

Arm: The character cannot use ranged weapons that require two hands or two-handed weapons. The character takes a -2 on all charisma-based skill checks as society subconsciously dislikes such a thing. All checks and activities that rely on using two hands (such as use rope, handle animal) take a -5.

Leg: The character cannot gain the benefits of special boots or leggings that require both sides to be used. The character takes a -2 on all charisma-based skill checks as society subconsciously dislikes such a thing. All checks and activities that rely on using two legs (such as use balance, climb) take a -5.

Roleplaying Ideas: Was the limb lost for some reason after birth (possibly during game-play), or was the character born without it? Is the limb actually missing, or does it still hang limply from the characters body?

Losing a limb really is hindering. - You gain a Bonus feat but it cannot be related to physical combat or charisma related mechanics

Absent Swings

You take people down one step at a time. You never get that lucky hit.

Penalty: You receive a – 6 circumstance penalty on attack rolls made to confirm critical hits.

+1 Bonus Feat

Animal Aversion

Them damn critters never seem to understand you.

Penalty: You get a -8 penalty on all Handle Animal skill checks. All animals start one step closer to hostile when dealing with you.

Benefit: Bonus Feat, Talent, or another trait slot. - As with any Trait/defect that is a Bonus general slot -> if you have hit the limit for such things you are forced to choose the other. If you have a general slot from defect types you cannot take the defect in question.

Frailty

You lack the endurance others have.

Prerequisites: Constitution less than 13

Penalty:

Cannot Take Toughness or Endurance Feats

You gain a -8 penalty on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks make to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. If you sleep in light armor you are fatigued the next day. If you sleep in medium or heavier armor you are exhausted the next day.

Benefit: Bonus Feat, Talent, or another trait slot. - As with any Trait/defect that is a Bonus general slot -> if you have hit the limit for such things you are forced to choose the other. If you have a general slot from defect types you cannot take the defect in question.

Magical Hydrophobia

Summary: Your body rejects water.

Detriment: Whenever the character comes in contact with water, they will sublimate into a silverish mist, taking one point of damage plus their constitution modifier for every turn they are exposed to water. If they are totally immersed, they take four points of damage plus their constitution modifier per turn.

Benefit: Characters with magical hydrophobia do not thirst, or require water at all. They gain the ability to detect water within 30', and foretell rain up to four hours in advance. A magical Hydrophobe may, later on, choose to spend 1 feat to gain the ability to repel water. To repel water, the character must make a Chakra Control check. If they succeed, water will be stopped 6" away from them, forming a dry bubble. While the character is repelling water, they cannot cast spells, or perform other actions that require concentration.

Merciful

Many times you don't have it in your heart to kill.

Effect: Whenever you or an ally you can see brings an animal, dragon, giant, fey, humanoid, magical beast or monstrous humanoid to below 0 hit points and dying, but not killed, you feel compelled to save that creature's life.

You are shaken until you or an ally makes a first aid check to stabilize that creature. If you or an ally willingly kills the creature, or you are otherwise unable to tend to it, you remain shaken for 1 hour and will hold the creature's death in your memory, haunting you on occasion.

Benefit: Bonus Feat, Talent, or another trait slot. - As with any Trait/defect that is a Bonus general slot -> if you have hit the limit for such things you are forced to choose the other. If you have a general slot from defect types you cannot take the defect in question.

Malformed Vocal Cords

In gaining the breath weapon, somehow your vocal cords were altered so that you speak in Draconic only and are hard to understand.

Prerequisite: anytime you would gain a permanent breath weapon.

Roleplaying Ideas: Unless you're able to communicate through a translator, you better hope you meet a lot of people who understand Draconic.

Effect: 10% spell failure with any spell with a Verbal Component (V), Cannot speak anything other than Draconic

Benefit: +5 to figure out what the spell's verbal components is in Draconic after learning a technique, 1 bonus feat

Night Blindness

Summary: Your night vision is horrible due to a birth defect.

Effect: A character takes double the normal penalties within darkness conditions. 

A character's darkvision/low-light vision is now cut in half (if they have it).

Benefit: Bonus Feat, Talent, or another trait slot. - As with any Trait/defect that is a Bonus general slot -> if you have hit the limit for such things you are forced to choose the other. If you have a general slot from defect types you cannot take the defect in question.

Obsessive-Compulsive Disorder

You have an unnatural obsession which you overcome by a compulsion.

Prerequisite: Must not be immune to charms and compulsions

Effect: You choose an obsession and a compulsion. Obsessions are usually something taboo or a fantasy of yours, such as desecrating temples or having sex with an archon. Compulsions are a subconscious way of overcoming your obsessions. Common compulsions would be sharpening your weapon after a battle or taking 20 tries to light a fire even if it's already lit. Compulsions don't have to be related to your obsession and must be something doable. You take a -2 morale penalty on saves vs. Charms or Compulsions and a -4 on saves vs. Charm or Compulsions related to your obsession/compulsion.

You may choose to resist your compulsion, but for every day you do, your save penalties increase by 1 and you feel anxiety, giving your attacks, skills, and saves a -1 morale penalty for every day you resist your compulsion.

Resisting a compulsion for long enough may cause you to crack and make you give in to your obsession. Every month you resist a compulsion, you take 1d2 wisdom damage.

Benefit: Bonus Feat or Talent - As with any Trait that is a bonus feat or talent -> if you have hit the limit for such things you are forced to choose the other. If you have a general talent and feat slot from defects you cannot gain another

Overconfident

Summary: You believe that nothing is beyond your ability. You can do it all. If you want to take on a Red Dragon solo, you'd believe you'd win. No doubts. Seriously.

Effect: If the character is ever challenged to an act or to battle, the character must make a Will save (DC 15 + character level) to back down.

If the character fails the challenge, they lose -2 on all rolls and checks due to personal embarrassment. This penalty is cumulative and will last until they successfully defeat whatever they were challenged by that caused the penalty.

These penalties are negated during a challenge.

Benefit: Bonus Feat, Talent, or another trait slot. - As with any Trait/defect that is a Bonus general slot -> if you have hit the limit for such things you are forced to choose the other. If you have a general slot from defect types you cannot take the defect in question.

Rage Against the Unliving

The defiance to natural order the undead bring with them cause you to fly into an feral rampage.

Prerequisite: You must be able to shift or rage.

Roleplaying Ideas:

An individual who is feral at heart will always find the undead a sick and twisted reflection of life, unworthy of existence and a defiler of all that is natural order.Some have a natural disposition which causes ferocious hatred rather than disgust and loathing, to which they feel compelled like a cornered animal to fight it with everything they have. Characters who have this animal compulsion to immediately attack the undead should have a particularly fierce mettle to them and an announced vehement hatred for things which break the cycle of life and death.

Effect:

When you encounter an undead creature, regardless of its friendliness to you or not, you must make a Will save (DC 10 + one half of your character level) or immediately enter your shift or rage and attack with intent to kill the creature to the best of your ability. To avoid attacking the creature, you may increase the original DC by 2, however you will still expend your rage or shifting should you fail.

The original DC is lowered by 2 if the undead creature is non-hostile to you, and the DC can also be lowered by 5 if the creature is beyond your perceived ability to kill it.

If you can shift and rage, you must utilize both in addition to the previously listed portions of this flaw. If you cannot shift and cannot rage due to both abilities already being expended, you must pass a Fortitude save (DC 10 + half of your character level) or force yourself into a Forced Rage. When this forced rage ends, you are Exhausted until you rest for 1 hour, after which you become Fatigued.

Benefit: Bonus Feat, Talent, or another trait slot. - As with any Trait/defect that is a Bonus general slot -> if you have hit the limit for such things you are forced to choose the other. If you have a general slot from defect types you cannot take the defect in question.


Savage Attacker

You focus on attack over defending yourself.

Prerequisites: Race from non technological society (modern tech level or lower)

Penalty: You are unable to use the Fighting Defensively, Total Defense, or Aid Another actions.

Benefit: 1 Bonus Feat

Sight Fighter

When you cannot see your target you flail around and hope for the best.

Penalty: In melee, every time you miss because of concealment, you roll twice for your miss chance percentile dice. If you fail either of the rolls you miss.

Benefit: 1 Bonus Feat

Slow Shot

It takes a long time for you to aim a shot.

Penalty: You can never make more than one ranged attack in a round.

Benefit: 1 Bonus Feat

Soft

Less then perfect physical status.

Prerequisites: Constitution less than 13, Cannot Possess Toughness Feat.

Penalty: You lose 3 hit points. For every Hit Die you possess beyond 3, you lose an additional hit point.

Benefit: 1 Bonus Feat

Incomplete Training

This Defect requires GM permission. The character’s training and development in his or her class was not as extensive as it should have been.

The character does not gain one or more “Special” benefits associated with class progression upon gaining a new Rank. The Bonus returned by this Defect is equal to the perceived power of the abilities which is why GM permission is required.

Corruptible [Warning: this defect is extremely dangerous to yourself and others]

The character is easily led astray, even to the potentially fatal detriment of other party members.

Prerequisite: Any non-Good alignment

Effect: If the character is presented with an option to receive personal gain through an act (or failure to act), they must succeed at a Will roll at DC 10 + the Charisma mod of the offering individual +/- other modifiers (see below) or believe that it is a really good idea & go along with the plan to the best of their abilities. The save can be avoided if the player decides that his/her character would think it was a good idea anyway.

Benefit: Bonus Feat, +2 to all skill checks made to further the corrupt suggestion.

Normal: Characters (hopefully) do not shoot each other in the back just because someone promised them something shiny if they do.

Roleplaying Ideas: Ideal for the more morally grey characters, this flaw provides lots of scope for particularly evil DMs to set their players against each other.

An example would be a corrupt mage being asked to teleport a more heroic ally with a bomb into the chambers of a powerful enemy, in exchange for a being taught a newly-researched spell. Such an act would be of minor consequence to the corrupted character (-2), while being potentially lethal to both an ally (-8) & an enemy (+15), while the reward is something the corrupt character wants (+2) & cannot receive anywhere else

(x2) (17x2=34-10= 24+10 base DC = 34 +Cha modifier

Giving a total target number of 34 + the Charisma modifier of the one doing the asking.

Special: Modifiers

Reward

+/-0 The corrupt character is ambivalent about the reward.

+1 The character would like the reward, but it's nothing special.

+2 The character wants the reward.

+4 The character REALLY wants the reward.

x2 The character cannot get the reward from any other source.

Consequences

-2 The act is of minor consequence to the corrupt character.

-1 The act is of minor consequence to the target (ally).

+/-0 The act is of minor consequence to the target (neutral/enemy).

-3 The act is inconvenient to the corrupt character.

-2 The act is inconvenient to the target (ally).

+5 The act is inconvenient to the target (neutral/enemy).

-6 The act is dangerous to the corrupt character.

-4 The act is dangerous to the target (ally).

+10 The act is dangerous to the target (neutral/enemy).

-12 The act is potentially lethal to the corrupt character.

-8 The act is potentially lethal to the target (ally).

+15 The act is potentially lethal to the target (neutral/enemy).