The list below includes all Weakness Features that function independently and are not purely flavor based. That means Weaknesses that assume the creature has other Features, and do not function otherwise, are not included.
Similarly, Weaknesses that are highly focused on the flavor of the clan they come from are left out. This section can be used both as a general reference of current Weakness Features and to help inspire new clans.
Anathema (-1 FP): Creatures interacting with [character name] or their actions find them abnormally suspicious, being reluctant to dismiss any suspicions and inclined to investigate. Creatures immune to mental tampering cannot be affected by this Feature.
Byslexia (-1 FP): [character name] has trouble reading. After reading more than 100 words per Smart Ass in one sitting, they must take three actions to do nothing but recuperate. Attempts to impress other creatures in a way that requires reading are rolled twice, and they use the lower result.
For -1 additional FP, they cannot read at all.
Note: Yes, this was designed by a dyslexic writer.
Exposition Aura (-1 FP): Whenever one or more creatures observe [character name] using a Feature that the creatures do not know of or understand the origins of, a near by creature will spontaneously start explaining the name, nature and origins of whatever Feature they are using, no matter how illogical it is to do so.
Vice (-1 FP): Any Check made to play on a particular weakness in [character name]’s psyche has its result increased by 1d4. The weakness is chosen when this Feature is taken.
Note: Vice [wrath] or Vice [trading cards] could both be versions of this Feature, along with many others. For example, any creature that made a Smart Ass Check to antagonize a creature with Vice [wrath] would add 1d4 to the result. Any creature that made a Smart Ass Check to trick a creature with Vice [trading cards] into buying overpriced trading cards would add 1d4 to the result.
Slow (-1 FP): [character name] moves at a Speed of 1 ft.
Unnatural (-1 FP): When [character name] makes a check to socialize with a creature, usually meaning Checks to convince or comfort, they reduce the result by 1d4. If the check is intimidation based, they add 1d4 to the result.
Oath Bound (-2 FP): [character name] is incapable of breaking an oath once they have knowingly given it. This only applies to the meaning and contents of the oath that they were aware of at the giving of the oath, not possible reinterpretations of wording.
Likewise, situations that involve agreeing without knowing all implied details, such as signing a contract without reading the fine print, do not enforce anything but what they thought they were agreeing to.
For 2 additional FP, any creature they make a deal with is compelled to uphold its side of the deal, being affected as they are. This cannot affect creatures immune to mental tampering. However, if the creature does not uphold its side of the deal, they do not need to uphold their end.
Fragile (-3 FP): [character name] reduces the results of Bad Ass Checks to contribute to the Combat Bad Ass of their side by 1. This Feature can be purchased up to twelve times, reducing the results by 1 each time.
Inept Combatant (-3 FP): [character name] reduces the results of Kick Ass Checks to contribute to the Combat Kick Ass of their side by 1. This Feature can be purchased up to twelve times, reducing the results by 1 each time.
Mute (-3 FP): [character name] has no way to communicate with other creatures.
Creature Of Darkness (-4 FP): Each hour [character name] spends in direct sunlight reduces their functional Bad Ass by 1, reducing factors dependent on Bad Ass accordingly.
If their Bad Ass would become 0, they instead gain the Dormant Damage Condition. Dormant has the effects of the Unconscious Damage Condition, but is only removed if they spend a full rest in darkness. For each full rest they spend in darkness, their functional Bad Ass increases by 1, until it is returned to normal.
Crux (-4 FP): When damaged by weapons of a specific material, [character name] has greater trouble healing. If they would lose a Damage Condition caused by this material, they must make a Check for each Damage Condition removed.
If the Damage Condition is being removed by a Feature that innately removes Damage Conditions from them (such as Recuperate or Vitality), they must make a Bad Ass Check (1d12 + Bad Ass) to remove the Damage Condition.
If the Damage Condition is being removed by an effect from outside them (such as Heal or a Healing Potion), the source of the effect must make a Smart Ass Check (1d12 + Smart Ass) to remove the Damage Condition. If the effect is not from a creature, the Game Master determines its functional Smart Ass for the purpose of this Check.
If the Check is greater than six plus their Bad Ass, the Damage Condition is removed. This Check must be individually attempted for each Damage Condition caused by the material that they try to remove. The Game Master is encouraged to adjust the cost of this Feature based on how practical the material is as a threat.
Phobia (-4 FP): A specific situation adversely affects [character name]. For example, dark or inclosed spaces or the sight of spiders, flames or cucumbers.
When exposed to this specific situation, they have 3d6 actions to escape the situation or gain the Unconscious Damage Condition. The situation must affect an environment (such as placing cucumbers around the room).
The Game Master is encouraged to adjust the cost of this Feature based on the difficulty of using the phobia against them. This Feature can be taken repeatedly for different phobias.
For 2 additional FP, the situation requires something very direct to them (such as a needle piercing their skin).
Note: Give cat-girls Phobia [cucumber].
Smaller Ass (-4 FP): One of [character name]’s Ability Scores is reduced by 1. This Feature can be taken repeatedly for the same or another Ability Score. This cannot reduce an Ability Score below 1.
Sympathetic (-4 FP): [character name] is incapable of willingly giving another creature the Death Damage Condition, unless it is specifically for a goal other than the full death of the target.
For example, they couldn’t kill a creature by cutting its throat, but they could if the knife was enchanted to trap the creature’s soul so it could be transferred to a new body that lacked some debilitating disease the previous body possessed.
Will Feature (-4 FP): [character name] has behavior they must follow. The conditions of this behavior should be appropriate for the cost of this Feature. The Game Master is encouraged to adjust the FP cost of this Feature based on the inconvenience it causes.
If the Game Master rules that the player is failing to follow the specified behavior, the Game Master takes control of the character until this has been corrected. Creatures immune to mental tampering cannot have this Feature.
Running Water (-6 FP): When submerged in running water, [character name] gains the Dormant Damage Condition. Dormant has the effects of the Unconscious Damage Condition, but is removed when they are taken out of the water.
Sabbath (-6 FP): [character name] has a specific day of the week (or a similar period) when they gain the Dormant Damage Condition. Dormant has the effects of the Unconscious Damage Condition, but is removed after the period ends.
Hunger (-8 FP): Each full rest, [character name] has their functional Bad Ass reduced by 1, reducing factors dependent on Bad Ass accordingly.
If their Bad Ass would become 0, they instead gain the Frenzy Damage Condition. Frenzy reduces the results of Smart Ass Checks by 6. Frenzy can only be removed by Features that remove Damage Conditions by consuming other creatures (such as Siphon or Erosvore).
Each time they use a Feature that removes Damage Conditions by consuming other creatures, their functional Bad Ass increases by 1, up to their normal Bad Ass. They do not need to have a Damage Condition to remove in order to increase their functional Bad Ass.
Threshold (-8 FP): [character name] cannot willingly enter a dwelling uninvited, no matter the reason. If knowingly within a dwelling uninvited, they can only take actions to leave the dwelling to the best of their ability. If a creature who has a right to invite them in does so, they may enter.
Alter Ego (-10 FP): After every full rest, [character name] must make a Control Check (1d12 + Smart Ass) to gain control over their body. The DC is based on the other creature in their body (6 + its Smart Ass).
If the Control Check succeeds, they control their body until their next full rest. If it fails, the other creature gains control of their body as its own until its next full rest. They do not have access to the creature’s Features and it does not have access to theirs, unless the Game Master rules that the Features are sufficiently physical.
Note: It is assumed that the other creature will have an average Smart Ass (meaning a Smart Ass of 3), but this may not be the case. If the other creature’s Smart Ass is higher or lower, the Game Master may want to adjust the FP cost of this Feature appropriately.
Intangible (-10 FP): [character name] cannot touch or effect physical matter, damage creatures or use Features that would require them to have a physical body. They are still unable to pass through solid objects, even if they cannot apply force to such objects.
Note: Think of it as being made out of smoke.