Disadvantages (Flaws, Optional): A character can elect to take Disadvantages/Flaws during character creation. That is to say, the player can choose to take them. Once the campaign starts, however, disadvantages/flaws become the domain of the GM, and he can assign them based on events that occur in the game. Thus, it is very possible for a GM to assign a Hunted flaw to a character or to an entire adventuring group if they have successfully defeated a clutch of evil necromancers, but these necromancers belong to a larger group who now actively seeking revenge upon the adventuring group. Likewise, a character that has suffered a critical hit to his head and magical/psionic healing aids were not available could suffer from various mental flaws, disfigurement, or even psychological trauma as a result of the episode. These assigned flaws can be overcome through good role play as the game progresses and should not be used to punish PCs but an avenue for character growth by overcoming them. GM-assigned flaws often result from critical dice rolls, consequences from poor decision-making, or sometimes just being in the wrong place at the wrong time. Based on the flaw bestowed by the GM, the PC MAY be required to expend experience points to ‘overcome’ or off the flaw.
Assigning flaws to a PC should not be a common occurrence. Of course, minor flaws like disfigurement due to a critical hit in combat may be more common than Major Flaws, such as powerful curses or the inability to touch/channel magic (Magic-inept). Common sense and logic should be used in all cases – Players do not like to have a laundry list of flaws added to their character sheet.
Listed below is a framework of flaws that are commonly listed by severity. The severity determines the bonuses granted for taking a given flaw. Flaws should only be taken if they can be justified (character background) to help shape a given character and are debilitating in the campaign. Flaws that do not cause discomfort to the PC should not be allowed. Players should also be cautious, as taking major flaws or a host of lesser flaws can make a PC very difficult or impossible to play. All flaws taken must be approved by the GM.
Benefits of Choosing Flaws: At character generation, taking a flaw can offer bonuses to skills, talents, resistance rolls, enhancements, and/or stat boosts. Minor flaws allow a player to boost an existing skill or gain a new one. A medium flaw can grant a boost to resistance dice or a bonus talent. A major flaw can grant a stat boost or a bonus enhancement. Racial flaws are equal to medium flaws for benefits gained.
Adjusting Flaws: Some flaws listed below may need to be shifted from minor to moderate to major based on genre requirements or the whims of the GM based on how debilitating they are in a given campaign. Some, like Psi-inept, may not exist in a world where psionics do not exist.
Flaw Limitations: Each character is limited to a maximum of ONE major flaw, TWO medium flaws, or THREE minor flaws. No more than three flaws (regardless of severity) can be taken at character generation for a PC. Racial flaws can only be taken by Non-human races and are considered to the same potency as a medium flaw, but it is much harder to justify removal. At the whim of the GM, racial flaws need not be counted in the 3-flaw maximum rule allowing non-humans to possess four flaws at character generation.
Removing Flaws: It is possible for a PC to remove a given flaw; this requires in-game justification, the expenditure of experience points, and GM approval. Removing a minor flaw should take at the very least three game sessions where the PC works to remove it. The expenditure of experience points and GM approval is also required. A medium flaw can only be removed with at least one year devoted in-game to resolve it; some cannot be removed. Major flaws can rarely be removed, and it often takes at least a decade of constant devotion by the player to remove them. A monumental amount of experience points are needed to fuel the removal IF approved by the GM. Caution should be employed – never take a flaw if you don’t want to role-play it.
A complete list of PSG flaws exist in the Disadvantages Document that is available for download. GMs are encouraged to create flaws specific to a given character, campaign, or setting.
A Complete description of phobias can be found here.