Flaws are drawbacks that significantly impact your character, and they should be roleplayed accordingly.
For instance, it makes little sense for most Astartes to be
Hunted, as they are soldiers operating within a military command structure and
generally keep to themselves. That said, it could be made to work, but then
the hunters would have to have the resources and motivation to take on an
entire Legion of Astartes.
There are three degrees of severity: Mild (+1 karma point),
Moderate (+2 karma points), and Severe (+4 karma points). A fourth degree of
severity, Burnout, can only be “gained” during play, but is usually so
crippling that you might as well make a new character.
Karma can buy you Secondary attributes (Edge, and Psy, if
you’re a psyker) or extra Talents.
Primus Astartes (max 4 points): Up to 3 flaws, one of
which may be Moderate (so basically 1 Moderate and up to 2 Mild).
·
Your genes are so pure and your screening so total
that you’re unlikely to have any significant flaws.
Secundus Astartes (max 6 points): Up to 3 flaws, but
maximum Moderate severity.
·
The default. Not much worse than a Primus marine.
Tertius Astartes (max 8 points): Up to 3 flaws, one
of which may be Severe.
·
Not only were you created from weak seed, you’re
potentially a weak link in more ways than one.
Human (max 16 points): Up to 4 flaws of any severity.
·
Mortals be mortals.
Here are some common Flaws; the list is not meant to be
exhaustive:
Addiction (Mild, Moderate, Severe)
You are hooked on chemical substances, technological or psychological
stimuli devices, or addictive activities, such as gambling or sex. The more
severe your Addiction, the more resources and time you must devote to the
activity.
Astartes CAN have additions, but they are usually more exotic
or complex than simply doing recreational drugs.
Mild: It’s an addiction, even if you don’t want to
admit it, but it doesn’t usually interfere much with the rest of your life.
Moderate: You’re in trouble. A lot of time and resources
are wasted on this, and you’re sometimes under the influence at the worst
possible time.
Severe: Most of your time and resources go towards
satisfying your needs. You’re frequently under the influence, even when on duty.
Even if you’re not, you're thinking about your addiction.
Astral Beacon (Mild, Moderate, Severe)
Your Warp signature is highly visible in the Immaterium.
Only characters with a Psy rating may take this quality.
Mild: You’re somewhat more visible to those looking,
be they psykers or xenos lifeforms.
Moderate: You’re more like a beacon, clearly visible
to anyone looking. Unless you are well protected, this will quickly become an
issue.
Severe: Normally, this means a one-way ticket to
Terra—alternatively, insanity and comic body horror. You pick your poison, but
it’s not recommended for a PC.
Bad Luck (Mild, Moderate, Severe)
You are cursed with bad fortune. If you believe in such
things, that is.
Mild: When the character uses Edge, roll 1D6. On a
result of 1-2, the point of Edge is spent, but has no effect.
Moderate: As Mild, but the range is 2-3 for not
working, and a result of 1 has the exact opposite effect intended (gains
Disadvantage instead of Advantage, damage is reduced, or injury becomes more
severe).
Severe: As Moderate, but the 1-2 gives the opposite
effect, while 3-5 does nothing. Only on a 6 does your Edge actually help. Basically,
you don’t want to ever use your Edge, which is a pretty big drawback!
Black Mark (Mild, Moderate)
You have a dark and lasting stain on your reputation and
honor.
Mild: This thing will come up from time to time,
either giving you Disadvantage on some social checks or just making life more complicated.
Moderate: It will come up more often, as will the
Disadvantage. You’re unlikely ever to make officer rank or otherwise get very
far in the ranks.
Code Of Honor (Mild, Moderate)
You are bound by a strict code of honor, defining how
you can and cannot behave in various situations. It’s not the same as normal or
excessive loyalty. Instead, it introduces rules and guidelines for how you may
and may not act in various situations.
This is a pretty common Flaw among some Legions (but not
all). To the 11th, for example, upholding the chivalrous aspects of
the Dragon’s Honor is pretty important to them. They strive to be courteous in
their dealings with those not of the legion, don’t lie unless it is necessary,
and don’t cause collateral damage if it can be avoided.
Mild: Still important, but the rules can be bent or
overlooked if the ends justify the means.
Moderate: The character is bound to his code
and will never willingly go against it.
Combat Paralysis (Moderate, Severe)
You tend to freeze in combat. Needless to say, this isn’t a
great trait in the grim darkness of the far future, but if you play more of a
support character, it might not be such a huge disadvantage.
Moderate (Human): After rolling for initiative,
remove the highest d6 from your pool. You cannot spend Edge to add to your
Initiative.
Severe (Astartes): After rolling for initiative,
remove the highest d6 from your pool. You cannot spend Edge to add to your
Initiative.
Driven (Mild, Moderate)
You have an obsession, something that drives you forward. It
could be some goal or a mystery that needs to be unraveled. Whatever the cause,
when faced with a clue or opportunity to advance their quest, you must do so,
even if it would be inconvenient or dangerous.
Mild: It’s important to you, but more of an overarching
goal or motivation that something that drives your every action.
Moderate: It dominates your life to the extent that
even your duties take a back seat to your obsession.
Excessive Loyalty (Mild, Moderate, Severe)
This is not the loyalty that all good people feel toward the
Emperor, or what Astartes feel toward their gene fathers. It is that, but
dialed up to 11 (or 12 or 13).
This one is quite common among many Legions, not just the 11th.
Mild: Your loyalty is merely mildly excessive. In
some cases, it might even be perceived as an advantage, but for you as an
individual, it means your free will is somewhat restricted. You should, for
example, not question the object of your loyalty without an extremely good
reason. You are, however, still largely your own master, and with good cause
you might sometimes be persuaded to see things from a different perspective.
Maybe.
Moderate: At this level, you literally cannot in any
way convince yourself that the object of your loyalty might be wrong or even
less than perfect. Even if presented with irrefutable evidence, you will
somehow explain it away. You will willingly commit any act, any atrocity, and
think it “good” or “just.”
Severe: You’re a raging fanatic—a single wrong word
from someone, and you might fly into a murderous rage. At the very least, you
will put that person on your list of people you intensely dislike. If you plan
for your character to interact with anyone outside his loyalty group, this is a
Flaw best avoided.
Fatalistic (Mild, Moderate, Severe)
Maybe you think everything is preordained. Perhaps you
cannot shake the feeling that you’re just one insignificant cog in the great
meat grinder (fun fact: you are). Whatever the precise nature of your fatalism,
it impacts you in many ways, small and large.
This is a relatively common flaw among the 11th
Legion.
Mild: Stoicism is a virtue, but you’ve strayed into
fatalism. You’re not exactly fun to be around; suffer Disadvantage on social
checks where your fatalistic demeanor might come into play.
Moderate: The sense of foreboding and fatalism is
ever-present in your life. You still function more or less normally, but you’re
an absolute bore to be around (Disadvantage becomes more common on Social checks
and might even be incurred on non-Social checks), and less likely to take the
initiative or come up with creative solutions.
Severe: Your fatalism has become crippling. You can
still get through life, even fight alongside your brothers, but you act only by
rote and never take the initiative or come up with anything remotely creative.
You basically need to be told what to do. Maybe not an outstanding Flaw for PCs.
Gremlins (Mild, Moderate, Severe)
You don’t get along with technology. Devices malfunction
inexplicably, software crashes unexpectedly, vehicles refuse to start,
components become unusually fragile at your touch, and wireless links suffer
faltering connections and odd interference whenever you’re involved.
Astartes should be careful about picking this beyond the
Mild level, as it will interfere with their armor, weapons, and a ton of other
stuff. If taken as Severe, they would be unable to interface with their armor
at all, and thus never qualify for anything but scout duties (if that).
Mild: Mostly a nuisance, but expect Disadvantage on
checks at the worst possible moments.
Moderate: Disadvantage is the norm rather than the
exception. It's not remotely funny anymore.
Severe: Unable to meaningfully use tech.
Hunted (Mild, Moderate, Severe)
You have a powerful enemy of some sort, or are hunted for
some reason.
Mild: Someone moderately powerful and/or unlikely to
come after you.
Moderate: Increased power and likelihood of negative
events.
Severe: This is going to end badly—for you. You’ve
made a mortal enemy of someone incredibly powerful.
Incompetent (Mild, Moderate, Severe)
Your lack of knowledge or ability with a specific skill or
skill group is impressive (in a bad way).
You cannot start with ranks in this skill or skill group and
must pay double to advance these skills during play. In addition, the threshold
for something causing Disadvantage is reduced. For example, a mild
inconvenience (not Disadvantage) for a typical character might cause you Disadvantage.
Mild: One skill.
Moderate: One skill group.
Severe: All skills, except one skill group.
Prejudiced (Mild, Moderate, Severe)
You are prejudiced against members of a specific group of
people. In this day and age, that’s typically Xenos (yes, all of them).
Very common against not only Astares, but all humans.
Mild: Your prejudice is real, but rarely goes beyond
Disadvantage on social checks or similar. It could also be a more severe prejudice
directed against a smaller group, such as one specific alien species or an Astartes
legion.
Moderate: You really hate those you are prejudiced
against. Act accordingly, with or without involving violence.
·
Astartes with Moderate Prejudice will typically
choose violence, so if you want to potentially interact with Xenos (socially,
that is), you might want to go for Mild severity.
Severe: Likely to attack on sight.
·
Astartes with Severe Prejudice cannot in any way
be persuaded not to attack the alien scum (or whomever is the subject of their
Prejudice).
Social Stress (Mild)
Whether as a result of loss or trauma or due to innate
psychological makeup, you are burdened with emotions that interfere with your
ability to interact with others.
Mild (Human): Any double rolled on a Social skill is
a -5 to MoS, regardless of other circumstances, including Edge.
Uncouth (Mild, Moderate)
You are coarse and have difficulty interacting well with
others.
Mild (Astartes): You have Disadvantage on all Social
skill checks except Coercion.
Moderate (Human): You have Disadvantage on all Social
skill checks except Coercion.
Uneducated (Mild)
You know very little of the world.
When Astartes have this Flaw, it is either a result of flaws
in hypno-learning or being part of a Legion that thinks knowledge isn’t essential,
at least not for the grunts.
Mild (Astartes): You have Disadvantage on all
Knowledge skill checks.
Moderate (Human): You have Disadvantage on all
Knowledge skill checks.
Unsteady Hands (Moderate, Severe)
You have mild shakes that affect the dexterity and finesse of
your hands.
Moderate (Human): Disadvantage on all Dexterity-based
checks.
Severe (Astartes): Disadvantage on all Dexterity-based checks.

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