1.4 Flaws
Archetype Specific Flaws Matrix
| Archetype | Flaw Option A: Physical/Augment Failure | Flaw Option B: Social/Rivalry | Flaw Option C: System/Digital Vulnerability |
|---|---|---|---|
| Corpo | Bioshock Addiction: You rely on high-grade combat stims (pain/focus) to function. Suffer a -1 penalty to all rolls if you haven't recently ingested a stim. | Disgraced Rival: A former peer is actively trying to ruin your life, having evidence of a major past crime. | System Trace: Your executive-grade augments are passively monitored, leaving a traceable digital trail of your movements and interactions. |
| Gangster | Decay Overload: You have too much unstable chrome. Suffer a permanent -1 penalty to all Wits rolls due to constant system strain and physical pain. | Marked Territory: A powerful rival gang or warlord claims your territory. Any activity there attracts immediate, violent attention. | Hotspot Marker: You are flagged by the local police/security AI as a high-risk offender, resulting in increased surveillance and randomized ID checks. |
| Hacker | Glitched Implant: Your primary neuralware sometimes fails. Suffer a permanent -1 penalty to all Technology rolls until you can spend a full scene fixing the glitch. | Targeted Data: You are the sole repository of information a Megacorp desperately wants. They will commit any resource to extract the data from your mind. | Residual Trace: Your last major hack left a piece of self-replicating hostile code (an AI splinter) inside your own system that occasionally compromises your data. |
| Technomancer | Psychic Backlash: Using high-level MIND SHACKLE powers causes extreme disorientation. Suffer a -2 dice penalty on all rolls in the round immediately following a successful use of a Level 4+ MIND SHACKLE power. | Network Nemesis: A rival Technomancer or AI is obsessed with neutralizing you, often sending counter-hacks and digital distractions. | Unstable Interface: Your custom-built interface causes physical strain. Any time you spend Decay, you suffer 1 point of Superficial Damage from system feedback. |
| Drone Tech | Component Dependency: Your drones rely on a unique, non-standard component only available from one highly hostile source. | Stolen Blueprint: You stole the core tech for your best drone/machine from a powerful, small rival corporation who is actively tracking the machine's signature. | Drone Override Risk: There is a 50% chance that any hostile NET DOMAIN or MIND SHACKLE hack on your drone redirects a lesser counter-hack onto your system. |
| Nomad | Damaged Rig: Your primary vehicle (your home/asset) has a catastrophic, hard-to-fix mechanical flaw that activates at the worst possible time (GM's discretion). | Tribal Vendetta: Your former Nomad clan believes you betrayed them. Clan members treat you as an absolute, hostile enemy on sight. | Geo-Lock: Your movement is restricted by a digital or territorial boundary enforced by a local warlord, making certain critical areas effectively impassable. |
| Street Prophet | Messianic Complex: You are fundamentally unable to prioritize your own needs over your followers/mission. You must spend 1 Willpower to take an action that is purely self-serving. | Media Scourge: A powerful media executive or religious leader treats you as public enemy number one, using their resources to broadcast lies about you daily. | Public Tracing: Your need to broadcast your message means your communications are constantly scanned and traced, making any private digital conversation a high risk. |
Flaws
These Flaws introduce core narrative challenges, resource drains, and social complications that the player must manage throughout the game.
Physical & Augment Flaws (The Body)
| Flaw Name | Effect & Consequence (Narrative Focus) | Roleplay Trigger & Mechanic |
|---|---|---|
| Glitched Implant | Your primary augment (e.g., cyber-arm, optic-ware) fails unpredictably. Once per session, your primary Augment skill (e.g., Brawl, Ranged) fails entirely, forcing you to rely on a different approach. | The GM can declare the failure when the character is relying heavily on the augment. |
| Visible Decay | Your augmentations are visibly causing your flesh to rot, or you have massive, unstable scarring. Unaugmented people will rarely allow you into their homes or vehicles; you must spend 1 Willpower to try. | Dealing with the pervasive fear of augment rejection in the general population. |
| Augment Glutton | Your chrome is power-hungry. You must spend 2 points of the Resources Background (or equivalent) at the end of every session to acquire batteries/fuel. Failure means your non-Specialization chrome is dead until recharged. | A constant, expensive resource drain necessary just to function. |
| Chronic Pain | Your body is constantly wracked by low-grade pain. When you succeed on an Attack roll, you must pass a Composure roll (Difficulty 2) or immediately gain 1 point of Superficial Damage from the physical exertion. | High-stress exertion is costly to your internal system. |
| Loud Runner | Your augments are noisy (clanks, whirs, servo whine). You can never take the Stealth skill, or any associated roll, as a Minor Action; it always consumes a full Standard Action. | Infiltration is always slow and deliberate for you. |
| Mismatched Parts | Your augments are incompatible. You require a unique chemical stabilizer every 3 days. If you miss a dose, you suffer a -2 dice penalty on all Stamina rolls until stabilized. | Forces a constant side quest to acquire a rare, black-market drug. |
| System Aching | Your body rejects the implanted tech. If you use any Specialization ability that costs Decay, you are Immobilized for your next Minor Action due to system shock. | Extreme effort always causes your body to seize up. |
| Obvious Chrome | Your augments are visible, dirty, and frightening. Persuasion rolls dealing with anyone outside a combat zone are made at a -2 dice penalty. | You cannot blend into normal society or corporate settings. |
| Blind Spot | Your vision has a permanent flaw (optic flare, latency). You can never achieve a Critical Success on a Ranged Attack roll. | Limits high-end specialization in marksmanship. |
| Fragile | You are physically delicate. When you take the Guard or Defend action, the cost to convert Superficial Damage to Lethal Damage is always one box greater than normal. | Your body simply cannot absorb damage the way others can. |
Social & Background Flaws (The Street)
| Flaw Name | Effect & Consequence (Narrative Focus) | Roleplay Trigger & Mechanic |
|---|---|---|
| Destitute | You are truly broke. You must spend at least 2 hours per day working a menial job or scavenging to afford food and water, or suffer 1 Superficial Damage per day from starvation. | A constant time/activity drain just for basic survival. |
| Obsessive Creditor | A specific, powerful NPC (Fixer, Gang Boss) treats you as property. Once per session, the GM may force you to spend one session working on a high-risk job for them before pursuing your own goals. | External obligations frequently derail your plans. |
| Fugitive Status | You have no legal identity. You cannot use any major corporate services (banks, hospitals, public transport). You must acquire forged documents or find a contact every time you need to use a public system. | Forces reliance on black-market services and low-tech solutions. |
| Wanted Profile | You are wanted for a visible, publicized crime. Anytime you are in a public space, the GM may trigger a scene where you are instantly recognized and targeted by security or bounty hunters. | Your past constantly puts you and your allies in danger. |
| Code of Honor | You adhere to a rigid moral code (e.g., never harm the defenseless). You must spend 2 Willpower (instead of 1) to violate this code. | A high mental cost to compromise your integrity. |
| Target of Gossip | You are a subject of constant, public slander. NPCs (even allies) who hear the gossip are Frightened (suffer -2 dice penalty on all rolls) when dealing with you until you pass a Persuasion roll (Difficulty 3). | Rumors are weaponized against you. |
| Outsider Status | You are a known "foreigner." Locals in any territory that is not your home turf will never fully trust you. You may not receive aid from the Allies Background outside your own district. | Limits your social network to your immediate location. |
| Social Leper | Due to a past act, many refuse to associate with you. You cannot enter any secure facility (Corpo tower, private club) without a massive disguise; simply wearing a suit is not enough. | Extreme social restriction in high-end areas. |
| Political Liability | You are publicly tied to a failed faction. Any successful Persuasion or Manipulation roll you make against an official NPC (Cop, Corpo, Politician) will result in a Security Response being triggered in the next scene. | You cannot solve problems with authority through social means. |
| Compromising Habit | You have a visible, illegal public habit (e.g., street gambling, chemical stim use). You must pass a Composure roll (Difficulty 3) to resist engaging in the habit when stressed or under pressure. | A personal weakness that frequently exposes you to unnecessary risk. |
Mental & Psychological Flaws (The Mind)
| Flaw Name | Effect & Consequence (Narrative Focus) | Roleplay Trigger & Mechanic |
|---|---|---|
| Trauma Triggers | A specific sight, sound, or word causes you to freeze. On exposure, you are Immobilized for one full round (must pass a Composure check, Diff 4, to act). | Forces sudden, debilitating vulnerability in combat or high-stress situations. |
| Digital Compulsion | You are addicted to the net or a sensory chip. If you haven't "jacked in" in the last 6 hours, all rolls are made at a -1 dice penalty due to withdrawal. | A constant, time-consuming addiction that threatens operational security. |
| Augment Paranoia | You believe all your chrome is compromised. Before using any Specialization ability, you must take a Minor Action to run a System Check on your gear. | Adds a critical delay to using your core abilities. |
| Weak-Willed | You are easily led. The difficulty for any foe to use MIND SHACKLE or CROWD PULSE on you is reduced by 1. | You are uniquely vulnerable to psychic and social manipulation. |
| Impulsive | You act rashly. Before making a complicated plan (more than 2 steps), you must pass a Composure roll (Difficulty 3) or immediately take the most direct, aggressive course of action. | Your natural instinct is always to leap before you look. |
| Sensory Overload | Extreme crowds/noise cause debilitating discomfort. While in a Dense Crowd or a Loud Venue, you cannot make a Wits roll, as your senses are too scrambled. | Forces you to abandon certain environments entirely. |
| Technophobe | You have a phobia of advanced robotics or AI. Anytime you encounter a powerful drone or combat AI, you must spend 1 Willpower to avoid fleeing or freezing. | High mental cost to confront a major modern threat. |
| Digital Amnesia | You struggle to retain digital information. You may only memorize one new password or digital code per session. Older data is forgotten. | Constantly forces you to find new ways to access secure information. |
| Haunted Past | You are tormented by a past failure. When an event reminds you of this past, you must spend the rest of the scene making amends or obsessing over the past situation (GM's discretion). | A narrative hook that frequently pulls you into old, unresolved conflicts. |
| Shaky Resolve | When attempting to resist a powerful social force (Intimidation, Manipulation), you must spend 1 Willpower just to make the roll, not to gain a bonus. | Your mental defenses require critical effort even to activate. |