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General Weaknesses

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 per Smart Ass words in one sitting, they must take a turn doing nothing but recuperating. Attempts to impress people in a way that requires reading are rolled twice, and they use the lower roll.

For -1 additional FP, they cannot read at all.


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.


Horny (-1 FP): Any Check made to play on [character name]’s sexual instincts, such as attempts to arouse or seduce, has its result increased by 1d4.


Slow (-1 FP): [character name] moves at a Speed of 1 ft.


Spit Blood (-1 FP): As an action, any creature that can communicate with [character name] can choose to make a No-Face Check (1d12 + Smart Ass) against their Emotional Armor (6 + Smart Ass).

If the No-Face Check exceeds their Emotional Armor, they take damage equal to the creature’s Smart Ass minus 1d4 (minimum 0). Upon taking damage from this Feature (including 0), they spit up an inexplicable mouthful of blood, despite having no discernible damage afterwards.


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.


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 their Hit Points and other factors dependent on Bad Ass accordingly.

If their Bad Ass would become 0, they instead fall unconscious until 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.

For -6 additional FP, when exposed to direct sunlight, they take 1d4 damage each turn until out of the sunlight.


Crux (-4 FP): When damaged by weapons of a specific material, [character name] has greater trouble healing. If they would regain Hit Points removed by damage from this material, they must make a Check for each Hit Point regained.

If the Hit Point is being restored by a Feature that innately returns Hit Points to them (such as Recuperate or Vitality), they must make a Bad Ass Check (1d12 + Bad Ass) to regain the Hit Point.

If the Hit Point is being restored by an effect from outside them (such as Regeneration or a Healing Potion), the source of the effect must make a Smart Ass Check (1d12 + Smart Ass) to restore the Hit Point. 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 Hit Point is restored. This Check must be individually attempted for each Hit Point of damage caused by the material that they try to heal. The Game Master is encouraged to adjust the cost of this Feature based on how practical the material is as a threat.


Local Weakness (-4 FP): A specific situation adversely affects [character name]. For example burning sage, brandishing a cross, hanging garlic or having more than two black cocks in a building are all possible methods.

When exposed to this specific situation, they have 1d6 turns to escape the situation or fall unconscious for a full rest. They have the same number of Hit Points when they awake, unless they took damage while unconscious. The method must affect an environment (such as stuffing a house full of black cocks).

The Game Master is encouraged to adjust the cost of this Feature based on the difficulty of using the weakness against them. This Feature can be taken repeatedly for different weaknesses.

For 2 additional FP, the situation requires something very direct to them (such as making them drink liquid animal fat or hammering carrots into their ears).

Note: When I refer to black cocks, I’m referring to extremely dark colored male chickens. What did you mean?


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 taking a Kill Action, 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 encourage 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.


Fragile (-6 FP): All damage [character name] takes is doubled. This Feature can be taken up to four times, its effects stacking upon themselves.


Running Water (-6 FP): When submerged in running water, [character name] automatically falls unconscious. Once they are removed, they awaken.

This causes no damage, and they have the same number of Hit Points when they awaken, unless they took damage while unconscious.


Sabbath (-6 FP): [character name] has a specific day of the week (or a similar period) when they fall unconscious and cannot be awakened until after the period has ended. They can still be harmed during this period and have no way to defend themselves.


Hunger (-8 FP): Each full rest, [character name] takes 1d6 damage. This damage cannot be healed, except by Features that return Hit Points by consuming other creatures (such as Siphon or Erosvore). This damage cannot reduce them below 1 Hit Point.

For -2 additional FP, the damage can reduce them to zero Hit Points, at which point they die automatically. They can still be returned to life as normal, but will return with damage from this Feature equal to their maximum Hit Points minus 1.


Pacifist (-8 FP): [character name] is incapable of taking actions to knowingly and directly harm others. This includes taking Attack Actions, but also prevents more complex actions that are clearly intended to cause harm.

For 2 additional FP, they can harm creatures that have already caused damage to them. They still cannot make Kill Checks, unless the Kill Check is for a goal other than the lasting death of the creature.

For another 2 additional FP, they can make Kill Checks against creatures that have caused them damage, even to permanently end the creature’s life.


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 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.

General Weaknesses: Text

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