Backgrounds, Traits and Flaws

I recently got the Tome of Secrets, and loved the backgrounds and flaws. But I didn't like how all the flaws gave you 4 extra skill ranks, especially since they were so diverse in there actual impact on your character.

So I came up with this system for creating more unique characters. I added a section on the drug addiction and insanity rules from GameMastery Guide, which I think could make awesome roleplaying fodder.

Every character starts the game with a randomly rolled background (from Tome of Secrets) and 1 trait (From Advanced Player's Guide).
You can start with up to 3 traits, but for each extra one after the first, you must take a flaw to balance it. You DM can decide a flaw doesn't properly balance a trait, and ask you to choose a different one.

At character creation, you can also choose for your character to be either addicted to a drug, or afflicted with insanity. Player's who choose this option gain a bonus feat at 1st Level. You cannot choose the "Amnesia" madness.
Unlike normal madness or addiction, these cases cannot be removed by Remove Disease, and cannot be cured by Will saves, only suppressed. Your character can overcome his affliction with the consent of your DM, usually after an extended roleplay.

I know this sytem has a lot of flaws, which is why I want as much commentar as possible. Should players who choose addiction or madness be denied traits? Should the max number of traits be lowered?

If anyone has ideas, I am happy to hear them. Thanks.
 
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Any time you make something mandatory and take away players' choices, you increase your risk of having unhappy players.

As an alternative, what if you rewarded players for taking more flaws--as in the original Hackmaster?
 

Personally, I don't balance flaws with anything at character generation. Flaws only matter when they come up in play and most players really try to make sure their character's flaws never are a factor. So, I give extra hero point or something like that when a flaw really gets used at the game table.
 

I am going to run the system by my players before our next game. I'm not forcing anything onto them. And only the backgrounds and 1st trait are as standard, the rest is optional.

Not familiar with hackmaster, what kind of rewards are we talking?
 

Personally, I don't balance flaws with anything at character generation. Flaws only matter when they come up in play and most players really try to make sure their character's flaws never are a factor. So, I give extra hero point or something like that when a flaw really gets used at the game table.
Except for those folks that happen to think that the flaw is the most interesting part of the character.

As a Vampire: the Dark Ages example - I had a character that suffered from the Permanent Wound flaw. In his case the flaw manifested as full stigmata.... Feeding and healing every night would kind of miss the point....

The Auld Grump
 

Except for those folks that happen to think that the flaw is the most interesting part of the character.

As a Vampire: the Dark Ages example - I had a character that suffered from the Permanent Wound flaw. In his case the flaw manifested as full stigmata.... Feeding and healing every night would kind of miss the point....

The Auld Grump

Hey, if the player makes the flaw be a real flaw every session that the PC gets rewarded every session. And the reward they will get over the campaign will greatly out weigh any mechanical balance that the character would have gotten. That's fine with me, it allows the player to control the flaws of their characters.
 

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