If you are into mental illness disadvantages, a GURPS book would give you a wealth of material to base disadvantages on. Mental flaws good for adventurers might be phobias, alchoholism, compulisive gambling, nymphomania/lecherousness (-6 to will saves to avoid dealling with the Succubus), compulsive barbarian heroism (do a Will Save or beat up the fat greedy merchant and take all his stuff only to blow it on ale and whores later the same night), greed and miserliness (almost a prerequisite for all of the dwarf characters), gluttony, laziness, cowardliness ("And so Sir Brave Robin ran away!" etc. Physical flaws might include missing eyes, limbs (how much for a peg head?), and other body parts, blindness or deafness (try playing a spellcaster with both of those), and ugliness.