Rapiers and Rapscallions
Top 21 Flaws
First let me answer the question: “Why do I want any Flaws? I want to be perfect. I don’t want to give the GM anything he can be used against me!”
Beyond the mechanical benefit of Flaws in H+I (see below), the main intent of Flaws in any game should be to make your character more interesting. Flaws allow the spotlight to be put on your character. In this game, when you take a Flaw, it will come up in play; I assume you are telling me “please put me in this situation.” It also gives the GM story hooks….
Fine… Let’s get to the mechanics. To get three Boons in H+I, you have to take two flaws. If you want no Flaws, you only get one Boon. Okay, ready for this? You can take an option third Flaw. Why on earth would you want an extra Flaw? The right kind of Flaw can earn you Fortune points… which in turn also earn you Advancement points (xp). Yep, when your flaw bones you… you gain XP.
I’ve gone through the large list and found 21 flaws that aren’t extreme (things like “Missing Limbs”). Here they are in the order they appear in the book:
- Distinctive Appearance – For some reason, you just stand out. It’s hard to disguise yourself or keep a low profile.
- Can’t Lie – Self-explanatory; you get a penalty die when you aren’t being completely honest.
- Cursed – You get a -1 to Fortune, but the opportunity to gain fortune points when bad things happen to you. It’s treated as a literal curse which can be eliminated through a special quest.
- Landlubber – You get a penalty die while at sea. Yeah, don’t take this if we do a pirate based campaign.
- Double Life – I thought this was kinda fun… You have two identities. You get Fortune points when it bones you… You can also spend a Fortune point to switch identities to gain some sort of benefit.
You can also pay
a Fortune Point to take advantage of the double life
(the highwayman plunges into the mist—and when
the troopers get there they see the dainty fop crying
“After him you dolts! The highwayman is getting
- Evil Twin – Classic.
- Hunted – As it sounds… someone is after you.
- Hapless Friend/Loved One – Again, as it sounds. Someone important to you is always getting into trouble.
- Incompetent Servant – This is a fun one. You have a servant who is always doing the wrong thing.
- Obligation – Either you have duties to someone else or someone else completely relies on you.
- Braggart – You love you some you, and you let everyone know about it.
- Delusions of Grandeur – You think you are far better than you really are. Puts you in awkward social situations…
- Drunkard – Another one I think is fun…
Roll a die when you are required to do something
important for the rest of your companions. If a ‘1’
comes up, you are intoxicated. Roll 1d3 to determine
how much Composure you lost. If you’ve lost all
Composure, you have passed out!
- Greed – You get a penalty die whenever cash is offered.
- Hopeless Romantic – You keep falling in love with the wrong person… which gets you in bad situations.
- Lust – You love to mount the captain. Specifically, it gives you a penalty die to resist a pretty face… so it’s not like you have to run around acting like a horn dog all the time.
- Obsession – Pretty much refers to an object; when you are around it, you have a penalty die if you try (or need to) ignore it.
- Soft-Hearted – You are just a good guy; you gain a fortune point when this bones you.
- Spendthrift – Wealth isn’t a big deal in the game, but Spendthrift simulates the issues with being perpetually short on funds.
- Terrible Secret – You know something important… eventually others are going to figure out that you know…
- Trusting – You always take people at their word. Since “Intrigue” is an important part of the genre, this can get you into trouble.