Cold as the Depths
A few examples of Defects can be found below. A more complete list can be found in the Game of Thrones book, which is available for players to look at. The old Flaws can also be taken, gaining new bonus points instead of just straight feats.
Complete Dragon and Dungeon Magazine 3.5 Feats, Flaws, and Fighting Styles v3.0.pdf
Flaws begin on page 105
In the formal society of the Freeport, the legitimacy of parentage is very important. When a child is born to unwed parents, he or she is declared a bastard. They carry a religious and social stigma, and are seen as untrustworthy, lascivious, and deceitful. Bastards have few rights under the law and are rarely eligible for inheritance. Only if there are no other trueborn children or no stronger claims — such as an uncle or cousin — may a bastard inherit a family’s lands and titles.
Bastards are treated harshly in the world, seen as second class citizens who are born of lust and lies. Each district provides a distinct surname for noble bastards: Port in the Azure District, Shield in the Champion’s District, Commons in the Cudgel, Coin is the name of bastards in the Merchant’s district. Tomb in the Noble district, Wharf in the Rahad, and finally Moon from the Sunrise district.
When dealing with people who are concerned with issues of parentage, you suffer a -2
to all Diplomacy checks. Bastardy is less of a disadvantage for non-noble characters, and is
similarly more problematic in areas that keep to the Order of Blood. It may not be allowed
for commoners, or in certain situations, without the GM’s permission. Bastards often have the
Defects Stigma and Poor as well.
3 BP – You are a bastard.
You are overcome by bloodlust and frenzy. Under specific conditions selected by the player (and approved by the GM), you will enter a state of unbridled anger. While enraged, you will furiously attack the closest enemy … or perhaps even obstacle. Once that person is defeated or fl ees, you will attack the next closest “threat.” Examples of conditions that might initiate Blind Fury include: being wounded, the sight of blood, a specifi c sound or smell, being humiliated, being trapped and outnumbered in combat, seeing a friend in mortal danger,confrontation with a specific opponent, and so forth.
You can only return to a normal emotional state under another specific condition. This return could involve a Willpower Save, or could be an automatic reversion. Examples of return conditions include: no opponents in the vicinity, a specific calming technique performed by an ally, solitude, etc.
For a broader application of mental instability, see Madness.
1 BP Initiating the Blind Fury is difficult; reverting to a normal emotional state is easy. For
example, a difficult condition could be facing your father’s killer. If a DC is needed to
initiate, assume it to be 20 — 25 to rage, and 10 — 15 to calm.
2 BP Initiating the Blind Fury and reverting to a normal emotional state are both moderately
difficult. For example, a moderately difficult condition could be facing anyone from the
Iron Islands. If a DC is needed to initiate, assume it to be 15 — 20 to rage, and 12 — 20
3 BP Initiating the Blind Fury is easy; reverting to normal emotional state is difficult. For
example, an easy condition could be facing anyone sworn to a rival House. If a
DC is needed to initiate, assume it to be 10 — 15 to rage, and 20 — 25 to calm.
You have a dark secret. Exposure of this secret could cause harm to you in the form of
social humiliation, loss of title, arrest, injury, or even death. The number of BP gained from
this Defect is based on the severity the consequences if the secret is revealed and the difficulty
of discovery. The secret must be important enough that you will actively take steps to keep
others from learning of it. If the Dark Secret is ever revealed, you will suffer the associated
consequences, and the GM should replace it with an appropriate Defect or Defects worth at
least as many BP as Dark Secret.
For example, many “false” knights could have a 1 BP Dark Secret: they have committed
crimes during war, for which an honourable lord would strip them of titles and lands, or worse,
but usually there is no easily available evidence. If their secret is discovered, they will usually
have Dark Secret replaced by an equal or higher value Defect. A 3 BP Dark Secret is usually
reserved for characters who face personal death, or destruction of their house.
1 BP The Dark Secret is difficult to discover, and/or the consequences of discovery are
slight, and/or your reputation will be impacted slightly.
2 BP The Dark Secret is relatively easy to discover, and/or the consequences of discovery are
moderate, and/or your reputation will be seriously impacted.
3 BP The Dark Secret is very easy to discover, and/or the consequences of discovery are
severe, and/or your reputation will be devastated.
Due to some flaw in your body or strange magical occurrence you are vulnerable to certain energy attack forms. These energy forms are Acid, Cold, Electricity, and Fire.
1 BP You take 10% more damage from the energy source.
2 BP You take 25% more damage from the energy source.
3 BP You take 50% more damage from the energy source.
One or more of your senses (sight, hearing, taste, touch, smell) are either diminished
or lost. An example of a diminished sense is being near-sighted or hard of hearing; the GM
should take the impairment into consideration when deciding what you are able to perceive,
and may apply appropriate penalties on checks to notice things with that sense. An example of
a lost sense is blindness or deafness.
1 BP You have a diminished primary sense (such as short-sightedness or being hard of
hearing), or have lost a secondary sense (such as taste or smell). When using a
diminished primary sense, you suffer a -2 penalty on checks. You cannot usually make
checks based on a lost sense.
2 BP You suffer a severe impairment of a primary sense, such as loss of an eye or complete
deafness in one ear, or have completely lost multiple secondary senses. When relying on
a severely impaired primary sense, you suffer a -4 penalty on checks; additionally, you
may not be able to accomplish certain tasks at the GM’s discretion.
3 BP You have completely lost a primary sense (and are now blind or deaf). You cannot
usually makes checks based on that sense.
You have no skill with weapons, either due to lack of training or ineptitude. You suffer
a penalty when attacking. When this flaw is taken it must be applied to either ranged or melee attacks.
3 BP You suffer a -2 penalty to all ranged or melee attack rolls.
6 BP You suffer a -4 penalty to all ranged or melee attack rolls.
9 BP You suffer a -6 penalty to all ranged or melee attack rolls.