DUTY/RESPONSIBILITY
Your character is bound by a regular and formal duty to an NPC or an organization.
This is not simply a personal feeling of loyalty, it is an official capacity, a commitment that must be met, or there will be consequences; personal, social, and perhaps even criminal. Note that this flaw may only be taken for duties required above and beyond the nature of a character’s class,  a paladin already receives supernatural benefits for the service he has sworn to perform on behalf of his deity, for example. The DM may construe this flaw (with player input) to require personal service, material sacrifice, or both. For example, a minor noble in a feudal system will be expected to support his lord in war (personal service) and offer up a portion of his annual production of crops and resources (including treasure gained while adventuring).
[2 Pts.]
Unchallenging/Occasional/Flexible Duty: Your character either carries out his duties only part of the time or has an extremely unchallenging duty, requiring him only to carry out orders and assignments. A peacetime garrison soldier or a household servant would face this level of duty. Alternately, your character may have a challenging duty that allows him a great deal of individual freedom and discretion,  a secret agent five hundred miles from home carries out orders, but does so as he sees fit.
[4 Pts.]
Substantial/Challenging Duty: Your character Spends most of his waking hours every week in the pursuit of his duty, and must occasionally make important decisions on his own authority,  a professional soldier, a personal adviser to a noble, a knight, a guild master, and a royal huntsman would have this level of duty.
[6 Pts.]
Important/Very Challenging Duty: Your character’s duty is the focus of his life, and he Spends a bare handful of hours every week doing anything not related to it. A royal spymaster, a military commander, and the captain of a warship would qualify for this level of Duty/Responsibility.

Special Handicap: [Hazardous Duty, +2 Pts.]
Although danger is a part of the life of any adventure game character, your character doesn’t even have the option of choosing when and how he will face many of the dangers in his life.
He has volunteered for a position of enhanced risk, and his superiors will frequently order him into risky situations, perhaps even suicidal ones,  regardless of his opinion on any given mission.

Special Handicap: [Restricted Movement, +2 Pts.]
Your character, by the nature of his duty, is confined to certain areas and facilities even when he is technically “off-duty.” This handicap is particularly appropriate to military personnel, who are not usually free to enter or leave garrisons as they please and must formally request extended leaves well in advance of their desired date.
Special Handicap: [Restricted Contact, +1 Pt.]
Your character is not allowed to freely communicate with those outside of the establishment he serves. Any letters he sends or receives will be read. He may expect to be completely out of touch with friends and relatives at regular intervals, and he may also expect to have his contact with certain individuals barred for security reasons.

Note: This flaw may be quite harmful to group cohesion.
For example, a half-elven spy in the service of a distant Duke may have some difficulty adventuring with a party of three footloose dwarven mercenaries. The mercenaries have freedom of movement nearly everywhere except the sensitive places where the half-elf is doing his spying, and the half-elf for his part will not be free to adventure with them whenever he sees fit.  Conversely, an entire party made up a characters with similar duties can be extremely cohesive.
Special: This flaw can and should be used to routinely offset at least some of the cost of the Civil Rank, Clerical Rank, Guild Rank, Military Rank, and Noble Rank advantages.