PARANOIA
Your character is obsessed with the idea that nebulous parties or forces are up to no good, beyond the understanding of most people (and well beyond their ability to interfere), and even beyond that expected by heroic adventurers! Paranoia may be generalized (“They’re everywhere, but they don’t know about me yet”) or personalized (“They’re after ME Specifically!”). Please note that paranoia isn’t worth any Flaw Points if “they” really are out to get your character– after all, in such circumstances paranoia is a healthy survival trait. It may, however, still be used in a campaign in which shadowy conspiracies do exist, simply by extending its ridiculousness well past the boundaries of even the real threat.
[1 Pt.]
Nervous Quirk: Your character’s paranoid tendencies are somewhat restrained, but still an obvious part of his life. Work with the DM to define 3-8 very minor paranoid habits or superstitions that will frequently spice up the manner in which you portray your character.
[2 Pts.]
Full-Blown Paranoia: Your character’s paranoia is one of the defining features of his life. His constant paranoid quirks are clearly obvious to others. Though not dangerous, they range from amusing to irritating. In concert with the DM, select 4-8 major paranoid habits that your character will continually engage in; a few superstitious rules of behavior (“Never, ever carry a shield in Argartha City”) would also be quite appropriate.
[3 Pts.]
Disruptive Paranoia: Your character’s paranoia is so pronounced that it visibly interferes in his attempts to lead a normal life and interact with others. He will enact bizarre (and sometimes dangerous) security measures in his rented rooms, cancel appointments for no apparent reason, double back on his route three or four times when scouting in the wilderness, shout bizarre challenges at complete strangers– the possibilities are endless. Work with the DM to define 3-4 solid and debilitating rules of superstitious behavior (“Sprinkle salt over any threshold before you enter a room; this will negate the supernatural power of the Argarthan Gnomes– and if you have no salt, cross no thresholds.”), as well as a bevy of lesser quirks and habits.
Special Handicap:
[Schizophrenia, +1 Pt.]
Your character is not only paranoid, but his paranoia is defined by the unshakable belief that there is One Root Cause for all of his fears and conspiracy theories, one “big bad” that makes everything happen, be that the Cult of the Broken Goddess or the Dark God Sh’klarb Himself, or what have you. This is a subject of frequent investigation and pontification on your character’s part.