PHOBIA
Your character has an unreasoning fear of a certain thing or situation. This phobia must center on an object or situation that is reasonably common, yet not entirely disruptive to the ongoing game. Possibilities include (but are not limited to):
• Serpents • Enclosed Spaces
• Spiders • Fire
• Darkness • Crossbows
• Heights • Firearms and Gunpowder
• Water • Horses/Pack Animals
[2 Pts.]
Phobia: When your character is in the presence of the object of his phobia, he suffers a -2 morale penalty to all of his skill checks, attack rolls, and saving throws. Generally Speaking, he may remain in moderate proximity to the object of his fear (while enduring the penalties described above) but will be forced to attempt a Will Save (DC 11-15) if forced to closely approach a phobia trigger or touch it directly. The presence of many friends and/or the possession of powerful weapons and equipment may help keep that DC low, at the DM’s discretion.
[4 Pts.]
Severe Phobia: When your character is in the presence of the object of his phobia, he suffers a -2 morale penalty to all of his skill checks, attack rolls, and saving throws. He will attempt to remove himself from proximity to the object of the phobia as fast as possible; each round in which he wishes to even remain in sight of the object (or venture back toward it) will require a Will Save, minimum DC 15). Failure of any such Will Save means the character will be unable to attempt another one for at least five rounds. If the need to get away from the phobia trigger interferes with other actions he might wish to take during this time, so be it– he flees first and thinks later.
[6 Pts.]
Extreme Aversive Shock: As per Severe Phobia, with two additions.
First, the -2 morale penalty inflicted by the presence of a phobia trigger is bestowed upon the character’s Armor Class score as well. Second, the first time the character enters the proximity of a phobia trigger (close enough for the DM to award the above penalties), the character must make a Will Save (DC 18). Failure means that the DM should roll a d6 and consult the table below:
1-2: Nausea Attack: The character becomes nauseated; he will remain nauseated as long as he remains in the presence of the phobia trigger, and for 1d6 rounds after leaving its presence.
3-4: Panic Attack: The character will become panicked until out of sight of the phobia trigger; for 1 hour thereafter he will suffer a -1 morale penalty to skill checks and attack rolls, cumulative with any other such penalties.
5-6: Nervous Collapse: The character will immediately fall unconscious for 1d6 rounds; this means he will fall prone and be considered helpless. Upon recovering consciousness, he must make another Will Save if he awakes in the presence of the phobia trigger. Failure means that the DM gets to roll that d6 again.
With the exception of the situation described above under “nervous collapse,” a character need make this Will Save only the first time he encounters any given phobia trigger. Afterward, he will be subject to the standard conditions of Severe Phobia. If he flees the situation and returns, it counts as a new encounter, and he must make the Will Save again.
Special Handicap:
[Common Trigger, +1-2 Pts.]
If the DM determines that your character’s phobia trigger is unusually common or widespread in his foreseen campaign, he may award an additional 1 or 2 Flaw Points for that phobia, as appropriate.
Special: With the DM’s explicit permission, a character may possess two or more phobias. Compare and contrast this flaw with the Loathed Adversaries flaw to ensure that your character receives a penalty closest to your ideal vision of his problem.