Weaknesses


If your GM allows, you can begin with flaws and weaknesses. Talk with your GM about making weaknesses before proceeding. Weaknesses come in tiers much like special abilities, but are usually capped at tier 6. A GM may allow some exceptions to this cap, but this is the assumed maximum unless noted otherwise.


MINOR WEAKNESSES (TIER 1 or 2)
The weakness is either moderately difficult and rare or fairly easy to overcome but a constant inconvenience. Being forced to make saves to avoid tier 1 conditions that normally doesn't affect anyone else would be a common example. A weakness like this is more of an inconvenience like a compulsion or minor phobia.


MODERATE WEAKNESSES (TIER 3 or 4)
The weakness is either overwhelmingly difficult and rare or moderately difficult and common. A tier 1 weakness where you always have disadvantage on the checks or suffer tier 2 conditions would be a good example. A weakness like this is pretty detrimental like an extreme disorder, manic addiction, or psychosis.


MAJOR WEAKNESSES (TIER 5 or 6)
The weakness is either impossible to resist and rare or very difficult and common. A tier 1 weakness where you always have disadvantage on the checks AND suffer tier 2 conditions would be a good example. A weakness of this magnitude is equivalent sunlight for a vampire or kryptonite for a certain superhero.


FLAWS
A flaw is the opposite of an upgrade. It limits or hinders a special ability in a certain way. For every 1 tier of flaws you add to a special ability, you get the same number of upgrades added to it.


LIMIT
A GM may set a limit to the number of tiers-worth of weaknesses and flaws you can have (typically 3).