Flaws are double edged swords. They offer benefits, with a downside. They cost 1 point, which can be gained from choosing a Drawback or Phobia.
At any time, you may randomly choose a party member to talk with. Genuinely insulting them in any way will recover 1D4 Mind from you, and cast it onto said party member. They may choose to refuse to listen.
Your phobia will lose its penalties, and instead give advantage to your next skill check if you choose to be fascinated with an object or entity with the cooresponding phobia. Fascination will last 1 turn in combat.
Denying healing or Mind recovery from another party member will give you 8 damage resistance for 3 turns. You cannot accept healing or Mind recovery during these 3 turns as well.
After healing, aiding, recovering Mind, or complimenting an entity, gain advantage on rolling for attack, sleight of hand, deception, and intimidation against them. The same entity cannot fall for this more than once.
Everytime you commit an objectively "evil" action, gain a +3 modifier you can save for later usage on any skillcheck. 2 maximum.
When making any charisma skillcheck, you must flip a coin. If it's tails, proceed as usual. If it's heads, you must ask whoever the recipient is if they like you. If they say yes, you recover 1D4 Mind, and they take 1D4 Mind damage. If they say no, they recover 1D4 Mind, and you take 1D4 Mind damage.
As a reaction, forcefully tell someone what to do. If they comply, they take 1D4 Mind damage, while you gain advantage for your next (or in progress) action in combat, or your next intimidation skillcheck.
After landing a killing blow on an enemy, you may choose to spend your entire next turn (once) performing another finishing blow on its corpse. The deathblows must be described. After this, recover 1D6 Mind.
Interrupt an action you or someone else is doing as an immediate reaction to ask a player if whatever action you just did was the right thing to do, or was well done. If they say yes, gain advantage on doing it again.
You may choose which position you'd like to be in initiative order, at the start of any battle. Being first will give you 1D12 Mind damage, while being last grants you no Mind damage. Positions in-between will scale accordingly.
When an enemy attacks you, you gain +3 on roll to hit, but -3 on any action outside of attacking the enemy.
-20 max carry weight, +2 AC. If you are sent into Memento Mori, you will always gain a lost limb Grievous Injury.
Any successful Healing will recover 1D6 from your Mind. Yet if any teammate's resolve is tested, enters Memento Mori, or dies, you gain 1D20 Mind damage.
Drugs and Medicine are 50% more effective, while being 50% more addictive.
At any time in battle, you may choose to immediately act no matter the initiative. You then halve your AC score for the next 2 turns.
When weilding a 2-Handed weapon, gain +2 Strength and -2 AC.
You are socially tied to the party member with the highest DMG potential. Buffing said party member, will grant you a 4 Mind damage resistance for the next 2 turns. This can stack. When this effect wears off, you will gain an additional 1D4 when taking any Mind damage.
When a party member's resolve is being tested, downplay their situation, and exaggerate yours. If the words are impactful (And in a timely manner according to the DM), add +4 to their resolve test roll, and -2 to your next Resolve Test. These will stack.
- Goof off
At any point in battle choose to tell a relevant joke to a player. If the joke is funny (And in a timely manner according to the DM) gain a bonus +2 modifier in a skillcheck that isn't directly related to dealing damage, dodging, or spellcasting. This stacks and counts as a bonus action.
- Tomboy / Tomgirl
The Mind properties relating to Male and Females are switched for you. Gain a +2 bonus when making a Deception check.