Flaws are handicaps with no positives. Like Phobias, choosing one gives you 2 points for buying Traits and Foibles.
- Performance Anxiety
Once per long rest, the DM may select one ability score for which you suffer a -3 penalty to all related skillchecks. The DM need not make this decision at the beginning of the day. The penalty remains until you rest.
If a teammate attempts to heal, recover mind, or generally aid you, they must succeed a Charisma check with a DC equal to or greater than your Intelligence score + modifier. Otherwise, the attempt fails.
You will always come last in initiative order.
After being attacked in combat, flip a coin. If it's Heads, carry on. If it's Tails, gain the Dazed condition for 1 turn.
When your resolve is tested, there is a chance you may develop an Infection.
Once an enemy has started to bleed, you are only allowed to attack that enemy. If another enemy begins to bleed, move onto them.
- Big Guy
-5 feet of Movement speed, and -2 AC.
Memento Mori will always grant you an infection.
Take disadvantage on any Strength related skills.
-4 penalty to Knowledge skillchecks, and you are illiterate.
- Worry Worm
Choose a player to be socially connected to. Everytime that player takes Mind damage, you gain half of the result, rounded up. When their Resolve is being tested, take 6 Mind damage.
-4 to any Charisma related skills.
-4 whether rolling for or against any Charisma related checks.
When your Resolve is being tested, flip a coin. If it's Heads, everyone takes the same 1D6 Mind damage. If not, carry on.
- Achilles Tendon
Rolling either 1 or 2 is now considered a critical failure for any die rolls.