Persona Production Step 3B
Supplemental Knacks and Flaws
What now follows is a list of knacks and flaws the player really should think hard about adopting for his Heroic Persona. These are of greater potency than the earlier knacks and flaws presented earlier. For this reason I have decided to just present them as a list the player can choose from, without rolling.
Knacks
- Cannot make Special Misses in combat.
- If a Dweomercræfter persona has an extra 2d20 STEEP in Dweomercræfting and Magic both
- Cannot be surprised by accident.
- Immune to illusion.
- One psychogenic power of the JM’s choice.
- Innate aura absorbs 5 points of physical damage.
- Regenerate 1 point of Physical Trait per CT if injured and alive.
- Illness and toxin at half strength versus persona.
- Shape changer. May become an animal once a day on the average.
- Telepath, may mind speak with others within line of sight.
Flaws
- Sworn enemy wants persona dead
- All castings and psychogenic abilities used on behalf of the persona cost double.
- Susceptible to Suggestion or Illusion.
- Moderately phobic.
- Poor writing and graphic skills. -20 to any skill involving such.
- Moderate insanity. Use with caution and care.
- Stammers or stutters under pressure
- Has weak ankles and so moves at 10% of normal speed and is one DR easier to trip.
- Has bad fingers, so is one DR easier to disarm/force to drop items.
- Tone deaf; cannot take any music skill
- Poison or disease strength doubled against persona
- 75% chance to panic in the face of undead or demonic.
As I was typing the above it occurred to me that some of the supplemental flaws and knacks contradict what I’d said before regarding flaws and knacks being too powerful for an adventuring game like Infinite Adventures. So expect changes in the coming days. This is, after all, a work in progress, and so prone to amendment and revision.
Up next; Birth Rank.













