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laws are special disadvantages you can choose when creating a new character. While each flaw increases your number of starting specialties, they are intentionally under-compensated: their primary purpose is to provide bragging rights and an additional challenge for expert players.
Flaws cannot be added to or removed from existing characters; the choice is permanent. Like Underdark races, they are unavailable to completely new players: you can only choose flaws by logging on an existing character of level 50 or greater before creating your new one.
he gestures required to cast spells, while crucial, are normally subtle and take no especial effort. However, some spell-casters, whether through poor teaching, an exaggerated sense of their own importance, or simply an abominable sense of style, have become accustomed to grandiose hand-waving and similar theatrics while making their magics, and the greater the spell they are casting, the more ridiculous capering about they do. While these excessive movements neither heighten nor worsen the spell's effect, they are quite tiring.
A character created with the Flamboyant Gesticulation flaw must spend as many movement points to cast spells as he does mana. Furthermore, he cannot choose the Motionless Casting specialty. In compensation, he receives one additional specialty. Only spell-casters—i.e., antipaladins, clerics, druids, mages, monks, paladins, rangers, and shadowmages—may choose this flaw.
hether it stems from pride, bravery, or overconfidence, there are those who cannot bring themselves to run from battle by any means. These unwisely bold individuals seek adventure at all costs and simply will not flee, no matter the odds.
A character created with the Foolhardy flaw cannot use the flee or wimpy commands, cast Word of Recall while in combat, or cast Doppelganger on himself. Furthermore, he cannot choose the Cowardice or Retreat specialties. In compensation, he receives two additional specialties.
ursed with an absent mind, some people easily forget lessons previously learned. Upon death, these individuals forget an inordinate amount of knowledge compared to a normal individual.
Whenever a character created with the Forgetful flaw loses experience points or skill adepts for any reason (other than gaining a level), the amount lost is doubled. In compensation, he receives one additional specialty. You may not choose both the Forgetful and One Life flaws.
hile not necessarily being anti-social per se, there are individuals who definitely prefer solitude to the company of others. This often stunts their ability to deal with social interactions, engendering the appearance of being anti-social. Whatever the reason, these characters tend to avoid dalliance with others, and in turn are left to their own devices.
A character created with the Loner flaw cannot group, and receives one additional specialty as compensation.
ue to a pact with gods or demons, certain characters have been endowed with increased abilities compared to others of their ilk. In keeping with the source of these powers, however, the payoff is balanced by having to sacrifice the freedom of their souls, forfeiting the chance of rebirth.
A character created with the One Life flaw is not resurrected normally when he dies; for him, death is permanent and irreversible. This includes deaths caused by other players, but not within the Arena or Battlefield. Furthermore, life-protection items do not function for him, and he may not choose the Nine Lives specialty. In compensation, he receives additional hit points as he gains in level—5 per level for a single-class character, 2 for multi-class—and two specialties. You may not choose both the Forgetful and One Life flaws.
ith no one to fall back on, orphans have only themselves to rely on. While this means that their beginnings are modest, this self-reliance tempers their character, granting them more life skills to draw upon.
A character created with the Orphan flaw is unable to use donated items, and, furthermore, cannot choose the Heir specialty. Thus, he must meet the ego of every item he uses. In compensation, he receives one additional specialty.
unts are individuals that are unusually small and undeveloped for their kind. While some few become adventurers anyway, they are doomed to always be a little bit weaker, sicklier, and duller than their peers, no matter their training later in life.
A character created with the Runt flaw loses five points from the maximums of each of his five primary attributes. In compensation, he gains two additional specialties.
ome people are so attuned to the inherent power of numbers that they can glean all the information they need from three encounters. This attunement to the Rule of Three prevents them from gaining any further knowledge from encounters beyond the third, having learned all knowledge possible from the first three instances.
A character created with the Rule of Three flaw gains no experience points from defeating a monster he has already killed three times, whether by himself or as part of a group. In compensation, his experience cap is raised to exactly five hundred thousand, and he gains one additional specialty. You cannot choose both the Rule of Three and Unique Experience flaws.
hether mentally impaired by being hit on the head too often, or just naturally a bit obtuse, some people take a little longer than average to grasp valuable lessons. This means that they glean less knowledge from any particular situation compared to their more cerebral peers.
A character created with the Slow Learner flaw gains only one half the normal amount of experience from killing monsters. In compensation, he receives one additional specialty.
ome people are able to instinctively and immediately grasp all there is to know about a particular subject. This particular boon means that repeat experiences convey no benefit for them, having picked up the salient points the first time.
A character created with the Unique Experience flaw gains no experience points from defeating a monster he has already killed, whether by himself or as part of a group. In compensation, his experience cap is raised to exactly one million, and he gains two additional specialties. You cannot choose both the Rule of Three and Unique Experience flaws.
omething in the makeup of certain people interferes with the workings of translocation magic, particularly when it is applied to themselves. Their presence within gates causes them to collapse and direct attempts to magically shift their bodies fail. They are reduced to having to walk like common animals in order to get around.
A character created with the Walker flaw is unable to utilize spells of magical movement, including Astral Walk, Gate, Summon, Teleport, and Word of Recall. He may still summon, teleport, or create gates for others, however. In compensation, he receives one additional specialty.
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