Deficiency
Not everyone can be good at everything. In fact, everyone has that thing they're really bad at. When creating your character, the GM will ask you to distribute deficiency points to certain skills. Rolls associated with these skills will incur penalties ranging from minor to major. Deficiencies are split into three categories in order of severity: incompetent, deficient, and impaired. Impairments are the most extreme forms of deficiencies and carry with them special effects, usually in the form of phobias and birth defects.
Consult your GM before taking an impairment.
Contents
Available Skills
Listed below are the skills you may select for deficiency.
Athletics
This is why you don't skip gym class. Running, swimming, climbing, and lifting is hard for you.
Impairment : Asthma
- Extensive aerobic activities incur an endurance check. Failure results in temporary paralysis.
Acrobatics
You are not very confident on your feet, especially on unstable ground.
Impairment : Acrophobia
Sleight of Hand
They call you "Thumbs" where you're from. Attempts to be discreet with your hands usually result in hilarious failure.
Impairment : Tremor
- Any action that requires fine motor skills (writing, tying a knot, shaving, etc.) automatically fails unless you have enough time to take 20.
Stealth
Investigation
Animal Handling
Insight
Medicine
Perception
Survival
Deception
Let's be honest; you're not fooling anybody.
Intimidation
Most people find your attempts to be scary laughable.
Impairment : Cowardice
- NPCs and other PCs may perform an intimidation on you against your wisdom check. Failure results in either panic or total compliance (their choice).
Performance
Crowds are bad enough, but public speaking?! Forget it!
Impairment : Demophobia