Camelot: Light in the Dark
One of the more interesting concepts in D&D is the concept of Feats. While any two fighters or wizards will look more or less the same in class abilities and skills, it is their Feats that differentiate them. One fighter might use his Feat slots to become more skilled in mounted combat, while another might strive to be an excellent archer. Even at low levels, these two fighters will look and act very differently in combat. In literature and popular culture, characters are often just as, if not more, defined by their faults than their abilities. Othello was gullible, and this enabled Iago to manipulate him. Han Solo was notable for his mercenary attitude. Captain Hook is remembered for…well, his hook. These flaws, or drawbacks, lend color to the characters that have them.
In exchange for taking a Flaw, a character gets an extra feat of their choosing at character creation. Once selected the Flaw can only be removed by “losing” a feat normally gained early on. In either case, the Flaw in question should be discussed prior to incorporating into the character.
Choose one type of energy (cold, fire, acid, electricity or sonic) or a category of material (cold iron, crystal, starmetal, or wood). You cannot possess any inherent racial or supernatural trait that grants resistance or immunity to this damage type. Furthemore, you suffer an additional 1 point of damage on all attack die suffered with this damage type.
You have a brazen lust for battle and scorn for retreat. At any time during combat when you would want to retreat or escape from battle, you must make a Will save – the DC equal to half of the amount of Hit Points you have left. Failure indicates you decide to remain the fight and continue with the battle as before. If you are compelled or otherwise mentally affected – i.e. under the compulsion of suggestion or a fear effect – you do not need to make the Will save.