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Escape From Deadtown

June 10, 2010 by
Steam Crow LLC, Daniel Davis
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Here are some Faults from the Monster Commute RPG:

Faults Directory


Faults make your character interesting. Instead of trying to avoid powerful faults for your character, embrace the most interesting ones to bring your creation to life. I've found that Faults are even more interesting to roleplay than Gifts, and they make your character fun, memorable, and unique.

Tip: Keep your Faults secret from the other players, revealing them only through actual game play. This can create memorable and interesting situations and is far more fun than letting the other players discover your flaws by reading your character sheet.

Absent-Minded
- You easily lose track of details/places/things which quickly complicates your life. "Where's my keys!?" "I was supposed to do what? I don't remember you asking me to do that."

Addiction - You are addicted to some drug/drink/chemical such as Laudnum, Doomshine, Goblin Brew, etc., and require a dose (expensive) daily, or you act out in bewildering and dangerous ways.

Amorous heartbreaker - You find yourself in passionate relationships on a constant basis, but they grow cold and lifeless as fast as they bloom. You leave behind a trail of jilted lovers, angry rivals, and enraged exes wherever you pass.

Antique - You're as old and crusy as they come. Everything in today's modern world seems a far cry from the golden times of your youth. You are an elder, and you deserve respect! Heck it's getting tough just to move around, let alone understand what all these younglings are babbling on about all of the time.

Berserko - If you get wounded, you go into a crazed battle fury, attacking anyone nearby with little regard for your own safety, or that of your crew.

Coward - You abhor violence, and will go to any length to avoid it, including whimpering/hiding/fleeing.

Curious Mind - You can't help but ask questions and investigate "mysteries" without thinking through the consequences first.

Dayblight - The daytime is your enemy, and you must avoid sunlight at all costs. If you're not completely bound from head to toe during the day (even cloudy), and wearing thick, dark goggles, you'll suffer 1 damage to HEALTH, SANITY and MAJIK per hour. The sun is a terrible mistress.

Lazy - You don't feel that work is something that fits you very well, and you've never been very good at holding down steady work. If somebody else can do something, they should do it themselves and not bother you about it.

Macho - You walk, talk, and act big as a cover to your own underlying insecurities. No matter what, other people cannot see you in a position of weakness.

Monstertarian - When you see a monster in need, you simply must help them in whatever capacity that you can muster. Heck, you Crew should help too! Convince them.

Owes Favors - You owe a favor to an important or powerful person or organization. Examples include: the Mob, the Red Goblin Circus, or the bounty witch Baba Jaga. The favor(s) could be called on at the least convenient time.

Make Up Your Own - Heck, this list is just inspiration. Got a better idea? Make up your own Fault. Just make sure that it actually will be a challenge to roleplay, and it comes into play from time to time. Bounce some ideas off of your GM to make sure that they're acceptable.

Phobia - Your mental illness is based upon an acute fear of some common thing. (Spoons, leaves, ringing bells, rain, etc.) Select the focus of your phobia when you choose this fault, or leave it up to your GM to decide.

Socially Awkward
- You always manage to do or say the wrong thing in social gatherings. You have a difficult time talking to people you don't know, and often confuse them with your unsettling nature. It's not your fault.

Vain - You're a dandy, overly concerned with your appearance, qualities and/or so-called achievements; conceited.

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Goodnight Mr Hicks