Flaws are essentially negative advantages, putting your character at a disadvantage, but gaining them more character points to spend. Flaws might also be acquired in play; the most obvious being a character who contracts Mixi.
A character can attempt to get rid of their flaws through in game actions, but this will probably be extremely difficult to achieve. In particular, some flaws such as Bad Eyesight and Lame would require the use of medical treatment that has been largely forgotten. Removing a flaw should be at the heart of its own story arc; it’s a privilege earned through success, not a right.
Rules are deliberately not given for playing insane characters. Mental illness is very common after the apocalypse, and most survivors will be emotionally scarred in some way by their experience. However, it's not practical (or respectful) to boil mental health down to a set of hard rules. If you want to play a character who's not entirely sane, then that's a matter of how you roleplay.

Addiction – cost -1
You’ve become hooked on some addictive substance such as alcohol, tobacco or painkillers, and suffer from withdrawal if you go without them. You can’t regain crossed-off boxes of Stamina or Nutrition each day unless you indulge in your habit at least once. If you go a full twenty-four hours without indulging, you take a -2 to any roll requiring concentration until you get your fix. The Trade Goods item can be used to represent your initial stash .
Unlike most other flaws, this is fairly easy to overcome. If your character goes cold turkey for a few weeks successfully, you can spend two experience points to buy off the flaw. However, until these experience points are spent, you still suffer from your cravings, even if you don’t give in.

Bad Eyesight – cost -1
Your eyesight is unusually poor, going beyond needing glasses. You might be missing an eye (and so have no binocular vision), suffer from cataracts, or be short sighted enough that everything more than a few feet away is a blur. You suffer a -2 penalty on rolls relying heavily on your vision, such as most Perception and Shooting rolls.

Delicate– cost -1
You cope poorly with injury and sickness, probably due to various underlying issues with your health. Maybe your blood doesn’t clot properly, your immune system is weak after a serious illness (making you prone to infected wounds) or you have particularly brittle bones. The exact nature of your condition will probably not be fully understood except by particularly knowledgeable healers, but it quickly becomes apparent to those treating you that something’s wrong. The difficulty for those using the Healing skill to treat your wounds is increased by two due to unexpected complications.

Enemies – cost -1
Somebody out there has it in for you. Maybe you’ve crossed a band of Bikers, you know too much about the Messengers, or the Tested have decided to recruit you (by force if needed). You should detail with your Storyteller who your enemies are and what it is they want from you.

Lame – cost -1
You have difficulty walking. Perhaps this is the result of an old injury, or you might suffer from a condition such as early onset arthritis. A character might even be missing a leg entirely and be forced to rely on crutches to get around. You suffer a -2 penalty on rolls relying on physical agility, such as most Athletics and Dodge rolls. You cannot run, or indeed move faster than a rapid hobble.

Mixi Infection – cost -1
The Mixi has taken hold on you, and lies dormant in your blood. You might not even be aware of it yet, but you are living on borrowed time until the sickness catches up to you. You start off with a single box of Health crossed off. Taking this flaw with Access to the Cure is probably a smart plan if you want the character to stay around for very long.

Parent - cost -1
Like with the Parent advantage, you have a child you are responsible for. However, if taken as a flaw rather than an advantage, your child is probably less than two years old. They have little understanding of the world, and can’t look after themselves properly. A younger baby might be harder to care for, but a toddler will probably have a knack for getting themselves into trouble; either way the child is likely to cause you some difficulties. Like other children, they have one in each resistance, no knowledges and no skills.

Reduced Dexterity - cost -1
You are less able to use your hands precisely than others. Perhaps you had broken fingers that set wrong, constant trembling from some illness, or are missing several fingers. Whatever the cause, for any tasks requiring fine manual work, such as picking locks, delicate repairs or surgery, you take -2 to the roll.

Rumours – cost -1
You have an unfortunate reputation that precedes you. Maybe people believe you to be one of the MCS’s hidden agents, or you have a past history of treachery or incompetence. Like with the Reputation advantage, you should work out with your Storyteller the precise nature of the rumours circulating about you, and who knows them. People will probably react badly to you if they’ve heard the rumours, and you will probably suffer a -2 penalty on Charm or Intimidate rolls when dealing with people who take these rumours seriously.

Sheltered – cost -1
Through sheer good luck or remarkable cowardice, you’ve managed to avoid witnessing violence up until now. In a fight, you tend to freeze up, panic or simply do your best to hide. Most people (other than those in the military or from particularly unfortunate backgrounds) from before Mixi would react similarly. However, these days most people are hardened to the grim reality of violence, and you are at something of a disadvantage until you toughen up.
You suffer -2 to all rolls in fights unless they are to hide or flee. Unlike most other flaws, this is fairly easy to overcome. If your character is exposed to violence and survives, you can spend two experience points to buy off the flaw. However, until these experience points are spent, your character continues to find violence traumatic and stressful rather than becoming desensitized to it.

Speech Impediment – cost -1
You find it difficult to be understood when you speak. You might have an incredibly thick accent, a strong stammer when stressed or have suffered serious injuries to your jaw or voicebox. Whatever the cause, you take a -2 penalty to all rolls requiring you to speak quickly or loudly and be immediately understood. Not all social rolls will be affected; even if your words let you down, charisma and body language might be enough to succeed.

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