Additional Penalties
This is a listing of Penalties not covered by other Flaws, to reflect things such as a horse’s inability to climb a rope or other unusual circumstances, based on the physical or mental characteristics of the creature. Typically, these are Penalties to Skills like Balance, Climb, Escape, Hide, Jump, and Move Silently
Awkward Jumper
1/2 max jumping distances
Base Skills Only
Applicable combat skills and balance, climb, escape, jump, listen, move silently, search, & spot only
Beacon
–8 hide
Colossal
The creature’s Size is Colossal. –8 Hide, +20 Move, +8 Intimidate
Crude Manipulation
Whatever passes for the creature’s hands (whether paws, claws, or tentacles), are not fit for fine-tuned or nimble manipulation. -4 Open Locks, Sleight of Hand, & Surgery.
Note this Flaw only applies where the creature in question is even capable of using the Open Locks, Sleight of Hand, or Surgery Skills in the first place.
Fanaticism
This Flaw represents an uncontrollable trigger that causes a specified action to occur, such as an Elemental’s habit of attacking imps and demons on sight
Fire Hazard
The creature is a walking fire hazard, due to heat, flames, or some other effect that causes flammables to ignite upon contact with the creature
Flashy
Something about the creature's coloring or makeup stands out, giving it a –2 to -4 penalty to hide
Huge
The creature’s Size is Huge. –6 Hide, +10 Move, +4 Intimidate