Heroic Flaws

EDUARDO: [asks again, which stops Wilt] Why?!WILT: Because she always asks me to.EDUARDO: [still asks again, which stops Wilt again] Why?!WILT: [trying to hide his anger] Because I’ll do anything she asks me to.EDUARDO: [keeps asking] Why?!WILT: [still hiding his anger] Because I’ll do anything anyone asks me to.EDUARDO: [keeps asking him] Why?!WILT: Because I always say yes!-- Foster's Home for Imaginary Friends, Season 2 Episode 3, "Where There's A Wilt, There's A Way"Heroic Flaws are point-free drama-centered flaws that activate during appropriate situations, providing plot hooks and generally sabotaging the protagonist's (the PCs) plans. These are not Disadvantages in the traditional sense, as they are activated through destiny points, and do not have point values. Heroic flaws are part of the Pointless system. 
== What's In A Flaw? ==
Some are flaws in character (callousness, greed), some are heroic traits that cause a character to go above and beyond (generousness, honesty), and some are simple anatomical quirks (very big, very small, very old).
Invoking a Heroic Flaw gives the player a Destiny Point, which can then be used by the player to get out of trouble later on. This provides an ebb and flow to the story.
== Examples ==
"Well, back to hating kids." --Gramma Green, "Big City Greens"
* Avaricious
* Cantankerous
* Close-Minded
* Clumsy
* Cursed
* Dark Side (must avoid detection)
* Foreigner (can apply to a whole party if they're new to the world)
* Gung Ho (leaping before looking)
* Hardened (callous, aloof)
* Honorable
* Inquisitive
* Ivory-Tower Academic (lack of street smarts)
* Loyal
* Man-Mountain (you're just too big for ordinary-size things)
* Mean (just mean!)
* Murderous (kind of a bad-guy trait)
* Mystical (devoted to some inner path)
* Naïve 
* Nature Boy (you avoid putting any human trace on nature)
* Nervous (Zoinks! You're pretty jumpy and easily startled)
* Nutter (You're a bit bonkers, and people notice)
* Obsessed (You're a huge fan of something, or have some personal quest, or dark vendetta)
* Old (you aren't as spry as you once were, or sometimes your body just doesn't work right)
* Primitive
* Religious
* Saintly
* Scummy (you're dirty and you do dirty deeds)
* Self-Important (lots of bad guys have this one)
* Self-Indulgent (you have some kinda vice, or several)
* Troublemaker (you're tricky)
* True Believer (similar to Obsession and overlaps with Religious/Mystic in some ways, deals with fanaticism)
* Untrusting (you spent a lot of time focusing on threats that don't exist)
== Optional Rule: Exchanges ==
If the GM really wants to keep track of approximate point costs in a point-free game, here is a list of trades:
* One Ability slot for one fewer Heroic Flaws. 
* Two Ability slots for three Wildcard levels. • Three Wildcard levels for two Ability slots. • Half starting money (start with $500) for one Ability slot.* • All starting money (start with $0 and a set of filthy clothing) for two Ability slots.* * This puts the Gear and Prepared Abilities off-limits!
== Kromm Quotes ==
Kromm in http://forums.sjgames.com/showpost.php?p=2246289&postcount=14
== References ==
* "Pointless Slaying and Looting" Pyramid 3/72: Alternate Dungeons
Category:Rules