Taking examples from the Burning Wheels mechanics of Greed, Grief and Anger, I am thinking of doing a similar mechanic for Flaws in C&S.
The idea is that these Flaws are also skills with a negative effect that increases up to “death” by sanity. But it can also be used in place of other skills by the player in exchange for a payback.
So it would work something like this.
Flawed Skills
Flawed Skills are both flaws and skills, granting +5 points and a corresponding skill starting at 3.
Skill Usage:The skill can replace other skills when appropriate. For example, Greed might replace Muscles for acquiring a desired item, or Madness could stand in for Knowledge or Magic.
Skill Increase: Success in using the flawed skill raises it by 1 point, either temporarily or permanently, based on its long-term effect on the character (GM’s decision).
Impact of Flaws: The severity of the flaw’s effect is linked to its skill value: 3-6 (mild), 7-10 (moderate), and 11-14 (severe).
15+: A skill value of 15 or more makes the character unplayable. Time to roll a new character.
Crossing-off: Flawed Skills are always the last to be crossed off. In random attrition, re-roll.
Recovery: During a safe rest, roll ABOVE the skill to remove 1d4 temporary points from the skill.
GM’s call: The GM can call to roll ABOVE the skill to resist its effect in relevant situations. Failure results in the character acting under the flaw’s influence and increasing the skill by +1 temporary point.
A couple of examples.
Greed: Driven by treasures and successes. Typical uses are in place of physical skills.
- 3-6: You cannot accept a fair division of treasures.
- 7-10: Roll ABOVE to help an ally in danger.
- 11-14: Your treasure, everyone wants it. You see enemies everywhere.
Pride: A huge ego can be bulky. Typical uses are for social or diplomatic skills.
- 3-6: You must fight back if someone insults you.
- 7-10: Doing something humiliating requires rolling ABOVE.
- 11-14: You are obsessed with your fame.
Coward: Always scared and cautious. Typical use for stealth or related skills.
- 3-6: When facing danger, roll ABOVE not to flee.
- 7-10: When you flee, leave behind a random piece of equipment.
- 11-14: Even if you succeed by not fleeing, you are still shocked for an entire round.