Due being IP Man, you have the following Major drawbacks:
Addiction/Dependency (Smoking)
(Major)
You just have to have the desire of you dependency. Your addiction is likely an addictive substance or drug (such as alcohol or chew leaf), but could be some other odd compulsion. (Special drugs that could be used in the game can be found in the 3E Book of Vile Darkness p41.)
- Following every long rest, you must make a DC 8 Wisdom or Constitution saving throw (use your weakest save) if you did not partake in your addiction the previous day. If you fail your save, you suffer 1 level of exhaustion. (You should roleplay how the levels of exhaustion affect your behavior). You can only attain 3 levels of exhaustion through your addiction. On a successful save, you stave off your dependency for a day. If you pass the check by 5 or more, you benefit from some short-term coping mechanism and actually reduce your exhaustion level due to your addiction by 1. (If you have previous levels of exhaustion from this flaw).
- (Major only). Your addiction can lead you down to 5 levels of exhaustion and the DC to resist increases to 10
Bleeder
(Major)
Paper cuts can be a hazard for you. Blades are extra deadly.
- You are vulnerable to slashing damage.
Brittle Bones
(Major)
You flunked out of the school of hard knocks. Blunt weapons are your bane.
- You are vulnerable to bludgeoning damage.
Thin-Skinned
(Major)
Not even your skin offers you much protection. You are a walking pin-cushion.
- You are vulnerable to piercing damage.
Due to being IP Man, you also have the following Minor drawbacks:
Heavy Sleeper
(Minor)
You like your sleep and when you get it, you are not easy to awaken.
- You have disadvantage on all Wisdom (Perception) checks when asleep, no matter how loud the noise.
- You have disadvantage on all attacks and checks for 1 minute following a long rest or when roused from your sleep, until you spend an action to 'shake off' your tiredness. To do so, you must spend your bonus action to make a DC 10 Constitution or Wisdom save. A successful save removes the penalties until the next long rest.
- During a long rest, your hours must be consecutive. If awakened during the required 6 hours rest, you do not get the benefits of a long rest and must start over.
Honor-Bound
(Minor)
You believe in a behavioral code, such as chivalry, where your word is your honor. You act in a respectful and non-deceitful manner towards all typical races. Your code may even require you to treat enemies (especially captives) in a decent manner.
- You have disadvantage on all Dexterity (Sleight of Hand and Stealth) and Charisma (Deception) checks.
Loyal
(Minor)
You do not leave a mate behind.
- If you are not the last of your group to leave a dangerous situation, then you suffer overwhelming guilt. (This includes running or disengaging from an enemy that still threatens other allies). You have disadvantage on all ability checks until you take a long rest.
(If several members of a group have this flaw, then the penalty only applies if there are allies without this drawback left behind).
Outsider
(Minor)
You are away from your own people and your ways are strange to those where you are now.
- You have disadvantage on all Charisma (Persuasion and Streetwise) checks. (You do not have disadvantage when interacting with people from your homeland or of the same subrace/culture).
With each of these listed I have the following bonuses:
4 Major (4 Feats that I meet any/all prerequisites for)
Athlete
Alert
Observant
Skill Expert
4 Minor (4 more proficiencies allowed by either my Race, Class or Background OR Swap 3 proficiencies for a single Feat)
Athletics
History
Religion
Stealth
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