The sun shines, not out of affection, but out of compulsion.
Something that SR5 distinctly improved upon compared to SR3 is flaws. SR3 just doesn't have a whole lot of them, and I pretty firmly believe the flaws you take are an important defining factor to your character. Lucky for us, SR3 outright tells you to come up with your own flaws, and even includes a "general category" of flaw called Compulsive. Today I'm gonna list some new compulsive behavior flaws I came up with. These are for SR3, but they can surely be easily adapted to other editions with a bit of care. For SR5, I'd place these somewhere between 5 and 20 karma. Just use your judgment.
Fitness Fanatic (-2). The character is serious about all aspects of their fitness. Their lifestyle costs are increased by ten percent to account for fitness equipment, doctor's visits, better food, vitamin supplements, or anything else the GM and player deem appropriate. In addition, the character must succeed at a Willpower (6) test to consume anything with an addiction rating, or any other substance or food deemed particularly unhealthy. The target number may be adjusted at the GM's discretion for times of desperation or extremely harmful substances.
Shopaholic(-1 to -5). The character loves to shop. It doesn't matter what they're buying, they're addicted to the rush of joy that comes along buying something new. Every month, the character must spend at least 1000¥ per level of this flaw. This must be in objects, equipment, food, or anything else the character owns: bribes and services do not count, but experiences like concerts or a spa trip do. If this is not done by the time lifestyle payment is due, the character loses their cool and blows the entire amount on anything with an availability of "always", and it doesn't count against this month's shopping, either.
Fashionista(-2 or -3). Whether an aspirational poser or they came from real money and status, the character can't stand to be seen wearing pedestrian clothing. At -2, the character takes a +1 to all mental and social target numbers when dirty, unkempt, or wearing less than fine clothing. At -3, the character must wear tres chic clothing and an additional 1000¥ in wearables such as jewelry, electronics or weapons with a custom finish or engraving.
Armor clothing costs can be increased by 50% to match appropriately with the character's fine clothing, or doubled to match with a tres chic outfit. The armored clothing must still be paired with an appropriate set of clothing. Security or mil-spec armor violates this flaw regardless of how well it's tailored.
Armor clothing costs can be increased by 50% to match appropriately with the character's fine clothing, or doubled to match with a tres chic outfit. The armored clothing must still be paired with an appropriate set of clothing. Security or mil-spec armor violates this flaw regardless of how well it's tailored.
Gang Pride(-2). The character is proud to be a member(or former member) of a street gang. The character represents the gang's colors or uniform at all times, regardless of what else they're wearing. In addition, they must succeed at a Willpower (6) test when asked about their gang membership or clothing, or else directly and firmly state their affiliation.
These sorts of actions aren't popular with high society or corporate types, and the character may face social penalties when dealing with them, at the GM's discretion.
Child of the Street(-1). The opposite of Fashionista, the character can't stand to wear expensive clothing or live in comfort, finding both stifling and uncomfortable. The character takes a +1 to all target numbers while wearing anything "fine" or "tres chic". They may wear armor, but not any armor clothing that counts as fine or tres chic. In addition, when faced with a living situation better than Squatter(13 points or higher in the expanded lifestyles optional rule) they must succeed at a Willpower(8) test to stay the night, or else leave to stay outside.
Needless to say, this flaw is incompatible with Fashionista.
I like doing this a lot, so expect more in the future. A final note: Remember to check with the GM for the final value of these flaws. After all, they may disagree with how much they're worth at face value, or they could be running a game where they'll be more or less of a hassle. Gang Pride in a campaign where the characters are all members in a go-gang is liable to get you in a lot of trouble, for example.