Farinal, let's firstly look at what the rules say (p.226):
Invoking Flaws
Using rules similar to those governing the use of Traits, the Loremaster may invoke a character’s Flaw whenever
it would have a negative effect on the situation at hand. In other words, it must be reasonably plausible that the
character would have fared better if he didn’t possess the negative feature depicted by the Flaw.
The Loremaster may invoke a flaw to apply a Feat Re-roll or a Failure Aggravation. Usually, the Loremaster cannot
apply the effects of the same Flaw more than once during the same scene, and certainly not to the same action.
Feat Re-roll
When a player is attempting an action using one of his common skills, he may suffer from a Flaw and produce a
poorer result. If the Loremaster rules that a Flaw is affecting the performance of a hero, the acting player must roll the Feat die twice, and keep the lowest result.
If a hero was already entitled by a special ability to roll the Feat die twice and keep the best result, then the Flaw
neutralises the ability and lets him roll the Feat die just once.
Failure Aggravation
When a hero fails at an action, a Flaw may dramatically worsen its already negative outcome.
If the consequences of a failed roll may be affected by a Flaw possessed by a hero, the Loremaster can severely
aggravate the outcome of the action, turning it into a truly catastrophic effort.
A Brutal hero attempts to impress a crowd using Awe. The player fails the roll, and the Loremaster determines
that the adventurer actually drew his sword and harmed someone in his overzealous attempt to intimidate.
Other Uses
In addition to the mechanics explained above, and their worth as opportunities for roleplaying, Flaws can be used
as triggers for custom-made sources of trouble. When circumstances can be affected negatively by a
hero’s Flaw, the Loremaster may weave into the narration an obstacle provoked by the hero himself.
A Mistrustful hero might need to make a test of Insight to avoid reacting with hostility to a stranger, or a plot
twist might be triggered by the absent-mindedness of a forgetful adventurer. When the Loremaster is improvising
an unforeseen hindrance such as these, they might even briefly take control of the flawed hero, possibly against
the will of the controlling player.
OK, so these are the guidelines for you to use, my advice would be to discuss with the player what impact his flaws might have, but also encourage the player to roleplay them! For example, I would probably force a Cruel character to do a Feat die reroll when using Persuade or Courtesy!
From your point of view whatever enhances the story you are trying to tell here should have priority, provided you are also consistent with your rulings on how you are going to LM Flaws, because whatever decisions you make here the players will expect you to be consistent with in the future.
Robin S.
Advice on a "Cruel" character
- Robin Smallburrow
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Re: Advice on a "Cruel" character
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Re: Advice on a "Cruel" character
Thanks for the replies everyone. I think it is a good idea for the rerolls about certain skills in certain moments. Also it might be a way for the character to perhaps get acquainted with the Wayward Elves... Who knows 

Of Finarfin's children I am the last. But my heart is still proud. What wrong did the golden house of Finarfin do that I should ask the pardon of the Valar, or be content with an isle in the sea whose native land was Aman the Blessed? Here I am mightier.
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Re: Advice on a "Cruel" character
Well, the Wayward Elves aren't the result of a flaw, they're actually the result of a Virtue...'Call of Mirkwood.'
And most flawed elves, per RAW, seek healing in Valinor by sailing west along the straight path.
And most flawed elves, per RAW, seek healing in Valinor by sailing west along the straight path.
Re: Advice on a "Cruel" character
Thanks, Robin, as that reminder of the RAW is helpful. I've got a Player Character with two Flaws, and I need to encourage him to play them up more (and assign 'Disadvantage' when appropriate).
Tale of Years for a second, lower-level group (in the same campaign).
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