Still working out the details on the Dying Flaw. We shifted it to a Resolve, rather than Hardiness roll. This both seemed to fit the genre a little better and also made more sense mechanically (because the Hardiness keeps decreasing so the roll spins out of control too quickly when it is against that Defense). Still a work in progress. Also this is something that can be used in place of Qi Spirit Possession for characters who overuse their Kung Fu if your campaign has fewer supernatural elements.
Dying: You suffer from a permanent and lethal affliction. Eventually it will kill you. How much time you have left is uncertain. The precise nature of the illness is up to you and the GM but it is a constant concern. Anyone who takes this flaw must roll 1d10 against Resolve every month. This roll can also be triggered by extreme emotional or physical stress at the discretion of the GM. On a Success you lose 1 point of Hardiness. When you reach 0 Hardiness you begin to die. On a Failure 1d10 is added to the next monthly roll. This is cumulative so two months free would result in a 3d10 roll. The monthly dice pool resets to 1d10 after a success.
Your Hardiness is permanently reduced unless you receive proper medical care (Medicine Roll TN 8) and recuperate for a week. If you spend a week recuperating you can make an Endurance Roll TN 6. On a Success you gain 1 lost Hardiness. On a Total Success you regain 2 lost Hardiness (this cannot exceed your normal Hardiness rating).
In addition the player and GM should discuss the specific nature of the illness. Based on this, the GM should choose a handful of affected skills (between 2-5) that suffer a -1d10 Penalty when the disease is active (i.e. during months when you lose a point of Hardiness).
Note, in campaigns without supernatural elements, this Flaw can be used instead of Qi Spirit possession when characters overuse their Kung Fu.