Cursed:
Common wisdom states that, upon finding a black cat loudly mewing adjacent to scratches in the dust that clearly spell "My master is in danger, please get help." that to follow the cat with the intent of rendering assistance is dangerous, but may be rewarding. That to seek out assistance from nearby communities is likely to be safe, but less rewarding. That simply departing the vicinity with all available haste is likely to keep your life intact. And that maiming the cat, destroying the message, and then visiting all the tortures and humiliations that you can imagine upon the creature is a generally bad idea.
Alas, you were not granted an abundance of common wisdom...
Whenever a d20 that you roll produces an unmodified result of 20, reroll the die. This effect will not reroll a reroll.
Cursed is fine to use, but not recommended.
Twice Cursed:
Graveyards are known to attract unstable spirits, wisdom suggests that avoiding them is the safest course.
Visiting them regularly and providing offerings and sympathies may maintain the safety of the area.
Kidnapping the relatives of the interred and leaving them to slowly die and rot on the open ground about their related graves, while delicately crafting new and exciting taunts concerning the frustrations experience by the dead, is not regarded as wisdom. You were not informed of this...
Requires Cursed
Whenever a d20 that you roll produces an unmodified result of 1, the next time that you would roll a d20, you instead assume an unmodified result of 1.
Twice Cursed *would* be fine to use (but not recommended), except that any given person can only have one flaw.
Thrice cursed:
If one encounters a druidic grove, it is advisable to depart swiftly.
It is not advisable to pull up the trees, construct a lumber-mill on the site, and hold regular wild-animal hunts in the vicinity. Dumping the results of those hunts in the local nature shrine is right out.
You never cared much for advice...
Requires Twice Cursed
Whenever a d20 that your roll produces an unmodified result of 20, treat it as though its unmodified result had been 1. You must still reroll it in accordance with the text of the Cursed Flaw.
Thrice Cursed? (I think you meant, "reroll in accordance with the *twice* cursed flaw"...) See Twice Cursed
Broken alignment:
Normally when one founds an orphanage, defends a good temple, saves an angel, bends the prime material plane until it bears a lawful good alignment, or similar such actions, one's alignment reshapes to match their new pursuits.
You did it because murdering the innocent, destroying monuments, and beating up slaadi because they are "a pathetic insult to chaos", just wasn't satisfying you, and you had to visit some pain, suffering, and torment upon your own cosmic forces, and you were bored... Your alignment has disowned you.
If your alignment would reduce the severity of a spell or effect, the severity is not reduced.
If you would benefit from a spell or effect with an alignment descriptor, you gain no benefit from it.
Any damage reduction you gain that can be bypassed by an alignment is reduced to 0.
Creatures with an alignment subtype cannot have an attitude of indifferent or better toward you.
You cannot cast any spell with an alignment descriptor.
If you die your spirit cannot find rest and instead drifts away from conventional sight. If a spell or effect is used to restore you to life, the material costs are doubled and the casting time is raised by an order of magnitude.
Broken Alignment is *not* okay to use, because it would derail the game's future plot more effectively than the sum of the destructive force of every nuke Earth has had on it at any point would derail a common train. I am not being hyperbolaic. *More* effectively.
Haunted:
Upon death, most spirits move on to their appointed destinations. Some spirits cannot rest and return as undead. Very rarely a spirit will lose its way and try to reach the afterlife by binding itself to another. Sometimes this causes problems for their host...
Two times per day the D.M. can inflict one of the following events upon the character:
Conflict: the character is dazed for one round.
Distraction: the character is flat-footed for 10 rounds.
Distress: The character is shaken for 10 rounds.
Disturb: The character is nauseated for 2 rounds.
Haunted is not allowed, because making it balanced as a flaw requires me to be a major douchebag during battles, and completely gyp someone from the game part of the actual game.
Lazy:
Some people just can't be bothered...
After any round in which the character performs a full-round action, both a standard action and a move action, or part of an action which occurs during multiple rounds, they suffer from the effects of being fatigued for 3 rounds. Unlike normal fatigue, the character cannot become immune to this effect, and multiple instances do not stack with each other or other sources of fatigue.
Lazy is fine, but... ouch.
Weakness:
Some are tough, some are not.
Your normal maximum hit points are reduced by ten. This overrides effects that would limit your minimum hit points.
Weakness is fine, but only because all of you have Heroic Durability. I like the part where it can actually kill you.
Spoiled:
You are not accustomed to the rigours of the world, or people in a position to disagree with you.
Reduce all saves by 1 and take a -2 penalty to social skills.
Spoiled is fine.
Wasted youth:
+1 age category, -1 wisdom, intelligence, and charisma.
Aged poorly:
+1 age category, -1 strength, dexterity, and constitution.
Wasted Youth and Aged Poorly are fine.