Alternate Character Generation System

Disadvantage List for Cyberpunk 2020

by Gary Astleford (ocelot@connectnet.com)

DISADVANTAGE LIST

Disadvantages represent faults or defects that some characters have. Some are physical, while others are mental. Disadvantages, depending on their severity, can be permanent, but they don't have to be. Most can be bought off with IP's later in the character's life. If a disadvantage is bought off, the player and GM should work out the details. The change should by no means be sudden, or happen overnight, without some major external influence (for example, surgery or personality adjustment). Disadvantages are severe flaws that have a profound impact on a character, and should not be done away with lightly.

A final note on disadvantages. Characters are not required to have any at all. Though you may want to play a character who is quite honorable and trustworthy, it doesn't mean you must buy the Honor disadvantage. Buying the disadvantage merely forces you to roleplay it under any and every circumstance. Playing an honorable character without the disad means he isn't forced to do something he'd rather not do.

Allergies : -2, -4, or -8 SPs

The character is allergic to some substance or another. At -2, the character must make a Body save at -2, or he will experience unpleasant symptoms, such as sneezing, itching, etc. This might modify skill rolls (ie, -2 to REF for stinging, watering eyes, etc). At -4, the character will experience more severe symptoms, including high fever and respiratory distress. The character must make a Body save at -4. If the roll is failed, all skills will be lowered by half until the substance causing the attack is removed. At -8, the character may have more severe reactions (ie, coma, vomiting, and death). A save must be made as per the -4 allergic disadvantage, but at a -6 modifier. The results are the same, but a failed result will ALSO cause 1 point of damage and the character must make a stun/shock save or fall into a coma. The damage will occur every hour until the substance causing the attack is removed.

Bad Temper : -3 SPs

The character must make a save against his Cool stat under certain conditions to avoid losing his temper (with proper modifiers that reflect the situation, ie, a minor traffic collision may cause a -3 to his Cool, while someone telling him to "Buzz off," will cause a +1 modifier to be made...it all depends). A failed roll indicates a temper tantrum, which may include yelling, screaming, profanity, and acts of violence.

Blindness : -4, -6, -8, or -12 SPs

The character is blind in one or both eyes. At -4 and -6, the blindness is confined to one eye of the character's choice. This damage can be "bought off" in the -4 disad (involving replacement of the eye through organic or cybernetic parts), but not with the -6 disad. Having only one eye incurs a penalty of -3 to any action involving depth perception. At -8 SPs, the blindness is total, and can be "bought off" using IPs, but must also accompany surgery. If bought at -12 SPs, the blindness is permanent (ie, nerve degeneration, etc.), and cannot be repaired by any medical means.

Close Personal Tie : -3 SPs

The character has a close friend or relative that he cares about. If the friend/relative is any amount of danger, the character is OBLIGATED to do anything in his power to help his Personal Tie. Should the Personal Tie die, or become an enemy, severe emotional distress may occur at the GM's discretion.

Clumsy : -3 or -5 SPs

The character is a klutz. At -3 SPs, this only affects either manual dexterity (fine tuned work with the hands, shooting, etc.), or whole body agility (dancing, martial arts, running, etc.). At -5 SPs, it affects both (the character is a total clod). Consequently, the character automatically fumbles on a natural roll of 1 (ie, he does not get to roll the second d10 for a 1-5 result before fumbling after rolling a 1). In addition, during times of stress (ie, disarming a bomb, or walking through an antique shop), the character must make a Save against Cool, or break something (he's nervous because he knows he's an oaf.)

Compulsive Liar : -5 SPs

The character will lie to hear himself talk. He gets a kick out of spinning tales, and it doesn't even matter if the person he's talking to knows he's lieing or not. Invariably, it may be hard for the character to find anyone who will believe him AT ALL (ie, The Little Boy Who Cried Wolf). This may mean as much as a -5 modifier to skills such as Fast Talk, Seduction, and Oratory if the people he is attempting to con know of his disorder. If the player wants his character to tell the truth, he must make a Save against Cool (at -2), or he will automatically lie.

Cowardice : -4 SPs

Any time the character tries to accomplish a task which may cause him physical harm, he must make a Save against Cool at -2 in order to show some guts and stick around. If he fails, he must run or hide, whichever is more convenient.

Criminal Record : -1, -2 or -4 SPs

A character with this disad has been convicted of a crime sometime in his life. At level -1, it's a black mark on his past, and it might prevent him from getting certain jobs (employers don't want ex-cons). Also, since he's on a criminal database somewhere, he might be picked up as a suspect in other crimes, whether or not he committed them. This also gives police a reason to harass the character for no reason. At -2, the character is still on parole. He must visit his parole officer once a month, take a drug test each visit, and hold down a steady (legitimate) job. At -4, the character is an escaped convict, likely to be gunned down on sight by any police that recognize him. Being caught by police will mean another trip to the pen for an even longer duration.

Cyber-Rejection : -10 SPs

The character with this disadvantage cannot have ANY cyberware grafted onto or into his body or his immune system will violently reject it. If a Save against Body (at -4) is made, the Cybernetics will NOT work, and the character will take 2 points of damage DAILY until they are removed. This damage is cumulative, and will not heal. If the roll is failed, the character must make a Death Save once per hour until the cyberware is either removed or the character dies, in addition to taking the 2 points of damage per day.

Drug Addiction : -2, -5, or -10 SPs

At -2 points, the character utilizes tobacco in one form or another. This may cause the character to make Stamina checks when running due to bad lungs. Also, the character must smoke at least once every four hours or suffer a -1 penalty to Reflex. At -5 points, the character is an alcoholic. Being drunk can cause disorientation, lack of reasoning ability, and loss of inhibitions. When drunk, a character will be at a -2 modifier to ALL skills (the modifier can be worse, depending on how much he's had). The character must have a drink once a day, or a bender/binge once a week, or he will suffer a -1 penalty to all skills. At -10 points, the character is addicted to an illicit narcotic or euphoric and must have it daily. Anything will be done to get the drug. If a character doesn't fix within one day, he will become irratable and tempermental (as per the "Bad Temper" disad). If he doesn't fix in two days, he will begin to "climb the walls", crying, yelling, and being verbally abusive. Three days will result in full withdrawal symptoms and (maybe) violence. Exact symptoms are up to the GM and Player. Note : Some drugs are worse than others, so the -10 SP rating can be changed depending on the drug cost, availiability, or effects. The -10 SP rating is reserved for drugs such as heroin, et al.

Enemies : -2 SPs

For each -2 points spent on enemies, the player gets to roll up an enemy on the Friends and Enemies portion of the Lifepath.

Flashbacks : -2, -4, or -6 SPs

The character suffers flashbacks from a traumatic experience he had earlier in life. Similar circumstances or stressful situations may trigger these flashbacks. At -2, the character must make a Save vs. COOL at -1, or be stunned for a round. At -4, he must make the save at -3, or be stunned for 1D5 rounds. At -6, the character must make the save at -3, or he will begin to hallucinate, thinking the current situation is, in fact, the old one. He must make a save every 1D10 minutes to "come out of it", with a +1 modifier every subsequent roll until he recovers. This disad can be "bought off" with IPs if psychological counselling is sought by the character.

Glass Jaw : -2 SPs

A character with this disadvantage is easily knocked out by blows to the head, and therefore suffers a -2 to Stun saves after taking such injuries.

Greedy : -4 SPs

The character is selfish, miserly, and obsessed with money. When offered a bribe, a Save against Cool must be made at a -2 modifier in order not to accept it. In addition, people of this sort are known to betray friends for a few lousey bucks, and this may affect reputation as well.

Hearing Loss/Deafness : -3, -5/-6, -8, or -10 SPs

At -3 SPs, the character is a victim of partial hearing loss in both ears. This results in -3 to all hearing-related rolls, and the damage can be bought off. At -5/-6 SPs, the character experiences total deafness in ONE ear (-5 to Awareness checks with that ear). If at -6, this damage cannot be bought off. At -8 SPs, the character is completely deaf in both ears. However, this disad can be bought off as long as costly surgery (involving bio- or cyber-enhancments) is performed as well. At -10 SPs, the character is completely deaf in both ears, and this damage can't be bought off, no matter what.

Hemophilia : -6 SPs

A character with this disadvantage has blood that doesn't clot very well. When injured, the character will continue to take one point of damage a round until the bleeding is stopped, or until he dies. This will continue while the character is unconscious, as well.

Honesty : -2 or -4 SPs

At -2 points, the character won't lie, cheat, steal, or break the law unless it is a life-or-death situation. At -4 points, the character will never behave dishonestly in any way at all, although he may be evasive.

Honor : -2 or -4 SPs

At -2 points, the character will do anything to accomplish his duty, including placing his life in danger. If it appears as though his acts will bring certain death, he can back out .At -4 points, the character will go so far as dieing if it will accomplish his mission.

Illiteracy : -2 SPs

The character cannot read or write, and has trouble with simple math.

Impaired Vision : -2 SPs

The character is a victim of nearsightedness, farsightedness, or astigmatism. This can be corrected by the use of contact lenses or glasses. The defect cannot be repaired completely (ie, cybereyes or organic replacements, or surgery) unless the disad is "bought off" using IPs.

Kleptomania : -6 SPs

The character is a compulsive thief who will steal anything he thinks that he can get away with. What's more, he may not even realize that he's stealing anything until he is caught. When faced with an opportunity for thievery, the player (or the GM, secretly) must make a Save vs. Cool at -2. If the save is failed, the character must make an attempt to swipe the desired object (be it a string of faux pearls or a diamond ring). Failure of the theft roll could lead to incarceration or violent death.

Lechery : -3 or -6 SPs

At -3 points, the character is drawn to the opposite sex like a moth to a flame. Seduction rolls against this character are made at a +2 bonus to the seducer. At -6 points, the character is obsessed with the opposite sex, and will do whatever he can to get them into bed. The character also gets a -4 penalty to all Empathy skills when dealing with the opposite sex due to roving eyes and attitude. (Note : If characters are homo- or bisexual, this disad can relate to feelings of the same sex as well.)

Masochism : -3 SPs

The character is a masochist, and derives pleasure from his own suffering. He will recieve +2 to Resist Torture rolls, but may actually go out of his way in order to get hurt. Such methods may include self-mutilation, kinky sex, etc.

Missing Limbs : -5 SPs per limb

The character, through defect, mishap, or violence, is missing a limb (the extent of the deformation/injury is subject to discussion, and may grant more or less SPs). Normal cybernetic and vat-grown tissues can be grafted onto the character only after he/she has "bought off" the disadvantage with IPs, though non-cybernetic prosthetics can be used.

Mute : -3 or -5 SPs

The character cannot talk, due to defect, injury, or otherwise. At -3 SPs, this disad can be "bought off" using IPs (surgery will be neccesary, as well). At -5, the defect is permanent.

Nightmares : -2 SPs

The character is prone to nightmares. Every time the character tries to sleep, he must roll 1D10. On a result of 1 or 2, he experiences a nightmare which will be of such intensity as to wake him up. He will be unable to sleep the rest of the night. Subsequent nights which yield nightmares as well may incur modifiers to attribute and skill rolls due to exhaustion.

No Pain Tolerance : -5 SPs

When the character takes damage, his stun/shock save must be made with a -2 modifier. If the roll is failed, the character is knocked unconscious or incapacitated due to pain (ie, rolling around on the ground screaming). If such a character is the subject of torture, he is likely to snap like a twig (-4 to resist torture).

Overconfidence : -3 SPs

The character sees himself as better than he truly is. In his eyes he can take on anything and come out without a scratch. This can cause the character to take excessive risks which might get him into more trouble than he's actually worth.

Pacifism : -4 or -6 SPs

At -4, the character will under no circumstances kill anyone intentionally. Unintentional killing will cause feelings of guilt. The character may still harm opponents, either knocking them unconcious or crippling them. At -6, the character will not intentionally hurt anyone. Hurting anyone will cause the character grief, and killing anyone may cause total mental breakdown.

Paranoia : -5 SPs

The character suffers from a paranoid delusion. Everyone and anyone might be out to get him, even you, and he trusts no one. This is a very strong delusion that calls for good role-playing.

Phobias : -1, -3, or -5 SPs

At -1 points, the character has a minor fear of an object, animal, or circumstance. When faced with the object of his fear, the character must make a Save vs. COOL with a -1 modifier or he will refuse to face his fear. At -3 points, the character must make a Save vs. COOL with a -3 modifier. If he fails, he may panic and try to get away. At -5 Points, the character must make a Save vs. COOL with a -5 modifier. If failure results, the character may faint or become hysterical. More rolls might be required as the situation dictates.

Sadism : -4 SPs

The character gets a kick out of inflicting pain. This sort of character is capable of extreme violence, and must make a Save vs. Cool to keep from hurting anyone (emotionally or physically) that he has direct power over.

Uncouth : -3 SPs

The character is at a loss in any social situation, whether it is meeting a new person or having dinner with the director of your local Arasaka branch. This reflects in a -2 modifier to skills such as Oratory, Interview, Leadership, Seduction, Social, and Fast Talk.

Unmistakable Feature : -2 SPs

The character has a birthmark, scar, tattoo, or other unusual feature that makes him easily identifiable to others. Note that this can include having an identical twin, or looking just like Marlon Brando. This can be "bought off" using IPs, but should be accompanied by cosmetic surgery.

Vendetta : -2, -4, or -6 SPs

The character has a score to settle with someone. The way he settles the score isn't important, but he must seek vengeance if the opportunity presents itself unless he makes a save against his COOL -2. At -2 SPs, the target of the character's hostility is a single individual, or a small group of people (ie, a rival ops team, a small gang, etc.). At -4, it's a moderate-sized gang, nomad pack, company, or organization. At -6, he's after only the largest and/or most powerful group (ie, Arasaka, the IRA, or LEDiv).

Weak Stomach : -3 SPs

Anytime the character sees anything disgusting or gross, he must make a Save vs. Cool. If he fails, he will become nauseous, suffering -4 to all skills until he is away from the offending sight. Just seeing blood itself gives him a +2 to his Cool, but stuff like severed heads and mutilated corpses can create a -4 (or worse) modifier.


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