Disadvantage |
Cost |
Description |
Addiction |
2,4 |
Must have some predetermined substance once per day. At 2pts can be fairly common and fairly harmless (ale, smoking, fish). A 4pt addiction is a harmful substance and/or must have it more often. Failure to have it results in -10 to all actions the firs |
Allergies |
1,2,3 |
|
Battle Confusion |
3 |
Fighting 2 or more foes causes PSY roll. Failure results in targeting friends as well as enemies. |
Clumsiness |
2 |
2x a day, the GM can force a character to reroll a previously successful action. |
Color Blind |
1 |
Cannot see in anything but shades of black and white |
Compulsive Behavior |
1,2,3 |
|
Compulsive Generosity |
1 |
Must make a WIL roll to resist giving anything to someone who asks and is in need. |
Compulsive Lying |
2 |
Must make a WIL roll to not lie even about the simplest of things |
Cowardice |
4 |
If faced with normal danger or even odds in a fight, must make a WIL roll or run away. If faced with great danger or nearly unbeatable odds, must make roll at half or one forth. |
Curious |
1,2,3 |
|
Dark Temptation |
2 |
For Neutral or higher alignments only. Must resist 1x/week (or more if events warrant) from performing some evil action which would lead them towards an evil alignment. |
Deep Sleeper |
2 |
When a normal WIS roll is called for when sleeping, the Deep Sleeper only gets to roll at 1/4 WIS. |
Dependent |
2,3,4 |
|
Ego Signature |
2 |
Leaves a particular identifying item or mark everywhere they go. Must make a 1/2 WIL roll to resist |
Enemy |
1,2,4 |
|
Friendslayer |
4 |
Can never put trust in ones friends. Character must make a PSY roll to resist attacking a friend if that friend does something even remotely considered as a violation of their friendship. |
Gambling |
2 |
Must make a 1/2 WIS roll to resist entering a casino and/or turn down any bet. Once enters a casino, must keep betting until make the roll at 1/4 or all money is gone. |
Glory Hound |
3 |
Loves attention and praise. Will do dangerous acts of people are watching. Will often try to take credit for things other people did. |
Greed |
3 |
|
Gullibility |
2 |
Make WIS rolls at 1/2 to resist believing lies |
Hearing Impairment |
2,3,4 |
|
Hemophilia |
6 |
Bleeds uncontrolably. Until receive a successful first aid check, continue to lose 5 DP per wounded area per round. |
Honesty |
2 |
Must make a 1/2 WIL roll to resist telling the truth or even keeping quite when someone asks them for the truth. |
Illiteracy |
2 |
Cannot read |
Kleptomania |
3 |
Must make a WIL roll to avoid trying to steal an item of value. |
Lifetime Goal |
2 |
|
Low Pain Threshold |
2 |
CON rolls are at 1/2 for determining unconsciousness or lose of the use of a limb |
Moral Qualms |
2 |
|
Mute |
5 |
Cannot speak |
Night Blindness |
2 |
|
No Sense of Smell/Taste |
1 |
|
On the Edge |
2 |
Very jumpy and nervous all the time. Small things startle them easily. Get -1 to intiative. |
Overconfidence |
3 |
Will rush into battle without weighing the cost. Will not bother to use armor or best weapon if character feels opponent is beneath them. |
Overweight |
1,2,3 |
|
Pacifism |
3,6 |
At the first level, will try to talk over problems before resorting to violence. However, they will still fight if attacked and no other solution can be found. In extreme case (a 6 point) will not fight even if it means their own death. However, they ma |
Phobias |
1,2,3 |
|
Physical Investment |
3 |
Every time a spell is cast, it costs the caster 5 DP. |
Pyromania |
1 |
|
Queasy |
4 |
At the sight of blood or gore, must make PSY roll or begin vomiting and be at -30 to all actions |
Sadistic |
2 |
|
Short Fuse |
2 |
Has a very short temper. Must make 1/2 WIL roll or will react violently to any accusation or threat. |
Short-winded |
3 |
|
Slow |
2 |
Max running speed is only 75% of FIG |
Tender Skin |
3 |
Metal armor causes a rash resulting in -10 to all actions |
Traumatic Flashbacks |
2,4 |
|
Unattractive Appearance |
1,2,3 |
|
Unluckiness |
6 |
|
Unmistakable Feature |
1 |
|
Violent Prejudice |
3 |
Must make a PSY roll or attach people of that race |
Vision Impairment |
2,6 |
|
Weak Will |
1 |
|
Weirdness Magnet |
2 |
|