A “disadvantage” is a problem or imperfection that renders you less capable than your attributes, advantages, and skills would indicate. In addition to the traits in this chapter, this includes anything with a negative point cost in
Attributes. You are probably wondering, “Why would I want to give my character disadvantages?”
There are two good reasons:
1. Each disadvantage has a negative cost in character points. Thus, disadvantages give you extra character points, which let you improve your character in other ways. But note that disadvantages limit you in proportion to their cost. Be sure to read the disadvantage description in full to know what you are getting into!
2. An imperfection or two makes your character more interesting and realistic, and adds to the fun of roleplaying.
Restrictions on Disadvantages
Your GM might wish to “cap” the extra points you can gain from disadvantages; see Disadvantage Limit. This limit applies to the total points you can get from all traits with negative point costs, from Chapter 1 (reduced attributes, low Status, etc.) or the list below. Mandatory disadvantages assigned by the GM don’t count against this limit.
Most GMs will want to enforce two additional restrictions:
Negated Disadvantages
You cannot take a disadvantage that one of your advantages would mitigate or negate! For instance, if you have Acute Hearing, you cannot take Hard of Hearing. Contradictory disadvantages, such as Curious and Incurious, are also mutually exclusive. The GM has the final say as to which traits are compatible.
Villain Disadvantages
Some disadvantages – Sadism, for instance – are not at all suitable for a “hero,” and the GM is free to forbid them to PCs. But they are often found in the more fiendish villains of adventure fiction, so they are included in the interest of good NPC creation.
Types of Disadvantages
Like advantages, disadvantages are classified according to how they work in play and who can have them.
Mental disadvantages originate from your mind or soul. They stay with you if your mind ends up in a new body. This category includes the vast majority of “magical,” “psionic,” and “spiritual” traits. Mental disadvantages are marked 2.
Physical disadvantages are associated with your body. You can escape them by moving to a new body! If another mind occupies your body, the new owner gains your physical disadvantages.
You can acquire a physical disadvantage during play, most likely due to accident or combat. In this case, you immediately suffer the bad effects of the disadvantage. Unlike starting disadvantages, however, physical handicaps acquired in play do not “give back” points with which to buy abilities – they just lower your point value!
Social disadvantages are associated with your identity. Should it become important to know whether they go with mind or body, the GM’s word is final. Note that this category includes below-average Status, Wealth, and so forth from
Attributes. Social disadvantages are marked 4. The GM is the final judge of which category a disadvantage belongs in. It is possible to interpret certain disadvantages in more than one way.
Exotic, Supernatural, and Mundane
Exotic disadvantages are forbidden to normal humans. Nonhumans may acquire such traits from their racial template, but they still need the GM’s permission to take additional exotic disadvantages. Supernatural disadvantages are the result of divine intervention, magic, psionics, etc. With the GM’s permission, anyone might be cursed in this way – but only if supernatural powers exist in the game world. Mundane disadvantages are every thing else. They are inborn, acquired, or self-imposed handicaps that any one might have.
Self-Control for Mental Disadvantages
Many mental disadvantages do not affect you constantly – you may attempt to control your urges. An asterisk (*) appears next to the point cost of any disadvantage that offers a chance to resist. For each disadvantage like this, you must choose a self control number: the number you must roll on 3d to avoid giving in. This modifies point value as follows:
You resist quite rarely (roll of 6 or less): 2 x listed cost.
You resist fairly often (roll of 9 or less): 1.5 x listed cost.
You resist quite often (roll of 12 or less): listed cost.
You resist almost all the time (roll of 15 or less): 0.5 x listed cost.
Drop all fractions (e.g., -22.5 points becomes -22 points).
The “default” self-control number is 12: you must roll 12 or less on 3d to avoid giving in to your problem. This lets you use disadvantage costs as written. Choose a self-control number of 15 if you wish to have a tendency toward a disadvantage instead of a full-blown case. A self-control number of 9 will regularly limit your options. A self-control number of 6 can be crippling (especially with genuine psychiatric problems).
Note your self-control number in parentheses after the name of the disadvantage on your character sheet. For instance, if you can resist Berserk on a roll of 9 or less, write this as “Berserk (9)."
Self-Control Rolls
In circumstances that are likely to trigger your problem, you may opt to roll 3d against your self-control number to see whether your disadvantage actually affects you. If you roll less than or equal to this number, you resist your disadvantage – this time.
Otherwise, you suffer the listed effects. This is called a self-control roll. Like all success rolls, self-control rolls are subject to modifiers. Exceptionally mild or severe stimuli can give bonuses or penalties. Drugs and afflictions can make you more or less likely to give in. Other disadvantages can make you irritable, reducing your odds of resisting. See the disadvantage descriptions for details.
You never have to try a self-control roll – you can always give in willingly, and it is good roleplaying to do so. However, there will be times when you really need to resist your urges, and that is what the roll is for. Be aware that if you attempt self-control rolls too often, the GM may penalize you for bad roleplaying by awarding you fewer earned points. Optionally, the GM may permit you to use one unspent character point to “buy” an automatic success on a self control roll. Points spent this way are gone for good, but there will be times when staying on the straight and narrow is worth the sacrifice. In this case, the GM should not penalize you for bad roleplaying, because you are penalizing yourself!
Note that high Will helps you make Fright Checks and resist supernatural emotion control, but it does not improve self-control rolls – not even for disadvantages with effects identical to these things. Mental disadvantages represent an aspect of your personality that you cannot simply will (or reason) away. This is part of what makes them disadvantages!
Buying Off Disadvantages
You may use bonus points to “buy off” many disadvantages – whether you started with them or acquired them in play. This costs as many points as the disadvantage originally gave you. If the GM permits, you may buy off leveled disadvantages one level at a time. Likewise, you can buy off those with self-control numbers gradually, by raising the self-control number. In both cases, the point cost is the difference between your former level and your current one.
Disadvantage List
Absent-Mindedness 2-15 points
You have trouble focusing on any thing not of immediate interest. You have -5 on all IQ and IQ-based skill rolls, save those for the task you are currently concentrating on. If no engaging task or topic presents itself, your attention will drift to more interesting matters in five minutes, and you will ignore your immediate surroundings until something catches your attention and brings you back. Once adrift in your own thoughts, you must roll against Perception-5 in order to notice any event short of per sonal physical injury.
You may attempt to rivet your attention on a boring topic through sheer strength of will. To do so, make a Will-5 roll once every five minutes. “Boring topics” include small talk, repetitive manual tasks, guard duty, driving on an empty highway . . . Absent-minded individuals also tend to forget trivial tasks (like paying the bills) and items (like car keys and checkbooks). Whenever it becomes important that you have performed such a task or brought such an item, the GM should call for a roll against IQ-2. On a failure, this detail slipped your attention.
Example: An absent-minded detective is in a shootout. He was involved in gunplay earlier in the day, in which he fired four rounds, so the GM calls for an IQ-2 roll. The detective fails the roll, and discovers too late that he for got to reload his weapon, so his revolver has only two bullets left! This is the classic disadvantage for eccentric geniuses.
Addiction Variable
You are addicted to a drug, which you must use daily or suffer with drawal. The value of this disadvantage depends on the cost, effects, and legal ity of the drug:
Cost (per day)
Cheap (up to 0.1% of averagestarting wealth): -5 points
Expensive (up to 0.5% of average starting wealth): -10 points.
Very expensive (more than 0.5% of average starting wealth): -20 points.
Effects
Incapacitating or hallucinogenic:-10 points.
Highly addictive (-5 on withdrawal roll): -5 points.
Totally addictive (-10 on withdraw al roll): -10 points.
Legality
Illegal: +0 points.
Legal: +5 points.
Examples: Tobacco is cheap, highly addictive, and legal; a chain-smoker has a -5-point Addiction. Heroin is very expensive, incapacitating, totally addictive, and illegal; a heroin addict has a -40-point Addiction.
Non-Chemical Addictions: You can take Addiction to an activity instead of a drug – for instance, telepathic contact or spending time in virtual reality. If this costs money, price the Addiction based on its daily cost. If it is free (e.g., telepathic contact), treat it as “Cheap” if it you can do it almost anywhere (telepathic contact with anyone) or as “Expensive” if restrictive conditions apply (telepathic contact with one specific person). Such Addictions almost always cause psychological dependency (see Withdrawal, below).
Effects of Drugs
A stimulating drug leaves you feel ing energized . . . until it wears off. Then you are depressed and irritable. An incapacitating drug renders you unconscious (or just blissfully, useless ly drowsy) for about two hours. A hallucinogenic drug renders you useless for work or combat, though you might be active and talkative. Some drugs (e.g., tobacco) have none of these effects, while others have unique effects. Side effects are also possible. For detailed rules, see Addictive Drugs.
Withdrawal
Sometimes, voluntarily or other wise, you must try to give up your Addiction. Addiction to a drug that causes psychological dependency is a mental disadvantage; withdrawal from such a drug requires a series of Will rolls, and may result in mental problems. Addiction to a drug that induces physiological dependency is a physical disadvantage; withdrawal is a function of your HT, and may cause physical injury. For details, see Drug Withdrawal. Should you successfully withdraw from an Addiction, you must immediately buy off this disadvantage.
Minor Addictions
For an Addiction worth only -5 points, the GM may rule that the expense, stigma, and detrimental long-term effects of use are the whole of the disadvantage, and waive the usual withdrawal rules. This is appropriate for such drugs as tobacco and caffeine. If forced to go without, you must make a Will or HT roll as usual, but the only effects on a failure are general anxiety, irritability, or restlessness. This manifests as a temporary -1 to DX, IQ, self-control rolls, or reac tion rolls (GM’s choice) – not as insanity or injury. Successive failures prolong the duration of the effects; they do not increase the size of the penalty. If you can make 14 successful rolls in succession, you must buy off your Addiction.
It is also possible to create a 0 point Addiction using these rules. Such Addictions are always Minor Addictions, and you may take them as-1-point quirks.
Alcoholism 3-15 or -20 points
You are an alcohol addict. Alcoholism uses the Addiction rules (above). It is cheap, incapacitating, and usually legal, so it would normally be a -10-point Addiction. But it is also insidious; therefore, it is worth-15 points – or -20 points if it is illegal. Most of the time, you may confine your drinking to the evenings, and therefore function normally (for game
purposes). However, any time you are in the presence of alcohol, you must roll vs. Will to avoid partaking. A failed roll means you go on a “binge” lasting 2d hours, followed by a hangover.
Alcoholics on a binge are characterized by sudden mood swings – from extreme friendliness to extreme hostility – and may attack friends, talk too freely, or make other mistakes. The other drawback of Alcoholism is that it is hard to get rid of. Should you manage to “withdraw,” you no longer need to drink daily . . . but you must still make a Will+4 roll whenever you are in the presence of alcohol. A failed roll does not reinstate the addiction, but does set off a binge. (Three binges in a week will reinstate the addiction.) Thus, there is no normal way to “buy off” this disadvantage. Continued Alcoholism will steal your abilities. You must roll yearly against HT+2 until you withdraw.
Failure means you lose a level from one of your four basic attributes – roll randomly to determine which.
Amnesia 2-10 or -25 points
You’ve lost your memory. You can’t remember any of your past life, including your name. This disadvantage comes in two levels:
Partial Amnesia: You, the player, can see your character sheet, but the GM may reserve up to -30 points of your disadvantage allotment for “secret” disadvantages of his choosing. You know that you can use certain skills, but have no idea where you learned them. You are likely to have enemies – and possibly friends – that you can’t remember. If you turn your self in to the police, they can perform their standard ID checks . . . but you might turn out to be a wanted criminal. Even if you aren’t, finding out your name won’t restore your memo ry!
-10 points.
Total Amnesia: The only traits you can specify during character creation are those you could see in a mirror. The GM assigns everything else – and holds onto your full character sheet until your memory returns! You have no idea of your full abilities. Since the GM knows your quirks and mental traits, and you don’t, he will some times overrule your statements about what you’re doing. He will also make all skill rolls for you, because you have no idea what you can do until you try it! Your IQ-based skill rolls are at -2 unless the GM feels that memory would have no effect at all on the task at hand.
-25 points.
You can only buy off Amnesia if there is some reason why you might recover your memory; e.g., meeting an old friend, reliving some fateful event, or the ever-popular blow to the head. In most cases, the cure will be related to the cause of the memory loss. Particularly twisted GMs might enjoy making the cause in question some form of brainwashing. In this case, one of the hidden disadvantages will probably be an Enemy with sufficient resources to have arranged the brain washing in the first place.
Bad Back 3-15 or -25 points
For whatever reason, your spinal column is in bad shape. During strenuous physical activity, you may “throw your back” and suffer crippling pain or further injury. Whenever you make a ST roll, and whenever you roll 17 or 18 on an attack or defense roll in melee combat, or on a roll for an “athletic” skill such as Acrobatics, make a HT roll as well.
Modifiers: Any modifiers to the success roll for the activity that triggered the HT roll. For a long task that allows the luxury of planning, you can try to minimize the strain on your back; a successful IQ-2 or Physiology+4 roll gives +2 on the HT roll. On a failure, you throw your back. Consequences depend on the severity of your case:
Mild: You are at -3 DX until you rest or someone helps you; a First Aid 2 roll will reset your back. You are also at -3 IQ, but during the next second only (for your next turn, in combat). On a critical failure, you are at -5 DX and must make a Will roll to perform any physical action.
-15 points.
Severe: The HT roll is at -2. On a failure, DX and IQ are both at -4 until you receive rest or help; you are in constant agony. On a critical failure, you take 1d-3 damage and are at -6 DX and -4 IQ.
-25 points.
High Pain Threshold halves all DX and IQ penalties (drop fractions), but does not eliminate them completely.
Bad Grip 3-5 points/level
You have a penalty on tasks that require a firm grip. Each level (maximum three levels) gives -2 with such tasks. This penalty is overall – not per hand. Affected tasks include melee weapon use, climbing, catching things, and anything else the GM deems requires a firm grip (e.g., an Acrobatics roll to catch a trapeze). This disadvantage is mutually exclusive with No Fine Manipulators.
Bad Sight 3-25 points
You have poor vision. This applies to all your visual senses: regular vision, Infravision, Ultravision, etc. You may be nearsighted or farsighted– your choice.
Nearsighted: You cannot read small print, computer displays, etc., more than a foot away, or road signs, etc., at more than about 10 yards. You are at-6 to Vision rolls to spot items more than one yard away. When making a melee attack, you are at -2 to skill. When making a ranged attack, double the actual distance to the target when calculating the range modifier.
-25 points.
Farsighted: You cannot read text except with great difficulty (triple nor mal time). You are at-6 to Vision rolls to spot items within one yard, and you have -3 to DX on any close manual task, including close combat
.-25 points.
Special Limitations
Mitigator: At TL5+, you can acquire glasses that compensate totally for Bad Sight while they are worn. At TL7+, contact lenses are available. In both cases, remember that accidents can happen . . . and that enemies can deprive you of these items. If you are starting at a tech level in which vision can be corrected, you must take this limitation.
-60%.
Bad Smell 3-10 points
You exude an appalling odor that you cannot remove, such as the stench of death and decay. This causes a -2 reaction from most people and animals (although pests or carrion- eating scavengers might be unusually attracted to you!). You can mask the smell with perfumes, but the overpowering amount needed results in the same reaction penalty.
Bad Temper 2-10 points*
You are not in full control of youremotions. Make a self-control roll in any stressful situation. If you fail, you lose your temper and must insult, attack, or otherwise act against the cause of the stress.
Berserk 2-10 points*
You tend to rampage out of control when you or a loved one is harmed, making frenzied attacks against who ever or whatever you see as the cause of the trouble. If you also suffer from Bad Temper (above), any stress may trigger Berserk.
Make a self-control roll any time you suffer damage over 1/4 your HP in the space of one second, and whenever you witness equivalent harm to a loved one. If you fail, you go berserk.
You go berserk automatically if you fail a self-control roll for Bad Temper! You may deliberately go berserk by taking the Concentrate maneuver and making a successful Will roll. Once you are berserk, the following rules apply:
• If armed with a hand weapon, you must make an All-Out Attack each turn a foe is in range. If no foe is in range, you must use a Move maneuver to get as close as possible to a foe and if you can Move and Attack, or end your Move with a slam, you will.
• If the enemy is more than 20 yards away, you may attack with a ranged weapon if you have one, but you may not take the Aim maneuver. If using a gun, you blaze away at your maximum rate of fire until your gun is empty. You cannot reload unless your weapon – and your Fast-Draw skill lets you reload “without thought” (can take no more than one second). Once your gun is empty, you must either draw another gun or charge into melee combat.
• You are immune to stun and shock, and your injuries cause no penalty to your Move score. You make all rolls to remain conscious or alive at +4 to HT. If you don’t fail any rolls, you remain alive and madly attacking until you reach -5¥HP. Then you fall dead!
• When you down a foe, you may (if you wish) attempt another self-control roll to see if you snap out of the berserk state. If you fail (or do not roll), you remain berserk and attack the next foe. Treat any friend who attempts to restrain you as a foe! You get to roll again each time you down a foe, and you get one extra roll when no more foes remain. If you are still berserk, you start to attack your friends . . . Once you snap out of the berserk state, all your wounds immediately affect you. Roll at normal HT to see whether you remain conscious and alive.
Special Enhancements
Battle Rage. You go berserk in any combat situation, regardless of whether you have been injured. To avoid this, you must make a self-control roll when you first enter combat (even a barroom brawl or a boxing match).
+50%.
Bestial 21-10 or -15 points
You think and react like a wild animal. You have no concept of “civilized” standards of morality or propriety, and no concept of property. You fight or flee from those who frighten or threaten you. You cannot learn skills that, in the GM’s opinion, rely on “civilized” notions of art or social interaction, and you have no default with such skills.
You are not necessarily out of control; you simply react in an animalistic manner. You will usually ignore those who leave you alone (unless they’re food!), and might even come to display affection for those who treat you with special kindness. You cannot understand property in the human sense, but (depending on your race) you might understand territory and avoid doing damage to objects on another’s territory. Whether you regard humans as individuals with territory rights is an open question! You might also understand dominance, and respect or even obey a human who has proved to be stronger than you.
You cannot take an Odious Personal Habit for your beast-like behavior; that’s included in the cost of Bestial. But if your behavior is extremely repugnant to humans equivalent in severity to a -15-point
Odious Personal Habit – the GM might rule that Bestial is worth -15 points instead of the usual -10. You are free to take Odious Personal Habits unrelated to beast-like behavior (including “eats humans”), however. Bestial is not necessarily tied to low IQ, but roleplaying a character who is both Bestial and remarkably intelligent would be a major challenge requiring a lot of thought and effort. The GM may therefore choose to restrict Bestial to characters with IQ scores under 10 (or even under 6!), or simply reserve it for NPCs.
Note that the Wild Animal meta trait includes this disadvantage.
Blindness 3-50 points
You cannot see at all. In unfamiliar territory, you must travel slowly and carefully, or have a companion or guide animal lead you. Many actions are impossible for you; the GM should use common sense. You are at -6 to all combat skills. You can use hand weapons, but you cannot target a particular hit location. If using a ranged weapon, you can only attack randomly, or engage targets so close that you can hear them. All this assumes you are accustomed to blindness. If you suddenly lose your eyesight, you fight at -10, just as if you were in total darkness. In either case, you suffer no extra penalties for operating in the dark.
If you have Blindness, you cannot purchase superhuman vision abilities. If you see in a spectrum other than the visible one, you have the 0-point version of Infravision or Ultravision – not Blindness and the 10-point version of one of those advantages. Note that Scanning Sense and Vibration Sense are not vision; you may take either of these traits in conjunction with Blindness, at the usual point costs.
Bloodlust 2-10 points*
You want to see your foes dead. In battle, you must go for killing blows, and put in an extra shot to make sure of a downed foe. You must make a self-control roll whenever you need to accept a surrender, evade a sentry, take a prisoner, etc. If you fail, you attempt to kill your foe instead – even if that means breaking the law, compromising stealth, wasting ammo, or violating orders. Out of combat, you never forget that a foe is a foe. This may seem a truly evil trait, but many fictional heroes suffer from it. The hero is not a fiend or sadist; his animosity is limited to “legitimate” enemies, be they criminals, enemy soldiers, or feuding clansmen. He often has a good reason for feeling as he does. And, in an ordinary tavern brawl, he would use his fists like any one else. On the other hand, a gladiator or duelist with Bloodlust would be very unpopular, a policeman would soon be up on charges, and a soldier would risk a court-martial.
Bully 2-10 points*
You like to push people around whenever you can get away with it. Depending on your personality and position, this might take the form of physical attacks, intellectual harass ment, or social “cutting.” Make a self control roll to avoid gross bullying when you know you shouldn’t – but to roleplay your character properly, you should bully anybody you can. Since nobody likes a bully, others react to you at -2.
Callous 2-5 points
You are merciless, if not cruel. You can decipher others’ emotions, but you do so only to manipulate them you don’t care about their feelings or pain. This gives you -3 on all Teaching rolls, on Psychology rolls made to help others (as opposed to deduce weaknesses or conduct scientific research), and on any skill roll made to interact with those who have suffered the consequences of your callousness in the past (GM’s decision). As well, past victims, and anyone with Empathy, will react to you at -1. But ruthlessness has its perks: you get an extra +1 to Interrogation and Intimidation rolls when you use threats or torture.
Cannot Learn 2-30 points
You cannot spend earned character points to add or improve DX, IQ, skills, or mental advantages, nor can you acquire new techniques (see Techniques) or familiarities (see Familiarity) to accompany existing skills. You are stuck with your starting abilities! You can still increase your ST and HT, and add physical advantages (with the GM’s permission). As well, Cannot Learn doesn’t prevent you from temporarily acquiring skills using the Modular Abilities advantage. Those with computer brains often possess both traits. This trait is most suitable for golems, mindless undead, robots, and other automata.
Cannot Speak 3-15 or -25 points
You have a limited capacity for speech. This trait comes in two levels:
Cannot Speak: You can make vocal sounds (bark, growl, trill, etc., as appropriate), but your speech organs are incapable of the subtle modulations required for language. You may
still have the Mimicry or Voice advantage, or the Disturbing Voice disadvantage (but not Stuttering). Most animals have this trait.
-15 points
Mute: You cannot vocalize at all. All communications with others must be nonverbal: writing, sign language, Morse code, telepathy, etc. Time spent communicating this way counts at full value for study of the related skills. No roll is required (or allowed!) when you try to communicate with PCs who don’t know your sign language – roleplay this on your own! You cannot have any other voice related traits.
-25 points.
Charitable 2-15 points*
You are acutely aware of others’ emotions, and feel compelled to help those around you – even legitimate enemies. Make a self-control roll in any situation where you could render aid or are specifically asked for help, but should resist the urge. If you fail, you must offer assistance, even if that means violating orders or walking into a potential trap.
Chronic Depression -15 points
You’ve lost your will to live. You’d commit suicide, but it seems like so much trouble. Make a self-control roll to do anything but acquire and consume the minimum necessities for survival (for instance, to motivate yourself to go to a movie, attend a job interview, or keep a date), or whenever you must choose between two or more actions. If you fail, you take the path of least resistance. This usually means staying put and doing nothing. If your self-control number is sufficiently low, you will find it almost impossible to do anything at all for yourself, unless someone physically drags you out of your lair. If somebody shows up and demands that you go out and do something with him, make a self-control roll. If you fail, you go along with his plan out of apathy.
You may eventually replace this disadvantage with another one of equivalent value that is more conducive to self-esteem. The GM need only allow this evolution if you roleplay it convincingly. The GM may also require you to roleplay both disadvantages (the new one constantly, the Chronic Depression whenever the GM decides to bring it into play) during the transition period.
You may also acquire this disadvantage in play. If you violate a self imposed mental disadvantage, or lose a Dependent, the GM may replace that disadvantage with this one.
Chronic Pain variable
You have an injury, disorder, or illness that leaves you in severe pain on a regular basis – perhaps even constantly. Examples include arthritis, bone cancer, migraines, and pieces of shrapnel embedded in the body (an “old war wound”). Roll against the frequency of appearance for your Chronic Pain once per day. If you roll below this number, you suffer a bout of pain. The timing of this attack is up to the GM, but it usually occurs during waking hours – you might wake up with it, or it might be set off by stress (fatigue, exertion, etc.) during the day. While in pain, reduce your DX and IQ by the amount specified for the severity of your pain (see below). Reduce self-control rolls to resist disadvantages such as Bad Temper and Berserk by the same amount – some one in pain is more likely to lose his cool. If the GM rules that the attack occurs while you are trying to sleep, you suffer penalties for sleep deprivation instead of the usual effects of this disadvantage.
Chronic Pain attacks endure for a fixed “interval,” after which you may attempt a HT roll to recover. If you succeed, you have dealt with your pain. . . today. If you fail, the attack continues for another interval, after which you may attempt another HT roll. And so on.
Find the point cost of Chronic Pain by choosing a severity and then multiplying the given cost to reflect the interval and frequency of attacks. Drop all fractions.
Severity
Mild:-2 to DX, IQ, and self-control rolls: -5 points.
Severe:-4 to DX, IQ, and self-control rolls: -10 points.
Agonizing:-6 to DX, IQ, and self-control rolls: -15 points.
Interval
1 hour: x0.5.
2 hours: x1.
4 hours: x1.5.
8 hours: x2.
Frequency of Appearance
Attack occurs on a roll of 6 or less: x0.5.
Attack occurs on a roll of 9 or less: x1
Attack occurs on a roll of 12 or less: x2
Attack occurs on a roll of 15 or less: x3
Chummy 2-5 or -10 points
You work well with others and seek out company. This trait comes in two levels:
Chummy: You react to others at +2 most of the time. When alone, you are unhappy and distracted, and suffer a-1 penalty to IQ-based skills.
-5 points.
Gregarious: You usually react to others at +4. You are miserable when alone, and use IQ-based skills at -2 – or at -1 if in a group of four or less.
-10 points.
Clueless -10 points
You totally miss the point of any wit aimed at you, and are oblivious to attempts to seduce you (+4 to resist Sex Appeal). The meanings of colloquial expressions escape you. Sophisticated manners are also beyond you, giving -4 to Savoir-Faire skill. You have many minor habits that annoy others (e.g., leaving the turn signal on while driving from Chicago to Albuquerque), and may take one or two of these as quirks. Most people will react to you at -2. Unlike No Sense of Humor, you may make jokes – albeit lame ones – and you can appreciate slapstick and written humor. However, you rarely “get” verbal humor, especially if you are the target (roll vs. IQ-4 roll to realize you’re the butt of the joke). And unlike Gullibility, you normally realize when someone is trying to take advantage of you, except in social situations. You are no more susceptible to Fast-Talk than normal, save when someone is trying to convince you that an attractive member of the appropriate sex is interested in you . . .
This disadvantage is most appropriate for ivory-tower geniuses, aliens from Mars, etc.
Code of Honor 2-5 to -15 points
You take pride in a set of principles that you follow at all times. The specifics can vary, but they always involve “honorable” behavior. You will do nearly anything – perhaps even risk death – to avoid the label “dishonor able” (whatever that means). You must do more than pay lip service to a set of principles to get points for a Code of Honor. You must be a true follower of the Code! This is a disadvantage because it often requires dangerous – if not reckless behavior. Furthermore, you can often be forced into unfair situations, because your foes know you are honorable.
Code of Honor is not the same as Duty or Sense of Duty. A samurai or British grenadier marches into battle against fearful odds out of duty, not for his personal honor (though of course he would lose honor by fleeing). The risks you take for your honor are solely on your own account. The point value of a particular Code of Honor depends on how much trouble it is liable to get you into and how arbitrary and irrational its requirements are. An informal Code that applies only among your peers is worth -5 points. A formal Code that applies only among peers, or an informal one that applies all the time, is worth -10 points. A formal Code that applies all the time, or that requires suicide if broken, is worth -15 points.
The GM has the final say! Some examples:
Code of Honor (Pirate’s): Always avenge an insult, regardless of the danger; your buddy’s foe is your own; never attack a fellow crewman or buddy except in a fair, open duel. Anything else goes. This is also suitable for brigands, bikers, etc.
-5 points.
Code of Honor (Professional): Adhere to the ethics of your profession; always do your job to the best of your ability; support your guild, union, or professional association. This is most suitable for lawyers and physicians (Hippocratic Oath), but dedicated tradesmen, merchants, and so forth may have a similar Code.
-5 points.
Code of Honor (Gentleman’s): Never break your word. Never ignore an insult to yourself, a lady, or your flag; insults may only be wiped out by an apology or a duel (not necessarily to the death!). Never take advantage of an opponent in any way; weapons and circumstances must be equal (except in open war). This only applies between gentlemen. A discourtesy from anyone of Status 0 or less calls for a whipping, not a duel!
-10 points.
Code of Honor (Soldier’s): An officer should be tough but fair, lead from the front, and look out for his men; an enlisted man should look out for his buddies and take care of his kit. Every soldier should be willing to fight and die for the honor of his unit, service, and country; follow orders; obey the “rules of war”; treat an honorable enemy with respect (a dishonorable enemy deserves a bullet and wear the uniform with pride
. -10 points.
Code of Honor (Chivalry): As Code of Honor (Gentleman’s), except that flags haven’t been invented. Respond to any insult to your liege-lord or to your faith. Protect any lady, and any one weaker than yourself. Accept any challenge to arms from anyone of greater or equal rank. Even in open war, sides and weapons must be equal if the foe is also noble and chivalrous.
-15 points.
Cold-Blooded 31-5 or -10 points
Your body temperature fluctuates with the temperature of the environment. You are less susceptible to damage from high or low body temperature (+2 HT to resist the effects of temperature), and require only 1/3 the food needed by a warm-blooded being of equal mass, but you tend to “stiffen up” in cold weather. After 30 minutes in cold conditions (or one hour if you have any level of Temperature Tolerance), you get -1 to Basic Speed and DX per 10° below your “threshold temperature” (see below). At temperatures below 32°, you must roll vs. HT or take 1 HP of damage. Warm clothing gives +2 to this roll.
You regain lost Basic Speed and DX at the rate of one point of each per hour once you return to a warm climate. Double this rate in an exceptionally warm environment. Point value depends on your “threshold temperature”:
You “stiffen up” below 50°:
-5 points.
You “stiffen up” below 65°:
-10 points.
Colorblindness 3-10 points
You cannot see any colors at all (this is total colorblindness). In any situation requiring color identificat ion (e.g., gem buying, livery identification, or pushing the red button to start the motor), the GM should give you appropriate difficulties. Certain skills are always harder for you. In particular, you are at -1 on most Artist, Chemistry, Driving, Merchant, Piloting, and Tracking rolls.
Combat Paralysis 3-15 points
You tend to “freeze up” in combat situations, and receive -2 to all Fright Checks. This has nothing to do with Cowardice - you may be brave, but your body betrays you. In any situation in which personal harm seems imminent, make a HT roll. Do not roll until the instant you need to fight, run, pull the trigger, or whatever. Any roll over 13 is a failure, even if you have HT 14+. On a success, you can act normally. On a failure, you are mentally stunned (see Effects of Stun). Make another HT roll every second, at a cumulative +1 per turn after the first, to break the freeze. A quick slap from a friend gives +1 to your cumulative roll.
Once you unfreeze, you will not freeze again until the immediate danger is over. Then, in the next dangerous situation, you may freeze once again. This trait is the opposite of Combat Reflexes. You cannot have both.
Compulsive Behavior 2-5 to -15 points*
You have a habit – often a vice that wastes a good deal of your time or money. You must indulge at least once per day, if at all possible, and do so any time you have the opportunity unless you can make a self-control roll. You seek to avoid any situation where you know you will be unable to indulge for more than a day. You must make a self-control roll to enter into such a situation; if you succeed (or are forced into the situation), you suffer from Bad Temper the whole time, with the same self-control roll as your Compulsive Behavior. It’s bad roleplaying to try to avoid your compulsion regularly!
The point value of this disadvantage depends on how much your habit costs and how much trouble it is likely to get you into. The GM is the final judge. Examples include:
Compulsive Carousing: You cannot resist the urge to party! Once per day, you must seek out a social gathering and lounge around – feasting, drinking, singing, and joking – for at least an hour. If you are not invited, you crash the party; if there is no party, you attempt to liven things up. Money is no object! If you have it, you will spend it. You try almost any mind altering substance without a second thought, never refuse a social drink, and aren’t particularly picky about your romantic partners. You get +1 to reactions from like-minded extroverts, but -1 or worse from sober-minded citizens – and -4 in puritanical settings.
-5 points* (-10 points* in puritanical settings).
Compulsive Gambling: You cannot pass up an opportunity to gamble. Bets, wagers, games of chance, and even lotteries hold an uncanny fascination for you. If there is no game of chance or bet going, you will start one. You try any gambling game proposed to you, whether you know it or not. You do not have to have the Gambling skill, but if you don’t, you will need a steady source of wealth! If you are prevented from gambling – for instance, by traveling with nongamblers – you will quickly earn a reaction penalty (-1 per -5 points in this disadvantage, after the self-control multiplier) by constantly talking about gambling and attempting to draw others into games or wagers.
-5 points.*
Compulsive Generosity: You are too open-handed. If a beggar asks for cash, you give – and where others give copper, you give silver. You always listen to larger requests for financial aid, if they are even remotely plausible, and you must make a self-control roll whenever you hear a good hard-luck story (if you are broke when asked, you apologize profusely). You aren’t a complete sucker – you just feel guilty about being better off than others. In a society with a lot of beggars around, increase your cost of living:
Self-Control Number | Cost of Living Increase |
6 |
20% |
9 |
15% |
12 |
10% |
15 |
5% |
This may earn you a +1 reaction bonus from pious folk; if you are poor yourself, the reaction bonus may be even higher. This trait is incompatible with Miserliness.
-5 points.*
Compulsive Lying: You lie constantly, for no reason other than the joy of telling the tale. You delight in inventing stories about your deeds, lineage, wealth – whatever might impress your audience. Even when exposed as a liar, you cling to your stories tenaciously, calling your accuser a liar and a scoundrel. Make a self-control roll to tell the pure, unvarnished truth. If you fail, you lie– no matter how dire the consequences. When you roll to tell the truth to your fellow party members, roll out of sight of the other play ers. Thus, they can never be sure they are getting accurate information.
-15 points.*
Compulsive Spending: Cash just runs through your fingers! You enjoy being seen as a big spender, are too fond of luxury, or find the experience of buying to be fun – perhaps all three. Make a self-control roll whenever someone offers you a purchase that matches any of your quirks or interests, and the cash in your pocket is more than twice the asking price. If you fail, you buy. This raises your cost of living, and gives you a penalty to Merchant skill when you bargain or haggle:
Self-Control Number | Cost of Living Increase | Merchant Skill Penalty |
6 |
80% |
-4 |
9 |
40% |
-3 |
12 |
20% |
-2 |
15 |
10% |
-1 |
Compulsive Spending is not limited to the wealthy! A poor farmer can be a spendthrift. This trait is incompatible with Miserliness (it’s the opposite!), but you can combine it with Greed.
-5 points.*
Compulsive Vowing: You never simply decideto do something; you must make it an oath. Although these vows are often trivial in nature, you approach them all with the same solemnity and dedication. You may tack extraneous vows onto legitimate ones.
-5 points.
Confused -10 points
To you, the world seems a strange and incomprehensible place most of the time. You are not necessarily stupid, but you are slow to pick up on new facts or situations
. In particular, you respond poorly to excessive stimulation. When alone in the peace and quiet of your own home, you function normally. But in a strange place, or when there’s a commotion going on, you must make a self-control roll. On a failure, you freeze up instead of taking decisive or appropriate action. This often prevents you from making Tactics rolls and engaging in other sorts of long range planning. The GM should adjust the self-control roll in accordance with the stimuli in the area. To resist confusion from two friends chatting quietly in a familiar room would require an unmodified roll, but a nightclub with flashing lights and pounding music might give -5, and a full-scale riot or battle would give -10!
If this disadvantage strikes in combat, you must take the Do Nothing maneuver each turn. You are not stunned, and if you are directly and physically attacked, you can defend yourself normally. You can even launch a counterattack against that one foe. But you never act – only react.
Cowardice 2-10 points*
You are extremely careful about your physical well-being. Make a self control roll any time you are called on to risk physical danger. Roll at -5 if you must risk death. If you fail, you must refuse to endanger yourself unless threatened with greaterdanger!
Cowardice gives a penalty to Fright Checks whenever physical danger is involved:
Self-Control Number | Fright Check Penalty |
6 |
-4 |
9 |
-3 |
12 |
-2 |
15 |
-1 |
In some times and places, soldiers, police, etc., react to you at a similar penalty if they know you are a coward.
Curious 2-5 points*
You are naturally very inquisitive. This is not the curiosity that affects all PCs (“What’s in that cave? Where did the flying saucer come from?”), but the realthing (“What happens if I push thisbutton?”).
Make a self-control roll when presented with an interesting item or situation. If you fail, you examine it - push buttons, pull levers, open doors, unwrap presents, etc. – even if you know it could be dangerous. Good roleplayers won’t try to make this roll very often ... In general, you do everything in your power to investigate any situation with which you aren’t 100% familiar. When faced with a real mystery, you simply cannot turn your back on it. You try to rationalize your curiosity to others who try to talk you out of it. Common Sense doesn’t help– you know you are taking a risk, but you’re curious anyway!
Decreased Time Rate 21-100 points
This is the disadvantageous counterpart to Altered Time Rate. You experience time half as fast as normal: one subjective second for every two real seconds that pass. You only get a turn every twoseconds in combat! (Gaming groups that enjoy extra detail might wish to give characters with Decreased Time Rate “half turns” instead: splitting a Move maneuver across two turns, declaring an Attack maneuver one turn and rolling to hitthe next, etc.
Delusions -5 to -15 points
You believe something that simply is not true. This may cause others to consider you insane. And they may be right! If you suffer from a Delusion, you must roleplay your belief at all times. The point value of the Delusion depends on its nature:
Minor: This Delusion affects your behavior, and anyone around you will soon notice it, but it does not keep you from functioning more-or-less normally. Those who notice your Delusion will react at -1. Examples: “Squirrels are messengers from God.” “The Illuminati are watching me constantly – but only to protect me.” “I am the rightful Duke of Fnordia, stolen at birth by Gypsies and doomed to live among commoners.”
-5 points.
Major: This Delusion strongly affects your behavior, but does not keep you from living a fairly normal life. Others will react at -2. Examples: “The government has all phones tapped.” “I have Eidetic Memory and Absolute Direction.”
-10 points.
Severe: This Delusion affects your behavior so much that it may keep you from functioning in the everyday world. Others react to you at -3, but they are more likely to fear or pity you than to attack. A Delusion this severe can keep you from participating meaningfully in the campaign; there fore, you should always clear it with the GM first. Examples: “I am Napoleon.” “I am immortal.” “Ice cream makes machines work better, especially computers. Spoon it right in.”
-15 points.
Depending on your behavior, the same Delusion could be a quirk (-1 point) or worth -5, -10, or -15 points. Consider “Everything colored purple is alive.” If you pat purple things and say hello, that’s a quirk. If you won’t discuss serious matters with purple things in the room, it’s a Minor Delusion. If you picket the Capitol demanding Civil Rights For Purple Things, that’s Major. If you attack purple things on sight, that’s Severe!
Regardless of how insane you real ly are, you may not get more than -40 points, total, from Delusions. A GM who wants to shake up his players can have a Delusion turn out to be true. This does not suit all Delusions. Of those listed above, for instance, the ones about squirrels, ice cream, and Napoleon seem unlikely. But the Illuminati might really exist, or Gypsies might really have stolen the heir to the throne of Fnordia . . . Have fun!
If your Delusion turns out to be true, you don’t have to buy it off until the other players realize it’s true. (And remember: the GM won’t tell you that you are not really crazy. You can be right and still be crazy . . .)
Dependency
You must regularly ingest a substance (e.g., a drug or magic potion), touch or carry an object (e.g., a holy shrine or magical amulet), or spend time in an environment (e.g., your coffin or your home country, planet, or plane) in order to survive. If you fail to do so, you start to lose HP and will eventually die. Point value depends on the rarity of the item you depend on:
Rare (cannot be bought; must be found or made): -
30 points.
Occasional (very expensive or hard to find):
-20 points.
Common (expensive, somewhat hard to find):
-10 points.
Very Common (available almost anywhere): -
5 points.
Add -5 points to these values for items that are illegal in your game world.
Apply a multiplier based on the frequency with which you must receive the item:
Constantly: You must carry and use the substance at all times – for example, an exotic atmosphere. Lose 1 HP per minute without the substance. x5.
Hourly: Lose 1 HP per 10 minutes after missing an hourly dose. x4.
Daily: Lose 1 HP per hour after missing a daily dose. x3.
Weekly: Lose 1 HP per six hours after missing a weekly dose. x2.
Monthly: Lose 1 HP per day after missing a monthly dose. x1.
Seasonally: Lose 1 HP per three days after missing a seasonal dose (a “season” is three months for this purpose). x1/3 (drop all fractions).
Yearly: Lose 1 HP per two weeks after missing a yearly dose. x1/10 (drop all fractions).
If you need to touch an object or spend time in an environment, you must do so for time equal to your damage interval in order to avoid damage. For instance, to avoid losing 1 HP per hour to a daily Dependency on rest in your coffin, you must spend at least one hour per day in your coffin. To avoid losing 1 HP every two weeks to a yearly Dependency on visit ing your home planet, you must visit your home planet for at least two weeks per year.
With the GM’s permission, normal humans may take this disadvantage to represent the special requirements of certain chronic illnesses.
Not every life-support requirement qualifies as Dependency. Use Maintenance if you require skilled care– not a substance, object, or environment – to avoid HT loss (not injury). Use Restricted Diet for special dietary requirements that result in slow starvation as opposed to rapid HP loss when you are forced to do without.
Special Enhancements
Aging: You age unnaturally without the item you depend on. For each HP lost, you also age two years (even if you are normally Unaging).
+30%.
Sanity Loss: Instead of HP, you lose SP at the same rate. If you lose all SP due to this Disadvantage, you gain the Berserk and Bestial Disadvantages.
+40%
Dependents variable
A “Dependent” is an NPC for whom you are responsible; e.g., your child, kid brother, or spouse. You must take care of your Dependents. Furthermore, your foes can strike at you through them. (If you have both an Enemy and a Dependent, and the dice indicate that both appear, then the GM can build an entire adventure around this theme!) If your Dependent ends up kidnapped or otherwise in danger during play, you must go to the rescue as soon as possible. If you don’t go to his aid immediately, the GM can deny you bonus character points for “acting out of character.” Furthermore, you never earn any character points for a game session in which your Dependent is killed or badly hurt.
Three factors determine the disadvantage value of a Dependent: his competence, his importance (to you!), and his frequency of appearance. Competence Specify the number of points your Dependent is built on. The more points you use to “build” your Dependent, the more competent he will be, and the fewer points he will be worth as a disadvantage. “Point Total” is the Dependent’s point total as a fraction of the PC’s, except for the last line, which is absolute; “Cost” is the number of character points the disadvantage is worth.
Point Total | Cost |
No more than 100% |
-1 point |
No more than 75% |
-2 point |
No more than 50% |
-5 point |
No more than 25% |
-10 point |
0 or fewer points |
-15 point |
The same person can be both a Dependent and an Ally! Add the cost of Ally and Dependent together, and treat the combination as a single trait: an advantage if the total point cost is positive, a disadvantage if it is negative. You must use the same point total for him in both cases, but frequency of appearance can differ. Roll separately for his appearance as a Dependent and as an Ally. If he appears as a Dependent, he shows up in a way that causes you trouble (e.g., he’s captured). If he appears as an Ally, he manages to be helpful and take care of himself. If he appears as both, he is helpful and troublesome at the same time; for instance, he uses his skills to assist you, but also wanders off, is singled out by the enemy, or otherwise causes problems equal to the assistance he offers.
Importance
The more important your Dependent is to you, the more you multiply his intrinsic “nuisance value” and worth in points.
Employer or acquaintance: You feel a responsibility toward this person, but you may weigh risks to him in a rational fashion. x1/2.
Friend: You must always try to protect this person. You may only risk harm to him if something very important (such as the safety of many other people) is at stake. x1.
Loved one: The Dependent is a relative or a lover. You may not put any thing before his safety! x2.
Frequency of Appearance
Choose a frequency of appearance, as explained under Frequency of Appearance. This should fit the “story” behind the Dependent. If the Dependent were your infant child, for instance, it would be odd for him to appear “quite rarely”!
Multiple Dependents
You cannot earn points for more than two Dependents. However, if you have a group of Dependents, you may count the entire group as your two Dependents. Work out the value of an average member of the group as a Dependent, and then claim twice this point value.
Example: A vigilante who is a schoolteacher by day could have “generic dependents”: all pupils. They are young (-10 points), around “quite often” (x2), and count as “friends” (x1), for -20 points each. However, the two Dependent limit lets the hero claim -40 points’ worth of Dependents. (And if one gets hurt, there are always others.)
Dependents in Play
As you earn points, the GM will scale your Dependent’s abilities proportionally to keep his point total a fixed percentage of your own. Thus, his value as a disadvantage will not change. Children grow up, adults earn money, and everyone learns new skills. Dependents who spend a lot of time around you might become adventurers in their own right. You are free to suggest reasonable improvements for your Dependents, but the GM’s word is final.
If your Dependent is killed, or so seriously injured that the GM decides he is effectively out of the campaign, you must make up the bonus points you got for him. You have three options: buy off the amount by spending earned character points, take a
new disadvantage (e.g., Chronic Depression), or get a new Dependent. New Dependents are usually inappropriate, but a mental disability brought on by the loss is a good solution. (Ever since the octopus got Amy, you’ve been afraid of the ocean . . .)
Examples of Dependents
• For anyone: elderly relatives, teachers, friends, children, younger brothers or sisters, lovers, husbands or wives.
• For crimefighters: young side kicks, reporters, or wards.
• For wizards: apprentices.
• For ship captains (ocean- or space-going): ensigns or cabin boys.
• For soldiers: orphans or new recruits.
• For criminals or mad scientists: incompetent henchmen.
Disciplines of Faith 2-5 to -15 points
You live by a strict set of rules in order to achieve a greater understanding of your faith. This might be a personal decision or a requirement of your religion. Such rules are optional in many faiths, though – indeed, some religions might forbid them as excesses!
Some examples of Disciplines of Faith:
Asceticism: You have renounced the comforts of society to lead a life of self-denial and self-discipline. This often involves some sort of isolation in bleak, austere settings. It might even involve sporadic bouts of severe self punishment to excise the mortal taint of earthly desire. You must try to transcend all need for worldly possessions, and in any event cannot have above average Wealth, or Status beyond that granted by your Religious Rank (if any).
-15 points.
Monasticism: You lead a life apart from worldly concerns. You are completely devoted to religious pursuits, which often involves the denial of ego and self. You must spend at least 75% of your time sequestered from the world, and cannot have above-average Wealth, or Status beyond that granted by your Religious Rank (if any).
-10 points.
Mysticism: You engage in deep meditation and trance-like contemplation, with the aim of obtaining a closer union with the divine. You spend most of your time engaged in these rituals, complete with chanting and any other necessary trappings. Individuals other than devout co-religionists will consider you a bit mad, and will react at -2.
-10 points.
Ritualism: You adhere strictly to elaborate rituals regarding every aspect of life – from waking to eating to bathing to sex. Each ritual has its proper place, time, words, trappings, and ceremony. Your fundamental belief is that, through the perfect performance of these rituals, you bring each aspect of your life closer to the divine.
-5 points.
Disturbing Voice 3-10 points
Your voice is naturally unpleasant or obviously artificial. Details can vary. You might be a robot, or use a technological aid to mitigate the Mute disadvantage. Your voice might be raspy, hollow, or squeaky, or your speech might be monotonous and without inflection. The game effects in all cases are identical to those of Stuttering, although you do not necessarily stutter. This trait is the opposite of the Voice advantage; you cannot have both.
Duty variable
If your occupation and social situation saddle you with a significant personal obligation toward others, and occasionally require you to obey hazardous orders, you have a “Duty.” Duty most often accompanies Rank, a Patron, or one of the traits discussed under Privilege. A particularly arduous job might qualify as a Duty, but most ordinary jobs would not. A wholly self-imposed feeling of duty is not a Duty, either (but it can still be a disadvantage; see Sense of Duty). Finally, you can not claim points for a Duty toward Dependents; the points you get for Dependents already reflect your obligations in this regard.
The GM may restrict the Duties allowed in a campaign, or even forbid them entirely, if he feels they would unduly disrupt the flow of the adventure.
If you have a Duty, the GM rolls at the beginning of each adventure to see whether it comes into play. Being “called to duty” could delay your plans . . . or be the reason for the adventure! Alternatively, your master might give you a secret agenda to pursue, or his associates might harass you while you are officially “on leave.” If you try to avoid your Duty, your GM is within his rights to penalize you for bad roleplaying.
The basic point cost of a Duty depends on the frequency with which comes up in play:
Almost all the time (roll of 15 or less): -15 points. At this level, the GM may rule that you are always on duty.
Quite often (roll of 12 or less): -10 points.
Fairly often (roll of 9 or less): -5 points.
Quite rarely (roll of 6 or less): -2 points.
This cost is for an occasionally hazardous Duty imposed through normal social means. If this does not describe your Duty, you should modify the cost:
Extremely Hazardous: You are always at risk of death or serious injury when your Duty comes up. There are significant penalties if you refuse to take these risks: dismissal in disgrace, imprisonment, perhaps even death. The GM has the final say as to whether a given Duty is “extremely hazardous” in his campaign.
-5 points.
Involuntary: Your Duty is enforced by threats to you or your loved ones, or is imposed by exotic mind control, a curse, etc. This is unrelated to how hazardous the Duty is when you carry it out – the danger here lies in what will happen if you don’t carry it out! A Duty can be Involuntary and either Extremely Hazardous or Nonhazardous.
-5 points.
Nonhazardous: Your Duty never requires you to risk your life. This option is mutually exclusive with Extremely Hazardous. +5 points. (If this raises the cost of your Duty to 0 points or more, the obligation is too trivial to qualify as a Duty.)
Dyslexia -10 points
You have a crippling reading disability. Even simple maps and road signs are beyond you. You start with a written comprehension level of “None” in your native language. This is included in Dyslexia; you get no extra points for it. Furthermore, you may never improve your written comprehension level beyond “None” in any language. You can learn “book-learned” skills at normal speed if you have a teacher to substitute for your inability to use texts. Attempts to learn such a skill without a teacher progress at 1/4 speed – if the skill is one you can teach yourself without books. The GM’s word is final in all cases. In tradition al fantasy settings, magic is a book learned skill, and Dyslexia prevents you from ever becoming a wizard. Note that this is a severe case. Mild dyslexia is not significant in game terms, except possibly as a quirk.
Easy to Kill 3-2 points/level
You have a health problem or structural weakness that leaves you prone to catastrophic system failure if you suffer enough damage. Each level of Easy to Kill gives -1 to HT rolls made for survival at -HP or below, and on any HT roll where failure would mean instant death (e.g., heart failure). This does not affect most normal HT rolls only those to avoid certain death. You may not reduce your HT roll below 3. For instance, if you have HT 10, you are limited to Easy to Kill 7.
Easy to Read 2-10 points
Your body language betrays your true intentions. This is not the same as Truthfulness . You have no moral problem with lying, and may even possess Fast-Talk at a high level, but your face or stance gives the game away. Easy to Read gives others +4 on all Empathy, Body Language, and Psychology rolls to discern your intentions or the truth of your words. As well, they get +4 to their IQ, Detect Lies, and Gambling rolls in any Quick Contest with your Acting, Fast-Talk, or Gambling skill when you try to lie or bluff. (If you also have Truthfulness, your Fast-Talk skill is at-5 on top of this.) This is a crippling disadvantage for a would-be spy, conman, or gambler!
This is a mental disadvantage, despite its physical manifestations; with enough practice, you can “buy it off.”
Electrical 31-20 points
Your body contains unshielded electronics, or relies on electrical power for its vital energy. This makes you susceptible to attacks that only affect electrical systems, such as spells, advantages, and ultra-tech weapons that drain power or produce “surge” effects, and the electromagnetic pulse from a nuclear blast. A critical hit from an electrical attack causes you to “short-circuit,” rendering you unconscious in addition to any other damage effects.
This disadvantage usually accompanies the Machine meta-trait, but this is not required. Afflictions and Innate Attacks that only affect those with this trait are possible. Apply the -20% Accessibility limitation “Only on Electrical” to all such attacks.
Enemies Variable
An “Enemy” is an NPC, group of NPCs, or organization that actively works against you, personally, on your adventures. Some Enemies want to kill you . . . others have more devious goals. Determine the nature of your Enemy when you create your character, and explain to the GM why the Enemy is after you. The GM is free to fill in additional details as he sees fit. Three factors determine the disadvantage value of an Enemy: its power, its intent, and its frequency of appearance.
Power
The more powerful the Enemy, the more points it is worth as a disadvantage. The GM sets this value. Note that when your Enemy is an organization, the point value is based on the number of individuals who are after you not on the total size of the group!
One person, less powerful than the PC (built on about 50% of the PC’s starting points).
-5 points.
One person, equal in power to the PC (built on about 100% of the PC’s starting points), or a small group of less-powerful people (3 to 5 people). Examples: A mad scientist, or the four brothers of the man you killed in a duel.
-10 points.
One person, more powerful than the PC (built on at least 150% of the PC’s starting points), or a medium sized group of less-powerful people (6 to 20 people). Examples: a single superhuman or a city police department (which numbers in the hundreds, but they’re not all after you at once).
-20 points.
A large group of less-powerful people (21 to 1,000 people), or a medium sized group that includes some formidable or superhuman individuals. Examples: the FBI or the Mafia.
-30 points.
An entire government, a whole guild of powerful wizards, an organization of supers, or some other utterly formidable group.
-40 points.
Special Cases
There are two special cases for which you should adjust the costs given above before multiplying for intent and frequency of appearance:
Evil Twin: Your Enemy looks and sounds like you, and perhaps even uses your name, but acts completely opposite. Often, others will think you suffer from Split Personality, and react appropriately (-3 to reactions). You might never meet your Evil Twin, but you will hear about him usually when you’re taking the blame for something you didn’t do. Normally, an Evil Twin has exactly the same skills and abilities as you, but his mental disadvantages are opposite or skewed. This makes him an even match:
a -10-point Enemy.
If he is more capable than you, he is worth extra points, because he is better equipped to make you look insane, and you are less able to predict and thwart his actions. Evil Twin is more skilled than you or possesses abilities that you do not (GM decides)
:-5 points.
Evil Twin is more skilled than you and possesses abilities that you do not (GM decides):
-10 points.
Unknown: You know you have an Enemy, but you have no idea who it is. Tell the GM the power level of your Enemy. He will create the Enemy in secret and give you no details whatsoever! The advantage of surprise increases your Enemy’s effective power level, and hence its disadvantage value.
-5 points.
Intent
The more unpleasant the Enemy’s intentions, the more you multiply its worth in points.
Watcher: Your Enemy stalks you or spies on you. This is annoying, and makes it hard to keep secrets, but it is rarely more than a minor inconvenience. Examples: an aggressive journalist dogging a politician, detectives shadowing a suspected criminal. x1/4.
Rival: Your Enemy wishes to upstage or inconvenience you, or plays cruel practical jokes on you (this is typical of most Evil Twins), but stops short of anything that would do lasting harm. Examples: a politician’s bitter political rival, detectives harass ing a suspected criminal. x1/2.
Hunter: The Enemy intends to arrest, bankrupt, injure, or otherwise harm you in some lasting way – or simply wants to kill you. Examples: an assassin gunning for a politician, detectives out to arrest a suspected criminal. x1.
Frequency of Appearance
Choose a frequency of appearance, as explained under Frequency of Appearance. Roll at the begin ning of each adventure, or at the start of each session of a continuing adventure.
Limits on Enemies
You may not take more than two Enemies, or claim more than -60 points in Enemies. (If the whole U.S. government is out to get you, the fact that your old college professor has lost his mind, and is also after you, pales to insignificance.)
Enemies in Play
If the dice indicate that an Enemy should show up, the GM must decide how and where the Enemy becomes involved. If an Enemy is very powerful, or if a number of different Enemies show up at the same time, this may influence the whole adventure.
If you take an extremely powerful Enemy, you are likely to be jailed or killed before long. So it goes. You can get a 60-point bonus by taking Enemy (FBI, 12 or less; Hunter), but your every adventure will be that of a hunted criminal. Even with an extra 60 points, your career may be short. If you start with a weak Enemy, or play cleverly, you might manage to eliminate your foe or permanently change his attitude toward you. But as the saying goes, “There ain’t no such thing as a free lunch.” If you get rid of an Enemy, you have three choices:
1. Pay enough character points to buy off the original bonus you got for that Enemy.
2. Take a disadvantage to make up for the point bonus. For instance, you might have been kicked in the head during the final battle, leaving you partially deaf. Or a giant spider might have attacked you, leaving you with arachnophobia. The new disadvantage should have the same point cost as your former Enemy (or less, if you want to buy off part of the disadvantage). If you cannot think of a good substitute disadvantage, the GM will be more than happy to supply one!
3. Take a new Enemy of equal value. You might have destroyed the fiendish Dr. Scorpion – but his brother is continuing his evil work.
Epilepsy 3-30 points
You suffer from severe epilepsy. You are subject to seizures during which your limbs tremble uncontrollably and you cannot speak or think clearly.
Make a HT roll whenever you are in a stressful situation (especially if your life or the life of a friend is threatened). If you have any sort of Phobia, exposure to the object of your fear counts as a stressful situation; roll vs. HT once every 10 minutes. On a failure, you suffer a seizure that lasts 1d minutes and costs you 1d FP. You can do nothing during that time.
You may attempt to induce a seizure through autohypnosis. This requires one minute of concentration and a successful Will or Autohypnosis roll. Seizures near areas charged with supernatural energies might produce visions. Whether these are useful is up to the GM.
Low-tech individuals who do not understand “fits” may be awed by them, and perhaps even believe your seizure represents a communication from the gods. Make a reaction roll at +1. A reaction of “Very Good” or better indicates religious awe! “Poor” or worse causes the observers to flee not to attack (unless they had other provocation).
Extra Sleep 3-2 points/level
You need more sleep than most people. A normal human requires 8 hours of sleep per night. Each level (maximum of four levels) means you need one additional hour of sleep. Thus, you must go to bed early or sleep in for a few hours each day. This gives you less time each day in which to study or work on other projects.
Fanaticism 2-15 points
You believe so strongly in a country, organization, philosophy, or religion that you put it ahead of everything else. You might even be willing to die for it! If the object of your Fanaticism demands obedience to a code of behavior or loyalty to a leader, you oblige willingly and unquestioningly. You must roleplay your unwavering dedication. Fanaticism does not make you mindless or evil. A glaring priest of Set, brandishing his bloody dagger, is a fanatic. But so is a kamikaze pilot, exchanging himself for an aircraft car rier. And so is a patriot who says, “Give me liberty or give me death!” Fanaticism is a state of mind; it is what you are fanatic about that makes the difference.
Extreme Fanaticism: This is an advanced case of Fanaticism. You get +3 on Will rolls to resist Brainwashing, Interrogation, and supernatural mind control in any situation where failure to resist would lead to betrayal of your cult or organization. On the other hand, you will not hesitate to die for your cause, and will undertake suicide missions “matter of-factly.” This is still worth
-15 points.
Your willingness to die is offset by the significant bonus to Will (which will apply a good deal of the time, if you are roleplaying properly).
Fearfulness 2 points/level
You are nervous and timid. Subtract your Fearfulness from your Will whenever you make a Fright Check, and whenever you must resist the Intimidation skill or a supernatural power that causes fear. As well, add your Fearfulness level to all Intimidation rolls made against you.
You may not reduce your Will roll below 3. For instance, if you have Will 11, you are limited to Fearfulness 8. This trait is the opposite of Fearlessness; you cannot have both.
Flashbacks variable
You tend to experience “flashbacks” when under stress. These are vivid hallucinations, full-participation replays of memories, or similar phenomena. You should choose the type of flashback you experience when you take this disadvantage. The content of each episode is up to the GM. In any situation that the GM feels is stressful, he will roll 3d. On a 6 or less, you have a flashback. The GM will roll whenever you miss a Fright Check or make the roll exactly, and whenever you fail a self-control roll for another stress-related disadvantage. The flashback occurs in addition to any other results! Point value depends on the severity of the flashback:
Mild: Duration is 2d seconds. The attendant hallucinations give -2 on all skill rolls, but they are minor – you realize that you are experiencing a flashback.
-5 points.
Severe: Duration is 1d minutes. The hallucinations give -5 on all skill rolls, and seem real.
-10 points.
Crippling: Duration is 3d minutes. The hallucinations are so severe that they preclude all skill use. The flash back seems completely, 100% real, and can be potentially fatal, as you are receiving no input from the real world.
-20 points.
Fragile variable
You are susceptible to wounding effects that do not apply to normal humans. Attacks do not injure you anymore than usual (that’s Vulnerability), but enough penetrating damage can trigger results more catastrophic than stunning, unconsciousness, or bleeding. Possibilities include:
Brittle: You are brittle (like a creature of ice or crystal) or rotten (like a decaying undead monster). Whenever an injury cripples one of your limbs or extremities, it breaks off. If you can make a HT roll, it falls off in one piece; otherwise, it shatters or liquefies irrecoverably. Furthermore, should you fail any HT roll to avoid death, you are instantly destroyed – you shatter, melt, decay to goo, etc., and instantly go to -10xHP.
-15 points.
Combustible: Your body burns more easily than flesh. Perhaps it is dry, resinous, or made of wood. Make a HT roll to avoid catching fire when ever you receive a major wound from a burning or explosive attack. You catch fire automatically if such an attack inflicts 10+ HP of injury. Once aflame, you suffer 1d-1 injury per second until you extinguish the fire by immersion in water, rolling on the ground (takes 3 seconds), etc.
-5 points.
Explosive: Your body contains explosives, compressed gas, or something else unstable. On any critical failure on the HT roll for a major wound, you explode! You also explode if you fail any HT roll to avoid death by 3+. Treat this as a 6d¥(HP/10) crushing explosion. The blast instant ly reduces you to -10xHP, regardless of the damage it inflicts.
-15 points.
Flammable: Your body contains something highly flammable: gasoline, hydrogen gas, etc. Make a HT roll to avoid catching fire, with effects as per Combustible, after a major wound from any kind of attack. Roll at -3 for a burning or explosive attack, -3 if the attack struck the vitals, and -6 if both. Once you are burning, a critical failure on any HT roll to avoid death means you explode as described for Explosive. You may be Combustible as well. If so, any burning or explosive attack that inflicts either a major wound or 10+ HP of injury automatically sets you ablaze.
-10 points.
Unnatural: You are summoned, conjured, or a magical or weird-science “construct” (e.g.,
Redspace Adversarial Intelligences). You automatically fail the HT roll to stay alive if reduced to -HP or below, as that much damage severs your ties with the force that animates you.-50 points.
It sometimes makes sense to take more than one of the above (in particular, Explosive and Flammable often occur together). The GM must personally approve any combination of Fragile with Injury Tolerance, as these traits are in many ways opposites.
Frightens Animals 25-10 points
Animals react to you with fear and aggression. Horses do not permit you to ride them, dogs shy away from you or attack savagely, and your mere scent is enough to panic most creatures. You get -4 on all reaction rolls made by animals. Anyone who sees how animals react to you – and those with Animal Empathy – reacts to you at -1. Note that guards or police with guard animals, “sniffer” dogs, etc. decide how to deal with you based on the animal’s reaction roll, not their own!
If your disadvantage is due to a secret trait, observers get +1 on all rolls to deduce your secret!
G-Intolerance 3-10 or -20 points
You function well under a narrow range of gravities. For a normal human, the penalties for non-native gravity accrue in increments of 0.2G; see Different Gravity. An increment of 0.1G is worth -10 points. An increment of 0.05G is worth -20 points. This disadvantage is only allowed in campaigns that feature regular space travel.
Gluttony 20-5 points*
You are overly fond of good food and drink. Given the chance, you must always burden yourself with extra provisions. You should never willingly miss a meal. Make a self-control roll when presented with a tempting morsel or good wine that, for some reason, you should resist. If you fail, you partake – regardless of the consequences.
Greed 2-15 points*
You lust for wealth. Make a self control roll any time riches are offered– as payment for fair work, gains from adventure, spoils of crime, or just bait. If you fail, you do whatever it takes to get the payoff. The GM may modify this roll if the money involved is small relative to your own wealth. Small sums do not tempt you much if you are rich, but if you are poor, you get -5 or more on your self-control roll if a rich prize is in the offing. If you have Honesty, your self-control roll is at +5 for a shady deal and +10 for outright crime. However, it is almost a foregone conclusion that you will eventually do something illegal.
Guilt Complex -5 points
You feel personally responsible for those who play a significant role in your life. This includes adventuring companions, employers, subordinates, Allies, Dependents, and those toward whom you have a Duty or a Sense of Duty. If anything bad happens to someone like this, you will be wracked by anxiety and guilt – even if there was nothing you could have done to avert the disaster. If the mishap was not your fault, you will suffer the effects of Chronic Depression for (15 - Will) days, minimum one day. Use your Will as your effective self-control number. If the mishap was your fault, the effects of Chronic Depression will last (20 - Will) days, minimum two days, and your effective self-control number is Will-3.
Others may attempt to help you overcome your feelings of guilt by making Fast-Talk or Psychology rolls. The GM is free to modify their rolls, depending on how convincing they sounded. Roleplay it!
Gullibility 2-10 points*
There’s one born every minute, and you’re it. You believe everything you hear. You’ll swallow even the most ridiculous story, if it’s told with conviction. Make a self-control roll, modified by the plausibility of the story, when ever you are confronted with a lie – or an improbable truth, for that matter. If you fail, you believe what you were told!
A lie well told, or involving some thing you have no familiarity with (“My father is the chief of police in this town, and he won’t stand for this!”) gives -6 to the self-control roll. A lie concerning a topic you are familiar with (“Didn’t you know they bred ducks in your village, Torg?”) gives -3. You believe even a totally outlandish tale (“Of course the Eskimos are descended from Spanish conquistadors; everyone knows that!”), if you fail an unmodified self-control roll. You also suffer a -3 penalty on any Merchant skill roll, or in any situation in which your credulity might be exploited. You can never learn the Detect Lies skill.
Ham-Fisted 3-5 or -10 points
You have unusually poor motor skills. You suffer a penalty to any DX based roll to do fine work using the skills listed under High Manual Dexterity, and to Fast-Draw skill. For -5 points, the penalty is -3; for -10 points, it is -6. This does not affect IQ-based tasks or large-scale DX-based tasks, nor does it modify combat-related die rolls other than Fast-Draw.
You are also a messy eater, can’t tie a necktie properly, and so on. At the GM’s option, you get -1 per level of this trait on any Influence or reaction roll where being tidy or well-groomed would matter.
This disadvantage is mutually exclusive with High Manual Dexterity. Hard of Hearing 3-10 points You are not deaf, but you have some hearing loss. You are at -4 on any Hearing roll, and on any skill roll where it is important that you under stand someone (if you are the one talk ing, this disadvantage doesn’t affect you).
Hemophilia 3-30 points
You are a “bleeder.” Even a small wound will not heal unless well-bandaged – and you may bleed to death. Any untreated wound bleeds at a rate equal to its original damage every minute. For instance, an untreated 3 HP wound bleeds for 3 HP of damage per minute until stanched. First Aid is enough to staunch most wounds, but an impaling wound to the torso causes slow internal bleeding. It does damage every minute, as above, until you receive First Aid. Furthermore, it continues to do damage equal to its original damage once per day until properly treated. Only a Surgery roll or supernatural healing can stop internal bleeding or restore HP lost to it. If proper treatment is not available, you will soon die. If you suffer from this disadvantage, your HT score may not exceed 10.
Hidebound 2-5 points
You find it difficult to come up with an original thought. You have a-2 penalty on any task that requires creativity or invention, including most rolls against Artist skill, all Engineer rolls for new inventions, and all skill rolls made to use the Gadgeteer advantage.
Honesty 2-10 points*
You must obey the law, and do your best to get others to do so as well. In an area with little or no law, you do not “go wild” – you act as though the laws of your own home were in force. You also assume that others are honest unless you know otherwise (make an IQ roll to realize someone might be dishonest if you haven’t seen proof). This is a disadvantage, because it often limits your options! Make a self control roll when faced with the “need” to break unreasonable laws; if you fail, you must obey the law, what ever the consequences. If you manage to resist your urges and break the law, make a second self-control roll afterward. If you fail, you must turn yourself in to the authorities! You may fight (or even start a fight, if you do it in a legal way). You may even kill in a legal duel or in self defense – but you may never murder. You may steal if there is great need, but only as a last resort, and you must attempt to pay your victims back later.
If you are jailed for a crime you did not commit, but treated fairly and assured of a trial, you will not try to escape. You always keep your word. (In a war, you may act “dishonestly” against the enemy, but you will not be happy about it!) However, you are allowed to lie if it does not involve breaking the law. Truthfulness is a separate disadvantage. Honesty has its rewards, of course. If you stay alive and in one place long enough for your honesty to become known, the GM should give you +1 on any noncombat reaction roll – or +3 if a question of trust or honor is involved. This is essentially a free Reputation.
Horizontal 31-10 points
You have a horizontal posture, like a cat. You can stand on your hind legs for short periods, but find this very uncomfortable. You can use one hand (if you have hands) while standing on your other limbs, or two hands while sitting on your haunches; in both cases, your ground Move is 0 while doing so. You can carry but not use an object in one hand if moving at half Move. If you are human-sized, you take up two hexes on a battle map. A horizontal build does not let you put your full weight behind a kick. As a result, your thrusting damage is at -1 per die when you kick. Ignore this penalty if you have Claws (p. 42) – that trait includes the necessary adapta tions to strike at full power. The penal ty does apply if you have Hooves, however.
Do not take this disadvantage if you are Aerial or Aquatic (see No Legs). If you are fully adapted to a three-dimensional environment, body posture is irrelevant.
Hunchback 3-10 points
You have a spinal deformity that forces you into a twisted or hunched position, usually resulting in a notice able hump or lump on one or both shoulders. This reduces height by 6” without changing weight or build. Normal clothing and armor will fit badly, giving you -1 to DX; to avoid this, you must pay an extra 10% for specially made gear. Most people find you disturbing to see and react at -1. This penalty is cumulative with regular appearance modifiers (see Physical Appearance, p. 21), and you may have no better than Average appearance. Your appearance is also distinctive, which gives you -3 to Disguise or Shadowing skill, and +3 to others’ attempts to identify or follow you.
Realistic hunchbacks should have the Bad Back disadvantage as well, but this is not required.
Impulsiveness 2-10 points*
You hate talk and debate. You prefer action! When you are alone, you act first and think later. In a group, when your friends want to stop and discuss something, you should put in your two cents’ worth quickly – if at all– and then do something. Roleplay it!
Make a self-control roll whenever it would be wise to wait and ponder. If you fail, you must act.
Increased Consumption 3-10 points/level
One “meal” keeps you going for a much shorter period of time than it would a normal human. This is suit able for small creatures that must eat often, or for machines that rapidly exhaust their fuel or energy supply.
Increased Consumption 1: You must eat six meals a day. If you have the Machine meta-trait, you have a 4-hour endurance.
Increased Consumption 2: You must eat 12 meals a day. If you have the Machine meta-trait, you have a 2 hour endurance.
Increased Consumption 3: You must eat 24 meals a day. If you have the Machine meta-trait, you have a 1 hour endurance.
. . . and so on, doubling consumption and halving endurance for each additional level. A single level of this trait is appropriate for normal humans who have a build of Overweight or heavier (see Build, p. 19), or the Gluttony disadvantage.
Increased Life Support variable
Your environmental requirements in a life-support situation are greater than those of a normal human. Some examples:
Extreme Heat/Cold: You require a temperature above 200° or below 0°.
-10 points.
Massive: You require more than a ton of additional weight in order to survive aboard a spacecraft or a submarine, or in any other setting where resources and space are limited. If you can wear an environment suit, this always weighs at least a ton.
-10 points.
Pressurized: You require a separate pressurized compartment to survive.
-10 points.
Radioactive: You are radioactive or require a radioactive environment.
-10 points.
The GM may allow other kinds of Increased Life Support. These should worth no more than -10 points apiece unless they are extremely exotic. Add together the value of multiple special requirements, but note that the total disadvantage value cannot exceed -40 points.
Increased Life Support represents the logistical inconvenience of special life-support requirements, while Dependency, Maintenance, and Restricted Diet all reflect the health effects of doing without such requirements. The same requirement can qualify in both categories if it has consequences for both health and logistics. But note that a Dependency you can satisfy with a one-ounce inhaler of a drug does not let you claim Increased Life Support for a pressurized cabin full of the stuff! The GM’s word is final.
With the GM’s permission, normal humans may take this disadvantage to represent the special requirements of certain chronic illnesses.
Incurious -5 points
You hardly ever notice things unrelated to the business at hand. Make a self-control roll when confronted with something strange. If you fail, you ignore it! You react at -1 to new things.
Indecisive 2-10 points*
You find it difficult to make up your mind. As long as there is a single path before you, you are fine, but as soon as there is a choice, you begin to dither. Make a self-control roll when ever a choice confronts you, modified downward by the number of alterna tives you can see: -2 if there are two choices, -3 if there are three, etc. If you fail, you do nothing. Roll again every minute (or every second in combat or a similar high-stress situation) until you make up your mind, after which you may act normally until the next time you face a decision.
If you are Indecisive and Confused, you must roll as described above to decide on a course of action. When you finally succeed, you must make another self-control roll – this one for Confused – to see whether you can act on your decision immediately.
Infectious Attack 35-5 points
You have an infectious supernatural condition. This works identically to the Dominance advantage, except that you do not control those you infect and cannot add them as Allies. This is a disadvantage, because enemies who survive (or don’t survive!) violent encounters with you become stronger through the “gift” of supernatural powers, and are completely free to use their new abilities to seek vengeance for what you have done to them.
To prevent PCs with this trait from turning their friends into powerful monsters for free, the GM should consider making infected PCs pay points for supernatural racial templates gained this way. If they cannot afford such a template, the GM is free to balance its point cost with supernatural drawbacks such as Cursed, Dread, Revulsion, and Weakness.
Innumerate -5 points
You have little or no grasp of mathematics. You cannot learn – and get no default with – Computer Programming, Economics, or any of the skills that benefit from Mathematical Ability (see Talent, p. 89). You effectively have Incompetence in those areas. This has many frustrating side effects: you must use your fingers to count or perform arithmetic, you have no idea if the results computed by calculating machines are correct (making them basically useless), and you are easily cheated by dishonest merchants (-4 to rolls to notice you’ve been had).
In “innumerate” cultures, including many cultures at TL4 or below, this disadvantage is widespread, and the GM should not count it against the campaign disadvantage limit (if any). In societies that prize technological or mercantile ability, Innumerate individuals are liable to have a Social Stigma as well. This is worth an additional -5 points and gives -1 to reaction rolls.
Insomniac 3-10 or -15 points
You go through periods where falling asleep is very difficult. During such an episode, you must make a HT 1 roll once per night. On a success, you fall asleep easily, ending that episode of insomnia. On a failure, you lose two hours of sleep that night (and suffer all the usual effects; see Missed Sleep) and the episode continues for another night. On a critical failure, you get no sleep that night. Point value depends on severity:
Mild: The GM secretly rolls 3d for the number of days between episodes.
-10 points.
Severe: The GM rolls 2d-1 for the number of days between episodes.
-15 points.
Regardless of severity, whenever you suffer prolonged stress, the GM can require a HT roll. Failure means an episode starts immediately.
Intolerance variable
You dislike and distrust some (or all) people who are different from you. You may be prejudiced on the basis of class, ethnicity, nationality, religion, sex, or species. Victims of your Intolerance will react to you at -1 to -5 (GM’s decision). Point value depends on the scope of your Intolerance. If you are thoroughly intolerant, you react at -3 toward anyone not of your own class, ethnicity, nationality, religion, or species (pick one). On a “Good” reaction, you tolerate the person and are as civil as possible (but are stiff and cold toward him). On a “Neutral” reaction, you still tolerate him, but make it plain in words and deeds that you don’t care to be around him and consider him inferior or offensive. On any worse reaction, you attack or refuse to associate with the victim. Total Intolerance of this kind is worth
-10 points. Intolerance directed at only one specific class, ethnicity, nationality, religion, sex, or species is worth from-5 points for a commonly encountered victim to -1 point (a nasty quirk) for a rare victim.
Invertebrate 31-20 points
You have no spine, exoskeleton, or other natural body support. Use your full Basic Lift for the purpose of pushing, but only 1/4 your BL to calculate the weight you can lift, carry, or pull. This trait has a small side benefit, however: you can squeeze through much smaller openings than your size might suggest!
Note that this trait differs some what from the biological term “invertebrate.”
Jealousy 2-10 points
You react poorly toward those who seem smarter, more attractive, or better off than you! You resist any plan proposed by a “rival,” and hate it if someone else is in the limelight.
(Jealousy goes well with Megalomania.) If an NPC is jealous, the GM will apply a -2 to -4 reaction penalty toward the victim(s) of his jealousy.
Killjoy 3-15 points
Your brain’s pleasure center is burned out or absent. You cannot appreciate the taste of good food, the joy of sex, the savage beauty of combat, and so on. You might not even remember what these pleasures were like! You can “go through the motions,” but you have -3 on all Carousing, Connoisseur, Erotic Art, and Gambling rolls. Others react to you at -1 to -3 in any situation where your lack of appreciation becomes obvious (GM’s decision). A bad reaction indicates ridicule from cultured folk, rejection by a lover, etc. not violence. Some ultra-tech societies might use surgery to inflict this state as a form of punishment! If so, you won’t plot your revenge . . . because there won’t be any pleasure in it.
Kleptomania 2-15 points*
You are compelled to steal – not necessarily things of value, but any thing you can get away with. Make a self-control roll whenever you are presented with a chance to steal, at up to-3 if the item is especially interesting to you (not necessarily valuable, unless you are poor or have Greed). If fail, you must try to steal it. You may keep or sell stolen items, but you may not return or discard them.
Klutz 3-5 or -15 points
You have an uncanny affinity for gross physical blunders. You do not necessarily have a low DX (you may have up to DX 13 and still select this trait) but you are more awkward than your DX would suggest. This disadvantage comes in two levels:
Klutz: Make a DX roll to get through the day without doing a pratfall, dropping books, or knocking over shelves filled with fragile items. This is rarely life-threatening, but it is inconvenient and often expensive. The GM should be creative in inventing minor torments. You should especially avoid laboratories, explosives, china shops, etc.
-5 points.
Total Klutz: As above, but in addition, any failure on a DX roll or DX based skill roll is considered a critical failure for you!
-15 points.
This trait might seem silly, but it need not be. Most realistic TL7-8 robots have this disadvantage.
Lame -10 to -30 points
You have some degree of impaired mobility:
Crippled Legs: You have all of your legs, but some of them are damaged. For a human, this means one bad leg. You are at -3 to use any skill that requires the use of your legs, including all Melee Weapon and unarmed combat skills (but not ranged combat skills). You must reduce your Basic Move to half your Basic Speed (round down), but you get full points for this (see Basic Move).
-10 points.
Missing Legs: You have lost some, but not all, of your legs. For a human, this means you have one leg. You are at -6 to use any skill that requires the use of your legs. Using crutches or a peg leg, you can stand up and walk slowly. You must reduce Basic Move to 2, but you get full points for this. You can still kick, but between the standard -2 for a kick and the -6 for this disadvantage, you do so at DX-8! Without your crutches or peg leg, you cannot stand, walk, or kick.
-20 points.
Legless: You are missing all of your legs, no matter how many you started out with. You are at -6 to use any skill that requires the use of your legs, and you cannot stand, kick, or walk at all. You must reduce Basic Move to 0, but you get full points for this.
-30 points.
Paraplegic: You have all of your legs, but they are paralyzed. The effects and point value are identical to Legless. Unlike a Legless character, you can be struck in the legs for damage. This is balanced by the fact that it isn’t inconceivable that you could regain the use of your legs (a Legless character is out of luck).
-30 points.
Technological Assistance
A muscle-powered wheelchair or wheeled platform has ground Move equal to 1/4 your ST (round down), but cannot pass through narrow door ways, negotiate staircases or steep curbs, enter most vehicles, etc. If you have advanced prosthetics that cancel this disadvantage while worn, apply a Mitigator limitation to Lame and any reduced Basic Move. If surgery or ultra-tech replacement parts eliminate this dis advantage completely, you must pay back the points you received for Lame
and reduced Basic Move.
Laziness 2-10 points
You are violently averse to labor. Your chances of getting a raise or promotion in any job are halved. If you are self-employed, halve your monthly pay. You must avoid work – especially hard work – at all costs. Roleplay it!
Lecherousness 2-15 points*
You have an unusually strong desire for romance. Make a self-control roll whenever you have more than the briefest contact with an appealing member of the sex you find attractive – at -5 if this person is Handsome/Beautiful, or at -10 if Very Handsome/Very Beautiful. If you fail, you must make a “pass,” using what ever wiles and skills you can bring to bear. You must then suffer the conse quences of your actions, successful or not: physical retribution, jail, communicable disease, or (possibly) an adoring new friend.
Unless the object of your affection is Very Handsome/Very Beautiful, you need not roll more than once a day to avoid making a pass. If someone turns you down very firmly (e.g., a black eye, or an arrest for sexual harassment) the GM may give you a bonus to future self-control rolls regarding that individual . . .
Note that you are likely to change your standards of attractiveness if no truly attractive members of the appropriate sex are available!
Light Sleeper 3-5 points
You do not sleep as soundly or as easily as most people. Whenever you must sleep in an uncomfortable place, or whenever there is more than the slightest noise, you must make a HT roll in order to fall asleep. On a failure, you can try again after one hour, but you will suffer all the usual effects of one hour of missed sleep (see Missed Sleep).
You usually wake up if there is activity going on around you (but you are stunned unless you have Combat Reflexes). If you wish to continue sleeping, you must fail a Sense roll. If you wake up, you must make HT rolls to get back to asleep, as above.
This can occasionally be to your advantage, but the most likely effect is that you miss sleep whenever inconsiderate companions trade watches or return from a night on the town.
Loner 2-5 points*
You require a great deal of “person al space.” Make a self-control roll when ever anyone lingers nearby, watches over your shoulder, etc. If you fail, you lash out at that person just as if you had Bad Temper. Loner NPCs always react to others at a penalty.
Self Control Number | Reaction Penalty |
6 |
-4 |
9 |
-3 |
12 |
-2 |
15 |
-1 |
Low Empathy 2-20 points
You cannot understand emotions at all. This doesn’t prevent you from having and showing emotions of your own (unless you have something like No Sense of Humor) – your problem is that you don’t really understandthem. As a result, you have difficulty interacting socially.
You may not take the Empathy advantage, and suffer a -3 penalty on all skills that rely in whole or in part on understanding someone’s emotional motivation, including Acting, Carousing, Criminology, Detect Lies, Diplomacy, Enthrallment, Fast-Talk, Interrogation, Leadership, Merchant, Politics, Psychology, Savoir-Faire, Sex Appeal, Sociology, and Streetwise. You can still have these skills – you just aren’t as good at them as someone without this disadvantage. Low Empathy is common in androids, demons, golems, the undead, and some aliens. It is also appropriate for certain humans! This trait is mutually exclusive with the somewhat similar disadvantages Callous and Oblivious, both of which assume some understanding of emotions, however flawed.
Low Pain Threshold 3-10 points
You are very sensitive to pain of all kinds. Double the shock from any injury; e.g., if you take 2 HP of damage, you are at -4 to DX on your next turn. You roll at -4 to resist knock down, stunning, and physical torture. Whenever you take a wound that does more than 1 HP of damage, you must make a Will roll to avoid crying out. This can give away your presence, and may earn you a -1 reaction from “macho” individuals.
Low Self-Image 2-10 points
You lack self-confidence and under rate your abilities to such a degree that it interferes with your performance. You are at -3 to all skill rolls whenever you believe that the odds are against you or others expect you to fail (GM’s judgment). For instance, if you’re a mechanic, you have no penalty to repair an engine in your shop . . . but you are at -3 to make the same repairs on the road, in the rain, with only a portable tool kit, and an enemy hot on your trail – on top of the usual modifiers that would apply in that situation!
Maintenance Variable
You require skilled attention at regular intervals to avoid HT loss. Examples include a robot that needs a mechanic, a chronically ill person who needs a doctor’s attention, or a god that requires devout prayer.
Decide on the care you require and the skill needed to provide it. Possibilities include electronic maintenance (use Electronics Repair), mechanical maintenance (use Mechanic), medical care (use Physician), and physical repairs (use Carpentry, Electrician, etc.). You may specify an advantage or disadvantage instead; e.g., a god might require worshippers with Disciplines of Faith. You can split Maintenance between multiple skills; for instance, a robot might require Electronics Repair and Mechanic.
Those who maintain you must have access to the appropriate facilities: a mechanic needs tools, worshippers must pray at a temple, etc. No resources are consumed, however; for that, take Dependency. Each installment of maintenance takes one hour. The base point value depends on the number of people needed to perform it:
Number of People | Point Value |
1 |
-10 |
2 |
-20 |
3-5 |
-30 |
6-10 |
-40 |
11-20 |
-50 |
21-50 |
-60 |
51-100 |
-70 |
Add another -10 points per full doubling of the number of people required; e.g., a god that requires 10,000 worshippers would have a base-130-point disadvantage. Extra man hours of maintenance may substitute for extra people, if the GM approves. The frequency with which you require maintenance modifies this base cost.
Maintenance Interval | Multiplier |
Monthly |
1/5 |
Bi-weekly |
1/3 |
Weekly |
1/2 |
Every other day |
3/4 |
Daily |
1 |
Twice daily |
2 |
Three to five times daily |
3 |
Constant |
5 |
If you miss a maintenance period, your HT attribute drops by 1 and you must make a HT roll. Failure results in some additional incapacity of the GM’s choosing. Critical failure means a potentially fatal outcome; e.g., a human might suffer a heart attack, or a vehicle’s brakes might fail while it is moving.
To restore lost HT and capabilities requires suitable intervention and skill rolls (repairs if you’re a machine, surgery if you’re a living being, etc.). If you require an unusual form of maintenance, this might call for exotic measures!
Manic-Depressive -20 points
Your moods are on a seesaw. You bounce back and forth between bubbling enthusiasm and morose withdrawal. At the beginning of each play session, roll 1d. On 1-3, you are in your manic phase; 4-6 indicates depression. Every five hours of game time thereafter, roll 3d. A 10 or less indicates that you begin a mood swing. Over the next hour, you shift from your current phase to the opposite one. You remain in the new phase for at least five hours, after which you must again roll 3d.
In the manic phase, you suffer the effects of Overconfidence and Workaholic. You are friendly, outgoing, and excited about whatever it is you’re doing. In the depressive phase, you suffer the effects of Chronic Depression. You are not interested in doing anything but lying in bed, sitting in a dark room and moping, etc. Your effective self control number for these effects is equal to your Will.
Emergencies can also cause mood swings; in that case, the switch is immediate. On a roll of 10 or less on 3d, you change phases. This can be good (an emergency jars you into action) or bad (a problem triggers depression and you become worthless).
Megalomania 2-10 points
You believe you are a superman, that you have been chosen for some great task, or that you are destined to conquer. You must choose a grand goal – most often conquest or the completion of some fantastic task. You must let nothing stand between you and this goal.
You may attract followers with Fanaticism, but nobody else enjoys hearing you talk about your brilliance and great plans. Young or naive characters, and fanatics looking for a new cause, react to you at +2; others will react at -2.
This is a better disadvantage for NPCs than it is for PCs.
Miserliness 2-10 points*
You are preoccupied with conserving your wealth. You must always hunt for the best deal possible. Make a self-control roll any time you are called on to spend money. If the expenditure is large, this roll may be at-5 or worse (GM’s decision). If you fail, you refuse to spend the money. If you absolutely must spend the money, you should haggle and complain inter minably. Note that you may have both Greed and Miserliness!
Missing Digit 3-2 or -5 points
You are missing a finger or thumb.
Missing Finger: Gives -1 DX with that hand (only).
-2 points.
Missing Thumb: Gives -5 DX with that hand (only).
-5 points.
Motion Sickness 3-10 points
You are miserable whenever you are in a moving vehicle, be it an automobile, train, airplane, balloon, ship, or spacecraft. You may never learn any vehicle-operation skill. You must roll vs. HT as soon as you are aboard a moving vehicle. On a failure, you vomit and are at -5 on all DX, IQ, and skill rolls for the rest of the journey. On a success, you are merely miserably queasy and at -2 on DX, IQ, and skill rolls. Roll daily on long journeys.
Mundane Background 2-10 points
You have a complete lack of experience with the alien and the weird. When you first enter play, you can only have mundane skills and equipment. Psionics, cinematic skills, etc. are off-limits. You can have supernatural advantages and even psionics, but you can neither use them nor learn any skills that would allow you to use them. In fact, you have no idea that you possess such talents, save perhaps for the odd dream now and then. You must buy off this disadvantage if you wish to use supernatural advantages actively or learn any skill related to the supernatural or the weird.
Neurological Disorder
You suffer from one of several neurological disorders that cause tremors, involuntary movements, facial contortions, etc. Point value depends on severity:
Mild: Your condition is obvious to anyone who observes you for more than a few seconds. You are at -2 to tasks that involve fine manipulation (see High Manual Dexterity), and such tasks take twice the normal time. You also have -2 to social skills such as Acting, Leadership, Performance, Public Speaking, and Sex Appeal in any situation where your condition would be apparent (GM’s decision).
-15 points.
Severe: You find it difficult to function in normal society. You are at -4 to tasks that involve fine manipulation, and such tasks take four times as long. Your DX and Basic Move cannot exceed your racial average (DX 10 and Move 5 for a human), and might be lower. You get -4 to social skills when ever your condition becomes apparent.
-35 points.
Crippling: You find it almost impossible to function in normal society. You are at -6 to tasks that involve fine manipulation, and such tasks take six times as long. Your DX and Basic Move cannot exceed 80% of your racial average (DX 8 and Move 4 for a human), and might be considerably lower. You get -6 to social skills most of the time.
-55 points.
Many other symptoms are possible, including gross motor impairment (buy down DX or Move), involuntary vocalizations (treat as Noisy), and facial contortions (reduce appearance level; see Physical Appearance). Violent tics and profane involuntary vocalizations might qualify as Odious Personal Habits.
Night Blindness 3-10 points
You have poor night vision. If the vision or combat penalty for poor lighting is between -1 and -4 for most people, your penalty is the worse of double the usual penalty or -3. If the usual penalty is -5 or worse, you function as though you were completely blind (see Blindness). If you have Acute Vision, it only applies in situations with no darkness penalty.
This trait is mutually exclusive with both Night Vision and Dark Vision.
Nightmares 2-5 points*
You are tormented each night by horrible nightmares. Sometimes they’re so harrowing that they affect your efficiency during waking hours. Make a self-control roll each morning upon awakening. If you fail, you suffered nightmares; this costs you 1 FP that you can only recover through sleep. On a roll of 17 or 18, you are left shaking, and are at -1 to all skill and Perception rolls for the entire day. These nightmares can be so vivid that they’re indistinguishable from reality. The GM might choose to play them out in the game, starting out like a normal scenario and steadily becoming more horrible. The victim should only gradually come to suspect that he is dreaming. Such dreams can have a dramatic effect on the dreamer’s waking life, such as temporary Obsessions or Phobias, or even a psychosomatic loss of HP or attribute levels.
If other PCs are involved in the nightmare, they’re completely unaffected by anything that occurs there (but if the nightmare takes a long time to play out, the GM might wish to reward the players with a bonus character point as a token of appreciation for their time – maybe two points if they roleplayed the dream-situation particularly well). It’s the GM’s option whether to let the other players know in advance that the scenario is a dream. Either way can lead to unique and fascinating roleplaying.
No Depth Perception 3-15 points
You have two eyes, but you lack effective binocular vision and cannot visually judge distances. This might be due to a vision disorder or a quirk of your racial neurology. The game effects are identical to One Eye; you may not take both disadvantages.
No Fine Manipulators -30 or -50 points
Your body lacks hands and possibly limbs. Point value depends on the extent of your limitation:
No Fine Manipulators: You have no body part more agile than paws or hooves. You cannot use your limbs to make repairs, pick locks, tie knots, wield weapons, etc., or even to grasp firmly. You may only select this trait if you have nothing approaching the human hand in terms of overall versatility. If you have a beak, tongue, prehensile tail, etc. that is as good as a hand, you do not have No Fine Manipulators!
-30 points
No Manipulators: You have no limbs. The only way for you to manipulate objects is to push them around with your body or head. You can still move, and are capable of rolling, wriggling, bouncing, etc. at your Basic Move unless you buy it down to 0.
-50 points.
Either level qualifies you to buy ST and DX with the-40% No Fine Manipulators limitation.
No Legs variable
You are a member of a legless race. There are several different forms of this trait, but in all cases, you cannot kick, cannot be struck in the legs in combat, and need not wear leg armor. The point costs below assume that the benefit of having no legs for foes to target in combat balances the draw back of being unable to kick.
Aerial: You cannot move on land, but you can hover, glide, or fly. You must purchase the Flight advantage. Calculate Basic Speed as usual and use twice this value to determine your basic air Move, as described for Flight. Your ground Move is 0.
0 points.
Aquatic: You cannot move on land, but you are adapted to movement on or in water, like a ship or a fish. Calculate Basic Move and use this as your basic water Move. Your ground Move is 0. You suffer no skill penalties for working in or under water. 0 points. If your mobility depends on fins, masts, paddles, or sails that you can’t armor, or you can’t dive:
-5 points. If both:
-10 points
Bounces, Rolls, or Slithers: You move on land without using legs, like a snake or a wheel-form robot. Work out Basic Move and use it as your ground Move, just as a legged character would.
0 points.
Semi-Aquatic: You “walk” on flippers, like a seal. Use Basic Move as your basic water Move and 1/5 this as your ground Move – that is, reverse the normal relationship between ground and water Move. You suffer standard skill penalties in the water.
0 points.
Sessile: Your base is anchored where you sit, like a tree or a building. You can’t move under your own power in any environment, and lack the option of using a moving platform (although you can be moved, with considerable effort). Your Basic Move is automatically 0, and you get no extra points for this. You can still have manipulators. If so, you wield weapons at no DX penalty, because unlike those with the Lame disadvantage, you have a very stable base!
-50 points.
Tracked or Wheeled: You have tracks or wheels instead of legs. Specify how many – one to four, or any higher even number. If using hit locations, treat each track or wheel as if it were a leg. You can neither jump nor negotiate obstacles that require arms and legs working together (e.g., a ladder or rope). You always leave a visible trail (giving others a Tracking bonus: +1 for Wheeled, +2 for Tracked). Tracks are also noisy (+2 to all Hearing rolls to detect you), but let you handle rough terrain more easily. Tracked and Wheeled do not reduce Move; in fact, you may buy up to three levels of Enhanced Move (Ground). This disadvantage usually accompanies the Machine meta-trait.
-20 points.
No Sense of Humor 2-10 points
You never get any jokes; you think everyone is earnestly serious at all times. Likewise, you never joke, and you are earnestly serious at all times. Others react at -2 to you in any situa tion where this disadvantage becomes evident.
No Sense of Smell/Taste 3-5 points
This affliction – known as anosmia– prevents you from smelling or tasting anything. Thus, you are unable to detect certain hazards that ordinary people spot quickly. However, the disability has its advantages . . . you need never worry about skunks, and can always eat what is set before you.
Noisy 3-2 points/level
You make a lot of noise! Perhaps you’re a ghost with clanking chains, a cyborg with a rasping ventilator, or a machine with a loud engine . . . or perhaps you’re absurdly inept at stealth. You make noise constantly – even when standing still – unless you are comatose (for animate beings) or powered down (for machines). Each level gives +2 to Sense rolls to hear you or-2 to your Stealth rolls, as the situation warrants. In some circumstances (e.g., at the opera), each level might also give -1 to reactions! You may not take more than five levels of Noisy without the GM’s permission.
Non-Iconographic -10 points
You are incapable of processing abstract images and symbols. Graphical computer interfaces, maps,heraldic devices, and magical runes are completely meaningless to you. Like Dyslexia, this is a structural shortcoming of your brain; you cannot normally buy it off.
You cannot learn Cartography, Heraldry, Symbol Drawing, or any similar skill used mainly to design or arrange patterns and symbols. You also cannot use graphical computer interfaces; you are limited to text interfaces and immersive virtual realities. Finally, since you cannot grasp magical symbols, you cannot learn magic save through oral tradition. Note that you can process text without difficulty, and may learn written languages normally (see Language,).
Numb -20 points
You have no sense of touch. You have a limited degree of pressure sense – enough to feel your weight and stand up and walk without falling over– but you cannot distinguish textures by touch at all. Feats that depend on touch alone (e.g., touch-typing, or untying your hands behind your back) are impossible for you.
When performing a task that requires hand-eye coordination, you suffer all the effects of one level of Ham-Fisted unless you take twice as long to perform the action and can clearly see what you’re doing. If you also have Ham-Fisted, add its effects.
You experience pain, temperature, and shock as acutely as anyone else, unless you also have High Pain Threshold, but you won’t know where you were injured without looking. Instead, you feel pain as generalized shock throughout your entire body. As a result, you cannot perform First Aid on ourself if you can't see the injury.
Oblivious -5 points
You understand others’ emotions but not their motivations. This makes you awkward in situations involving social manipulation. You are the classic “nerd”! You have -1 to use or resist Influence skills (see Influence Rolls): Diplomacy, Fast-Talk, Intimidation, Savoir-Faire, Sex Appeal, and Streetwise.
Obsession -5 to -15 points
Your entire life revolves around a single goal. Unlike Compulsive Behavior, this is not a daily habit, but an overpowering fixation that motivates all of your actions. And unlike Fanaticism, this does not necessarily imply a set of philosophical beliefs.
You must rationalize all of your actions as an attempt to reach your goal. Make a self-control roll whenever it would be wise to deviate from your goal. If you fail, you continue to pursue your Obsession, regardless of the consequences.
Point cost depends on the time needed to realize your goal. A short term goal (e.g., assassinating some one) is worth -5 points, while a long term goal (e.g., becoming President) is worth -10 points. In both cases, modify the base cost to reflect your self control number. If your Obsession causes others to react badly, take Odious Personal Habit or Delusion as well.
Should you ever reach your goal, you must either substitute a new goal or buy off your Obsession.
On the Edge -15 points
You take grossly unreasonable risks in the face of mortal danger. Make a self-control roll whenever you face a life-threatening situation: piloting a burning vehicle, staring down an entire street gang while armed only with a toothbrush, etc. If you fail, you may not back down from the challenge – but you may roll again after every success roll or reaction roll relating to the situation. This might be once per second in a potential combat situation but only once per day on a dangerous space mission.
In combat, make a self-control roll every time you take your turn. If you fail, you must make an All-Out attack or engage in some other kind of near insane, suicidal behavior. Most people think you’re crazy if they witness this behavior, giving -2 on reaction rolls. Individuals who value bravery over self-preservation (GM’s decision) will react at +2
One Arm -20 points
You have only one arm. You cannot use two-handed weapons, wield two weapons at once (or a weapon and a shield), or perform any task that requires two arms. You get -4 on tasks that are possible with one arm but that are usually executed with two (e.g., most Climbing and Wrestling rolls). You have no penalty on tasks that require only one arm. In all cases, the GM’s ruling is final. When in doubt, try a quick reality check if possible! If you originally had two arms, assume that you lost the left arm if you were right-handed, or vice versa. If you are a nonhuman who only had one arm to begin with, your “arm” need not be an arm at all – it can be any appendage capable of fine manip ulation. For instance, a parrot that used its beak and tongue would have One Arm (and not No Fine Manipulators).
If you have advanced prosthetics that cancel One Arm while worn, apply a Mitigator limitation. Should you ever eliminate One Arm completely through surgery or an ultra-tech replacement limb, you must pay back the points you received for it.
One eye -15 points
You have only one eye. Either you are missing an eye (in which case you may wear a glass eye or cover the missing eye with a patch) or you have only a single, cyclopean eye. You suffer -1 to DX in combat and on any task involving hand-eye coordination, and-3 on ranged attacks (unless you Aim first) and on rolls to operate any vehicle faster than a horse and buggy.
Some cultures regard those who are missing an eye as unattractive. If this is generally true in your game world, losing an eye will also reduce your appearance by one level (see Physical Appearance). If you start with this trait, assume that it is already factored into your appearance– do not apply an additional reaction modifier.
One Hand -15 points
You have only one hand. For the most part, use the rules under One Arm (above). The difference is that you may make unarmed parries with a handless arm, and possibly strap something to it (e.g., a shield). Good-quality prosthetic replacements use the rules under One Arm.
Not all prosthetics are good enough to count as Mitigators, though. A low tech mechanical replacement gives you -2 (for a grabber) or -4 (for a hook or claw) on tasks involving that hand. A hook or claw also counts as an undroppable large knife in combat (use Knife skill), and gives +1 to Intimidation skill if waved at your foes. In some societies, such crude replacements will reduce appearance as described under One Eye (above).
Overconfidence -5 points
You believe that you are far more powerful, intelligent, or competent than you really are. You may be proud and boastful or just quietly deter mined, but you must roleplay this trait.
You must make a self-control roll any time the GM feels you show an unreasonable degree of caution. If you fail, you must go ahead as though you were able to handle the situation! Caution is not an option. You receive +2 on all reaction rolls from young or naive individuals (who believe you are as good as you say you are), but -2 on reactions from experienced NPCs.
Overconfidence is like Megalomania on a smaller scale. Robin Hood was overconfident – he challenged strangers to quarterstaff duels. Hitler was a megalomaniac he invaded Russia! Heroes are rarely megalomaniacal but often overconfident.
Pacifism variable
You are opposed to violence. This can take several forms. Choose one of the following:
Reluctant Killer: You are psychologically unprepared to kill people. Whenever you make a deadly attack (e.g., with a knife or a gun) against an obvious person whose face is visible to you, you are at -4 to hit and may not Aim. If you cannot see the foe’s face (due to a mask, darkness, or distance, or because you attacked from behind), the penalty is only -2, save in close combat. You have no penalty to attack a vehicle (even an occupied one), an opponent you do not believe is a person including things with Horrific or Monstrous appearance), or a target you can’t actually see (e.g., a set of map coordinates or a blip on a radar screen). If you kill a recognizable person, the effect on you is the same as for Cannot Kill (see below). You have
no problem with your allies killing; you may even supply ammo, loaded weapons, and encouragement! You just can’t do the killing yourself.
-5 points.
Cannot Harm Innocents: You may fight – you may even start fights – but you may only use deadly force on a foe that is attempting to do you serious harm. Capture is not “serious harm” unless you are already under penalty of death or have a Code of Honor that would require suicide if captured. You never intentionally do anything that causes, or even threatens to cause, injury to the uninvolved – particularly if they are “ordinary folks.” This trait is especially appropriate for crime fighters, supers, etc.
-10 points.
Cannot Kill: You may fight – you may even start fights – but you may never do anything that seems likely to kill another. This includes abandoning a wounded foe to die “on his own”! You must do your best to keep your companions from killing, too. If you do kill someone (or feel responsible for a death), you immediately suffer a nervous breakdown. Roll 3d and be totally morose and useless (roleplay it!) for that many days. During this time, you must make a Will roll to offer any sort of violence toward any one, for any reason.
-15 points.
Self-Defense Only: You only fight to defend yourself or those in your care, using only as much force as necessary (no pre-emptive strikes allowed!). You must do your best to discourage others from starting fights.
-15 points.
Total Nonviolence: You will not lift a hand against another intelligent creature, for any reason. You must do your nonviolent best to discourage violent behavior in others, too. You are free to defend yourself against attacks by animals, mosquitoes, etc.
-30 points.
In a high-realism campaign, the GM might require all PCs to start out with Reluctant Killer or even Cannot Kill, giving them extra points but putting them at a disadvantage when facing hardened foes.
Paranoia -10 points
You are out of touch with reality, and think that everyone is plotting against you. You never trust anyone except old friends . . . and you keep an eye on them, too, just in case. Most people, understandably, react to you at -2. A paranoid NPC reacts at -4 toward any stranger, and any “legitimate” reaction penalty (e.g., for an unfriend ly race or nationality) is doubled. Paranoia goes very well with Delusions, which of course have their own disadvantage value!
Phantom Voices -5 to -15 points
You are plagued by whispered phrases that only you can hear. These voices might be unintelligible, or they might repeat the same words over and over. Eventually, your sanity (such as it is) will start to erode.
In any situation that the GM feels is stressful, he may roll 3d. On a 6 or less, you hear voices. The GM will always roll whenever you miss a Fright Check or make the roll exactly, and whenever you fail a self-control roll for another stress-related disadvantage. The voices occur in additionto any other results!
Point value depends on the nature of the voices:
Annoying: You hear voices, but you are reasonably sure that they are not real, and they do not harm you direct ly. Still, most people who see you responding to unheard noises will react at -2.
-5 points.
Disturbing: As above, but in addition, the voices can drown out normal sounds, and may even startle and frighten you (possibly requiring a Fright Check).
-10 points.
Diabolical: The voices tell you to kill – yourself or others – or perform other terrible deeds. If you are already under stress, or under the influence of drugs, you might need to make a Will roll to avoid carrying out the “orders” (GM’s discretion).
-15 points.
Phantom Voices are usually due to mental problems, but they may also be symptomatic of some form of supernatural possession. If so, psychotherapy cannot reveal the cause, much less cure the problem. If you manage to exorcise the evil spirits, you are cured and must buy off this disadvantage.
Phobias variables
You are afraid of a specific item, creature, or circumstance. Many fears are reasonable, but a Phobia is an unreasonable, unreasoning, morbid fear. The point value depends on how common the object of your fear is fear of darkness is far more trouble some than fear of left-handed plumbers.
Make a self-control roll whenever you are exposed to the object of your Phobia. If you fail, roll 3d, add the amount by which you failed your self control roll, and look up the result on the Fright Check Table. For instance, if your self-control number is 9 but you rolled a 13, roll 3d+4 on the table. The result from the table affects you immediately!
If you succeed, you have success fully mastered your Phobia (for now), but you are still shaken, and have a penalty to all DX, IQ, and skill rolls while the cause of your fear persists. The penalty depends on your self control number.
Self Control Number | Penalty |
6 |
-4 |
9 |
-3 |
12 |
-2 |
15 |
-1 |
You must roll again every 10 minutes to see if the fear overcomes you.
Even the mere threatof the feared object requires a self-control roll, although this is at +4. If your enemies actually inflict the feared object on you, you must make an unmodified self-control roll, as described above. If you fail, you might break down, depending on the Fright Check results, but you won’t necessarily talk. Some people can panic and fall apart, but still refuse to talk – just as some people do not talk under torture. A phobic situation is by definition stressful. If you have other mental disadvantages that are triggered by stress, you are likely to have these reactions if you fail to resist a Phobia.
Some common phobias:
Being Alone(Autophobia): You can not stand to be alone, and do anything in your power to avoid it.
-15 points.*
Blood(Hemophobia): The sight of blood gives you the screaming willies! You need to make a self-control roll during most combats ...
-10 points.*
Cats(Ailurophobia):
-5 points.*
Crowds(Demophobia): Any group of over a dozen people sets off this fear unless they are all well known to you. The self-control roll is at -1 for over 25 people, -2 for a crowd of 100 or more,-3 for 1,000, -4 for 10,000, and so on.
-15 points.*
Darkness(Scotophobia): A common fear, but crippling. You should avoid being underground if possible; if some thing happens to your flashlight or torch, you might well lose your mind before you can relight it.
-15 points.*
Death and the Dead(Necrophobia): You are terrified by the idea of death. Make a self-control roll in the presence of any dead body (animals don’t count, butportions of human bodies do). Roll at -4 if the body is that of someone you know, or -6 if the body is unnaturally animated in some way. A ghost (or apparent ghost) also requires a roll at -6.
-10 points.*
Dirt(Mysophobia): You are deathly afraid of infection, or just of dirt and filth. Make a self-control roll when you must do something that might get you dirty. Roll at -5 to eat any unaccustomed food. You should act as “finicky” as possible.
-10 points.*
Dogs (Cynophobia): This includes all canines: foxes, wolves, coyotes, wild dogs, etc
.-5 points.*
Enclosed Spaces (Claustrophobia): A common, crippling fear. You are uncomfortable any time you can’t see the sky – or at least a very high ceiling. In a small room or vehicle, you feel the walls closing in on you . . . You need air!This is a dangerous fear for some one who plans to go underground.
-15 points.
Fire (Pyrophobia): Even a burning cigarette bothers you if it comes with in five yards.
-5 points.*
Heights (Acrophobia): You may not voluntarily go more than 15 feet above ground, unless you are inside a building and away from windows. If there is some chance of an actual fall, self control rolls are at -5. -
10 points.*
Insects (Entomophobia): You are afraid of all “bugs.” Large or poison ous ones give -3 to self-control rolls. Very large ones, or large numbers, give-6. Avoid hills of giant ants.
-10 points.*
Loud Noises (Brontophobia): You avoid any situation where loud noises are likely. A sudden loud noise requires an immediate self-control roll. A thunderstorm is a traumatic experience for you!
-10 points.*
Machinery (Technophobia): You can never learn to repair any sort of machine and refuse to learn to use anything more complicated than a crossbow or bicycle. Any highly technological environment calls for a self control roll; dealings with robots or computers require a roll at -3, and hostility from intelligent machines requires a roll at -6.
-15 points at TL5 or above.*
Monsters (Teratophobia): Any “unnatural” creature sets off this fear. You have -1 to -4 on the self-control roll if the monster seems very large or dangerous, or if there are a lot of them. Note that the definition of “monster” depends on experience. An American Indian would consider an elephant monstrous, while an African pygmy would not!
-15 points.*
Number 13 (Triskaidekaphobia): You must make a self-control roll whenever you have to deal with the number 13 – visit the 13th floor, buy something for $13.00, etc. Roll at -5 if Friday the 13th is involved! -
5 points.*
Oceans (Thalassophobia): You are afraid of any large body of water. Ocean travel, or even air travel over the ocean, is basically impossible for you, and encounters with aquatic monsters are also upsetting.
-10 points.*
Open Spaces (Agoraphobia): You are uncomfortable whenever you are outside, and actually become frightened when there are no walls within 50 feet.
-10 points.*
Psionic Powers (Psionophobia): You are afraid of those with known psionic powers. An actual exhibition of power in your presence requires a self-control roll. You do not voluntarily allow anyone to use a psionic power on you. The power does not have to be real – all that matters is that you believe it is!
-10 if they are uncommon
Reptiles (Herpetophobia): You come unglued at the thought of reptiles, amphibians, and similar scaly slimies. A very large reptile, or a poisonous one, gives -2 to self-control rolls; a horde of reptiles (such as a snake pit) gives -4.
-10 points.*
Sex (Coitophobia): You are terrified by the idea of sexual relations or the loss of your virginity.
-10 points*
Sharp Things (Aichmophobia): You are afraid of anything pointed. Swords, spears, knives, and hypodermic needles all give you fits. Trying to use a sharp weapon, or being threat ened with one, requires a self-control roll at -2.
-10 at TL6 or above.*
Spiders(Arachnophobia):
-5 points.*
Strange and Unknown Things (Xenophobia): You are upset by any sort of strange circumstances, and in particular by strange people. Make a self-control roll when surrounded by people of another race or nationality; roll at -3 if the people are not human. If you lose control, you might well attack strangers out of fear.
-15 points.*
Sun (Heliophobia):
-15 points.*
Weapons (Hoplophobia): The presence of any sort of weaponry is stress ful. Trying to use a weapon, or being threatened with one, requires a self control roll at -2.
-20 points.*
Post-Combat Shakes -5 points
You are shaken and sickened by combat, but only after it’s over. Make a self-control roll at the end of any battle. It is up to the GM to determine when a battle has truly ended, and he may apply a penalty if the combat was particularly dangerous or gruesome. If you fail, roll 3d, add the amount by which you failed your self-control roll, and look up the result on the Fright Check Table. For instance, if your self-control number is 12 but you rolled a 14, roll 3d+2 on the table. The result from the table affects you immediately!
Pyromania 2-5 points*
You like fires! You like to set fires, too. For good roleplaying, you must never miss a chance to set a fire, or to appreciate one you encounter. Make a self-control roll whenever you have an opportunity to set a fire.
Quadriplegic 3-80 points
You are paralyzed in all your arms and legs, or lack limbs entirely. You can neither manipulate objects nor move yourself without assistance. You suffer all the bad effects of Paraplegic and No Manipulators (see No Fine Manipulators. If the GM is enforcing a disadvantage limit,
Quadriplegic counts against the limit– but you may reduce ST and DX by up to four levels each without the resulting disadvantage points counting against the limit (points gained from further reductions count normally).
For rules governing prosthetic limbs and surgical cures, see Lame and One Arm for legs and arms, respectively.
Reprogrammable 21-10 points
You can be programmed to obey a master. If you have Slave Mentality, you must obey slavishly, and remain strictly within the letter of your master’s commands. If you lack Slave Mentality, you may interpret his orders creatively, as long as you remain within either their letter or spirit (your choice). If you are nonsentient (IQ 0), you have no interest in doing anything but following your programming!
You may have both Duty and Reprogrammable. If so, you must do your best to fulfill both obligations. Should the two come into conflict, your programming always comes first.
This trait is most appropriate for golems, mindless undead, robots, and similar automata. It is rarely suitable for PCs, and the GM may choose to forbid it entirely.
Restricted Diet 3-10 to -40 points
You require a specialized food or fuel that is hard to come by. Unlike Dependency, you do not take damage if you go without . . . you just can’t eat or refuel, which will eventually incapacitate you. Point value depends on the rarity of the item you consume:
Rare: Dragon’s blood, exotic nutrient mixture, weapons-grade uranium.
-40 points.
Occasional: Virgin’s blood, rocket fuel, babies, radioactives.
-30 points.
Common: Human flesh, gasoline, liquid hydrogen
.-20 points.
Very Common: Fresh meat, any hydrocarbon fuel (gasoline, diesel, etc.), electric batteries, fresh blood.
-10 points.
Restricted Diet is appropriate for normal humans with chronic gas trointestinal disorders.
Special Limitations
Substitution: You can try to consume a food or fuel similar to the one you require. For instance, a cyborg that requires exotic nutrients could try ordinary human food, or a machine that requires gasoline could try diesel. This sustains you, but you must make a HT roll after each meal or refueling. Failure means your HT attribute drops by one until you receive appropriate medical or mechanical attention. Critical failure means an incapacitating reaction (GM’s decision): severe immune response, engine failure, etc. Those who lack this limitation but for some reason attempt substitution derive no sustenance at all and must still make the HT roll above; treat success as failure and failure as critical failure.
-50%.
Restricted Vision 3-15 or -30 points
You have an unusually narrow field of vision. A normal character can see a 120° arc in front of him without turning his head, and has 30° of peripheral vision to either side, giving him a 180° “arc of vision” for observation and ranged attacks. On a battle map, this means he has three “front” hexes, two “side” hexes (“left” and “right”), and a single “back” hex. Your vision is considerably more restricted. This comes in two levels:
No Peripheral Vision: Your arc of vision is a 120° wedge to the front. On a map, your “left” and “right” hexes become “back” hexes – that is, you have three “back” hexes, and get no defense against attacks originating from these hexes!
-15 points.
T
unnel Vision: Your arc of vision is a 60° wedge to the front. On a map, your only “front” hex is the one directly ahead of you. The hexes to either side of this are “side” hexes: you are at -2 to defend against attacks from these hexes, and can only attack into those hexes with a Wild Swing. Everything else is a “back” hex, as above.
-30 points.
Sadism -15 points
You delight in cruelty . . . mental, physical, or both. Make a self-control roll whenever you have an opportunity to indulge your desires and know you shouldn’t (e.g., because the prisoner is one who should be released unharmed). If you fail, you cannot restrain yourself. Those who become aware of your problem react at -3 unless they are from a culture that holds life in little esteem. This is a particularly “evil” trait, more appropriate to villainous NPCs than to heroic PCs. The GM may completely prohibit Sadism if he does not want anyone roleplaying it in his campaign.
It is possible, though despicable, to possess both Bully and Sadism.
Secret -5 to -30 points
A Secret is an aspect of your life or your past that you must keep hidden. Revelation would result in lasting negative consequences. The point value depends on the severity of those consequences:
Serious Embarrassment: If this information gets around, you can for get about ever getting a promotion, getting elected, or marrying well. Alternatively, revelation of your Secret might simply attract unwelcome public attention.
-5 points.
Utter Rejection: If your Secret is revealed, it will change your whole life. Perhaps you will lose your job and be rejected by friends and loved ones. Perhaps admirers, cultists, long-lost relatives, or the press will harass you.
-10 points.
Imprisonment or Exile: If the authorities uncover your Secret, you’ll have to flee, or be imprisoned for a long time (GM’s discretion). -20 points.
Possible Death: Your Secret is so terrible that you might be executed by the authorities, lynched by a mob, or assassinated (by the Mafia, CIA, etc.) were it revealed. You would be a hunt ed man.
-30 points.
Frequency of Appearance
In general, a Secret appears in a particular game session if the GM rolls a 6 or less on 3d before the adventure begins. However, as for all other disadvantages of this type, the GM need not feel constrained by the appearance roll. If he thinks that the Secret should come into play, it does! When a Secret appears in play, it is not automatically made public. The GM will give you a chance to prevent your Secret from being revealed. This might require you to cave in to black mail or extortion, steal incriminating documents, or even silence the person who knows the Secret. Regardless of the solution, however, it’s only temporary – the Secret will appear again and again until either you buy it off with earned character points or it is finally revealed.
Effects of Revelation
If a Secret is made public, there is an immediate negative effect ranging from serious embarrassment to possi ble death, depending on the severity of the Secret (see above). There is also a lasting effect: you suddenly acquire new, permanent disadvantages – or lose advantages – worth points equal to twice what the Secret was worth! These new disadvantages replace the Secret on your character sheet, and reduce your point value accordingly. The GM chooses the new disadvan tages and lost advantages, which should always be appropriate to the Secret. Most Secrets turn into Enemies, negative Reputations, and Social Stigmas, or reduce or remove advantages described under Wealth and Influence. Some could even turn into mental or physical dis advantages
Secret Identity variable
A Secret Identity is a special kind of Secret (above): it is another persona that you use for deeds that you don’t want connected with your “public” self. Only your closest family and friends know, and you are willing to go to great lengths to keep your privacy. This is a disadvantage because it limits your behavior. It is difficult (and often illegal) to maintain a Secret Identity.
The GM will roll to see whether your Secret Identity factors into a game session, just as for any Secret. If it does, this usually takes the form of someone who threatens to expose your real identity. Anyone with Status 3 or higher gets an extra -10 points for a Secret Identity, because of the attention the media and public pay to his every move, but the GM will introduce a challenge to his identity on a roll of 7 or less instead of the usual 6 or less. A Secret Identity otherwise works just like any other Secret, its point value depending on the severity of the consequences should it be exposed.
Self-Destruct 31-10 points
As soon as you reach your aging threshold (age 50 for a normal human), your organs and immune system begin to fail. You start to age rapidly, making aging rolls every day at -3 to HT.
You cannot get points for both this disadvantage and Terminally Il. If you are going to self destruct soon, take Terminally Ill instead of Self-Destruct.
Selfish -5 points
You areself-important and status conscious, and spend much of your time striving for social dominance. Make a self-control roll whenever you experience a clear social slight or “snub.” On a failure, you lash out at the offending party just as if you had Bad Temper (p.124) – likely resulting in a bad reaction (-3 to the target’s reactions toward you) and putting you in an awkward social situation. Selfish NPCs react to perceived slights at a penalty:
Self Control Number | Penalty |
6 |
-5 |
9 |
-4 |
12 |
-3 |
15 |
-2 |
Selfless -5 points
You are altruistic and self-sacrificing, and put little importance on personal fame and wealth. You must make a self-control roll to put your needs – even survival – before those of someone else. A Selflessrace will have a “hive mentality.”
Semi-Upright -5 points
You have a semi-upright posture, like a chimpanzee. You can stand up more-or-less comfortably, allowing you to use your forelimbs to bash ene mies, hold babies, or even manipulate objects. You can manage a clumsy gait while upright (-40% to Move), but you must use all of your limbs to run at full Move. If you have DX 12 or more, you can carry a small object or two while walking.
Sense of Duty -2 to -20 points
You feel a strong sense of commit ment toward a particular class of people. You will never betray them, abandon them when they’re in trouble, or let them suffer or go hungry if you can help. This is different from a Duty, which is imposed upon you. A Sense of Duty always comes from within.
If you are known to have a Sense of Duty, the GM will adjust the reactions of others by +2 when rolling to see whether they trust you in a dangerous situation. However, if you go against your Sense of Duty by acting against the interests of those you are supposed to be looking out for, the GM will penalize you for bad roleplaying. The GM will assign a point value to your Sense of Duty based on the size of the group you feel compelled to aid:
Individual (the President, your wingman, etc.):
-2 points.
Small Group (e.g., your close friends, adventuring companions, or squad):
-5 points.
Large Group(e.g., a nation or religion, or everyone you know personally)
: -10 points.
Entire Race(all humanity, all elves, etc.):
-15 points.
Every Living Being: -20 points.
You cannot claim points for a Sense of Duty toward Allies, Dependents, or Patrons. The point costs of these traits alreadytake such a bond into account.
You can take a Sense of Duty toward adventuring companions. If you do, you must share equipment with and render aid to the other members of your adventuring party, and go along with majority decisions. The GM might make this mandatory in games where the party needs to get along. This gives everyone a “free” 5 points to spend . . . but if you start backstabbing, running off on your own, etc., the GM is free to overrule your actions and point to these bonus points as the reason why.
Short Attention Span 2-10 points*
You find it difficult to concentrate on a single task for longer than a few minutes. Make a self-control roll whenever you must maintain interest in something for an extended period of time, or whenever a distraction is offered. If you fail, you automatically fail at the task at hand. The GM might give you a small bonus to the self-control roll in situations where concentra tion is crucial, such as when your survival is at stake.
Short Lifespan -10 points/level
Your lifespan is much shorter than the human norm. Each level of this disadvantage halves your lifespan (round down). This affects the age at which you reach maturity, the ages at which aging rolls begin and increase in frequency, and the interval between aging rolls; see the table (above right). No more than four levels are possible. Short Lifespan is often found in conjunction with Self-Destruct.
Shyness -5, -10, or -20 points
You are uncomfortable around strangers. Roleplay it! This disadvantage comes in three levels; you can buy it off one level at a time.
Mild: You are uneasy with strangers, especially assertive orattractive ones. You have -1 on skills that require you to deal with people, including Acting, Carousing, Diplomacy, Fast-Talk, Intimidation, Leadership, Merchant, Panhandling, Performance, Politics, Public Speaking, Savoir-Faire, Sex Appeal, Streetwise, and Teaching. -5 points.
Severe: You are very uncomfortable around strangers, and tend to be quiet even among friends. -2 the skills listed above.
-10 points.
Crippling: You avoid strangers whenever possible. You may not learn the skills listed above at all, and are at-4 on default rolls on such skills.
-20 points.
Slave Mentality -40 points
You have no initiative, and become confused and ineffectual without a “master” to give you orders. You must make an IQ roll at -8 before you can take any action that isn’t either obey ing a direct order or part of an established routine. As well, you automatically fail any Will roll to assert your self or resist social influence except in circumstances where the GM rules that success might be possible, in which case you roll at -6. This doesn’t necessarily imply low IQ or Will. You might be intelligent enough to obey the command, “Program the computer to detect quarks,” but if you were starving and found $10, you would have to roll vs. IQ-8 to decide to pick up the money and go buy food without being told to do so. Similarly, you might be strong willed enough to make all your Fright Checks in the presence of terrifying monsters, yet roll at Will-6 to resist the unsubtle manipulations of an obvious con man.
This disadvantage is rarely appropriate for PCs, and the GM may choose to forbid it entirely
Sleepwalker -5 points
You walk in your sleep (“somnambulate”). This is merely annoying or embarrassing under most circumstances (unless you fall down the stairs), but it can be very dangerous to sleepwalk while encamped in hostile territory!
If sleepwalking would matter during an adventure, the GM will make a self-control roll for you whenever you go to sleep. If you fail, you sleepwalk sometime during the night. You wake up after walking for 1d minutes, or if someone awakens you. The GM will make DX rolls to see if you trip while going down stairs or walking over rough ground – if this happens, you wake up suddenly and are mentally stunned.
You are considered to be in a hypnagogic state while sleepwalking, and thus are very susceptible to telepathic influences. If you possess supernatural abilities, you might use these while sleepwalking (e.g., if you have Warp, you might “sleepwarp” instead).
Sleepy variable
This is a racial trait. Members of the race need to sleep more than the human norm of 1/3 of the time. Point value depends on the fraction of the time they must spend asleep:
Time Spent Asleep | Cost |
1/2 of the time |
-8 points |
2/3 of the time |
-16 points |
3/4 of othe time |
-20 points |
7/8 of the time |
-26 points |
The race’s precise schedule is a “special effect.” For instance, a race that sleeps 3/4 of the time might be awake and active for three days straight and then sleep for a full nine days.
This trait can also represent hibernation. For instance, if a race is awake and active on a human schedule for six months, and then hibernates for two months straight, then on the average, that’s equivalent to sleeping 1/2 of the time.
Slow Eater -10 points
You spend a lot of your time eating. Each meal takes about two hours, as opposed to about 1/2 hour for most humans. This reduces the time available for study, long tasks, and travel on foot by 4 1/2 hours per day. Slow Healing 3-5 points/level Your body heals very slowly. Each level (maximum three levels) doubles the interval between HT rolls to regain lost HP: roll every two days for Slow Healing 1, every four days for Slow Healing 2, and every eight days for Slow Healing 3. Take Unhealing if you heal even more slowly. Each level also doubles the time allowed between Physician rolls when under the care of a competent physician (see Medical Care.) Normal humans may take no more than one level of Slow Healing.
Slow Riser -5 points
You are not a “morning person.” For one hour after you awaken from any sleep longer than a one-hour nap, you have -2 on all self-control rolls and-1 to IQ and IQ-based skills. Furthermore, whenever the GM assesses attribute penalties for missed sleep, you suffer an extra-1.
Social Disease -5 points
You have contracted a contagious, antibiotic-resistant bacteria, retrovirus, or similar disease. This is ony transmitted by close, unprotected physical contact. Those who know about it react to you at -1 and automatically resist your seduction attempts. The disease isn’t fatal – at least not immediately – but may produce physical symptoms (left to the imagination of the player or GM).
Social Stigma -5 to -20 points
Social Stigma 4-5 to -20 points
You belong to a race, class, sex, or
other group that your society deems
inferior. To be worth points, this must
be obvious from your physical appear
ance (a visible brand, tattoo, or magi
cal mark counts), dress, manner, or
speech; or easily learned by anyone
who cares to check up on you (only
valid in societies with free and easy
access to information or the result of
public denouncement (e.g., by a pow
erful leader or media figure) that
ensures that everyone you meet knows
that you, personally, belong to the dis
dained group.
A Social Stigma gives you a reac
tion penalty (-1 per -5 points of Social
Stigma), restricts your social mobility,
or both. Examples include:
Criminal Record: You have been
convicted of a crime that your society
considers serious. You may be prohib
ited from legally acquiring certain
items (e.g., weapons), taking certain
kinds of employment, receiving secu
rity clearances, or even traveling out
side your country. Many noncriminals
who learn of your past react at -1;
police, judges, vigilantes, and other
law-and-order types usually react at-2. If you are also wanted, take an
appropriate Enemy.-5 points.
Disowned: Your family has publicly
snubbed you. This is only worth
points in settings where family ties
play a significant social role, and
never applies to those who voluntarily
part ways with their family. This
Social Stigma comes in two levels:
• You would normally be an heir in
your culture, but someone else has
been named in your stead. This is
embarrassing, but you may still count
yourself as part of the family. This
gives -1 on reaction rolls. -5 points.
• The head of your family – or your
entire clan– has wholly and publicly
disowned you. This gives -2 on reac
tion rolls. -10 points.
Excommunicated: Your church has
cast you out. Followers of your faith
react to you at -3. This is only a disad
vantage if you are excommunicated by
a powerful and widespread religion
(most likely state-backed) that plays a
significant role in day-to-day life. -5
points.
If your religion has true supernatu
ral power, and you are surrounded by
an aura that conveys your shame to
co-religionists, angels, and anyone
else who would care, no matter how
well you disguise yourself, your Social
Stigma is worth twice as much. -10
points.
Ignorant: You have not learned a
skill required of all responsible adults
in your society (that is, you have no
points in the skill). Others look down
upon you as a slacker or a fool. This
gives -1 on reactions for each “expect
ed” skill you lack, up to a maximum of
four skills. This is only worth points in
highly structured societies, or in prim
itive ones where individuals depend
on one another for survival.-5
points/skill.
Minor: You are underage by your
culture’s standards. You suffer -2 on
reaction rolls whenever you try to deal
with others as an adult; they might
like you, but they do not fully respect
you. You might also be barred from
nightclubs, vehicle operation, war par
ties, guild membership, etc., depend
ing on the culture and setting. You
must buy off this trait when you reach
“legal age” (usually 18) for your time
and place.-5 points.
Minority Group: You are a member
of a minority that the dominant cul
ture around you regards as “barbar
ians” or “inferior.” You get -2 on all
reaction rolls made by anyone except
your own kind. In an area, profession,
or situation where your minority is
especially rare, you get +2 on reaction
rolls made by your own kind.-10
points.
Monster: You are a large carnivore,
magical abomination, or other being
that is hated or feared regardless of
actual appearance or disposition. This
gives you -3 on all reaction rolls, and
you are liable to be hunted on sight.
However, you get +3 to Intimidation
rolls in situations where you have the
upper hand (GM’s opinion). Examples:
a bear or a vampire. -15 points.
Second-Class Citizen: You belong to
a group that receives fewer rights and
privileges than “full citizens.” This
gives -1 on all reaction rolls except
from others of your own kind.
Examples: a woman in 19th-century
America, or members of some reli
gions. -5 points.
Subjugated: You are a member of a
slave nation or race. Within the over
lords’ culture, you have no rights, and
suffer the negative effects of Second
Class Citizen and Valuable Property. If
you manage to escape to freedom, you
acquire the entire overlord nation or
race as an Enemy.-20 points.
Uneducated: You are from a class,
race, or subculture that lacks a cultur
al repository of wisdom, eschews for
mal schooling, and takes a dim view of
activities that do not relate directly to
survival or procreation. You receive -1
to reactions from more sophisticated
folk in any situation where your lack
of schooling would be apparent, and
you may not start with any “book
learned” skills (GM’s discretion; most
IQ/Hard skills qualify). You may buy
off this trait once you have lived in
“civilized” parts for long enough (GM’s
decision). -5 points.
Valuable Property: Your society
regards you as somebody’s property
rather than as a “legal person.” This
takes the form of limited freedom or
lack of intellectual respect more than
as a reaction modifier. Examples: a
woman in 18th-century America or
16th-century Japan. -10 points.
Social Stigmas must bind those
who take them. For example, a
medieval Japanese lady must pay for
her 10-point bonus by giving up her
freedom of movement in many cases,
and must defer to older male relatives
when they are present. A black slave in
19th-century America is allowed to
learn very little and own almost no
property, and has little freedom of any
kind unless he manages to escape. (If
he does escape, he has traded his
Social Stigma for a powerful Enemy!)
It is possible to have multiple
Social Stigmas, provided they do not
significantly overlap (GM’s decision).
For instance, a teenager who drops
out of school and joins a street gang
could believably end up with Minor,
Uneducated, and Criminal Record.
Space Sickness -10 points
You are miserable in free fall. You
can never learn Free Fall skill; you
must always roll at default. In addi
tion, you are at -4 on your HT roll to
avoid “space adaptation syndrome”
(see p. 434) – and if you fail the first
HT roll, the only way for you to recov
er is to return to normal gravity.
This trait is only allowed in
campaigns that feature regular space
travel.
Split Personality -15 points
You have two or more distinct per
sonalities, each with its own set of
behavior patterns. They may interpret
their memories differently, and even
use different names.
For each personality, select a
“package” of mental disadvantages
and up to five quirks. The GM may
also permit variations in IQ,
Perception, Will, and mental advan
tages, where these would make sense.
Each package of mental traits must be
worth the same number of points.
When calculating the value of your
character, count the “package price”
once– not once for each personality.
All your personalities have the same
physical traits and skills (although
some personalities might not use cer
tain skills), and share any mental
trait that is not part of one of these
packages.
You must make a self-control roll
in any stressful situation (but no more
than once per hour of game time). On
a failure, one of your other personali
ties emerges, and you behave accord
ing to its mental disadvantages and
quirks. If there are several possibili
ties, the GM should either choose a
personality appropriate to the situa
tion or roll randomly.
All your personalities are some
what shallow and affected, which
gives -1 to reactions at all times. Those
who witness a personality change will
feel (possibly with justification) that
you are a dangerous nutcase, and
react at -3
Squeamish -10 points
You dislike “yucky stuff”: little bugs
and crawly things, blood and dead
bodies, slime, etc. When exposed to
such things, you react just as if you
had a Phobia; see Phobias, p. 148.
Note that you do not suffer from the
standard fears of insects, reptiles, dirt,
and the dead! What bothers you isn’t
huge bugs or reptiles, ordinary “clean”
dirt, and ghosts; it’s nasty creepy
things, filth, and bits of grue.
Stress Atavism variable
This disadvantage is normally
available only to characters who are
members of races “uplifted” from an
animal state.
You temporarily “regress” when
frightened, angered, fatigued, or
injured. Make a self-control roll in
those situations. On a failure, you
behave like an animal, acting on
impulse and instinct.
Once the stressful situation has
passed, make a self-control roll every
minute. If friends comfort you, roll at
+2. If one of these people has Animal
Empathy or Empathy, apply an addi
tional +2. On a success, the attack
ends and you return to normal. If you
pass out from fatigue or injury before
you succeed, you recover automatical
ly when you wake up.
Point value depends on the severity
of the attacks:
Mild: You have trouble speaking,
and must roll vs. IQ to utter a sen
tence. You cannot operate complicat
ed machinery, although you may
attack wildly with weapons (-4 to hit).
-10 points.*
Moderate: You suffer from all of the
above problems, and have trouble
understanding commands from oth
ers as well: roll vs. IQ to understand a
sentence spoken by someone else. If
you are attacked or challenged, you
must make a self-control roll to avoid
acting “on instinct.”
-15 points.*
Severe: You cannot speak or under
stand others, or use tools (except pos
sibly as clubs), and automatically act
on instinct at all times. You behave
like your primitive ancestors!
-20 points.*
Stress Atavism may result in addi
tional troublesome behavior. Pick a
suitable mental disadvantage, halve its
value (drop all fractions), and add this
point cost to the above costs before
applying the self-control multiplier.
Stubbornness -5 points
You always want your own way.
Make yourself generally hard to get
along with – roleplay it! Your friends
may have to make a lot of Fast-Talk
rolls to get you to go along with per
fectly reasonable plans. Others react
to you at -1
Stuttering -10 points
You suffer from a stammer or
other speech impediment. This gives-2 on any reaction roll where conver
sation is required, and -2 to
Diplomacy, Fast-Talk, Performance,
Public Speaking, Sex Appeal, and
Singing. Certain occupations (inter
preter, newsreader, etc.) are always
closed to you.
Supersensitive -15 points
You are telepathically sensitive to
the presence of others all the time. You
experience a constant, irritating buzz
of low-level psychic noise. This does
not imply any kind of useful telepath
ic ability – the thoughts and emotions
you receive remain just below the
threshold of conscious understanding.
If there are any sapient beings (IQ
6+) with 20 yards, you suffer -1 to DX
and IQ. This becomes -2 for 10 or more
people, -3 for 100 or more, -4 for 1,000
or more, and so on. If DX or IQ drops
below half its original score because of
this penalty, you collapse and can take
no action until the “noise” goes away.
Machine intelligences and individuals
behind telepathic shielding (psionic,
technological, or otherwise) do not
bother you.
There is one beneficial side effect
to Supersensitive: the psychic noise
you receive warns you if there are peo
ple within 20 yards, and the noise level
tells you roughly how many. The noise
is too diffuse to let you determine their
locations, however.
Susceptible variable
You are extremely sensitive to a
particular class of noxious items or
substances; e.g., disease or poison.
You have a penalty to all HT rolls to
resist the negative effects of these
things. You do not suffer extra dam
age, however; for that, see
Vulnerability.
If you are exposed to trace quanti
ties of an item to which you are
Susceptible – a dose so tiny that it
would not affect most people – you
must roll against HT+1, modified by
your usual penalty for this disadvan
tage. If you fail, you suffer half the
effects (fatigue, injury, attribute loss,
period of incapacitation, etc.) you
would suffer from a full dose. For
instance, Susceptible to Poison would
require a roll if you ingested highly
diluted industrial waste in drinking
water, while Susceptible to Disease
would require a roll if you received a
“live” vaccine (one that contains weak
ened microbes). Should there be any
doubt as to exposure or effects, the
GM’s decision is final.
Point cost depends on the item’s
rarity in the environment:
Very Common (e.g., Disease, Poison): -4 points/-1 to HT rolls.
Common (e.g., Bacteria, Gases): -2 points/-1 to HT rolls.
Occasional (e.g., Intestinal Disease, Ingested Poison): -1 point/-1 to HT rolls.
You may not take more than five
levels of Susceptible to a given item, or
more than two separate Susceptible
disadvantages, without the GM’s per
mission. You cannot take more levels
of Susceptible than would reduce your
effective HT to 3. For instance, if your
HT is 7, you are limited to four levels
of Susceptible. If you have any form of Resistant (p. 80) that protects against
a given item, you cannot also be
Susceptible to that item.
This trait can simulate many com
mon health problems. Use Susceptible
to Disease for a weak immune system,
Susceptible to Ingested Poison for a
tendency not to vomit up noxious sub
stances (a “weak vomit reflex”), etc
Terminally Ill -50, -75, -100 points
You are going to die . . . soon. This
could be due to a nasty disease, a
potent curse, an irremovable explosive
device embedded in the base of your
skull, or something else that will result
in certain death. Point cost depends
on how much time you have left:
Time Until Death | Cost |
Up to one month |
-100 points |
Up to one year |
-75 points |
Up to years |
-50 points |
Trademark -5 to -15 points
You have a special symbol – some
thing that you leave at the scene of
action, as a way of “signing your
work.” The classic fictional example is
the carved initial “Z” of Zorro.
Simple: Your Trademark takes very
little time to leave and cannot be used
to trace your identity, but you
absolutely must leave it. You cannot
leave the scene until you do, even if
your enemies are breaking down the
door. A typical example is something
left at the scene – a playing card, a
small stuffed animal, etc. – as long as
it can’t be traced and takes little time
.-5 points.
Complex: As above, but leaving
your Trademark measurably increases
your chances of being caught – initial
carving, notes, traceable clues, etc.
Leaving this sort of Trademark takes a
minimum of 30 seconds. Anyone
searching the scene receives +2 to
Criminology and Forensics rolls to
trace or identify you.
-10 points.
Elaborate: Your trademark is so
elaborate – dousing the captured
thugs with a certain cologne, painting
the entire crime scene pink, writing a
long poem to the police – that it virtu
ally ensures your eventual capture.
The GM may give investigators clues
without a successful Criminology or
Forensics roll!
-15 points.
You may have only one Trademark.
Multiple actions (e.g., binding your
victims with purple phone wire, paint
ing a frog on the wall, and wrecking
every computer in the building) sim
ply give you a higher level of
Trademark – they are not multiple
Trademarks.
Note also that a Trademark is an
action separate from capturing the
crooks, committing the crime, etc. It’s
the particular way that it is done.
Destroying files on a computer is not a Trademark; trashing them by substi
tuting a “7” for each “5” is.
Trickster -15 points
You crave the excitement of outwit
ting dangerous foes. This is not ordi
nary practical joking. Playing simple
tricks on innocent or harmless folk is
no fun at all – it has to be perilous!
There may be no need for this at all (in
fact, there probably isn’t), but you
need the thrill of a battle of wits and
dexterity.
Make a self-control roll each day. If
you fail, you must try to trick a dan
gerous subject: a skilled warrior, a
dangerous monster, a whole group of
reasonably competent opponents, etc.
If you resist, you get a cumulative -1
per day to your self-control roll until
you finally fail a roll!
Truthfulness -5 points
You hate to tell a lie – or you are
just very bad at it. Make a self-control
roll whenever you must keep silent
about an uncomfortable truth (lying
by omission). Roll at -5 if you actually
have to tell a falsehood! If you fail, you
blurt out the truth, or stumble so
much that your lie is obvious. You
have a permanent -5 to Fast Talk skill,
and your Acting skill is at -5 when
your purpose is to deceive.
Uncontrollable Appetite -15 points
You consume something that you
must obtain from other sapient beings
through force or guile, and you have
difficulty controlling your appetites.
You must specify what it is you crave.
This could be blood, “life force,” sex,
or anything else the GM permits.
Whenever you have an opportunity
to indulge, you must make a self-con
trol roll. Roll at -2 if someone deliber
ately tempts you, or if the item you
feed on is available in large quantities
within range of your senses. If feeding
would restore lost HP, this roll is at -1
per missing HP. If you fail, you must
feed. Make a second self-control roll to
stop feeding once you have had your
fill. If you fail, you go into frenzy and
overindulge, which could kill your
victim.
Unfit -5 or -15 points
You have worse cardiovascular
health than your HT alone would indi
cate. This comes in two levels:
Unfit: You get -1 to all HT rolls to
remain conscious, avoid death, resist
disease or poison, etc. This does not
reduce your HT attribute or HT-based
skills! As well, you lose FP at twice the
normal rate.
-5 points.
Very Unfit: As above, but the penal
ty to HT rolls is -2. In addition, you
recover FP at only half the normal rate.
You may not purchase any level of
Resistant (p. 80)
.-15 points.
In both cases, this disadvantage
applies only to FP lost to exertion,
heat, etc. It has no effect on FP “spent”
to power psi or magic spells.
Unhealing -20 or -30 points
You cannot heal naturally. You get
no daily HT roll to recover lost HP,
and you cannot recuperate from crip
pling injuries on your own. The First
Aid skill can stop your bleeding, but
neither it nor the Physician skill can
restore missing HP. Technologies that
accelerate natural healing (including
herbs, drugs, etc.) are useless. This
trait comes in two levels:
Partial: You can heal naturally if a
rare condition is met (e.g., when you
are immersed in blood or bathed in
lava). You can also heal yourself by
stealing HP from others using
Vampiric Bite, magic, or psion
ics.
-20 points.
Total: You can never heal naturally,
and you cannot steal HP from others
.-30 points.
Depending on your nature, you
might be able to regain lost HP and
the use of crippled limbs unnaturally
through surgery, repairs (if you’re a
machine), or exotic means (healing
spells, alchemy, psionics, etc.).
Unluckiness -10 points
You have rotten luck. Things go
wrong for you – and usually at the
worst possible time. Once per play ses
sion, the GM will arbitrarily and mali
ciously make something go wrong for
you. You miss a vital die roll, or the
enemy (against all odds) shows up at
the worst possible time. If the plot of
the adventure calls for something bad
to happen to someone, it’s you. The
GM may not kill you outright with
“bad luck,” but anything less than that is fine. (For lethally bad luck, see
Cursed)
If you wish, you may specify a
recurring “theme” for your
Unluckiness – for instance, your
weapons tend to break, you’re always
5 minutes late, or objects have a nasty
habit of falling on your head. The GM
should do his best to make your
Unluckiness work this way. However,
this is a characterization tool and not
a hard-and-fast game mechanic. Bad
luck can always manifest in other
ways if the GM wants to keep you on
your toes!
Unusual Biochemistry -5 points
You can subsist on human food,
but your biochemistry is sufficiently
different from that of humans that
drugs intended for humans don’t work
or have unpredictable effects. Drugs
that are specific to your biochemistry
work normally, but cost 10 times as
much as usual.
When you receive a drug intended
for humans, roll 1d:
1-3 – Normal effect.
4-5 – Normal effect, plus an additional harmful effect of the GM’s
choosing: lose 1d FP (sickness and
nausea), suffer an amplified version of
the drug’s usual negative side effects,
etc.
6 – No effect at all.
Vow -5 to -15 points
You have sworn an oath to do (or
not to do) something. Whatever the
oath, you take it seriously; if you didn’t,
it would not be a disadvantage. This
trait is especially appropriate for
knights, holy men, and fanatics.
The point value of a Vow should be
directly related to the inconvenience it
causes you. The GM is the final judge.
Some examples:
Minor Vow: Silence during daylight
hours; vegetarianism; chastity (yes, for
game purposes, this is minor).
-5
points.
Major Vow: Use no edged weapons;
keep silence at all times; never sleep
indoors; own no more than your horse
can carry.
-10 points.
Great Vow: Never refuse any
request for aid; always fight with the
wrong hand; hunt a given foe until you
destroy him; challenge every knight
you meet to combat.
-15 points.
Note that if you could represent
your Vow using another disadvantage,
you only get points for one of the two
disadvantages (your choice). No one
may get points for Vow (Poverty) and
Wealth (Dead Broke), Vow (Never kill)
and Pacifism (Cannot Kill), etc.
Many Vows end after a specified
period of time. You must buy off such
a Vow when it ends. Vows for a period
of less than a year are frivolous! If you
want to end a Vow before its stated
time, the GM may exact a penalty; for
instance, in a medieval world, you
might have to undertake a quest by
way of penance.
Vulnerability variable
You take extra damage from a particular attack form. Whenever this
type of attack hits you, the GM applies
a special wounding multiplier to dam
age that penetrates your DR. Regular
wounding multipliers (for cutting,
impaling, etc.) further multiply the
damage.
Point value depends on the wound
ing multiplier and the rarity of the
attack:
Rarity of Attack | x2 | x3 | x4 |
Rare |
-10 points |
-15 points |
-20 points |
Occasional |
-20 points |
-30 points |
-40 points |
Common |
-30 points |
-45 points |
-60 points |
Very Common |
-40 points |
-60 points |
-80 points |
Use the categories under Limited
Defenses to assess rarity. The
GM has the final say on the rarity of a
given attack form. You may not take
more than two types of Vulnerability
without GM permission.
You cannot have Vulnerability to
anything against which you have a
specific defense: Resistant, Damage
Resistance limited to work only
against that attack form, etc. You can
have both Vulnerability and
Supernatural Durability, but
this reduces the utility of Supernatural
Durability.
Special Limitations
Fatigue Only: You are vulnerable to
an attack that drains FP instead of HP,
or to some form of mundane fatigue
loss (e.g., ¥2 FP from hot weather).
-50%.
Sanity Only: You are particularly vulnerable to loss of Sanity.
50%
Workaholic -5 points
You tend to drive yourself past
your limits, and find it hard to relax
and turn away from your work. You
always work at least half again as long
as a normal working day. This often
results in missed sleep (see Missed
Sleep, p. 426). Most people regard you
with respect at first (+1 to reaction
rolls), but you eventually suffer -1 or -2
to reactions – especially from friends
and loved ones who rarely get to spend
time with you.
Wounded -5 points
You have an open wound that will
not completely heal, for whatever rea
son (botched surgery, backfired heal
ing spell, etc.). You are not missing
any HP, but your wound serves as a
path for infection and toxins, and may
complicate new injuries.
A foe who knows about your
wound may deliberately target it, at -7
to hit. Such attacks have a wounding
multiplier of 1.5 (that is, you take 50%
more damage). Blood agents that
reach your wound affect you as if car
ried on a weapon that broke your skin.
You must carefully dress your wound
each day (requires a First Aid or
Physician roll) or get -3 to all HT rolls
to resist infection in a plague-ridden
area.
At the GM’s option, you may
acquire a wound like this in play due
to torture, scalping, etc. Certain
wounds have other effects; for
instance, scalping would cost you a
level of appearance.
Xenophilia -10 points
nd attracted by strangers and aliens,
no matter how dangerous or
frightening they appear to be. Make a
self-control roll whenever you meet
someone (or something) like this. If
you fail, you assume that this person
is interested in interacting with you
socially. A xenophile finds himself
offering drinks to glaring foreign sol
diers, making passes at cute vampires,
and shaking tentacles with Things Man Was Not Meant To Know while
his companions are pointing weapons
or running the other way . . .
As partial compensation, you get a
bonus to Fright Checks when meeting
strange creatures.
Self-Control Number | Bonus |
6 |
+4 |
9 |
+3 |
12 |
+2 |
15 |
+1 |
NPCs with this trait will react to exotic PCs at a similar bonus
Mental Quirks
Attentive
You tend to stick to one task until it’s
done. You get a +1 bonus when work
ing on lengthy tasks, but -3 to notice
any important interruption!
Broad-Minded
A trivial form of Xenophilia (p. 162).
You get along well with other races and
species, and strange looks rarely bother
you.
Careful
A quirk-level version of Cowardice. You are naturally cautious,
always on the lookout for danger. You
dedicate extra time and money to
preparations before venturing into a
dangerous situation.
Chauvinistic
An extremely low level of Intolerance. You are always aware of differ
ences in sex, skin color, etc. even if you
do not actually react poorly to others.
Thin-skinned individuals might occa
sionally react to you at -1 as a result.
Code of Honor
You may take a minor Code of
Honor as a quirk. For instance,
you might insist on exhibiting “gentle
manly” behavior toward all females, or
spurning “chauvinistic” behavior from
all males.
Congenial
This is a milder version of Chummy
(p. 126). You like company and you
work well with others. You always
choose group action over individual
action.
Delusions
You may take a completely trivial
Delusion (p. 130) as a quirk. This does
not affect your everyday behavior, and
is unlikely to be noticed by casual
acquaintances, but you must believe it!
Examples: “The Earth is flat.” “The
Pentagon controls the Boy Scouts and
the health food stores.” “Socks cause
diseases of the feet.”
Dislikes
You can have any of the Phobias on
p. 148 at the level of a mere “dislike.” If
you dislike something, you must avoid
it whenever possible, but it does not
actually harm you as a Phobia would.
Dislikes don’t have to be watered-down
Phobias. There is a whole world full of
things to dislike: carrots, cats, neckties,
violence, telephones, telephone
solicitors, income tax . . .
Distractible
Quirk-level Short Attention Span
(p. 153). You are easily distracted, and
don’t do well on long-term projects.
You are at -1 when rolling to accom
plish long tasks.
Dreamer
You have a -1 on any long task,
because you tend to spend time think
ing of better ways to do it, rather than
working.
Dull
You are not quite Hidebound
(p. 138), but you tend to stick with
tried and true methods.
Habits or Expressions
Saying “Jehoshaphat!” or “Bless
my collar-button” constantly. . . or car
rying a silver piece that you flip into
the air . . . or never sitting with your
back to the door.
Humble
A weak form of Selfless.
You tend to put the concerns of others,
or of the group, before your own.
Imaginative
You are a font of ideas, and are
more than willing to share them with
others! They may or may not be good
ideas, of course . . .
Incompetence
You are inept at one specific skill.
You cannot learn that skill, and your
default is at an extra -4. You cannot be
incompetent in a single specialty of a
skill; if you are incompetent with
Guns, for instance, you are incom
petent with all guns. The GM may dis
allow Incompetence if the skill would
be irrelevant to a given character, or is
unlikely to play a role in the campaign.
Likes
If you like something, you will seek
it out whenever possible. Gadgets, kit
tens, shiny knives, ceramic owls, fine
art . . . whatever. This is not a compul
sion – just a preference.
Minor Addiction
You may take Addiction (p. 122) as
a quirk, if you are addicted to a drug
that causes psychological dependency
and works out to 0 points under the
Addiction rules.
Nosy
A lesser version of Curious (p. 129).
You are always poking your nose into
corners and everyone else’s business
(which is likely to result in a small
reaction penalty once in a while).
Obsessions
You may take an almost-rational
and not especially unusual Obsession
as a quirk, to reflect a minor goal. For instance, you hope to get just
enough money to buy a farm (or boat,
or spaceship, or castle) of your own.
Personality Change
This is quirk-level Split Personality
(p. 156). You suffer from a full-blown
mental disadvantage, but only in cir
cumstances that are normally under
your control; e.g., Bully when you
drink too much, or Pyromania when
you cast your Create Fire spell.
Proud
This is Selfish (p. 153) at quirk
level. Individual success, wealth, or
social standing concerns you greatly.
NPCs with this quirk react at -1 to
orders, insults, or social slights.
Responsive
A mild case of Charitable.
You are able to imagine the feelings
and motivations of others – and all
other things being equal, you are
inclined to help them.
Staid
You may take this very low level of
Incurious (p. 140) as a quirk. You are
likely to ignore matters that don’t
immediately affect you.
Trademark
A quirk-level Trademark
takes almost no time to leave, cannot
be used to trace your identity, and can
be overlooked when inconvenient.
Uncongenial
A lesser version of Loner.
You prefer to be alone. You always
choose individual action over group
action.
Vow
A trivial Vow – e.g., never
drink alcohol, treat all ladies with
courtesy, or pay 10% of your income
to your church – is a quirk.
Physical Quirks
Acceleration Weakness
You are susceptible to the bad
effects of extreme acceleration, and
get -3 to HT rolls to avoid them.
Alcohol Intolerance
Alcohol “goes right to your head.”
You become intoxicated much more
quickly than normal. You get -2 on any
HT roll related to drinking.
and works out to 0 points under the
Addiction rules.
Bowlegged
You are bowlegged. This doesn’t
normally affect Move, but you have -1
to Jumping skill. This quirk may elicit
a -1 reaction from those who think it
looks funny.
Cannot Float
You always sink in water. This is
most applicable to machines, but it
might also afflict fantasy races or
result from a curse.
Distinctive Features
You have a physical feature – e.g.,
“Brilliant blue hair” – that makes you
stand out in a crowd. This gives -1 to
your Disguise and Shadowing skills,
and +1 to others’ attempts to identify
or follow you. Some Distinctive
Features may stem from full-blown
disadvantages. For instance, an albino
(someone with no natural body pig
ment, resulting in pink eyes and pink
white hair and skin) would also have
Weakness (Sunlight). Compare
Supernatural Features and
Unnatural Features
Horrible Hangovers
You suffer an additional -3 to any
penalties the GM assesses for exces
sive drinking the previous evening,
and add three hours to hangover
duration.
Minor Addiction
You may take Addiction as
a quirk, if you are addicted to a drug
that causes physiological dependency
You may take most mundane phys
ical disadvantages at quirk level; for
instance, you could use a watered
down version of Lame for a “bum
knee.” Difficulties rarely crop up, but
are genuinely inconvenient when they
do. If you have this kind of handicap,
the GM may give you -1 to attribute,
skill, or reaction rolls, as appropriate,
in situations where it would logically
interfere.
Nervous Stomach
You have -3 to HT rolls to avoid ill
ness (typically in the form of attribute
penalties or vomiting) brought on by
rich or spicy food, strong drink, etc.
Neutered or Sexless
You are missing sex organs that
someone of your race, sex, and age
would normally possess – or perhaps
you are a genuinely sexless being that
only looks like someone of a particular
race and sex. This might qualify you
for reduced appearance, Social
Stigma, or Unnatural Features in
some settings. However, there are
minor benefits: you are immune to
seduction and will never accidentally
become a parent. This is more than
simple sterility (which is a feature
worth 0 points)
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