Disadvantages
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You can buy disadvantages during Character Generation in
order to get yourself a few more points to spend elsewhere. For each disadvantage
you buy, you get back the amount of points listed.
Bad Fortune (2)
A character with Bad Fortune puts his fate in the hands of the GM.
The GM makes a roll on the table below. You may not take this disadvantage
more than once. Few of these change game mechanics, but all will create
a role-playing challenge.
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Someone is secretly in love with you and will go to great lengths to mess
up your current love life (if any) to make room for their affections.
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You have a disfiguring scar or birthmark: the mark of being born under
a bad sign. Just touching you can cause bad luck. Good luck getting a massage.
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You have had one item stolen from you.
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You have an allergy to a common item.
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You have the 'evil eye' (one of your eyes is discoloured). People avoid
your gaze and whisper about the touch of the Dark One as you pass by. If
the character has bought Wolfbrother, then roll again, ignoring this roll.
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One of these days, one roll - a very important roll - is going to fail
completely. You won't even need to make the roll. You won't get to use
Luck or any other mechanic to salvage the situation. It's your destiny.
Accept it.
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You have an enemy somewhere. You don't know who they are, but they are
after you (take a Hunted I background).
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Your father has accrued a great gambling debt that you will have to pay
off soon. Very soon.
-
You havn't gotten the hang of one of your Skills just yet. All TNs for
knacks within this Skill are at +5. You may spend 1 experience point to
get rid of this.
-
Roll again twice ignoring this roll.
Bad Health (5)
A character with Bad Health has his Stamina at -1 for the purposes
of Wound Checks.
Brash (3)
Characters with this disadvantage are hot-headed. They seek to avenge
any slight on their honour. When people try to goad you, the TN is at -5
Can't Lie (5)
A character with this Disadvantage just can't tell a good lie. Whenever
he tries, he fails; the party listening doesn't even have to roll.
Dark Secret (8)
You are keeping a Dark Secret that would jeopardize your standing if
it was revealed. Dark Secret should not be taken lightly. If a character's
Dark Secret is ever revealed, serious problems are going to happen. Should
an enemy ever learn the Dark Secret, they practically own you.
Driven (5)
This is the dark side of the Higher Purpose Advantage. A character
who is Driven has a single goal that he will sacrifice anything to achieve.
HE will turn his back on his friends and family, even sacrifice his life
to gain his goal.
Frail Mind (3)
Whenever you are the subject of a magical attack, Seduction roll or
any other task that would involve your Willpower the attacker gets to roll
two additional unkept dice.
Gullible (5)
You have a soft spot in your heart for sob stories. You believe almost
everything anyone tells you. If they are convincing enough. The TN to convince
you of anything is 5.
Insensitive (4)
The three most important things in your life are your health, your
welfare and your wealth. You care little for the plights of others and
you don't make any motions to keep it a secret. You must spend a Spirit
Point whenever you want put yourself at risk for another.
Lame (5)
You have a bad leg. All Agility rolls are at -2 dice.
Low Pain Threshold (8)
When you become Crippled, you are at -3 dice rather than -2.
Meddler (3)
You cannot resist getting into other people's business. You always
have an opinion and enjoy sharing it with others. You know what's best
for everyone and have no qualms about telling them. This can get you into
a lot of trouble. Sticking your nose in other people's business could get
it cut off.
Permanent Wound (5)
You begin the game with a wound that has never properly healed. You
need -1 Serious Wounds before you are crippled.
Phobia (3 or 6)
Every time you encounter your phobia, all rolls you make lose either
two or four dice. You may spend a Spirit Point to avoid this cost for a
single Turn. You must approve the phobia with the GM.
Soft-Hearted (4)
You have a profound respect for humnan life. Your conscience overcomes
you whenever you are about to commit an act of inhumane cruelty. Whenever
you try to take a human life, you must make a simple Willpower Roll against
a TN of 20 or you can't do it.
Uncharismatic (4)
There is just something about you that others find repulsive. Add an
additional die to any Fear or Intimidation attempts, but subtract two dice
from any attempts at cordiality or etiquette.
Unluck (4, 8 or 12)
Any character with Unluck will find himself the victim of the GM's
whim. For every four points gained from this, the GM may, once per session,
command the re-roll of any roll tha character makes. It is possible to
take Luck and Unluck; a GM may not command a roll the character has just
re-rolled because of either Luch or Unluck.