<!--{{{-->
<link rel='alternate' type='application/rss+xml' title='RSS' href='index.xml'/>
<!--}}}-->
Background: #fff
Foreground: #000
PrimaryPale: #8cf
PrimaryLight: #18f
PrimaryMid: #04b
PrimaryDark: #014
SecondaryPale: #ffc
SecondaryLight: #fe8
SecondaryMid: #db4
SecondaryDark: #841
TertiaryPale: #eee
TertiaryLight: #ccc
TertiaryMid: #999
TertiaryDark: #666
Error: #f88
/*{{{*/
body {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];}

a {color:[[ColorPalette::PrimaryMid]];}
a:hover {background-color:[[ColorPalette::PrimaryMid]]; color:[[ColorPalette::Background]];}
a img {border:0;}

h1,h2,h3,h4,h5,h6 {color:[[ColorPalette::SecondaryDark]]; background:transparent;}
h1 {border-bottom:2px solid [[ColorPalette::TertiaryLight]];}
h2,h3 {border-bottom:1px solid [[ColorPalette::TertiaryLight]];}

.button {color:[[ColorPalette::PrimaryDark]]; border:1px solid [[ColorPalette::Background]];}
.button:hover {color:[[ColorPalette::PrimaryDark]]; background:[[ColorPalette::SecondaryLight]]; border-color:[[ColorPalette::SecondaryMid]];}
.button:active {color:[[ColorPalette::Background]]; background:[[ColorPalette::SecondaryMid]]; border:1px solid [[ColorPalette::SecondaryDark]];}

.header {background:[[ColorPalette::PrimaryMid]];}
.headerShadow {color:[[ColorPalette::Foreground]];}
.headerShadow a {font-weight:normal; color:[[ColorPalette::Foreground]];}
.headerForeground {color:[[ColorPalette::Background]];}
.headerForeground a {font-weight:normal; color:[[ColorPalette::PrimaryPale]];}

.tabSelected{color:[[ColorPalette::PrimaryDark]];
	background:[[ColorPalette::TertiaryPale]];
	border-left:1px solid [[ColorPalette::TertiaryLight]];
	border-top:1px solid [[ColorPalette::TertiaryLight]];
	border-right:1px solid [[ColorPalette::TertiaryLight]];
}
.tabUnselected {color:[[ColorPalette::Background]]; background:[[ColorPalette::TertiaryMid]];}
.tabContents {color:[[ColorPalette::PrimaryDark]]; background:[[ColorPalette::TertiaryPale]]; border:1px solid [[ColorPalette::TertiaryLight]];}
.tabContents .button {border:0;}

#sidebar {}
#sidebarOptions input {border:1px solid [[ColorPalette::PrimaryMid]];}
#sidebarOptions .sliderPanel {background:[[ColorPalette::PrimaryPale]];}
#sidebarOptions .sliderPanel a {border:none;color:[[ColorPalette::PrimaryMid]];}
#sidebarOptions .sliderPanel a:hover {color:[[ColorPalette::Background]]; background:[[ColorPalette::PrimaryMid]];}
#sidebarOptions .sliderPanel a:active {color:[[ColorPalette::PrimaryMid]]; background:[[ColorPalette::Background]];}

.wizard {background:[[ColorPalette::PrimaryPale]]; border:1px solid [[ColorPalette::PrimaryMid]];}
.wizard h1 {color:[[ColorPalette::PrimaryDark]]; border:none;}
.wizard h2 {color:[[ColorPalette::Foreground]]; border:none;}
.wizardStep {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];
	border:1px solid [[ColorPalette::PrimaryMid]];}
.wizardStep.wizardStepDone {background:[[ColorPalette::TertiaryLight]];}
.wizardFooter {background:[[ColorPalette::PrimaryPale]];}
.wizardFooter .status {background:[[ColorPalette::PrimaryDark]]; color:[[ColorPalette::Background]];}
.wizard .button {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::SecondaryLight]]; border: 1px solid;
	border-color:[[ColorPalette::SecondaryPale]] [[ColorPalette::SecondaryDark]] [[ColorPalette::SecondaryDark]] [[ColorPalette::SecondaryPale]];}
.wizard .button:hover {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::Background]];}
.wizard .button:active {color:[[ColorPalette::Background]]; background:[[ColorPalette::Foreground]]; border: 1px solid;
	border-color:[[ColorPalette::PrimaryDark]] [[ColorPalette::PrimaryPale]] [[ColorPalette::PrimaryPale]] [[ColorPalette::PrimaryDark]];}

#messageArea {border:1px solid [[ColorPalette::SecondaryMid]]; background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]];}
#messageArea .button {color:[[ColorPalette::PrimaryMid]]; background:[[ColorPalette::SecondaryPale]]; border:none;}

.popupTiddler {background:[[ColorPalette::TertiaryPale]]; border:2px solid [[ColorPalette::TertiaryMid]];}

.popup {background:[[ColorPalette::TertiaryPale]]; color:[[ColorPalette::TertiaryDark]]; border-left:1px solid [[ColorPalette::TertiaryMid]]; border-top:1px solid [[ColorPalette::TertiaryMid]]; border-right:2px solid [[ColorPalette::TertiaryDark]]; border-bottom:2px solid [[ColorPalette::TertiaryDark]];}
.popup hr {color:[[ColorPalette::PrimaryDark]]; background:[[ColorPalette::PrimaryDark]]; border-bottom:1px;}
.popup li.disabled {color:[[ColorPalette::TertiaryMid]];}
.popup li a, .popup li a:visited {color:[[ColorPalette::Foreground]]; border: none;}
.popup li a:hover {background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]]; border: none;}
.popup li a:active {background:[[ColorPalette::SecondaryPale]]; color:[[ColorPalette::Foreground]]; border: none;}
.popupHighlight {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];}
.listBreak div {border-bottom:1px solid [[ColorPalette::TertiaryDark]];}

.tiddler .defaultCommand {font-weight:bold;}

.shadow .title {color:[[ColorPalette::TertiaryDark]];}

.title {color:[[ColorPalette::SecondaryDark]];}
.subtitle {color:[[ColorPalette::TertiaryDark]];}

.toolbar {color:[[ColorPalette::PrimaryMid]];}
.toolbar a {color:[[ColorPalette::TertiaryLight]];}
.selected .toolbar a {color:[[ColorPalette::TertiaryMid]];}
.selected .toolbar a:hover {color:[[ColorPalette::Foreground]];}

.tagging, .tagged {border:1px solid [[ColorPalette::TertiaryPale]]; background-color:[[ColorPalette::TertiaryPale]];}
.selected .tagging, .selected .tagged {background-color:[[ColorPalette::TertiaryLight]]; border:1px solid [[ColorPalette::TertiaryMid]];}
.tagging .listTitle, .tagged .listTitle {color:[[ColorPalette::PrimaryDark]];}
.tagging .button, .tagged .button {border:none;}

.footer {color:[[ColorPalette::TertiaryLight]];}
.selected .footer {color:[[ColorPalette::TertiaryMid]];}

.sparkline {background:[[ColorPalette::PrimaryPale]]; border:0;}
.sparktick {background:[[ColorPalette::PrimaryDark]];}

.error, .errorButton {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::Error]];}
.warning {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::SecondaryPale]];}
.lowlight {background:[[ColorPalette::TertiaryLight]];}

.zoomer {background:none; color:[[ColorPalette::TertiaryMid]]; border:3px solid [[ColorPalette::TertiaryMid]];}

.imageLink, #displayArea .imageLink {background:transparent;}

.annotation {background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]]; border:2px solid [[ColorPalette::SecondaryMid]];}

.viewer .listTitle {list-style-type:none; margin-left:-2em;}
.viewer .button {border:1px solid [[ColorPalette::SecondaryMid]];}
.viewer blockquote {border-left:3px solid [[ColorPalette::TertiaryDark]];}

.viewer table, table.twtable {border:2px solid [[ColorPalette::TertiaryDark]];}
.viewer th, .viewer thead td, .twtable th, .twtable thead td {background:[[ColorPalette::SecondaryMid]]; border:1px solid [[ColorPalette::TertiaryDark]]; color:[[ColorPalette::Background]];}
.viewer td, .viewer tr, .twtable td, .twtable tr {border:1px solid [[ColorPalette::TertiaryDark]];}

.viewer pre {border:1px solid [[ColorPalette::SecondaryLight]]; background:[[ColorPalette::SecondaryPale]];}
.viewer code {color:[[ColorPalette::SecondaryDark]];}
.viewer hr {border:0; border-top:dashed 1px [[ColorPalette::TertiaryDark]]; color:[[ColorPalette::TertiaryDark]];}

.highlight, .marked {background:[[ColorPalette::SecondaryLight]];}

.editor input {border:1px solid [[ColorPalette::PrimaryMid]];}
.editor textarea {border:1px solid [[ColorPalette::PrimaryMid]]; width:100%;}
.editorFooter {color:[[ColorPalette::TertiaryMid]];}

#backstageArea {background:[[ColorPalette::Foreground]]; color:[[ColorPalette::TertiaryMid]];}
#backstageArea a {background:[[ColorPalette::Foreground]]; color:[[ColorPalette::Background]]; border:none;}
#backstageArea a:hover {background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]]; }
#backstageArea a.backstageSelTab {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];}
#backstageButton a {background:none; color:[[ColorPalette::Background]]; border:none;}
#backstageButton a:hover {background:[[ColorPalette::Foreground]]; color:[[ColorPalette::Background]]; border:none;}
#backstagePanel {background:[[ColorPalette::Background]]; border-color: [[ColorPalette::Background]] [[ColorPalette::TertiaryDark]] [[ColorPalette::TertiaryDark]] [[ColorPalette::TertiaryDark]];}
.backstagePanelFooter .button {border:none; color:[[ColorPalette::Background]];}
.backstagePanelFooter .button:hover {color:[[ColorPalette::Foreground]];}
#backstageCloak {background:[[ColorPalette::Foreground]]; opacity:0.6; filter:'alpha(opacity:60)';}
/*}}}*/
/*{{{*/
* html .tiddler {height:1%;}

body {font-size:.75em; font-family:arial,helvetica; margin:0; padding:0;}

h1,h2,h3,h4,h5,h6 {font-weight:bold; text-decoration:none;}
h1,h2,h3 {padding-bottom:1px; margin-top:1.2em;margin-bottom:0.3em;}
h4,h5,h6 {margin-top:1em;}
h1 {font-size:1.35em;}
h2 {font-size:1.25em;}
h3 {font-size:1.1em;}
h4 {font-size:1em;}
h5 {font-size:.9em;}

hr {height:1px;}

a {text-decoration:none;}

dt {font-weight:bold;}

ol {list-style-type:decimal;}
ol ol {list-style-type:lower-alpha;}
ol ol ol {list-style-type:lower-roman;}
ol ol ol ol {list-style-type:decimal;}
ol ol ol ol ol {list-style-type:lower-alpha;}
ol ol ol ol ol ol {list-style-type:lower-roman;}
ol ol ol ol ol ol ol {list-style-type:decimal;}

.txtOptionInput {width:11em;}

#contentWrapper .chkOptionInput {border:0;}

.externalLink {text-decoration:underline;}

.indent {margin-left:3em;}
.outdent {margin-left:3em; text-indent:-3em;}
code.escaped {white-space:nowrap;}

.tiddlyLinkExisting {font-weight:bold;}
.tiddlyLinkNonExisting {font-style:italic;}

/* the 'a' is required for IE, otherwise it renders the whole tiddler in bold */
a.tiddlyLinkNonExisting.shadow {font-weight:bold;}

#mainMenu .tiddlyLinkExisting,
	#mainMenu .tiddlyLinkNonExisting,
	#sidebarTabs .tiddlyLinkNonExisting {font-weight:normal; font-style:normal;}
#sidebarTabs .tiddlyLinkExisting {font-weight:bold; font-style:normal;}

.header {position:relative;}
.header a:hover {background:transparent;}
.headerShadow {position:relative; padding:4.5em 0em 1em 1em; left:-1px; top:-1px;}
.headerForeground {position:absolute; padding:4.5em 0em 1em 1em; left:0px; top:0px;}

.siteTitle {font-size:3em;}
.siteSubtitle {font-size:1.2em;}

#mainMenu {position:absolute; left:0; width:10em; text-align:right; line-height:1.6em; padding:1.5em 0.5em 0.5em 0.5em; font-size:1.1em;}

#sidebar {position:absolute; right:3px; width:16em; font-size:.9em;}
#sidebarOptions {padding-top:0.3em;}
#sidebarOptions a {margin:0em 0.2em; padding:0.2em 0.3em; display:block;}
#sidebarOptions input {margin:0.4em 0.5em;}
#sidebarOptions .sliderPanel {margin-left:1em; padding:0.5em; font-size:.85em;}
#sidebarOptions .sliderPanel a {font-weight:bold; display:inline; padding:0;}
#sidebarOptions .sliderPanel input {margin:0 0 .3em 0;}
#sidebarTabs .tabContents {width:15em; overflow:hidden;}

.wizard {padding:0.1em 1em 0em 2em;}
.wizard h1 {font-size:2em; font-weight:bold; background:none; padding:0em 0em 0em 0em; margin:0.4em 0em 0.2em 0em;}
.wizard h2 {font-size:1.2em; font-weight:bold; background:none; padding:0em 0em 0em 0em; margin:0.4em 0em 0.2em 0em;}
.wizardStep {padding:1em 1em 1em 1em;}
.wizard .button {margin:0.5em 0em 0em 0em; font-size:1.2em;}
.wizardFooter {padding:0.8em 0.4em 0.8em 0em;}
.wizardFooter .status {padding:0em 0.4em 0em 0.4em; margin-left:1em;}
.wizard .button {padding:0.1em 0.2em 0.1em 0.2em;}

#messageArea {position:fixed; top:2em; right:0em; margin:0.5em; padding:0.5em; z-index:2000; _position:absolute;}
.messageToolbar {display:block; text-align:right; padding:0.2em 0.2em 0.2em 0.2em;}
#messageArea a {text-decoration:underline;}

.tiddlerPopupButton {padding:0.2em 0.2em 0.2em 0.2em;}
.popupTiddler {position: absolute; z-index:300; padding:1em 1em 1em 1em; margin:0;}

.popup {position:absolute; z-index:300; font-size:.9em; padding:0; list-style:none; margin:0;}
.popup .popupMessage {padding:0.4em;}
.popup hr {display:block; height:1px; width:auto; padding:0; margin:0.2em 0em;}
.popup li.disabled {padding:0.4em;}
.popup li a {display:block; padding:0.4em; font-weight:normal; cursor:pointer;}
.listBreak {font-size:1px; line-height:1px;}
.listBreak div {margin:2px 0;}

.tabset {padding:1em 0em 0em 0.5em;}
.tab {margin:0em 0em 0em 0.25em; padding:2px;}
.tabContents {padding:0.5em;}
.tabContents ul, .tabContents ol {margin:0; padding:0;}
.txtMainTab .tabContents li {list-style:none;}
.tabContents li.listLink { margin-left:.75em;}

#contentWrapper {display:block;}
#splashScreen {display:none;}

#displayArea {margin:1em 17em 0em 14em;}

.toolbar {text-align:right; font-size:.9em;}

.tiddler {padding:1em 1em 0em 1em;}

.missing .viewer,.missing .title {font-style:italic;}

.title {font-size:1.6em; font-weight:bold;}

.missing .subtitle {display:none;}
.subtitle {font-size:1.1em;}

.tiddler .button {padding:0.2em 0.4em;}

.tagging {margin:0.5em 0.5em 0.5em 0; float:left; display:none;}
.isTag .tagging {display:block;}
.tagged {margin:0.5em; float:right;}
.tagging, .tagged {font-size:0.9em; padding:0.25em;}
.tagging ul, .tagged ul {list-style:none; margin:0.25em; padding:0;}
.tagClear {clear:both;}

.footer {font-size:.9em;}
.footer li {display:inline;}

.annotation {padding:0.5em; margin:0.5em;}

* html .viewer pre {width:99%; padding:0 0 1em 0;}
.viewer {line-height:1.4em; padding-top:0.5em;}
.viewer .button {margin:0em 0.25em; padding:0em 0.25em;}
.viewer blockquote {line-height:1.5em; padding-left:0.8em;margin-left:2.5em;}
.viewer ul, .viewer ol {margin-left:0.5em; padding-left:1.5em;}

.viewer table, table.twtable {border-collapse:collapse; margin:0.8em 1.0em;}
.viewer th, .viewer td, .viewer tr,.viewer caption,.twtable th, .twtable td, .twtable tr,.twtable caption {padding:3px;}
table.listView {font-size:0.85em; margin:0.8em 1.0em;}
table.listView th, table.listView td, table.listView tr {padding:0px 3px 0px 3px;}

.viewer pre {padding:0.5em; margin-left:0.5em; font-size:1.2em; line-height:1.4em; overflow:auto;}
.viewer code {font-size:1.2em; line-height:1.4em;}

.editor {font-size:1.1em;}
.editor input, .editor textarea {display:block; width:100%; font:inherit;}
.editorFooter {padding:0.25em 0em; font-size:.9em;}
.editorFooter .button {padding-top:0px; padding-bottom:0px;}

.fieldsetFix {border:0; padding:0; margin:1px 0px 1px 0px;}

.sparkline {line-height:1em;}
.sparktick {outline:0;}

.zoomer {font-size:1.1em; position:absolute; overflow:hidden;}
.zoomer div {padding:1em;}

* html #backstage {width:99%;}
* html #backstageArea {width:99%;}
#backstageArea {display:none; position:relative; overflow: hidden; z-index:150; padding:0.3em 0.5em 0.3em 0.5em;}
#backstageToolbar {position:relative;}
#backstageArea a {font-weight:bold; margin-left:0.5em; padding:0.3em 0.5em 0.3em 0.5em;}
#backstageButton {display:none; position:absolute; z-index:175; top:0em; right:0em;}
#backstageButton a {padding:0.1em 0.4em 0.1em 0.4em; margin:0.1em 0.1em 0.1em 0.1em;}
#backstage {position:relative; width:100%; z-index:50;}
#backstagePanel {display:none; z-index:100; position:absolute; margin:0em 3em 0em 3em; padding:1em 1em 1em 1em;}
.backstagePanelFooter {padding-top:0.2em; float:right;}
.backstagePanelFooter a {padding:0.2em 0.4em 0.2em 0.4em;}
#backstageCloak {display:none; z-index:20; position:absolute; width:100%; height:100px;}

.whenBackstage {display:none;}
.backstageVisible .whenBackstage {display:block;}
/*}}}*/
/***
StyleSheet for use when a translation requires any css style changes.
This StyleSheet can be used directly by languages such as Chinese, Japanese and Korean which need larger font sizes.
***/
/*{{{*/
body {font-size:0.8em;}
#sidebarOptions {font-size:1.05em;}
#sidebarOptions a {font-style:normal;}
#sidebarOptions .sliderPanel {font-size:0.95em;}
.subtitle {font-size:0.8em;}
.viewer table.listView {font-size:0.95em;}
/*}}}*/
/*{{{*/
@media print {
#mainMenu, #sidebar, #messageArea, .toolbar, #backstageButton, #backstageArea {display: none ! important;}
#displayArea {margin: 1em 1em 0em 1em;}
/* Fixes a feature in Firefox 1.5.0.2 where print preview displays the noscript content */
noscript {display:none;}
}
/*}}}*/
<!--{{{-->
<div class='header' macro='gradient vert [[ColorPalette::PrimaryLight]] [[ColorPalette::PrimaryMid]]'>
<div class='headerShadow'>
<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
<span class='siteSubtitle' refresh='content' tiddler='SiteSubtitle'></span>
</div>
<div class='headerForeground'>
<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
<span class='siteSubtitle' refresh='content' tiddler='SiteSubtitle'></span>
</div>
</div>
<div id='mainMenu' refresh='content' tiddler='MainMenu'></div>
<div id='sidebar'>
<div id='sidebarOptions' refresh='content' tiddler='SideBarOptions'></div>
<div id='sidebarTabs' refresh='content' force='true' tiddler='SideBarTabs'></div>
</div>
<div id='displayArea'>
<div id='messageArea'></div>
<div id='tiddlerDisplay'></div>
</div>
<!--}}}-->
<!--{{{-->
<div class='toolbar' macro='toolbar closeTiddler closeOthers +editTiddler > fields syncing permalink references jump'></div>
<div class='title' macro='view title'></div>
<div class='subtitle'><span macro='view modifier link'></span>, <span macro='view modified date'></span> (<span macro='message views.wikified.createdPrompt'></span> <span macro='view created date'></span>)</div>
<div class='tagging' macro='tagging'></div>
<div class='tagged' macro='tags'></div>
<div class='viewer' macro='view text wikified'></div>
<div class='tagClear'></div>
<!--}}}-->
<!--{{{-->
<div class='toolbar' macro='toolbar +saveTiddler -cancelTiddler deleteTiddler'></div>
<div class='title' macro='view title'></div>
<div class='editor' macro='edit title'></div>
<div macro='annotations'></div>
<div class='editor' macro='edit text'></div>
<div class='editor' macro='edit tags'></div><div class='editorFooter'><span macro='message views.editor.tagPrompt'></span><span macro='tagChooser'></span></div>
<!--}}}-->
To get started with this blank TiddlyWiki, you'll need to modify the following tiddlers:
* SiteTitle & SiteSubtitle: The title and subtitle of the site, as shown above (after saving, they will also appear in the browser title bar)
* MainMenu: The menu (usually on the left)
* DefaultTiddlers: Contains the names of the tiddlers that you want to appear when the TiddlyWiki is opened
You'll also need to enter your username for signing your edits: <<option txtUserName>>
These InterfaceOptions for customising TiddlyWiki are saved in your browser

Your username for signing your edits. Write it as a WikiWord (eg JoeBloggs)

<<option txtUserName>>
<<option chkSaveBackups>> SaveBackups
<<option chkAutoSave>> AutoSave
<<option chkRegExpSearch>> RegExpSearch
<<option chkCaseSensitiveSearch>> CaseSensitiveSearch
<<option chkAnimate>> EnableAnimations

----
Also see AdvancedOptions
<<importTiddlers>>
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is only appropriate for male characters who are shorter than 5' 7" (1.7 meters) tall without actually being a [[Little Person]].  The character is so sensitive about his lack of height that he sees "short jokes" in casual comments and feels he must prove his masculinity by being bad-tempered and pugnacious.  He starts fights at the drop of a hat (especially with men who are taller than he is), and believes unconsciously that women can't be attracted to him because he is short.  If someone actually does use a short joke in his presence, or treat him in any of the ways he fears they want to, the character tends to become apoplectic with rage.
''Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' This character's charm, beauty, or reputation precedes them, and wherever they go, anyone who might be attracted to them falls all over them.  They get fan mail from teenagers who 'like, totally swear I'm gonna die if you don't love me, man!', can't have a quiet dinner out without some gushing beauty asking them for their autograph, get marriage proposals in the mail, etc.
''Frequently, Major: 15 Points''


''Type:'' Social
''Description:'' The character is a supernatural being in a human society where such creatures exist, but are not known to exist by the general public.  Moreover, he attempts to "pass" as a human to live among them.  This Disadvantage is primarily meant for use in "secret magic" modern horror/fantasy campaigns, but may be applicable in other campaigns at the GM's discretion.

Generally, in such campaigns, supernatural beings are common enough to have their own subculture, but not their own society.  Thus, they hide among the humans.  In addition to the individual desire to avoid excessive notice, there is usually an agreement among the subculture to conceal their presence, either formal ("By the Ancient Covenant of Keurk, we are forbidden to lift the Veil and reveal the existence of the Faes to Humanity") or informal ("If youse let the norms know we vampires exist, we's all in hot water, so if you blows our cover, we ices you.")  Not only must the character avoid using his powers or indulging unusual eating habits where he can be observed, but he should also avoid interacting with the medical system or law enforcement officials.

Failure to successfully stay hidden usually results in humans attempting to kill, capture or worship the character, and may draw fire from other super-naturals.  Characters with this Disadvantage often have easily concealable Distinctive Features appropriate to the type of supernatural being they are.
''Occasionally, Minor: 5 Points''


''Type:'' Social
''Description:'' The character comes from a "lower" social class, but moves in "higher" social circles.  (For example, he may be "new money" or a successful gangster trying to act 'legit")  Although he may mimic the clothing styles, speech patterns and behaviors of his "betters," he remains crude and unrefined.  This is painfully obvious to anyone who interacts with the character.  Because of this, the character will take a penalty of -1 to -3 to High Society rolls depending on circumstances.
''Infrequently, Slightly: 5 Points''

This character has a "busted thermostat", and as a result normally runs tangibly cooler or warmer than regular people.  A character whose body temperature is lower than normal tends to have a lower metabolism.  He doesn't eat as much, and sleeps more.  In addition, it takes a while for the character to "get going" and rarely does he have extra energy.  Such characters can never "push" their abilities and make all Dexterity Rolls and Dexterity-based Skill Rolls at a -1 penalty.  In addition, they get cold easily when the temperature is below 80º Fahrenheit.

A character whose body temperature is higher than normal doesn't sleep much, eats more, and always seems "on".  However, he also overheats very easily, and tires out quickly.  The character must make a Constitution Roll to use any ability with an endurance cost of one-fifth his normal Endurance maximum.  In addition, they feel uncomfortably warm whenever the temperature is over 75º Fahrenheit.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''

''Type:'' Psychological
''Description:'' This character is forgetful of, or confused by, anything not related to what he is working on or focused on at the moment.  Obviously, the classic absent-minded professor springs to mind.  There are two basic levels to this Disadvantage.  The 10 point version (Common, Moderate) means the character acts absent minded, but can remember routine occasions and things (like bathing, eating, and such) without having to make an Ego Roll.  The 15 point version (Common, Strong) would normally mean that the character would have to make an Ego Roll to remember those sort of basic things without some sort of external reminder.

Alternately, a GM could treat the Common, Strong version in such a way that the character would only have to make an Ego Roll to remember non-regular occurrences, such as delivering a telephone message to someone or when precisely it was that they were getting married that afternoon.
''Infrequently, Greatly: 10 Points''


''Type:'' Physical
''Description:'' This character's defenses have some flaw that is either obvious or can be easily perceived or deduced by an experienced foe.  Opponents receive a bonus of +2 to all Find Weakness attempts against the character.  The Frequency of this Disadvantage should be increased if one of more people with the Find Weakness talent are Hunting the character.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character behaves in a stable, adult fashion.  He is responsible, reliable, and carries his share of any load.  At least, he acts like that up until circumstances change and he is no longer happy about what is going on.  At that point, he starts to act like an eight year old child.  The character will become huffy and contrary, refusing to help others until his own needs are met first and the sooner the better.  He'll even whine and cry if he isn't given his way.  The character can make an Ego Roll to force himself to not act in this manner, but even then its only an act.  All the Ego Roll really does is reduce the degree to which the character pouts, not whether or not he does.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character acts in a manner which can only be called stereotypical for his nationality.  He fulfills, in all particulars, the common image of his countrymen.  For example, if the character //Acts Stereotypically American//, he is boisterous, obnoxious, and believes that you needn't learn other languages -- because if you talk slow enough and loud enough they'll understand you anyway.  If he //Acts Stereotypically French//, he's surly, hates Americans, smokes constantly, womanizes, and snubs anyone who speaks French with an accent.  If the character //Acts Stereotypically Australian//, he drinks beer by the gallon (and that's just for breakfast), considers a good fistfight to be a casual recreational activity, and dresses and talks like Crocodile Dundee.

The possible list, while not endless, is certainly long (the possible examples for this Disadvantage are not infinite, but there are a lot of them.)  Obviously, this Disadvantage is only appropriate for characters of a nationality which has a stereotype.  In other words, this Disadvantage doesn't work if you want to try to //Act Stereotypically Namibian// because Namibia doesn't have a widely recognized stereotype in film and media.
''Uncommon, Strong: 10 Points
Uncommon, Total: 15 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character has an unreasonable compulsion to ingest a substance (alcohol, nicotine, heroin, etc.) or perform an activity (gamble, play video games, have sex, etc.).  A Frequency of Uncommon means that the addiction is not yet a serious problem for the character, and it only rarely affects the character's daily performance.  A Frequency of Common means that the addiction is a very real problem, and the character's daily performance is seriously affected.

A player character should not take this Disadvantage with a frequency of Very Common, as this would mean that the character spends most of his active life filling the addiction.  Similarly, an addiction that has a Frequency less than Uncommon is not a true addiction, but rather is merely a bad habit.  The strength of the addiction (whether Strong or Total) determines the character's ability to resist giving in to the addiction when given a chance to indulge it.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character tries to be "on" 100% of the time.  They are addicted to the rush brought on by stressful or exciting situations and have forgotten how to relax.  Such characters are often moody and fall into an emotional slump if not stimulated.  He will tend to feel guilty for taking time off from work, and procrastinate until the last moment in order to motivate themselves.  When they take time out to eat, its done quickly and "on the go"; they just don't have time to "slow down" and eat like normal people.

If there is a job to do, family and friends may become neglected as the character focuses on the work at hand.  For such a character, solving problems and "getting things done" gives him a sense of personal importance and meaning.  Because he finds standard means of relaxing and recreating to be "boring", he will often seek out dangerous and "extreme" recreational activities -- those which will stimulate the character into the stress-based rush that he craves.
''Common, Moderate: 10 Points
Common, Moderate: 15 Points''


''Type:'' Psychological
''Description:'' This character is the ultimate tourist.  He tends to wander around looking for new ways to get into trouble.  A new sport?  Try it, especially if its dangerous.  A new dance club?  Let's go, and so what if its in the middle of a neighborhood where murder is as common as breathing.  They will try anything that sounds like fun at least once.  At the Moderate level the character can still abide boring days, but at Strong, anything other than going balls-to-the-wall after some sort of fun is intolerable.

This Disadvantage is similar to [[Adrenaline Junkie]], but is actually quite different.  The character's idea of fun, after all, might be finding and exploring new art galleries or sculpture gardens.
''Uncommon, Strong: 10 Points''


''Type:'' Psychological
''Description:'' This character either possesses a power that is beyond his ability to control or is so deadly that the character dare not use it.  In any case, before the character can use the power in combat he must make an Ego Roll and either be in danger himself, or have someone he cares about in danger.  He will avoid using the Power when out of combat, but after sufficient cajoling and assurances that it's safe (and an Ego Roll), he can be convinced to use it "just this once".
''Infrequently, Slightly: 5 Points
Infrequently, Greatly: 10 Points
Infrequently, Fully: 15 Points''


''Type:'' Physical
''Description:'' This character burns through his "allotted years" faster than he should.  He grows markedly older in a space of time that other people barely notice.  The exact rate of aging is determined by the player.  Most campaigns, however, do not encompass enough time for the character's condition to become a problem.  This Disadvantage should be taken at the Slightly level in cases where the character ages two to four years for every year that passes.  If the character ages between five and eight years for every year that passes, this Disadvantage should be taken at the Greatly level.  Any rate higher than eight years for every year that passes should be taken at the Fully impairing level, as the character's life span will end much more quickly than it should.

This Disadvantage is very appropriate for Speedsters.  It should not be taken in combination with [[Short Life Span]]; this Disadvantage represents a character which specifically ages faster than other people, where [[Short Life Span]] is meant to represent a character who simply doesn't live as long as other people.  It is a subtle difference, but it is a difference.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character might not be a killer, or even someone prone to injuring opponents, but he does want to defeat his enemies as quickly as possible.  With that in mind, this character will use his attack powers at full strength, unless it is obvious that doing so will maim or kill his opponent (assuming the character has a compunction against doing so).  The character will attack full out at first, and then tone his later attacks down to what his opponent can take.  He isn't necessarily interested in pulping his opponent -- just beating him, and quickly.  Obviously, this Disadvantage is incompatible with [[Attitude About Lethal Force (Code vs. Killing)]].

In addition to not pulling his punches, he will attack the opponent who seems the most dangerous first.  He will also be reluctant to flee a fight if it is going badly for his teammates, and will want to chase a fleeing opponent.  He will not hide behind cover and snipe at his foes, but rather will move up on them and attack.  This Disadvantage is not the same thing as [[Reckless In Combat]]; he won't take foolish chances.  However, he will also not be over-cautious.
''Frequently, Slightly: 10 Points''


''Type:'' Physical
''Description:'' This character (stereotypically female and blonde) is not truly stupid, but rather is just a bit slower on the uptake than an average person.  The character needs to have jokes explained, doesn't understand situations that call for subtlety and wit, and tends to take sarcasm literally.  While this condition is hardly debilitating, it does frequently cause the character to be the target of jokes, and causes a certain skepticism regarding the character's intelligence.
''Concealable; Noticed And Recognizable; Commonly Used Senses: 10 Points''


''Type:'' Distinctive Feature
''Description:'' A character with this Distinctive Feature appears to be very pale, with white, pink, or (very rarely) pale yellowish skin, white hair, and pale blue, pink, or red eyes.  The actual COM score of the character is unaffected by this condition.  He may seem either attractive or ugly, but he will always be noticed due to his odd coloration, and cannot easily blend in with a crowd.

A character with this Disadvantage is also required to take [[Albino (Physical)]].
''Infrequently, Greatly: 10 Points''


''Type:'' Physical
''Description:'' This character has no natural body pigment.  His hair and skin are white, and his eyes are pink.  Such a character must avoid direct sunlight, as they have no resistance to sunburn.  If the player so chooses, this could be bought as a Susceptibility.  In addition, he suffers a -2 penalty to all Sight Perception Rolls and also to any ranged attack rolls made in direct sunlight.  (This can be countered by wearing sunglasses or other tinted lenses.)

A character who takes this Disadvantage is also required to take [[Albino (Distinctive)]].
''Frequently, Greatly: 15 Points''


''Type:'' Physical
''Description:'' This Disadvantage should only be taken by extraterrestrials and other characters who are far from baseline Terran biology.

The character's body physiology is significantly different from that of a normal human, and as such normal medical practices simply don't work (or don't work as well) on the character.  Depending on the character's concept, the character may merely need medical supplements to be healed.  Other character concepts may require special equipment, strange chemicals, and difficult procedures for medical care to work.  Anyone attempting to use a medical skill to heal the character suffers a -6 penalty to their roll.
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' The character can read, but chooses not to.  Often this is associated with a mild but undiagnosed eyesight problem, mild [[Dyslexia]], simply being happy in his ignorance, or perhaps suffered a really bad school experience.  The character simply does not read for entertainment or informational purposes, but will still read mandatory materials... though he tends to dismiss and not remember things he's read.  This Disadvantage is only worth points in campaign settings where the majority of people are literate and information is conveyed in print.

Other Disadvantages the character might have include [[Proud Of His Ignorance]], [[Distrusts (Concept, Person, Or Group)]] where the group is defined as "Eggheads" and Educated People, and [[Couch Potato]].
''Infrequently, Slightly: 5 Points
Infrequently, Greatly: 10 Points
Infrequently, Fully: 15 Points
Frequently, Slightly: 10 Points
Frequently, Greatly: 15 Points
Frequently, Fully: 20 Points''


''Type:'' Physical
''Description:'' This character has a non-life threatening //Allergy//, such as hay fever. When the //Allergy// is active, the character feels ill. In the case of respiratory //Allergies//, the character suffers from watery eyes, a stuffy nose, and is constantly sneezing and coughing. Topical //Allergies// cause the character to break out in hives and constantly itch. Dietary //Allergies// cause the character to grow nauseous and can lead to vomiting, sweating, and balance problems. The possible permutations of each //Allergy// are almost numberless. The exact effects are left up to the individual GM.

Characters whose //Allergies// are potentially fatal should take Susceptibilities instead.
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' The character keeps himself apart from others, and tends to condescend to them when he is forced to communicate.  He may not actually think himself superior to others, but he acts as though he is, and likes to keep people at arm's distance.

For close friends or in situations where being aloof simply isn't working, the character can forego the attitude temporarily.
''Not Concealable, Noticed And Recognizable, Unusual Senses: 5 Points''


''Type:'' Distinctive Feature
''Description:'' This Distinctive Feature indicates that the DNA of the character has been altered in some manner and now does not test as "normal" for the character's species.  Depending on the nature of the character, the differences could be subtle or obvious, and may or may not have an effect on the character's appearance or abilities.

This limitation should only be taken by characters in campaigns with some method for detecting and analyzing DNA.  This Disadvantage is inappropriate for characters who are a member of a difference species from the campaign norm; such characters should take the Physical Limitation [[Alien Physiology Requires Special Medical Care]] instead.  Characters in superhero campaigns should take [[Detectable As A Mutant]] instead.
''Very Common, Moderate: 15 Points
Very Common, Strong: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' This character is always complaining, always taking things the wrong way, always seeing offense, and always one inch away from giving you a fat lip.  Such characters do not have many friends (if any at all), and most of his associates think he is [[Boorish]].  This Disadvantage is really only appropriate for <nowiki>NPCs</nowiki> and Villains (especially low-intelligence bricks... the type of brick that is little more than a super strong thug).

If a player character takes this Disadvantage, it is strongly recommended that it not be taken above the Moderate level.  This would represent a character whose temper is always on the surface, but one who could put a damper on it if needed.  For characters that take this at the Strong level, the character must make a successful Ego Roll to control themselves.  And at Total he cannot do so at all except in the most extreme of circumstances.  This Disadvantage is often taken along with the Social Limitation of the same name, and at roughly the same severity level.
''Very Frequently, Minor: 15 Points
Very Frequently, Major: 20 Points''


''Type:'' Social
''Description:'' This character is always complaining, always taking things the wrong way, always seeing offense, and always one inch away from giving you a fat lip.  Such characters do not have many friends (if any at all), and most of his associates think he is a boor.  This Disadvantage is really only appropriate for <nowiki>NPCs</nowiki> and villains (especially low-intelligence bricks... the type of brick that is little more than a superstrong thug).

If a player character takes this Disadvantage, it is strongly recommended that it not be taken above the Minor level, representing a character whose temper is always on the surface, but one who could put a damper on it if needed.  Otherwise, at the Major level, the character is often blowing their top.  This Disadvantage is often taken along with the Psychological Limitation of the same name, and at roughly the same severity level.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is a standard for overblown, grandstanding villains.  The commitment on this Disadvantage is Total because the character in question does it without thinking about it.  The only way to stop is to buy the Disadvantage off completely.

Characters who suffer from this Disadvantage don't have to announce their every action (in other words, they don't have to speak like "Now I'm going to throw my Martial Kick at your head!  Then I will Martial Punch you in the face!"), but rather has to announce whenever they change targets ("Now that I've defeated Puma Princess, you're next, Box Boy!") or decides to stop fighting to do something else ("Bah!  This fight is pointless!  I'll activate my superbomb, teleport away, and be finished with the lot of you!").

Characters with this Disadvantage are incapable of being subtle or sneaky in combat, for obvious reasons
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage is conscious of his standing in the eyes of the community, and wants that perception to be positive.  He will hesitate to undertake any action that damages his reputation or alters the way the public feels about him unless other Psychological Limitations apply.  It is possible for the character to have a limited form of this disadavantage for the same points (examples of such limited forms would be //Always Aware of the Black Community's Public Perception of Him// or //Always Aware of Teenage Public Perception of Him// or even //Always Aware of the <nowiki>Movie-Going</nowiki> Public's Perception of Him//).
''Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' Regardless of the character's wealth, he almost never actually has money (or the equivalent) with him when he needs it.  It's been blown on gambling or other frivolities, or his wallet is in his other pants, or he forgot to pay his credit card bill... again.  As a result, he has to borrow money for necessities, or convince others to pay his way.  Often, any new money that comes in must be used to pay back the people who have lent him previous sums, and his pockets are empty again.

The character will have a reputation among his friends and acquaintances as a mooch and someone who can't be trusted with money.  Tradesmen and merchants will look askance at the character.  In societies where the man is expected to pay for any female companions, he will have trouble getting second dates.  (Women with this Social Limitation usually find a steady sugar daddy quickly.)

A classic example of a character with this Social Limitation is Wimpy, Popeye's friend.  "I will gladly pay you Tuesday for a hamburger today."
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character always has himself together, never panics, and never gets overly emotional, even when its appropriate to do so.  While this can, in some instances, be a good thing (keeping his head in stressful situations, for instance), most of the time other characters find him to be distant, unfeeling, and cold.  Of course, the character isn't really [[Emotionless]], but rather is so used to keeping himself composed that expressing any strong emotion (hate, grief, love, lust, fear, etc.) is difficult for the character to express, and when he does do so, he tends to sound like he's reading memorized lines from a script rather than saying how he feels.

At the Strong level the character must make an Ego Roll in order to avoid acting in this manner.  At Total, the character can only force himself to act otherwise in times of great exigency.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' The character greatly respects a person or group, either because of their achievements or their position.  As a result, he will always let them speak first and foremost, listen to what they have to say, give them preferential treatment, etc.  The character is not bound to follow the deferred to person's orders, but certainly will give them all the consideration they deserve.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A person with this Psychological Limitation is [[Honorable]] in a limited way.  The character will never take advantage of others in combat.  He won't fight someone who is obviously no match for him, and will only use weapons against armed opponents (and even then, he will only use a comparable weapon to the one his opponent is using).  The character will never attack without warning, will never attack noncombatants, will not "fight dirty", and won't hold hostages against the opponent giving up rather than fighting.

At the Strong level, the character must make an Ego Roll in order to force himself to use "dishonorable tactics".  At Total, the character will not do so except in the most dire of circumstances.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character is the type who has a weapon handy in the shower.  Indeed, they may have a weapon just for the shower.  This Disadvantage is highly appropriate for weapons masters and foci users, but less so for other characters.  It is nearly impossible to catch a character who //Always Goes Armed// when he's low on ammunition, or not packing some sort of weapon.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character cannot resist answering other people's questions, even when they weren't directed at him.  He is not trying to be a [[Know It All]]; he will not attempt to give an answer when he doesn't have one.  He simply feels compelled to share whatever knowledge he has with those around him.  In addition, the character often shares trivial information with others.  He doesn't do this to make himself look intelligent or knowledgeable, but rather simply because he knows something and wants other people to know it.

At the Moderate level, the character can force himself to not act in this manner when necessary.  At Strong, he must make an Ego Roll to do so.
''Very Common, Strong: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' This character does what he's told by those appointed in positions of authority above him without hesitation and without question.  This is a Disadvantage that should only apply to characters who are a part of a military or paramilitary organization (such as his nation's Army, or Intelligence organization, or Law Enforcement.)  Since almost all of their daily activities are dictated by their organization, the Frequency of this Disadvantage is Very Common.

Most player characters who take this Disadvantage should take it at Strong level, since a character with Total commitment is basically a fanatic with little to no will of his own.  This Disadvantage should not be taken at the Moderate level; [[Feels Loyalty To His Superiors]] should be taken instead.
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character goes above and beyond in their goal to treat others kindly.  The unflappable type of person to take this Disadvantage takes turning the other cheek as the law even when they feel they have been treated unfairly.  While a person with this Disadvantage may often times assume the best of others, that is not always the case.  However, when an excuse is given or an occasion arises where someone needs to be forgiven they will unfalteringly step up to the plate and say and mean those words that need to be heard.

This Disadvantage should always be taken at the Common frequency.  Uncommon isn't true to Limitation, and Very Common is excessive.  A Moderate commitment means that the character can be too easily persuaded not to forgive or be polite.  A Strong commitment means that even if he believes that the person was doing something morally questionable, and is convinced that there was a better course of action, he still must make an Ego Roll to resist forgiving or being polite to the individual.  A Total commitment means that the character will never be rude or hesitate to forgive even the most undeserving of individuals.
''Very Common, Moderate: 15 Points
Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' This Disadvantage only applies to characters who are a part of a military or paramilitary organization.  The Frequency of this Disadvantage is always going to be Very Common, because this organization is going to be a large part of the character's life.  However, it should never be taken at the Total level, since such a character would very soon find himself constantly disciplined for insubordination.

This character always reviews the orders he is given and compares them to his own personal standards of what sensible and proper orders should be.  This is not [[Refuses To Follow Orders]]; the character can and will go along with what his superiors tell him to do.  However, he will ask questions, make comments, and possibly offer other alternatives before doing so.  A character with the Moderate level can rein in his urge to question orders if he has to; a character with the Strong level must make an Ego Roll to do so.
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character always wants to do the right thing.  To this character, the end never justifies the means.  If a plan to defeat Dr. Destructo means using people or hurting them in some way, this character won't go along with it without much heel-dragging and deep thought.  This doesn't mean that the character can't be talked into doing something of questionable morality, particularly if some greater good really would be served.  It does mean, however, that he won't go along with it without some serious soul-searching, discussion, and deep thought.  The character will resist (and probably resent) being pushed into something that might be morally questionable without thinking about it or talking it out first.

If a player wishes for his character to take this Disadvantage, the GM should allow it only if he is sure the player actually can and will play the Disadvantage correctly.  If the player's idea of "questioning the morality of his own actions" boils down to:

''Player 1:'' "I don't know if we should do this.  It doesn't seem right somehow."
''Player 2:'' "But this will let us beat Dr. Destructo."
''Player 1:'' "Okay, you've convinced me.  Let's do it."

then some other Disadvantage would probably be better for his character.  A character who takes this Disadvantage really needs to be convinced that there isn't a more honest, morally upright, way to accomplish whatever the current goal is.

This Disadvantage should always be taken with the Common Frequency.  Uncommon isn't true to character, and Very Common is excessive.  A Moderate commitment means that the character can be persuaded, given a little time.  A Strong commitment means that even if he believes in the reasons for doing something morally questionable, and is convinced that there really is no other, better course of action, he still must make an Ego Roll to go along with it.  A Total commitment means that the character won't go along with a morally questionable course of action unless the stakes are high enough (such as "If I don't do this, every person on the planet will die").
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character feels that it is not his duty to go any further out of the way than absolutely necessary to complete a task, goal or order.  Getting from point A to point B should always come at minimal sacrifice to the character.  Because of their consistent attitude towards getting things done as quickly and easily as possible, this character may be perceived as lazy or cowardly, even if he actually isn't.

This Disadvantage should always be taken with the Common frequency.  Uncommon isn't true to character, and Very Common is excessive.  A Moderate commitment means that the character can be persuaded, given time, to go out of their way to accomplish something.  A Strong commitment means that even if he believes that the person is right and that it would be more effective to go through an obstacle or two, he still must make an Ego Roll to resist taking the path of least resistance.  A Total commitment means that the character will never go out of his way to do anything extra in accomplishing his goal, commitment or duty.
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character wants to succeed, and is willing to do almost anything to do so.  They are inherently competitive with anyone they perceive (rightfully or not) as rivals for advancement.  Player characters should not take this Disadvantage above the Strong level.  And it is recommended that they not take it above Moderate.

At Common, Moderate, the character wants to get ahead, but won't hurt others to do so.  At Common, Strong, the character is willing to sacrifice others to his own ambitions, but is capable of taking the needs of those who are close to him into consideration with an EGO Roll.  At Common, Total, the character cares very little about what happens to other people if they are between him and his goal.
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character wants to succeed, and is willing to do almost anything to do so.  They are inherently competitive with anyone they perceive (rightfully or not) as rivals for advancement.  They are adept at getting people to do what they want them to do.  They use many different ways to do this: cajoling, bribery, casual persuasion, or whatever.  Mostly, in fact, they do this without even thinking about it.

Player characters should not take this Disadvantage above the Strong level, and it is recommended that they not take it above Moderate.  At Common, Moderate, the character wants to get ahead, but won't intentionally hurt others to do so.  At Common, Strong, the character is willing to sacrifice others to his own ambitions, but is capable of taking the needs of those who are close to him into consideration with an EGO Roll.  At Common, Total, the character cares very little about what happens to other people if they are between him and his goal.

In all cases, his manipulative nature will put people into his rival's way, and not care about the results past what inconvenience it causes for his them.
''Frequently, Slightly: 10 Points''


''Type:'' Physical
''Description:'' A character with //Amblyopia// suffers from poor or indistinct vision in an eye that is otherwise physically normal.  The problem is caused by either no transmission or poor transmission of the visual image to the brain for a sustained period of dysfunction.  This condition normally only affects one eye.

The character suffers a -2 to all PER rolls that involve fine detail.  The character can still spot large objects (especially if the objects are especially prominent), but has a hard time with smaller objects or tiny details like fine print.

While the colloquialism //Lazy Eye// is frequently used to refer to //Amblyopia//, the term is inaccurate because there is no "laziness" of either the eye or the amblyope involved in the condition. Therefore, some consider the term "lazy eye" to be pejorative.
''Infrequently, Slightly: 5 Points
Infrequently, Greatly: 10 Points
Infrequently, Fully: 15 Points
Frequently, Slightly: 10 Points
Frequently, Greatly: 15 Points
Frequently, Fully: 20 Points''


''Type:'' Physical
''Description:'' This character has previously suffered some head injury which caused brain damage.  The specific damage has caused the character to permanently forget details of his life before the injury occurred.  The erasure of memory may be complete or partial, as the player wishes, and the specific details the character has forgotten is also up to the player.  Note that forgetting how to do certain things (such as how to talk) can be better covered by using other Disadvantages.

The Frequency of this Disadvantage is determined by how often the missing information is needed, while the Severity is determined by how important the forgotten information is.  As these considerations are variable, the GM must determine the specific points for this Disadvantage.  For example, forgetting how to drive a car isn't as great a disadvantage in New York City as it is in Miami, Florida, as there is a wide and varied choice of public transportation systems in New York.  If the character maintains more than one identity (for example, a superhero with [[Identity (Secret Identity)]]), generally //Amnesia// causes the character to forget one of his identities.

Note that this Disadvantage shouldn't be used to represent the inability to make new memories.  That limitation, called //Anterograde Amnesia//, is better represented by the most severe version of [[Short Attention Span]].
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character has suffered something so painful and traumatizing that he blocks out all memory of that event and his life prior.  He may be able to remember certain personal details (like his name), but won't remember anything else.  Friends, family, his home, his job; nothing will be familiar to him.  At the Strong level, the character must make an Ego Roll in order to remember something about his past life.  At Total, he cannot do so except under the most dire of circumstances.  This Disadvantage should not be bought off except when accompanied by extensive role-playing, and should be a momentous occasion in the life of the character.

It should be noted that this Disadvantage is different from [[Amnesia (Physical)]]; as a Physical Limitation it would imply actual brain damage instead of the blocking out of psychological trauma.  If the character maintains more than one identity, for example, a superhero with [[Identity (Secret Identity)]], generally //Amnesia// causes the character to forget one of his identities.
''Very Frequently, Major: 20 Points''


''Type:'' Social
''Description:'' This character has no conscious memory before a certain date or event.  They have no childhood memories to call upon, no contacts from before except for those who for some reason contact him or her (such as a DNPC).  If the character maintains more than one identity (for example, a superhero with a [[Secret Identity|Identity (Secret Identity)), generally //Amnesia// causes the character to forget one of his identities.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character simply doesn't consider morality issues when he is deciding his actions.  Right and wrong don't matter; to this character, such concerns are silly, unimportant, or make-believe ideals that are followed by others.  He cannot be persuaded by appeals to his sense of decency.  To put it simply, he believes that whatever happens, happens, that the ends justify the means.  This character should also have at least one other Disadvantage which explains what his motivations and goals are, since ordinary right and wrong don't figure into his plans.

For instance, the character may have some variation of [[Must Protect (Person, Place, Or Thing) From (Threat)]] along with //Amoral//, which tells us that the character will use any means necessary to defend his charge from the thread, and will not consider the rightness or wrongness of any action in the pursuit of that goal.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage takes to heart the old song, "Love The One You're With."  While the details vary, he will take most opportunities to hit on members of the appropriate sex that he finds attractive.  At the Moderate level, the character can restrain his impulses without too much difficulty, and generally reacts good-naturedly when his passes are deflected.  At the Strong level, however, the character goes from a friendly wolf, who might be thought charming even to those who are not particularly interested in his attentions, to a lounge lizard, being more persistent, less charming, and also less likely to be nice when turned down.

Levels outside those listed above turn this Disadvantage pathological, turning the character into a stalker, and should be simulated by taking the [[Hunts (Person Or Group)]] Disadvantage instead.

It is recommended that Player Characters not take this Disadvantage at the Strong intensity.
''Very Common, Moderate: 15 Points
Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' This character distrusts all authority, wants to be able to do anything he wants (although he may have other Disadvantages which cause the character to limit his own actions), and he resists any interference from the government (which he views as unnecessary at best and a criminal dictatorship at worst) to the best of his ability (and again, within the limits of his other Disadvantages).

The character is generally uncooperative with any government functionary, especially one whose duties lie in the area of regulation or law enforcement.  He tends to talk back to cops, and has no respect for other forms of civil servants.  And he downright hates anyone having anything to do with collecting taxes.  Perhaps the only civil servant he can abide is a mailman.  At the Moderate level, the character can cooperate and follow orders when necessary.  At Strong, the character must make an Ego Roll in order to do so.
''Frequently, Major: 15 Points''


''Type:'' Social
''Description:'' Also known as "Jessica Fletcher Syndrome."  The character has an uncanny knack for being in the vicinity of murders.  Any time the character goes to a new town or to a special occasion, a murder will occur, requiring him to solve it.  If the character avoids new locations or experiences, the murders will come to him.  The character will quickly become acquainted with a number of police officers, especially in the Homicide Division.  Death becomes the character's constant companion, and soon everyone knows at least the vague outlines of his exploits.  The character will be invited places based solely on their expertise with murder, and eventually people will notice the statistical improbability of these murders always happening around the character.

It is recommended that the character invest in skills and perks helpful to an amateur detective.  Characters with this Disadvantage may also have the Psychological Limitations [[Must Leave No Crime Unsolved]], [[Nosy]], or [[Cannot Turn Down A Challenge]].  They may also be Monitored by the Police.
''Frequently, Greatly: 15 Points''


''Type:'' Psychological
''Description:'' This Physical Limitation represents the level of awareness and consciousness possessed by most animals.  It represents a basic, bestial intellect: a heavy degree of inst instinct mixed with animal cunning and insight.  Creatures with //Animal Intelligence// can be taught some basic tricks and even become valuable helpmates to sentient creatures, but cannot communicate with sentient beings in any meaningful way.
''Uncommon, Strong: 10 Points''


''Type:'' Psychological
''Description:'' This character cannot stand people who are less than able at whatever it is they are doing.  Checkout clerks who can't work a register, delivery people who drop things, movie concession people who are slow, workers at fast food restaurants who get drive through orders wrong.  All of these cause the character to get irate and usually verbally angry.  In order to remain calm and not make a spectacle of himself, the character must make an Ego Roll.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character is not only [[Antisocial]] And [[Bad-Tempered]], but actively seeks out arguments and fights.  He picks on people, especially those who won't fight back.  However, he is not a [[Bully]].  A [[Bully]] will back off if the victim fights back.  This person hopes and dreams that his victim fights back, just so he can kick the shit out of the wimp.  A character with this Disadvantage actively tries to piss off other people; he is intentionally rude, purposefully inconsiderate, and enjoys getting into fights and arguments.

This Disadvantage is not appropriate for player characters.  Naturally enough, it cannot be taken in combination with [[Antisocial]], [[Bad-Tempered]], or [[Antisocial And Bad-Tempered]], as it includes all of them.
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character is simply not very polite or friendly, and is that way all of the time.  He may not be actively rude or insulting, and he may not go out of his way to insult or antagonize other people -- in fact, he may go out of his way to avoid talking to other people entirely.

Player Characters should only take this disadvantage at the Moderate level, which means that the character can behave and act nice if he really had to.  An intensity of Strong would be too annoying for group interaction, as he would have to make Ego Rolls to see if he had to be nice to someone, and Total would mean that the character couldn't be nice at all.  Villains, however, have no such restriction and can take this Disadvantage at higher point levels.

This Disadvantages shouldn't be taken in combination with the variants [[Antisocial And Bad-Tempered]] or [[Antagonistic And Mean]], as //Antisocial// is included in both of them.
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character is not only [[Antisocial]], but he's mean and about it.  People who intrude upon his life are likely to be met with insults at best and physical violence at worst.  As with [[Antisocial]], it is recommended that a player character not take this higher than the Moderate level.
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character doesn't care about anything or anyone.  In fact, the character doesn't seem to have much passion about anything, nor does he show compassion towards others.  The character most often appears to be simply along for the ride.  Player Characters should only take this Disadvantage at Common, Moderate, for much the same reasons as [[Antisocial]].  At that level, the character can care about specific concerns or people, but usually he doesn't, and he has a difficult time expressing concern when he does feel it.
''Very Common, Moderate: 15 Points''
''Very Common, Strong: 20 Points''
''Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' While this Disadvantage can be used in almost any genre, it is most appropriate for a setting that has a defined nobility or otherwise wealthy and powerful social class.  This Disadvantage is only appropriate for characters that belong to that class.

This Psychological Limitation is very similar to [[Noblesse Oblige (Psychological)]].  A character with //Aristocratic Arrogance// believes that those people of a station lower than his are little more than mobile furniture fit only for performing those services demanded of them by their betters (that is, by the character and the character's fellows among the upper class.  Unlike a person with [[Noblesse Oblige (Psychological)]], a person with this Disadvantage couldn't care less about the lives of the commons.  The common folk owe the nobles their unswerving obedience in all things, their loyalty, and the sweat of their brows at all times, and any deviation from this is to be put down as harshly as possible, as quickly as possible, so that the servants can go back to doing their duties with no complaints heard.

Characters with this Psychological Limitation never hesitate to chastise the common folk when they feel the common person has stepped beyond his place, even when such chastisement is inappropriate to the setting they are in at the time.  (For example, a person with //Aristocratic Arrogance// who is visiting a more Democratic nation with a less stratified social classes wouldn't hesitate to strike a maid or cleaning woman, even if such actions are against the law in the Democratic nation.)  They will be condescending to those who are not of their own (or a higher) social class.  The character can suppress his natural urge to condescend when necessary.

Characters with this Psychological Limitation should not take [[Aristocratic/Regal Attitude]], because such an attitude is part of the general arrogant nature of the character.  Nor should they take [[Noblesse Oblige (Social)]], because they feel no obligation to the lower classes at all.
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character speaks and acts as if he were royalty.  He is stand-offish but polite, proper at all times, speaks impeccably, and expects his commands to be followed.  To other characters, he is obviously [[Stuck Up]] and feels he is "too good" for other people.  Though the character doesn't necessarily feel this way, but it is not hard to believe it about the character.  He is also seen as bossy (and this one is true).

At Moderate, the character can resist his urge to act in this manner when necessary.  At Strong, the character must make an Ego Roll in order to do so.  At Total, he may only drop this attitude in dire emergencies.
''Very Common, Moderate: 15 Points''


''Type:'' Psychological
''Description:'' This character thinks and acts as if he were better than everybody around him.  He may not necessarily be unfriendly or rude about it, but he has an attitude of assumed superiority.  This is different from [[Conceited]], in that [[Conceited]] is an attitude of "I am just so much better than you are!", and this Disadvantage is an attitude of "I am just so good!"  Player characters should only take this Disadvantage at the Moderate level for similar reasons as the [[Antisocial]] disadvantage.
''Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' This character thinks and acts as if he were better than everybody around him.  Unlike a person who is merely [[Arrogant]], though, he usually isn't unfriendly or rude about it.  However, being [[Flamboyant]] in addition to [[Arrogant]]], he can't help but project the "fact" of his superiority in everyone's face by being as flashy as possible while showing off as much as possible.  He's not trying to intentionally shove his attitude in everyone's faces... he just can't help it.

Even in the face of overwhelming opposition, the character will show no fear but will rather act as if the opposition simply doesn't matter because they aren't anywhere near as good as the character. 
''Very Common, Moderate: 15 Points
Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' This character thinks and acts as if he were better than everybody around him.  He may not necessarily be unfriendly or rude about it, but he has an attitude of assumed superiority.  In addition to being [[Arrogant]], a character with this disadvantage is also [[Overconfident]] and believes himself to be more powerful, intelligent, or competent than he really is.

The character uses this "inflated" view of himself when gauging potential threats, deciding plans, and combating villains.  This can be a tricky Psychological Limit to play.  The character should have to make an Ego Roll in order to act cautious in all but the most life-threatening situations.  If the roll fails, the player shouldn't consider the danger inherent in the situation, but rather should act as if he knew he could handle it.  (Who knows?  maybe he can!)
''Very Common, Moderate: 15 Points
Very Common, Strong: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' This character thinks that he is better than everyone else, and he is rude about it.  He won't simply say, "I think you'd better let me handle this"; he'll say, "I think you'd better let me handle this because you obviously aren't up to it."  The character also acts like he doesn't enjoy interacting with his inferiors, (i.e. almost everyone else in the world) and he doesn't.  Player characters should only take this Disadvantage at the Moderate level for similar reasons as the [[Antisocial]] Disadvantage.
''Uncommon, Moderate: 5 Points
Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' The character either did poorly in school, had to drop out early or for some reason was never able to get the usual education of the society in which he lives.  Moreover, he feel ashamed of this fact.  Characters with this disadvantage will avoid situations where their lack of knowledge will be put on display, and feel uncomfortable around people who have much better educations.  They will usually choose occupations that don't require formal learning.

The Uncommon, Moderate level should be used for characters who live in societies where formal education is rare, or who spend most of their time with other uneducated people.  The Common, Moderate level reflects most modern societies, or the uneducated person who has daily contact with the more educated (a janitor at an university, for example.)  The character may feel uncomfortable around the more educated, but is able to function.  At the Common, Strong level, the shame becomes much harder to bear, and the character must make an Ego Roll to associate with or talk to more educated people, or to display his ignorance.

Frequently-occurring Disadvantages associated with this Psychological Limitation are [[Illiterate]], [[Dyslexia]], [[Poverty]], and [[Uneducated Accent]].  A lowered Intelligence score is not necessary, but will often be assumed by other characters.  The functional opposite of this Disadvantage is [[Proud Of His Ignorance]].
''Frequently, Greatly: 15 Points''


''Type:'' Physical
''Description:'' This character suffers from //Asthma// attacks.  Attacks can be brought on by one of two things: fatigue and/or stress.  Anytime the character becomes fatigued (i.e., uses more Endurance in a single phase than his Constitution score), he must make a Constitution Roll or suffer an attack.  Anytime the character is in a stressful situation (GM's ruling), he must make an Ego Roll or suffer an attack.  During an attack, any Endurance loss suffered is doubled (including the Endurance loss that brought on the attack, if any).  The character will wheeze and have a hard time speaking in complete sentences.  He cannot activate any power that requires verbal components (Incantations), and is at -3 to Dexterity and Intelligence based Skill Rolls, as all his concentration is needed just to breathe.

Once an attack has started, the character must make a Constitution Roll every Phase.  On a critical success (roll a 3), or three consecutive successes, the character recovers.  A failure costs the character one point of Endurance.  On a critical failure (roll an 18), the character begins to take 1d6 of Endurance loss each phase.  If his Endurance reaches zero, he will begin to lose Stun (see Hero Rules).  If he loses all of his Stun, he will pass out and begin suffocating.
''Frequently, Greatly: 15 Points''


''Type:'' Physical
''Description:'' This character has bad eyesight.  Whether he is [[Nearsighted]] or [[Farsighted]] is up to the player, but in any case the problem is caused by a deformation of the character's eye.  What this means is that the character's vision cannot be corrected by contact lenses; to have clear vision, he is forced to wear glasses.  In short, taking this Disadvantage is a bit like buying the character's normal vision through a Focus.

This Disadvantage functions identically to either the [[Nearsighted]] or [[Farsighted]] Disadvantages, with the added complication that the character now has a pair of glasses to watch out for.  Glasses are easily damaged in combat, can be stolen as if they were a Focus, can be interfered with by dirt, grease, mud, etc, and are otherwise vulnerable to attack.
''Easily Concealed, Noticed And Recognizable, Commonly Used Senses: 5 Points
Concealable, Noticed And Recognizable, Commonly Used Senses: 10 Points
Not Concealable, Noticed And Recognizable, Commonly Used Senses: 15 Points''


''Type:'' Distinctive Feature
''Description:'' An //Atavism// is the reappearance of morphological traits already lost to human beings through evolution.  Such cases as a person born with his body covered in thick hair, with a sacral tail, or with supernumerary mammary glands (and their accompanying nipples) are all considered //Atavistic// characteristics.  For the most part, such characteristics will merely be remarked upon and remembered ("Wow... that guy is really, really hairy!") without actually provoking a fear/disgust reaction.  After all, the person is still human... they just have a minor deformity.

The point value of the Distinctive Feature depends on the obviousness of the Atavism, as well as how unusual or monstrous it makes the person appear.  A person afflicted with hypertrichosis (thick body hair, almost like fur, covering most of the body including the face) would obviously gain more points for this Disadvantage than someone with a third (or fourth) nipple, since the latter is easier to conceal and generally doesn't put the concept of werewolves into the minds of a stranger meeting them.
''Occasionally, Minor: 5 Points
Frequently, Minor: 10 Points
Very Frequently, Minor: 15 Points''


''Type:'' Social
''Description:'' An //Atavism// is the reappearance of morphological traits already lost to human beings through evolution.  Such cases as a person born with his body covered in thick hair, with a sacral tail, or with supernumerary mammary glands (and their accompanying nipples) are all considered //Atavistic// characteristics.

In the past, //Atavism// was used by some to support racial discrimination.  The nineteenth Century Italian physician Cesare Lombroso built a "theory" (with no scientific evidence to support it) by which "criminals and inferior peoples" could be easily identified due to the presence of //Atavistic// traits.  It was assumed that people displaying such traits were genetically inferior, and such theories were used by Colonial empires and the Nazis to justify their racist actions.  Characters displaying such traits would thus be the target of culturally supported prejudice or perhaps even violence.

The point value of the Limitation depends on the obviousness of the Atavism as well as how unusual or monstrous it makes the person appear.  The more obvious and more unusual, the higher the level of prejudice suffered by the character.

A character taking this Social Limitation is required to also take [[Atavism (Distinctive)]].
''Frequent, Major: 15 Points''


''Type:'' Social
''Description:'' An ancestor of this character performed some deed so dark and terrible that the aftereffects and punishments are still felt and suffered by the descendents of the ancestor.  Despite the fact that the character himself is guiltless, he is seen as a beneficiary and perpetuator of the original crime.

In the case of //Attainder of Blood//, the character is innocent of the crime though seen as guilty by the general public.  In the case of //Corruption of Blood//, the character may not have committed the original crime, but he certainly doesn't have any qualms about committing a similar crime.  This Disadvantage is generally unsuitable for modern campaigns.  It is more appropriate for a medieval or fantasy campaign.
''Frequently, Slightly: 10 Points
Frequently, Greatly: 15 Points''


''Type:'' Physical
''Description:'' A somewhat controversial diagnosis, the general symptoms associated with this illness (also known as //Attention Deficit Hyperactivity Disorder//) include inattention, impulsivity and hyperactivity (the last especially in children.)  People with this disorder find it difficult to sit still, concentrate on repetitive tasks, or focus their attention on one thing at a time.  They are often seen as absent-minded, immature or willfully disruptive.

Different people require different balances of drugs, diet and behavioral modification to keep the symptoms of //ADD// under control.  The Frequently, Slightly level of the disadvantage represents someone who has been correctly diagnosed and is receiving treatment.  The Frequently, Greatly level is for untreated //ADD//.

It is recommended that a player taking this Physical Limitation for a character study up on it first before giving his character this Physical Limitation, due to the many controversies surrounding it.
''Very Common, Moderate: 15 Points''

''Type:'' Psychological
''Description:'' This character cannot resist putting himself in the spotlight.  He insists on taking center stage whenever he can do so without getting into trouble.  He will sometimes go to great lengths to ensure the attention that he craves, such as creating complex plans that prominently feature himself as the center of the action, always speaking up first or making jokes at the expense of others just to get a cheap laugh, and often exaggerating or saying gregarious things just to make himself appear better than he really is.

This is different from being a [[Showoff]] in that an //Attention Seeker// quite willing to share the spotlight with whoever else might want to be there with him, while a [[Showoff]] isn't willing to share the spotlight with anyone.  An //Attention Speaker// believes that there's more than enough glory to go around, and that there's absolutely nothing wrong with the fame and glory being shared equally -- as long as the character gets his share too, everything is fine.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' A //Casual Killer// has no compunctions about killing.  He will kill quickly and without hesitation or a second thought.  It is part of his nature.  He feels no remorse for his victims and has no issue with other people who use lethal force (in fact, he expects other people to use lethal force).  This does not mean that he kills randomly and with no thought about consequences; it just means that when killing is called for (in his opinion), he kills.  It is strongly recommended that Heroes not be allowed to take this disadvantage, as it makes for a cold blooded and brutal character.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is perhaps the ultimate superhero psychological limitation.  If your character doesn't have it, you should be thinking long and hard as to why not.  A character with this Disadvantage absolutely refuses to consider lethal force as a valid option except under the most dire of circumstances (such as "kill or the planet dies" or "kill one to prevent a million deaths").  They dislike people who are willing to use lethal force, and will actively (and if necessary, physically) try to prevent them from doing so.

If the choice comes down to using lethal force to stop an opponent and letting him escape, a character with this Disadvantage would let the opponent escape.  This does not necessarily mean that the character is a coward or a weak fighter.  Against a foe noted for his resistance to harm, the character will use his attacks to the best of his ability.  Against unknown opponents, he will pull punches, use lower power attacks, or start out with entangles and similar non-damaging powers.  And please note that it doesn't have to be a Killing Attack to count as a lethal attack -- a large enough "regular" attack can still be lethal.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This is a variation of [[Attitude About Lethal Force (Reluctant to Kill)]].  The character is fully capable of killing without any hesitation whatsoever when it is, in his view, necessary.  Its just that he firmly believes that it is not usually necessary.  Whenever a situation looks like it will lead to bloodshed, the character will attempt to find a way to avoid violence by himself or others.  He will also attempt to use the minimum violence necessary to resolve a situation and urge others to do the same.  This character often takes skills that help negotiate tense situations diplomatically.  In most campaigns, this is generally reserved for honorable villains or the shadier "neutrals".  But in more violent, grittier settings it's easily a "good guy" Disadvantage.
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' The weakest //Attitude About Lethal Force//, this one indicates that the character is willing to use lethal force when necessary -- but that is still very, very rare in the character's opinion.  The character does have moral objections to killing, but realizes that sometimes it may be necessary.  Such a character is willing to fight and do injury, but in a moment where the decision is "Kill/Don't Kill", this character will always choose "Don't Kill", unless the situation is such that not killing is clearly the worse of two evils.  At that point, the character will not hesitate before killing.

In four color superhero games, this Disadvantage should be restricted to Villains.  In more lethal settings, such as military campaigns, or post-holocaust scenarios, this might be the default attitude for "good guy" characters.  In such cases, the GM should watch the player like a hawk to make sure the Disadvantage is being roleplayed correctly.  It should not be used as an excuse for a murderous character.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage has moral convictions against using lethal force on an opponent; however, these convictions are not so strong that the character refuses to recognize that lethal force may be the solution to some situations.  Under extreme circumstances, the character must make an Ego Roll in order to use lethal force.  Generally, the "extreme situations" involve saving the lives of others.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' Functionally, this Disadvantage is almost identical to [[Attitude About Lethal Force (Code vs. Killing)]].  Both disadvantages have similar personal convictions against the use of deadly force, and will never resort to such measures except in the most dire of circumstances (such as "kill or the planet dies" or "kill one to prevent a million deaths").  The difference lies in that the character who //Will Not Kill// doesn't try to actively dictate his beliefs to his companions.  He won't like other people using lethal attacks, but he also won't interpose himself between them and a target.
''Uncommon, Total: 15 Points''


''Type:'' Psychological
''Description:'' The character with this Disadvantage has no qualms about using lethal force in combat.  Nor does he hesitate to use "excessive" force (bringing a gun to a knife fight, for example).  However, he draws a very distinct line between killing to survive and murder.  The character will accept genuine surrender, and won't put an extra shot into a downed opponent "just to make sure", he doesn't fire on non-combatants, and won't make lethal booby-traps, etc.  It could be a genuine moral decision on his part, or a superstitious fear that something bad will happen if he kills in cold blood, or even a promise to someone he respects.

In four-color superhero games, this disadvantage should be restricted to the more "honorable" Villains (as Real Heroes will never choose killing as a first option).  This Disadvantage combines nicely with [[Honorable]] or [[Loyal to the Cause]] for the "noble villain" archetype.  In more lethal settings, such as military campaigns, or post-holocaust scenarios, this might be the default attitude for "good guy" characters.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character dodges any sort of emotional connection with another human being.  They aren't very good at it, or find such relationships painful, or don't want to get another human being hurt, and so on.  The character will not have any emotionally oriented <nowiki>DNPCs</nowiki> or Rivalries, as he is incapable of truly forming such relationships.
''Uncommon, Strong: 10 Points''


''Type:'' Psychological
''Description:'' This character is unwilling to enter into any serious relationship (romantic, business, etc.) that lasts longer than a few months (at most).  He doesn't want to be "dragged down by entanglements", and feels that the easiest way to do this is to avoid the entanglements entirely.  If he dates at all, the character tends to date either many people at once or one person after another for a few weeks each.  He tends to live in cheap motels rather than apartments, pays cash for everything (and never has credit cards).  If he owns a car, he bought it with cash.  The character makes no promises that cannot be fulfilled quickly.  And if he does make promises that cover the long term, he invariably breaks them.  In order to enter a long term commitment (regardless of what type), the character must make an Ego Roll.
''Very Common, Moderate: 15 Points''


''Type:'' Psychological
''Description:'' This character cannot tolerate putting himself in the spotlight.  He insists on taking the greatest precautions when going into anything that might draw the attention of the media.  This person may actually think twice before entering a burning building to save the damsel in distress if there is a camera crew nearby, at the very least they'll try to enter as inconspicuously as possible.  This person will always pass on photo opportunities, interviews and even signing autographs, unless they are ordered, strongly encouraged, or otherwise moved to do so.  In addition, they will never seek public acclaim, reward, or fame in any fashion and feel incredibly uncomfortable whenever forced into such positions.
''Very Common, Moderate: 15 Points''


''Type:'' Psychological
''Description:'' This character cannot tolerate putting himself under the scrutiny of the media.  He feels that his business is his own and retains his right to privacy.  This same person may subject themselves to publicity to promote themselves or something that they believe in, but it is strictly in a professional manner.  This person would insist on taking the greatest precautions when going into anything that might draw the attention of the media.  This person may actually think twice before entering a burning building to save the damsel in distress if there is a camera crew nearby, at the very least they'll try to enter as inconspicuously as possible, for example.  He's not afraid of publicity per se... he just doesn't want to live under a microscope.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character, for whatever reason, dislikes using his powers, and tries to avoid situations where he needs to or is forced to do so as much as possible.  The specific reason why the character feels this way is up to the player.  At Moderate, the character can force himself to use his powers when necessary, but never does so for casual reasons.  At Strong, he must make an Ego Roll in order to do so.
''Frequently, Minor: 10 Points''


''Type:'' The friends and associates of a character whose //Background is a Complete Mystery to Everyone Around Him// know nearly nothing about the character other than what he or she has revealed to them already.  His friends know little to nothing about the character's childhood, prior work history, past actions, education, past marital status, and so on.  Even worse, it has never occurred to them to ask the character about these shadowy parts of his life.

The character's background need not be filled with sinister happenings and odd occurrences.  It may well be that the character has lived a relatively normal life.  What makes his life a mystery is that the subject just never has come up.

This Disadvantage can cause unusual events to occur in the life of the character.  An ex-wife or a child no one knew the character had could show up at random, asking the character for assistance.  A childhood friend who is now a celebrity could call upon the character at random in a similar manner.  The character's college alma mater could ask the character to perform some function, when the character's friends never even knew he went to college in the first place.  And so on.
''Frequently, Slightly: 10 Points
Frequently, Greatly: 10 Points
Frequently, Fully: 15 Points''


''Type:'' Physical
''Description:'' This character has somehow injured his back.  During strenuous physical labor (including <nowiki>Hand-to-Hand</nowiki> combat), he may "throw his back out" and suffer crippling, intense pain or even further injury.  Every time the character needs to make a Strength Roll or a to-hit roll, he must also make a Constitution Roll.  If the character suffers any Knockback which causes him to strike a surface or other object, he must similarly make a Constitution (CON) Roll.  The roll is modified by the level of effect: at Slightly, the character makes an unmodified roll.  At Greatly, the character suffers a -3 penalty.  At Fully, the modifier is -5.  If the character takes extra time to accomplish the Strength-related task, he gains a +1 to the roll.  On a failed roll, the character has thrown his back out.

If the character has a light condition (10 Points), he suffers a -2 penalty to all rolls until he rests or someone helps him.  In addition, any sort of strenuous activity causes 1d6 Stun to the character with no defense.  A more serious condition (Major: 15 points), causes the penalties to double (-4 to rolls, 2d6 Stun).  A truly severe condition (Fully: 20 Points) causes the character to suffer a -8 penalty to all rolls, suffer 3d6 Stun damage, and 1 point of Body damage.

GM's should note that it is possible for a character to gain this condition during the course of play.
''Occasionally, Major: 5 Points''


''Type:'' Social
''Description:'' This character either through their own abuse or through identity theft has acquired bad credit.  It is difficult to make major purchases with bad credit.  Basically, the character is limited to his income.  Characters with the Wealth Perquisite should not take this Diadvantage.  A wealthy person with //Bad Credit// doesn't suffer nearly the problems that //Bad Credit// would normally bring.

Often, this character will have related Psychological Limitations the define how the character got this Disadvantage.
''Concealable; Noticed And Recognizable; Commonly Used Senses: 10 Points''


''Type:'' Distinctive Feature
''Description:'' This character, no matter what he does, can't seem to wear anything close to the height of fashion.  His friends tease him and his enemies make fun of him.  Interaction Skills (excluding Animal Handler) are made at a -1 penalty due to the distraction the poor taste in clothing causes.
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character is never completely in control of his emotions.  In moments of stress, anger, or fear, he tends to react with hostility, rage, and violence to the cause of his feelings.  This is not to say that the person is always angry, all of the time.  (For that, the character should take [[Always Angry And Hostile]].  Rather, it is only when things are going wrong that the character's anger is unleashed.

Characters who take this Disadvantage at the Moderate level can calm themselves down with a little effort and not react in this manner.  Characters who take it at Strong must make an Ego Roll to do so.  Characters who take it at Total can never force themselves to calm down.  It is suggested that player characters not take this Disadvantage at the Total level.
''Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' A character with this Social Limitation are physically unimposing.  //Badass Bookworms// often look [[Unathletic]], being either too think or too fat, sometimes balding, and almost always can be wearing [[Dexter Glasses]] or [[Spotlight Braces]].   Tough guys who know the character assume he's a [[cowardly wimp|Coward]] who they can steamroll over if they need to.

And this perception continues, despite the fact that the //Badass Bookworm// is actually a martial arts expert, a crack shot, a genius tactician, and so on.  Nothing the character can do will convince random strangers that the //Bookworm// is actually someone with whom you do not want to piss off.  The character's friends know differently, but to the average passerby, the character is about as intimidating as lint.

The polar opposite of this Social Limitation is [[The Chumley]].

Rupert Giles from //Buffy the Vampire Slayer// (played by Anthony Stewart Head) and the Tenth Doctor from Doctor Who (played by David Tennant) are both perfect examples of this Disadvantage.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' The character has lost faith in social institutions, such as the legal, political or medical system.  He does not believe that the guilty will be convicted and the innocent exonerated, that good leaders will be elected or appointed; or that doctors are really doing their best to cure their patients.  Depending on his other attitudes, the character may become a vigilante, a criminal, a rebel or simply apathetic.

At the moderate level, the character can still work inside the system when necessary; there are parts of it that still function adequately.  At the strong level, the character finds it much more difficult to keep in line.

In the character is vocal about his beliefs, he may also have the Reputation "Seen as a [[Troublemaker]]".
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is only appropriate for characters who rely on some sort of Focus to supply their abilities.  The character is so impressed with the Focus's power that he believes that no one can stop it.  When using the Focus, the character is gleefully [[Overconfident]], believing he can take on the world, and win, because of the object's power.  He may not necessarily think he is using the object to its best effect, but if so will consider that to be his fault and not the fault of the object.  The Focus may or may not actually be "all powerful".  That is a decision best made by individual GM's.

At the Strong level, the character can only consider the risks of a situation after making an Ego Roll, while at Total commitment, the character will only do so in the most dire and world-shaking of circumstances.  This is, of course, assuming the character is wielding the Focus at the time; if not, the character may act in any way he sees fit (including hiding and running)  This Disadvantage is one found often among the characters from DC Comic's Green Lantern title, where the phrase "The power ring is the most powerful weapon in the universe" is bandied about regularly.

This Disadvantage is a combination of [[Overconfident]] and [[Impressed With (Focus's) Abilities]], and thus should not be taken in combination with either of those Disadvantages.  It may be taken in combination with [[Believes He Is Unbeatable]], since belief in one's self and belief in one's tools are two different things.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character believes that he never makes a mistake.  To this character, his every action is planned and on purpose.  He never acknowledge the consequences of his actions, since he believes that there can be none.  The character can possibly be forced to see that not everything he does is right in extreme circumstances, but even then he's not likely to accept that he did wrong.

This does not mean that the character is necessarily [[Amoral]].  He could have a defined [[Code Of Conduct]] by which he lives, and might even try very hard to live by that code.  However, he sees the consequences of his actions as "necessary evils".

For example, Blasterman, a well known superhero, has this Disadvantage.  While fighting his arch-nemesis, Evilman, Blasterman's powerful energy beams strike the home of a family of four.  The home burns down with everything the family owns in it.  Blasterman's probable reaction would be one of "Sacrifices had to be made to stop the Villain".  By no means will he feel responsible for the family's loss of their home and belongings.  He might assist them in getting a new home and new things, but he will never accept that it was his fault they lost it all in the first place.

The character will act in this manner at all times except during the most extreme of circumstances.  This Disadvantage works well with [[Arrogant]], [[Conceited]], and [[Overconfident]].
''Uncommon, Total: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' The character has come to believe that he is not just an ordinary person; that someday he will have a special, important role to play in the world.  This may be a specific task that he is to perform, or just a generalized "I have a destiny."  Often, this is the result of a prophecy or fortunetelling.  At the uncommon level, the character believes that this destined event will come about regardless of his own actions up to that point, and doesn't feel the need to move things along.  At the common level, the character believes that his destiny is thwartable by the actions of others, and acts to prevent that.

Characters with this disadvantage often have other Psychological Limitations that determine how far they're willing to go to fulfill their destiny.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' The character believes himself to be the rightful ruler of some piece of tangible real estate.  This can be as small as a postage-stamp country, or as large as the universe.  The character's belief in his own future rulership would be fine, except that other people disagree (notably, the people who are already in charge of the area).

This Disadvantage is really only appropriate for those who have very little chance of actually ruling the chosen area through accepted legal means.  For example, the character might be part of the royal family, but unfortunately has several perfectly healthy and long-lived relatives between him and the throne, or he might be out of the line of succession altogether because, while his father was the king, his mother was the chamber maid.  Alternatively, the character may have no claim to rulership outside his own head, which is very likely with the larger areas.

At the strong level, the character may force himself to not attempt to attain his rightful position, with extreme difficulty.  At the total level, the character will never give up trying.

Many characters with this Disadvantage also have [[Megalomania]], but it is not required.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character believes that everything he does is acceptable because he has been sanctioned by a higher, supernatural authority (which could be God, the Devil, Darkseid, Galactus, Stan Lee, or whatever).  The character may or may not have additional Disadvantages defining his religion's [[Disciplines Of Faith]].  If he does, as long as his actions do not violate them, he will believe that everything he does is good, just, and in all ways perfectly alright.  This Disadvantage works well with [[Zealot]].
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is the ultimate form of [[Overconfident]].  The difference between the two is that a character who is merely [[Overconfident]] acknowledges, begrudgingly at least, that there is a chance (however small) that he could lose.  He just doesn't think it will happen.  However, a character who [[Believes He Is Unbeatable]] does not, and will not, acknowledge that any such "fact" exists at all.  He knows how powerful he is, how skilled a combatant he is, and how much of a [[Billy Bad-Ass]] he is.  No one can take him down, ever.  At least, this is what the character believes.

If the character is ever actually defeated (especially if the character is easily defeated), he must make an Ego Roll or drop into a [[Depression]].  In such a state, the character's DCV is penalized by -3, and he is lazy and careless.  This funk lasts for an indeterminate time (depending on circumstances, GM whim, and the interaction of other characters).  At the end of this time, the character returns to normal, sure that his defeat was a result of "a fluke" or "the law of averages" (the rationale being "Even people as good as I am will lose once!  But its just not going to happen again!").  If the Ego Roll is successful, the character goes right past the [[Depression]] stage to the "massive denial and justification" stage.
''Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' This character has a group or a cause that they believe in... they would do almost anything to further the aims of that group or cause.  They would gladly give their lives in the service of it, and tend not to believe any derogatory information leveled at the focus of their belief.  Even when presented with hard evidence that the group or cause they believe in is less than ideal, they will not accept it unless a successful Ego Roll is made.

This Disadvantage cannot be taken at a Frequency less than Very Common.  It also should not be taken any stronger than Strong -- use Fanatic instead.  If the Group in question is a country or a government (the two are not necessarily the same thing... one could believe in one's country but not one's government), the character should take [[Fervent Patriot]] instead.
''Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' This character believes that the overwhelming mass of humanity are decent, good-hearted people who will help each other when needed.  They believe that you can always count on the kindness of strangers, and that other people mean no harm generally.  Such characters are easily manipulated by the more cynical or criminal elements, as they are openly trusting of others with no real source for the trust.  Even the most obvious of "bad elements" will be trusted by this character.

In order to show anything other than trust toward others, the character must make an Ego Roll.  If the roll fails, he trusts the other character to do the right thing, regardless of any other circumstance or factor.  And if the other character doesn't live up to his expectations, the trusting character rationalizes such unfriendly behavior away.

This Disadvantage works well in combination with [[Cheerful Charlie]] and [[Naive]].
''Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' This character is marked by animalistic instincts and urges.  Such a character has no sense of modesty, does not recognize etiquette or protocol (and most likely doesn't even know the meaning of those words), polite manners (such as using utensils while eating), and likely does not consider personal hygiene a high priority.  The character also has a lack of patience when it comes to getting what he wants, and will not hesitate to get violent or intimidating to get it.

A //Bestial// character often has no sense of compassion, and feels no pity for the sick, the weak, or the dying.  Indeed, the character may well feel that a sick associate is hindering him somehow and thus will "hurry him along" toward death just to be rid of the nuisance, though this is by no means the rule.
''Frequently, Greatly: 15 Points''


''Type:'' Physical
''Description:'' This character suffers from tremendous mood swings that affect his ability to face the world. When in "manic" phase the character believes that his life is perfect and there is nothing he cannot do. When in "depressive" phase the character believes that his life is miserable and there is nothing he can do. At the beginning of each play session roll 1d6; on a 1-3 the character is in manic phase, 4-6, he is depressive. After 5 hours of game time roll 3d6, a result of 10 or less indicates a mood swing. Over the next hour his mood will shift to it's opposite and remain in this state for at least 5 hours. Manic characters are +1 on all Skill, Stat, Perception, and Combat to-hit die rolls, depressive characters are at -1 to all of the same.

In campaigns set in the modern day, or in futuristic campaigns, medication is readily available that can control the character's mood swings.  If the character's //<nowiki>Bi-Polar</nowiki> Disorder// is controlled with medication, the Disadvantage becomes Infrequently, Greatly, with a value of 10 points.
''Frequent, Minor: 10 Points
Frequent, Major: 15 Points''


''Type:'' Social
''Description:'' This character has a fan, a devoted follower of the character and his exploits, and there is nothing that the character can do to change it without treating the fan like shit.  The fan shows up whenever the character makes a public appearance, runs a fan club which talks about the character and boasts of his powers, and opposes anyone who disparages the character.  If the character has a [[Public Identity|Identity (Public Identity)]], he can expect to find the //Biggest Fan// hanging out around his home or office, and might even catch the Fan pawing through his garbage looking for souvenirs.

Even if the character's true identity is not known, the character will discover that he can't seem to go anywhere without the Fan showing up.  Other characters will begin to avoid contact with the Fan's "hero" in order to avoid the fan.  In addition, the character will soon acquire a reputation for having followers.

The Fan should not be purchased as a follower, as he rarely will ever do what the character wants him to do.  Likewise, he shouldn't be taken as a DNPC; just because he gets the character into trouble doesn't mean that he gets himself into trouble.  Also, the GM should be careful to not turn the //Biggest Fan// into a [[Stalker]] without properly roleplayed justification.  It should be noted that it is technically possible for the //Biggest Fan// of a Player Character to be another Player Character.
''Uncommon, Moderate: 5 Points
Uncommon, Strong: 10 Points''


''Type:'' Psychological
''Description:'' This character is constantly shooting his mouth off about his own accomplishments.  He doesn't actually mean any harm by this; his bragging is usually a sign of an insecurity complex.  On the other hand, he may be bragging because he is full of himself.  Lastly, he may be bragging simply because he is [[Talkative]] and lacks any other subject of conversation.  (The decision of which is up to the player.)

At Moderate, the character can keep himself from bragging when necessary.  At Strong, the character cannot do so except under the most extreme circumstances.  Surprisingly, this Disadvantage works well with both [[Unsure Of Himself]] and [[Overconfident]] (though not both at the same time).
''Occasionally, Minor: 5 Points
Occasionally, Major: 10 Points
Frequently, Minor: 10 Points
Frequently, Major: 15 Points''


''Type:'' Social
''Description:'' The character is known for his inability to shut up, primarily about his own abilities or actions.  As a result, those who dislike braggarts or excessive talk will avoid him, and many people will discount whatever he says as exaggeration.  If the restriction level is Major, the supposed braggart will often be attacked, or dared to "put up" to prove his words.

This Disadvantage is usually accompanied by other Psychological Limitations, including [[Bigmouth/Braggart (Psychological)]], [[Compulsive Liar]], or [[Will Not Shut Up]].  An interesting variant would be to combine it with [[Truthful]].  [[Cannot Turn Down A Challenge]] also works well with this Disadvantage.
''Not Concealable, Noticed And Recognizable, Commonly Used Senses: 15 Points''


''Type:'' Distinctive Features
''Description:'' A character with this Distinctive Feature exudes a constant aura of threat and intimidation.  Its obvious to anyone around the character that he's a tough guy not to be fucked with lightly.  While this subtle aura of menace is useful in situations where being a tough guy is appropriate, it can cause some problems in more genteel circumstances.

Note that the character need not be large and muscular to have this Distinctive Feature, but it helps.
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' This character is disappointed and unpleasant about something in his life.  He is not necessarily unfriendly or antisocial, but has a very negative worldview and feels that life keeps screwing him over (and over, and over, and over).  Some characters are quietly bitter, while others feel the need to let everyone around them know how bitter they are at least once per adventure.
''All The Time, Fully: 25 Points''


''Type:'' Physical
''Description:'' This character cannot see at all.  The player may buy the character's other natural senses up as compensation if he so chooses, without removing the penalties of being blind.  The classic example of the blind martial artist, who operates using a "radar sense", is still hampered by being blind since he cannot read normal text, cannot distinguish color, etc.  This character is unaffected by any sort of Sight Group Flash Attacks, as well as visually-based Images, Mental Illusions, or Darkness.  Also, he suffers no penalties for operating in the dark.  However, in unfamiliar territory, the character must use a cane or be lead by a companion or guide animal to navigate safely.  Walking by cane is slow (½ normal Movement Rate).  Many activities are impossible to a blind person; common sense will usually dictate which.

In combat, use the rules for Blind Fighting found in the Ultimate Martial Artist.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' A character with this Psychological Limitation wants to see his opponents dead or very incapacitated.  He will make killing blows in battle, put an extra shot into a down foe just to make sure, will attack guards that could have been snuck past, etc.  He must make an Ego Roll in order to accept a surrender, to not grievously harm an opponent, and to not try and kill a disabled opponent.

This character is not necessarily [[Murderous]], nor does he necessarily possess [[Attitude About Lethal Force (Casual Killer)]].  Rather, he is simply very, very [[Ruthless]].  He saves his animosity toward "legitimate" targets: criminals, enemy soldiers, etc.  GM's should limit this Disadvantage to hardened vigilantes and shadowy fringe characters.  It is most appropriate for Dark Champions characters.
''Concealable; Noticed And Recognizable; Commonly Used Senses: 10 Points''


''Type:'' Distinctive Feature
''Description:'' With this Disadvantage, the character suffers from bromhidrosis, or strong body odor.  The character's aroma is noticeable for a distance of several feet.  While body odor is normally associated with sweat, its actually caused by the growth of a bacteria on the body and the breakdown of skin-laden waste products by those bacteria.  Diet and medication can affect the strength of the odor, and it can be controlled using deodorants and strict attention to hygiene.


Body odor can be prevented by using deodorants but although body odor is commonly associated with hygiene, its presentation can be affected by changes in diet.
''Concealable, Noticed And Recognizable, Commonly Used Senses: 10 Points
Concealable, Major Reaction, Commonly Used Senses: 15 Points
Not Concealable, Noticed And Recognizable, Commonly Used Senses: 15 Points
Not Concealable, Major Reaction, Commonly Used Senses: 20 Points''


''Type:'' Distinctive Feature
''Description:'' The body of a character with this Distinctive Feature is made of some unusual, possibly inorganic substance.  Examples would include steel, wood, crystal, sand, and so on.  The point value of this Distinctive Feature depends on how human the character still appears, and how dangerous the substance of which his body is made happens to be.  For example, a character whose body is made of white marble would garner a calmer reaction from the average person than a character whose body is made of flaming plasma.

When a character's body is made of a potentially hazardous material (petroleum, for example, or something really nasty like uranium or plutonium), the character gains extra dice to any Presence Attacks he might perform, as it could be argued that his very presence constitutes an impressive or violent act.   As always, the GM is the final arbiter in such judgments.
''All The Time, Fully: 25 Points''


''Type:'' Physical
''Description:'' This character's body is made of some unusual, possibly inorganic substance.  Examples would include a character whose body is made of steel, or wood, or quartz crystal.  The specific effects of this Disadvantage should be determined by the GM based on the material in question.  For example, a character's whose body is made of steel might not be as limber and flexible as normal.  His sense of touch might also be lessened, and he would have less sense of temperature unless near an extreme (such as boiling hot or freezing).  Also, he would weigh much more than normal, and has to take this into account when using furniture, getting into a vehicle, etc.

Depending upon the specifics, other Physical Limitations would also be appropriate (like for excess weight or having reduced tactile sensations).
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:''  A character with this Disadvantage is ill-mannered and coarse.  He is contemptible in behavior and appearance and has no respect for propriety or common decency.  A //Boorish// character wouldn't hesitate to tell an inappropriately graphic joke in front of children, can usually be trusted to get drunk and start a fight at a black-tie party, and has a tendency to scratch his privates in public.

At Common, Strong, such a character can act in a socially acceptable manner if browbeaten or threatened into it.  Even so, such forbearance is only temporary and if not kept on a short leash the character will inevitably return to his usual habits.  At Common, Total, the character is a complete loss in such situations, and should be kept out of public view at all times.
''Frequently, Major: 15 Points''


''Type:'' Social
''Description:'' A character who is //Bought And Paid For// has been accepting bribes from a third party for a while, to the point that he is effectively an "employee" of the bribe-giver.  The character's "patron" will expect the character to follow his directions, and will often issue orders whenever he needs the character to do something for him.

If the character is in a position of authority (such as a politician), the character could possibly lose everything (and be convicted of corruption and be sentenced to prison) if the fact that he's effectively in the pocket of a criminal.

The character should not take [[Honest]] or [[Honorable]].  [[Corrupt]] works well with this Social Limitation.
''Frequently, Major: 15 Points''


''Type:'' Social
''Description:'' This character has a price on his head.  A reward has been offered for the character's capture, or at least evidence of his demise in extreme cases.  Precisely who put the price on the character's head and why are up to the player and the GM.  The usual candidates include dishonorable noblemen, the Mafia, and even law enforcement agencies, depending on the genre of the campaign.

Note that this Disadvantage is not the same thing as the Hunted Disadvantage, since the organizations or individuals mentioned above may not necessarily be actively hunting the character (unless the character also takes the Hunted disadvantage), but rather they've offered to pay a handsome reward to whomever does their dirty work for them.  This works similar to the "Rogue's Gallery" option for Hunteds, except that the player has no say in the list of possible Hunters.
''Easily Concealed, Noticed And Recognizable, Commonly Used Senses: 5 Points''
''Concealable, Noticed And Recognizeable, Commonly Used Senses: 10 Points''


''Type:'' Distinctive Feature
''Description:'' A character with this Disadvantage has had some type of mark (usually a symbol or ornamental pattern) burned into his skin, leaving a scar in the shape of the symbol.  The meaning behind the mark, and the reasons for the branding, are many.  The character could be a [[Slave]] branded with his owner's mark, a member of a cult or secret society where brands operate as both identifying marks and as rites of endurance, or possibly the character is a prisoner and branding was his punishment.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' The character is [[Overconfident]], but only social situations.  As such, he treats everyone as his equal, regardless of social standing, and speaks his mind without fear (or tact).  The character often comes across as being [[Cocky]] or [[Arrogant]].
''Frequently, Greatly: 15 Points''


''Type:'' Psychological
''Description:'' This character often makes decisions without thinking them through.  He tends to physically deal with situations, instead of mentally.  Instead of receiving key information from a suspect, he might get a sore fist and a reprimand.  This character receives a -3 penalty to all Interaction Skills.
''Concealable, Noticed And Recognizable, Commonly Used: 10 Points''


''Type:'' Distinctive Feature
''Description:'' A character with this Distinctive Feature is generally covered in bruises all the time.  Even when he wins a fight, he looks like he lost one.  This has the cumulative effect of making the character look shabby or low class.  In addition, any Presence Attacks the character makes based on fearsomeness or toughness are reduced by one die.
''Infrequently, Slightly: 5 Points''

This character gets marked up by physical contact easily.  Even when the character wins fights, he looks like he lost.  The character's comeliness should never be more than 12, and for 1d6 weeks after any combat in which he was hit (not necessarily damaged -- just being hit will do it), suffers a -1 to his Comeliness.  In addition to a lowered effective Comeliness, the character's natural healing rate is halved.

The character can also take [[Bruises Easily (Distinctive)]], but should not take this Disadvantage in combination with [[Tough Guy Bruises]].
''Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' This character enjoys picking on anyone smaller or (in the character's perception) weaker than he is.  In fact, doing so is so natural to him that he must make an Ego Roll in order to not do it.  A //Bully// will seldom pass up an opportunity to intimidate or threaten someone smaller or weaker.  In combat, he tends to attack the nearest, smallest opponent first.  It should be noted that most bullies are actually cowards at heart, and will avoid a fair fight if they can help it.  When one of their targets successfully fights back, it usually destroys whatever credibility the //Bully// has as a tough guy until he somehow re-establishes himself as the tough guy.
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage isn't bothered by disturbing scenes or emotional situations.  Its not that he doesn't care... its just that emotional reactions just get in the way of objectives, and besaides, he's seen it all before.  This character plays it so cool that he might eat a hotdog at a bloody crime scene, or punch out a villain whose disguised himself as a nun in front of a busload of school children.  Others might not understand this character and see him as having an "I don't care" attitude.  In situations where strong emotional responses are normal and the character is with a group of people, he receives a -2 penalty on any Presence-based skills.
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' This character sees the world differently from most other people.  He is always looking for the hidden meanings and lessons of life.  A building fire might not be bad if you're the oak tree that grows from its ruin.  Buddhist monks are good examples of people with this Disadvantage.  However, others might not approve of philosophical statements during stressful times, and could react strongly to one being uttered.
''Frequently, Greatly: 15 Points''


''Type:'' Physical
''Description:'' This Disadvantage is generally only appropriate for mechanical characters such as androids and robots, though it could be expanded to include magical constructs as well, like golems and the undead.

The character cannot heal damage on his own; he requires the assistance of technicians, a supply of spare parts, diagnostic tools, and so on.  The time it takes to effect repairs once the character has reached the shop is up to the GM, but it is suggested that such repairs take at least a half hour per point of Body repaired.
''Frequently, Greatly: 15 Points
Frequently, Fully: 20 Points''


''Type:'' Physical
''Description:'' This is one of the classic "Vampire" Disadvantages, though it can apply to nearly any evil, supernatural creature.  The character is physically incapable of crossing a moving body of water, such as a stream, river or ocean (or even a gutter after it rains!)  This Disadvantage is usually of a supernatural nature, traditionally applied to vampires and certain kinds of ghosts.  Underground streams, water pipes and the like usually do not count; the water has to be moving on the surface.  At the Greatly level, the character may be carried over running water by someone else, usually with great discomfort.  At the Fully impairing level, not even this will work.  The running water acts as an otherwise invisible and intangible wall for the character.

This Disadvantage works well with the other "Vampire" Disadvantages:  [[Cannot Enter a Home Without First Being Invited]], [[Repelled By Religious Symbols Or Objects]], and [[Repelled By Mirrors]].
''Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' This Disadvantage applies to a character who has either had their driving privileges legally removed or who has not come into them yet.  Its only appropriate for modern day campaigns.  It is possible that the problem is temporary; that is, its something law related such as a conviction for joyriding or drunk driving.  It could also be that the reason is more permanent, but in that case the character will likely have a Physical Limitation that makes driving impossible (such as having [[Grand-Mal Siezures|Epilepsy]] or [[Blindness|Blind]]).
''Frequently, Fully: 20 Points''


''Type:'' Physical
''Description:'' This is another of the classic "Vampire" Disadvantages, though it can apply to nearly any evil, supernatural character.  With this, the character is literally prevented from entering a person's private dwelling unless a person authorized to do so gives them permission to enter.  After permission is given, the character can enter, leave, and re-enter as he likes without difficulty until the permission is revoked.

The definition of "private dwelling" that applies to this Physical Limitation is a practical one and depends on the circumstances.  The hotel room occupied by a traveler on a business trip counts as "home" for the purposes of this Disadvantage, as do communal dwellings such as Quonset-hut style barracks that houses multiple persons, a pup tent set up by a hiker, a prison cell holding a long-term prisoner, or even the cave-dwelling of a person marooned on a desert island.

As noted, while this Disadvantage is usually associated with vampires, it could represent a magical prohibition in a fantasy campaign or counter-programming of an android or robot in a science fiction setting.  This Disadvantage works well with the other "Vampire" Disadvantages:  [[Repelled By Religious Symbols Or Objects]], [[Cannot Cross Running Water]], and [[Repelled By Mirrors]].
''All the Time, Slightly: 15 Points''


''Type:'' Physical
''Description:'' A character with this Disadvantage is totally devoid of emotion and feelings.  He has no sense of humor, does not feel pity or regret, and cannot hold compassion or sympathy for another person.  He does not get angry, nor does he feel fear.  The character finds it difficult to relate to the emotions of others; he usually finds them an unnecessary and wasteful expenditure of effort.  Likewise, other people tend to see the character as cold and heartless.

This Disadvantage is different from [[Emotionless]] in that an [[Emotionless]] person is either hiding their emotions or psychologically incapable of properly expressing them, while a person with this Disadvantage is actually incapable of having the emotions in the first place.

It is appropriate for the character to take Social Limitations that reflect his inability to deal with other people's emotions.
''Frequently, Fully: 20 Points''


''Type:'' Physical
''Description:'' A character with this Disadvantage cannot ever learn any new skills.  This may be caused by brain trauma, or the character may have an electronic brain designed for one purpose.  Once created, this character may never learn any new skills without first buying off this Disadvantage.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character can't stand the thought of looking weak in front of others.  He can refuse a challenge from someone he knows to be less powerful than himself, which is what separates this Disadvantage from [[Cannot Turn Down A Challenge]].  However, the character will not turn down a challenge from someone of roughly the same or greater power... unless the challenge is obviously suicide, in which case the character will have to find some other way to defeat his opponent and redeem himself.

A character with this Disadvantage will not complain about fatigue, pain, or injury, and will never surrender without a fight.  He is also particularly easy to needle or taunt about being afraid.
''Infrequently, Greatly: 10 Points
Frequently, Greatly: 15 Points''


''Type:'' Physical
''Description:'' The character's body cannot recover from certain kinds of damage without special medical aid.  Generally, this Disadvantage is found in fantasy campaigns as the result of a curse, or a flaw of a particular monster's regenerative abilities.  For example, a werewolf might not be able to heal wounds caused by silver weapons, a dead giveaway when they return to human form.

The frequency of the Disadvantage is based on the commonness of the damaging special effect.  At the GM's option, if the Disadvantage is particularly well-known it's severity goes up from Infrequently to Frequently, or from Frequently to All The Time (depending on the precise special effect) making it worth five more points.  (Silver weapons are normally rare, but everyone *knows* that they hurt werewolves, for example.)
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character loves mocking his opponents in combat.  He constantly lets loose with a string of sarcastic bon mots that get under his opponent's skin... or are at least supposed to.  This can be a difficult Psychological Limitation to rollplay if the player has trouble thinking up sarcastic remarks on the fly.

A character with the Strong level must make an Ego Roll to stop taunting, unless he knows that not stopping will most likely get himself killed.  There is no Total commitment version of this Disadvantage because a character who taunts all of his opponents all of the time will very shortly be a dead character.
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This is perhaps //''the''// classic gadgeteer Disadvantage.  A character with this Disadvantage simply cannot keep his hands off of anything mechanical.  He wants to check out any device or machine he encounters to see how it works and how it was put together.  Taking this Disadvantage with a Moderate commitment means that the character naturally gravitates towards any machines or gadgets that happen to be about, but can force himself to stay focused on something else, or to keep his hands off if he has to.  The Strong commitment means that the character has to make an Ego Roll to stay away from anything mechanical, unless doing so violates a stronger Psych Limit.  A character with this Disadvantage at the Total commitment level can't keep his hands off machinery unless one of his other Total commitment Psych Limits is in violation.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage feels compelled to act to resist what he sees as evil whenever confronted with it.  The character may have other Psychological Limits which more clearly define what the character sees as "evil" (as opposed to what the character sees as merely "wrong").  For example, while the character might see torture and murder as "evil", he may see theft as being merely "wrong".

The character will always act to oppose the evil, heedless of the consequences.  If doing so means violating laws, he will break them without hesitation.  If doing so means endangering his own life, the character sees this potential sacrifice as only fitting.  At Strong commitment, the character can force himself to not act in the face of evil if he makes a successful Ego Roll.  At Total commitment, he cannot do so except in the most dire of circumstances.  This Disadvantage works well with [[Devoted To Justice]] and [[Incorruptible]].
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This is the classic "Doctor Doom" Disadvantage. The character's face is somehow horribly disfigured and the character can't stand the sight of it. Such a character will always have his face covered by some sort of hood or mask. The GM (or player, in the unlikely event his Disadvantage is taken by a player character) should decide ahead of time what the character's reaction will be if he is somehow forced to view his own face. He could be stunned (in the game mechanics sense of the word), he could go berserk, or something else entirely could happen.

In most cases, this Disadvantage will be taken in conjunction with a Distinctive Feature such as [[Extensive Scarring]], [[Horribly Burned]], or [[Hideous]].  It could be just as interesting to have a character with this Disadvantage, but without the character's face actually being messed up (but still taking the Distinctive Feature [[His Face Is Always Concealed]]). In this case, his problem with his appearance is all in his head.
Tiddler'
''Uncommon, Moderate: 5 Points
Uncommon, Strong: 10 Points
Uncommon, Total: 15 Points''



''Type:'' Psychological
''Description:'' This Psychological Limitation should only be taken by male characters.  In addition, the attitudes expressed by this Disadvantage are generally held to be old fashioned, and thus aren't always appropriate for campaigns set in the modern day.

The character believes that it is somehow dishonorable, mean, evil, or just wrong to physically strike a woman under any circumstances (even when that woman is doing her best to beat down the character).  He will avoid situations where he is called to strike a woman, and even when she insists on fighting, he'll try to avoid it.  Note that this Disadvantage does allow him to defend himself by grabbing her, entangling her, or otherwise keeping her from hitting him.  This limitation works well with [[Honorable]], as well as [[Cannot Look Weak]] (the latter especially when it comes to male characters who are being abused by their wives, mothers, or girlfriends).

//Cannot Strike A Woman// is listed as Uncommon because for the most part, female opponents are outnumbered by male opponents 3:1. If female villains are more common than that, the frequency goes up from Uncommon to Common, making it worth five more points.
''Infrequently, Slightly: 5 Points''


''Type:'' Physical
''Description:'' The character tends to sink and drown when in water deeper than he is tall.  The character doesn't know how to tread water, float, or even dog paddle.  His Swimming rate is sold back to 0", and when in deep water is almost helpless.

This Disadvantage is different from [[Sinks Like A Stone]] because that character cannot float at all, but one with this Disadvantage has a chance of staying afloat if someone is there to show him how.  It is suggested that the character take the Psychological Limitation [[Panics When Certain Conditions Exist]], defining the "certain condition" as the character being in deep water, or something similar, to simulate his reaction to being unable to keep his head when in such water.
''Uncommon, Total: 15 Points''


''Type:'' Psychological
''Description:'' This Disadvantage means that the character simply cannot bring himself to say anything he believes to be untrue, and is not going to lie by omission, either.  The only circumstances under which he would consider telling a lie is when another of his Total commitment Psych Limits is in violation, and even then he must make an Ego Roll.  In some ways, this Psychological Limitation is a milder version of [[Truthful]]
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character who //Cannot Think For Himself// isn't literally unable to think for himself, but rather has trouble making important decisions without the advice of others.  In the case of extremely important decisions, the character may need to have another person make it for him.  Basic decisions (such as "what to wear", "what to eat", etc.) can be made by the character with no problem.  Anything more complicated than that (such as "which restaurant to go to" or "which movie to see") and the character begins to have problems.  If taken at the Strong level, the character can make a decision on his own if he makes an Ego Roll.  If taken at the Total level, the character can only make up his mind in the most critical of situations.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character will always accept any contest, wager, or open challenge of competition, especially if there are stakes involved.  However, the stakes don't really matter, its the thrill of competing that the character loves.  The character will be even quicker to accept the challenge if the opponent taunts him while doing so.  At Strong commitment, the character can make an Ego Roll to refuse the challenge.  At Common Total, the character cannot refuse the challenge unless one of his other Total commitment Psychological Limitations is in violation, and even then he must make a successful Ego Roll.
''Uncommon, Strong: 10 Points''


''Type:'' Psychological
''Description:'' This character changes his mind, and his actions, on a whim.  He begins projects, then drops them for no reason.  He makes plans, then changes them without warning.  He also is horrible at keeping appointments, meeting deadlines, or actually holding up to any sort of responsibility at all.  In order to act in a consistent of responsible way, the character must make an Ego Roll.  The character will no doubt have other Psychological Limitations that set boundaries for what the character would or would not do on a whim.
''Frequently, Greatly: 15 Points''


''Type:'' Physical
''Description:'' A character with this Disadvantage carries some communicable disease in his system.  The disease is harmful (or at least annoying), but need not necessarily be deadly.  If the character is a carrier of the disease, he himself is not affected or harmed by it.  If the character is infected, however, the disease harms the character himself as well as those around him.

To be an appropriate Disadvantage, the disease must be one that either cannot be cured or, upon being cured, renders the patient a carrier of the disease.  (For example, a person who contracts hepatitis and is then cured carries hepatitis microbes in his bloodstream for the rest of his life and is capable of infecting others later on.)  The exact nature of the disease is up to the player.  Possible examples of appropriate diseases include herpes, malaria, hepatitis, the HIV virus and most other sexually transmitted diseases, and typhoid.
''Infrequently, Fully: 15 Points
Frequently, Fully: 20 Points''


''Type:'' Physical
''Description:'' This rather nasty medical condition causes its victim to enter a coma state which strongly resembles death at somewhat random times, regardless of their emotional state or activity at the time.  This differs from the Simulate Death talent in that it's entirely involuntary and the victim has no control over when the coma will end.

At the GM's discretion, this Disadvantage may be worth more in settings where medical science is not sufficiently advanced to detect the difference between catalepsy and death (the character could wake up to find himself buried in his own grave), or worth less in settings with "life-force detectors" which could tell anyone looking that the character was still alive.

This Disadvantage is often combined with a negative Reputation or the [[Harmful Secret]] limitation, as it really freaks some people out.
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' The character has a goal that will take a long time to accomplish, one that could easily be foiled by rashness in the here and now.  Thus, he considers all actions in the light of his long-term goals, and tends to be very conservative in his thinking.  Such a character is more likely to be an economist or a bank officer than an adventurer, but sometimes they are forced into action by circumstances.

This Disadvantage goes well with [[Must Have A Plan]].  It is seldom seen with [[Adrenaline Junkie]] or [[Impatient]].
''Frequently, Minor: 10 Points
Frequently, Major: 15 Points
Frequently, Severe: 20 Points''


''Type:'' Social
''Description:'' A character with this Disadvantage is a highly sought after individual.  They are famous for one reason or another, as determined by the player (possibilities include being a rock star, an actor, the head of a multinational corporation, a well-known government official, or even a decorated war hero).  This Disadvantage is different from the Social Limitation [[Identity (Public Identity) in that the character doesn't have any enemies gunning for them (at least in the beginning).  In addition to being constantly bothered by paparazzi and the public, the character is constantly asked to set aside time for a myriad of social events and appearances.

The nature of this Disadvantage is akin to not only living in a fishbowl, but also being the most colorful fish.  At Minor severity, the character's life is public record, and his private life is intruded on regularly.  At Major, this intrusion is such that the character is considered to be a Contact by anyone who they've ever met.  At Severe, they may also be considered a rival, whether or not the character knows it.
''Infrequently, Major: 5 Points
Frequently, Major: 10 Points
Very Frequently, Major: 15 Points''


''Type:'' Social
''Description:'' It is a matter of public record that the character was institutionalized for a mental illness.  How well this is known is indicated by the frequency.  The character is "much better now" and allowed to walk around freely.  However, those who find insanity unpleasant to think about will avoid the character, some employers will not hire him, and any "crazy-sounding" statements will be viewed with extreme suspicion.

It is not necessary for the character to actually be suffering from a mental illness to take this Disadvantage, or indeed to take any Psychological Limitations whatsoever.  After all, just because you aren't [[Delusional]] doesn't mean they won't lock you up for screaming about robot assassins sent from the future.

Just ask Sarah Connor.
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' This character feels compelled to help his fellow man when his fellow man is in trouble.  He will do what he can to make others comfortable, safe, and healthy.  This usually means things like donating money to charity's, working in a soup kitchen, paying the medical bills of the poor, and other charitable acts.

This Disadvantage is not the same as [[Sucker For A Sob Story]], who is someone who cannot help himself, and can easily be taken advantage of.  Instead, A character with this Disadvantage won't help a person if the "sob story" is false or can be proven to be so.  In addition, he will not necessarily inconvenience himself in order to help out another.
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' This character simply hates to spend money unless it is absolutely necessary.  He may not necessarily be a [[Miser]], and he may not necessarily be [[Greedy]], but it's unlikely that he will eat at a fancy restaurant if a Denny's is available.  It is also unlikely that he would ever lend anyone any money, even a friend.  And of course, the character will see no reason to spend money on name brands if a generic is available.

The difference between a character who is //Cheap// and a character who is a [[Miser]] is that a //Cheap// character will always look for the best deal possible, while the [[Miser]] looks for the least expensive option, period.  The difference between a //Cheap// character and a [[Greedy]] character is that a //Cheap// character isn't necessarily obsessed with material wealth... he just doesn't like to spend a lot of money if he doesn't have to.
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' A character who is a //Cheerful Charlie// carries themselves with a buoyant air of brisk cheerfulness.  He is generally happy and upbeat (though not necessarily all the time), and can usually be trusted to brighten whatever room they enter.  The character never has an ill word about anyone, greets everyone with a cheerful "Good morning/afternoon/evening", and always has a pleasant comment or amusing anecdote to share.

The character isn't necessarily an [[Optimist]] (although most //Cheerful Charlies// are), and they aren't necessarily [[Naive]] (although that is common as well).  They just have a brighter view of the world than most.
''Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' A character with this Social Limitation seems to draw girls to him like flowers draw bees.  He can charm the pants off of pretty much any girl (of any age) without even trying... and he usually doesn't try.  He knows precisely what to do, and what to say, to make the female heart go pitty-pat.  Ironically, he's usually utterly ignorant of his effect on women, and thus is utterly confused when other men take a dislike to him (because their girlfriends find him attractive) and women seem to be competing over him.

When the character is female, this Disadvantage is called //''Stud Magnet''//.  Taken to the extreme, this Disadvantage becomes [[Even The Guys Want Him]].
''Uncommon, Strong: 10 Points''


''Type:'' Psychological
''Description:'' A person with this Disadvantage is, politically, a strong proponent of the military.  He supports his country going to war to solve its problems... as long as someone else goes off and fights it.  To this character, the phrase "support the troops" is as much a religious mantra as "Hail Mary, full of grace. The Lord is with thee" is to a Catholic.

In general, a //Chickenhawk// carries a great amount of enthusiasm for "fighting the good fight", and "being tough" on whichever opponent his nation is facing at the time.  This enthusiasm is utterly usually caused by a lack of personal experience with war; most emphatically when that lack of experience came in spite of ample opportunity in that person’s youth.  (That is, most //Chickenhawks// found ways of avoiding serving in the military when they were younger, despite having however many chances they had to do so, including a war when they were younger.

This Psychological Limitation works amazingly well with [[Politically Conservative]].
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage is overly concerned with the minutia of military (or paramilitary) bureaucratics.  He's the type of character who dresses down a soldier for not shaving, despite the fact that the soldier in question has been on the front lines in close combat for the past month.  This person carries the letter of any regulations above and beyond the spirit of them, to the point of unreasonableness.

The word //Chickenshit// originated during World War II, and as originally used referred to regulations and directives that were so silly and trifling that they don't even "measure up" to the level of bullshit.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' Like a character who is merely [[Naive]], this character tends to be too trusting, but additionally has a simplistic view of reality.  Everything is seen in in terms of black and white:  this is good, that is bad.  Good is rewarded, bad is punished.  Things I want are all good, things I don't want are all bad.  Unfortunately, the world is rarely every black and white, and the character is usually very disappointed when he finds this out.  However, he never seems to learn from it.  This Disadvantage is probably too annoying for other characters to be taken by a player character.  It might be an interesting Disadvantage for a powerful NPC hero (or villain) who was raised in a sheltered environment.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage has all the problems of being [[Childishly Naive]], but also is [[Impatient]]... anything the character wants, he wants //''RIGHT NOW!''//  The character is more than disappointed when he finds out that not everything revolves around him, and is prone to throwing a temper tantrum when things don't work out the way desired.

This Disadvantage is also probably too annoying for other characters to be taken by a player character.  This makes an interesting Disadvantage for a powerful NPC hero (or villain) who was raised in a sheltered environment.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character tends to place everyone into one of two categories:  those who are "nice" and thus to be trusted without reservation, and those who are "not nice" and thus are not to be trusted ever.  The character will go along with the "nice" people, doing what they say with little or no doubt that the nice people are wholly truthful and well meaning.  Similarly, the character will never cooperate, trust, or believe "not nice" people, resisting anything they say or do even if common sense would dictate otherwise.  The character classifies other people as "nice" or "not nice" with but a moment's interaction; a person being able to change his classification needs weeks and months of interaction with the character.

Essentially, the character is required to make an Ego Roll to notice when a "nice" person is being untrustworthy (such as when the nice man who lives next door asks you to take this package to a certain address and make sure that it doesn't get opened, especially by the police), or when a "not nice" person should be trusted (such as when the angry security guard who threw the character out of the building tries to get the character out of oncoming traffic).
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This person finds something about everything to complain about.  He is never really happy with anything.  If he wins a million dollars in the lottery, his first thought isn't "I'm rich!" but "Damn it!  Now I'm going to have to pay a ton of taxes".  When he's recognized for some achievement, his first thought is "God, I hate standing in front of people and having to make a thank-you speech".  He's not necessarily a [[Pessimist]] because he doesn't always expect the worst possible outcome to occur.  Rather, he always finds the cloud to go with every silver lining.

When the character is in a situation that is "worth complaining about" (meaning an actual unpleasant circumstance), this Disadvantage temporarily turns more into [[Crybaby]].  The character can force himself to stop complaining if he makes a successful Ego Roll.
''Infrequently, Slightly: 5 Points''


''Type:'' Physical
''Description:'' The character's teeth are subject to frequent cavities, misalignment, and being damaged in battle.  This gives the character painful toothaches from time to time, and requires him to either remain in great pain perpetually, or else spend an excessive amount of money on fixing these problems.
''Not Concealable; Noticed And Recognizable; Commonly Used Senses: 15 Points''


''Type:'' Distinctive Feature
''Description:'' Much to his own embarassment, a character with this Distinctive Feature can't seem to stop farting... usually in public.  While the character's flatuence need not be of the "high school humor explosive" volume, they are audible, and everyone around the character can tell precisely who "let one go".
''Concealable; Noticed And Recognizable; Commonly Used Senses: 10 Points''


''Type:'' Distinctive Feature
''Description:'' A person with this Disadvantage has trully horrid breath that little or nothing can curtail.  Everyone within a few feet of the person (exact range depending on the severity of the disadvantage) can immediately detect the odor and identify the person as the source.  No special senses are required for this.  The reason for the odor can be medical or genetic or even racial.
''Common, Strong: 15 Points''


''Type:'' Social
''Description:''  This character is so friendly that he's become a burden to his friends.  Other people watch out for the character on their Caller ID, because if they pick up the phone they'll be on the line with the character for hours.  If the character is seen first, others will melt into the woodwork to avoid becoming part of the character's day until all hours of the morning.  This is the friend who does not go home.  The friend who thinks everyone wants company all the time.  At no time does he realize that he's being a pain in the ass, and at no time does he inconvenience others intentionally.  Its just the way he is.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' The character believes in the good of the community in which he lives.  As such, he takes an active interest in civic affairs and works to improve local conditions.  He will not litter, and do his best to prevent property damage.  Characters with this Disadvantage often volunteer their time and talents to the community without thought of reward.
''Occasional Minor: 5 Points
Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' The character has had special training and experiences that no one who has not gone through a similar process could understand.  Classically, this is military training, but could also apply to elite police or firefighting units, an espionage service, or even being an emergency room doctor.

This is generally a group Disadvantage, triggered by two or more of such people meeting at a social event.  They will tend to gravitate towards each other to talk shop and tell war stories, and others who don't share this bond will find themselves uncomfortable in the conversation (or even actively shut out.)  The frequency of this Disadvantage should be chosen based on how often the character will be meeting others with the same Disadvantage.
''Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' The powers of this character have a detrimental effect on the character's clothing.  The exact reasons why depend on the character's concept and the player's choice.  For example, the character could grow into a nine-foot-tall hulking brute, whose clothes are ripped to tatters by his expanding body.  Or the character could burst into flames, incinerating his clothing in mere seconds.  Regardless of the exact circumstances, the character's clothes do not survive the activation of the character's powers.  This generally leads to uncomfortable situations and embarrassment for the character and those around him.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character tends to ignore important facts about his situation, going with his first instinct and opinion regardless of other data.  Generally, this phenomena occurs in social situations; the character isn't a total incompetent and can do his job well when required (though this is hardly the rule... a character who takes this Disadvantage at the Strong level can be truly dangerous to others as well.)  Its just that the character is so intent on pursuing his course that he fails to notice things (for example, at a party the character might be so intent on picking up the beautiful redhead next to the punch bowl that he never catches the hint that she's married to the character's boss).

At the Moderate level the character can notice important details that contradict his preconceived notions if he absolutely has to.  At Strong, the character must make an Ego Roll in order to be able to do that, and even then requires the facts to be wrapped in a brick and thrown in his face.
''Frequently, Greatly: 15 Points''


''Type:'' Physical
''Description:'' A character with this Disadvantage has hands that are not made for fine manipulation.  The reasons why depend on the character's concept and the player's choice.  For example, the character may be a "beast man", whose hands are closer to paws than real hands, or a large and imposing brick, whose fingers are thick and stubby, or an octopoid alien whose hands are nothing more than the ends of his tentacles.  Whatever the reason, the character is unable to do any task which requires the ability to finely manipulate or dexterously wield objects.

Such tasks as pushing the buttons on a telephone, writing a note in a precise script, detailed painting, operating most electronic devices, etc. are either beyond the character or suffer a -4 penalty to the roll.  Note that this Disadvantage does not affect the character's overall Dexterity; rather, only his manual dexterity is affected.  Also note that its possible that specially built devices can mitigate this limitation somewhat.
''Common, Moderate: 10 Points''


''Type:'' 
''Description:'' This Disadvantage is similar to both [[Overconfident]] and [[Arrogant]], but has important differences to both.  A character with this Disadvantage becomes so proud of their recent successes that they believe that they not only will win, but also not get hurt by the outcome of most events, and thus aren't overly worried even when they should be.

In addition, this character isn't [[Overconfident]] in all situations -- just those in which he recently had some measure of success (for example, if during a fight between the character's team and a villain team, disabling one opponent will cause the character's //Cockiness// to spring to the fore, even though during the strategy session before the fight the character admitted that the combat would be tough going).
''Frequently, Minor: 10 Points
Frequently, Major: 15 Points''


''Type:'' Social
''Description:'' The character is seen by others as cocky and "full of himself."  Some people will even see him as arrogant.  Usually, other people will confine themselves to verbally telling off the cocky person, and avoiding his presence (especially when it seems likely to endanger them.)  At the Major level, other people will attack or challenge the supposedly cocky person to "take him down a peg."

This Disadvantage is often taken with [[Cocky (Psychological)]].
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character is sworn or otherwise dedicated to a set of beliefs which his native culture considers to be good and just.  The specific tenets of this should be clearly defined by the player and accepted by the GM before the character is played (or, in the case of [[Non-Player Characters]], the <nowiki>GM</nowiki> should have a clear definition of the code before he brings that character into play).  Not all //Codes Of Conduct// are going to be the same, because what is considered noble and honorable differs from culture to culture.

Some examples of various //Codes Of Conduct// would include:

*''Bushido:'' Behavior under this code includes always treating those deserving of honor with honor but treating the dishonorable with scorn, avanging all insults, accepting death before dishonor, utter obedience to one's superior's, even unto death, , and never showing fear.
*''The Celtic Code:''  Vengeance is essential.  If you (or your family or your clan) are insulted, you must demand an apology.  If none is given, you must issue a challenge.  If you lose, you must try again as soon as you are able.  If a truce is called, it must be observed.  You must try to be first into combat.  Never lie to an ally.  Do not take advantage of an unsuspecting enemy.
*''Code Of Chivalry:'' Honor in battle (meaning no attacks on an unaware foe, not using missile weapons, and treating a vanquished foe mercifully), expect obedience from those below his station and provide obedience to those above, protect the weak and the defenseless, and honesty in all things.
*''Gentleman's Code:'' Never break your word.  Never ignore an insult to yourself, to a lady, or to your flag; insults may only be wiped out by an apology or a duel (not always to the death!).  Never take advantage of an opponent in any way; weapons and circumstances must be equal (except in open war).  Associate only with those of your social class.
*''Hero's Code:'' Sometimes known as the //Four Color Code//, this //Code Of Conduct// is best exemplified (believe it or not) by Batman as portrayed by Adam West in the 1960's TV series "Batman".  It is very close to [[Honest]], but even more so: work to your utmost to uphold the law at all times.  Never lie, cheat, or swear.  Drink nothing stronger than soda pop and chocolate milk.  Don't smoke.  Protect anyone weaker than yourself, and always try to be a good example to the kids.
*''Omerta:'' This is the code of silence followed by members of the Mafia:  Don't reveal any secrets you might learn under pain of death.  Obey the Capo Crimini without hesitation.  Avenge attacks on family members, because attacks on one of us is an attack on all of us.  Avoid any contact with the police.
*''Policeman's Code:'' This is the code that most police forces are supposed to operate under.  Always defend public safety, protect the innocent, only respond with equal force in combat (meaning, if the opponent isn't using lethal force, neither will the person with this code), Follow the law in all things.
*''Soldier's Code:'' This is the //Code Of Conduct// between "good-guy" soldiers on TV and in the movies (and sometimes with their more [[Honorable]] foes).  It's better to die on your feet than live on your knees.  Never leave a man behind.  Never give up, never give in.  Never let an insult to you, your unit, or your branch of service go unpunished, especially if it comes from a member of a wimpy branch of service.  All branches of service other than yours are wimpy.  Show mercy to the enemy when you defeat him, as long as he's been honorable with you.  Otherwise, kill him.
*''Sorcerer's Code:'' This code is followed by wizards in a modern setting in which magic is generally disbelieved and unknown to the general public.  Maintain the veil that keeps the mundane world unaware of the existence of magic.  Magic is too dangerous for the common man and must be kept out of his awareness.  Cover up mystical events, even ifyou had no part in them.  Battle only in private.

As can be expected, there are many, many other possible codes.

This Psychological Limitation ends up giving the character several restrictions that would otherwise be considered separate Psychological Limitations.  The character may not take both //Code Of Conduct// and those other Disadvantages, even though the point total for all of the individual Disadvantages is higher if they are combined.  A //Code Of Conduct//, while actually encompassing several lesser Psychological Limitations, is worth less points because it also carries a measure of distinction and respect.  For example, while villains may taunt a character who follows the //Hero's Code//, others will admire and look up to such a character for his solid principles.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character keeps himself apart from others.  He is not necessarily grim or overly private, but he never shows concern for others (even if he is actually feeling it) and never gets too involved in others.  The character tends to work alone; although he will certainly cooperate with a team of heroes, he will never actually join.  At the Moderate level, the character can force himself to not act in this manner when necessary.  At Strong, he must make an Ego Roll in order to do so.

This Disadvantage works well with [[Loner]] and [[Grim And Humorless]].
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage has no concern for others with regards to the execution of his own schemes.  He treats others like pawns, and if necessary is ready to sacrifice them.  He uses whatever means he deems necessary to get ahead, and treats everyone he meets as a potential cog in his machine.  In short, he does what is necessary.  At the Moderate level, the character can force himself to not act in this manner when necessary.  At Strong, he must make an Ego Roll in order to do so.  The character may have other Psychological Limitations which determine to what lengths he is willing to go.  It is suggested that the character not also have [[Attitude About Lethal Force (Code vs. Killing)]].
''Frequently, Greatly: 15 Points''


''Type:'' Physical
''Description:'' A character with this Physical Limitation cannot regulate his internal temperature.  Rather, his body temperature is dependent upon his surroundings.  If the environment around him gets too cold, he cannot move or function.  Characters with this limitation tend to live in warm regions, or within climate controlled environments.

In game terms, if the temperature level is above +3 or below 0, the character's movement rate and DEX are halved.  At temperature level -2 and below, the creature cannot move at all and will likely freeze to death quickly if not safely sheltered somewhere.  This limitation is especially appropriate for reptilian characters and creatures.

Note that some reptilian creatures from fantasy (dragons, for example) might be warm-blooded rather than cold.  Also note that scientists have found compelling evidence that dinosaurs may have been warm-blooded as well.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is only appropriate for villains, though its possible it could be allowed to characters in a Dark Champions or <nowiki>Post-Apocalyptic</nowiki> setting.

A character who is //<nowiki>Cold-Hearted</nowiki>// feels very little passion or emotional warmth.  He is incapable of feeling sympathy.  He's not [[Cruel]], because cruelty actually requires passion and this character doesn't have any.  Rather, the character is heartless and indifferent to the feelings of others.  He might also be considered [[Ruthless]], though he's not actively trying to be so.
''Uncommon, Total: 15 Points''


''Type:'' Psychological
''Description:'' This Disadvantage means exactly what it says: the character has no tolerance for inflicted pain or torture, and will immediately surrender if faced with it.  The character may, at first, try to bluff his way out about what he does or does not know, but if it looks like torture is actually going to be applied, he'll tell his captors everything they want to know, and some things they don't.  This Psychological Limitation is not the same as [[Coward In The Face Of Pain]], which is for a character who cannot and will not pursue courses of action that may turn out to be painful.  Rather, a character with this Disadvantage cannot stand the thought of someone //intentionally// causing him pain, but who is willing to otherwise risk the chance of physical danger.
''Infrequently, Slightly: 5 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage cannot perceive the differences between some or all colors that other people can distinguish.  This is usually a genetic condition, but may also occur because of eye, nerve, or brain damage.  .

In everyday life, this is mostly merely a nuisance.  However, in any situation requiring color identification (such as buying gems, uniform identification, cutting the yellow wire and not the blue wire to disable the bomb) there will be minuses.  Certain skills will also be harder to use.  When using Criminology, Electronics, Forgery, Science Skill: Chemistry (and related fields), Tracking, and Trading, the character will suffer a -1 penalty to his roll if the specific circumstances require awareness of color.

It should be noted that while color blindness is usually classed as disability, in selected situations color blind people have advantages over people with normal color vision. There are some studies which conclude that color blind individuals are better at penetrating certain camouflages, and monochromats (that is, people who see the world only in black, white, and shades of gray... their vision resembles an old-fashioned black and white movie) may have a minor advantage seeing in the dark.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character tends to "freeze" in combat situations.  This is not the same as being a [[Coward]]; in the case of this Disadvantage, the mind might be perfectly willing to fight, but the body is quite so enthusiastic about the idea.  In any situation in which personal harm seems imminent, the character must make an Ego Roll to avoid losing his action for that phase.  If a character freezes, a separate roll must be made at each of the character's phases following the freeze (with a cumulative +1 bonus to the roll per phase).  Having friends present adds another +1 to the roll.
''Uncommon, Total: 15 Points
Common, Total: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' This character has something in his life to which he is dedicated.  The specific goal is up to the player, but it should be some appropriately dramatic goal.  For example, //Committed to Destroying Viper// or //Committed to Rebuilding Saint Michael's Cathedral After Its Destruction By Mechanon// are appropriate goals.  //Committed to Collecting All The Episodes Of M.A.S.H// wouldn't be, normally.

There are possible exceptions, though, where a seemingly unexciting goal could have enormous dramatic potential. For example, in the movie //The Terminal//, Tom Hanks plays a man who is //Committed To Finish Collecting The Autographs Of His Deceased Father's Favorite Jazz Musicians Because He Promised The Old Man He Would//.  If you don't think that was dramatic, you need to watch that movie again.  Or grow a soul.

The Frequency (Uncommon, Common, or Very Common) of this Disadvantage depends on how often the character encounters opportunities to pursue it, as determined by the GM.
''Uncommon, Total: 15 Points
Common, Total: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage has an unreasonable urge to perform some specific action that could be considered unusual.  The list of possible actions is almost infinite, but some examples would include //Compelled To Attack Polluters//, //Compelled To Steal Shiny Objects Rather Than Just Cash//, or //Compelled To Speak Out Against Communist China At Every Opportunity//.  The reasons behind this compulsion, as well as the exact details of it, are up to the player.

The Frequency of the compulsion depends on how often the compulsion would come up.  For example, if the GM's campaign deals with environmental issues and the players are a team of environmentally conscious heroes, //Compelled To Attack Polluters// may well be a Very Common Disadvantage.  The character can resist the compulsion only in the most extreme of circumstances.
''Very Common, Strong: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' This is the stronger version of [[Feels Loyalty To His Superiors]], and should only be taken by characters who are a part of an organization.  This Disadvantage is very similar to Fervent Patriot, except that the character is not necessarily overly loyal to his home nation (though the two Disadvantages can easily be used on the same character).  A character with this Disadvantage feels that the object of his devotion (be it a person or an agency) can do no wrong.  He will never question orders that come from them, and he would be willing to die fulfilling those orders or protecting his superior.  In addition, a character with this Disadvantage will not put up with another person bad-mouthing the object of his devotion, and has little patience for those who are not as devoted as he is.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' A character who is a compulsive carouser cannot resist the urge to party.  He or she will drink as much alcohol as they can, will try almost any mind-altering substance without a thought, and isn't particularly picky about their choice of romantic partners.  A character with this Disadvantage likes the music loud and the woman (or men) hot and easy.  At the Moderate level of commitment, the character can avoid acting in this manner if necessary.  At Strong, he must make an Ego Roll in order to do so.
''Uncommon, Moderate: 5 Points
Uncommon, Strong: 10 Points
Uncommon, Total: 15 Points
Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points
Very Common, Moderate: 15 Points
Very Common, Strong: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage cannot resist owning and acquiring a certain type of object.  The specific type of object the character collects is up to the player, but can be nearly anything (from diamond necklaces to swords to beer cans).  The frequency of the Disadvantage is determined by how rare or difficult to acquire the type of object is.  Items which can be found almost anywhere and cost virtually nothing would be Very Common or Common, while items which can only be found at certain specific locations and cost hundreds of thousands of dollars would be Uncommon.

For example, diamond necklaces aren't that rare, but they are expensive; thus they'd be Uncommon.  Beer cans are neither rare nor expensive, so they'd be Very Common.  Baseball cards aren't always expensive, but they can be rare; depending on the card they'd either be Very Common, Common, or Uncommon.  Swords tend to be both rare and expensive; they'd be Uncommon.  The GM must decide what frequency a particular type of object warrants.

Regardless of the frequency, the strength of the Disadvantage determines how difficult it is for the character to control his urge to collect.  At Moderate, the character is an enthusiastic but still casual collector, and when necessary can turn down an opportunity to expand his collection.  At Strong, the character will always take an opportunity to expand his collection, and must make an Ego Roll in order to control this urge.  At Total, the urge to collect cannot be controlled except in the most dire of circumstances.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage simply cannot say no to a game of chance.  As long as there is the slightest chance that the character will win, he will make a bet.  The actual form of gambling does not matter; slot machine, sports bet, poker game, or even the lottery all call to the character.  In order to avoid joining the game, the character must make a successful Ego Roll.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage lies about just about anything, for no real reason at all.  Its not that the character is devious or cunning.  Its just that for some, he lies constantly, oftentimes seemingly at random, in the same way that a character with [[Kleptomania]] takes things without thinking about it.  The lies themselves need not be obvious or outrageous.  In fact, they are usually completely plausible, and as often as not they will be based on some kernel of truth.  The danger of compulsive lying is that the character begins to believe some of his own lies after a while.

A player or GM can focus this Disadvantage somewhat by specifying what it is that the character lies about.  For instance, a character could be a //Compulsive Liar When It Comes To His Own Past Exploits//.  In this case, the character wouldn't necessarilyy lie at all in his everyday life, but when talking about his past, he will lie without even thinking about it.  He may even believe that what he is saying is how it really happened, if there is no one present to contradict him.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This person cannot hold on to money.  If he sees something on sale that he is even vaguely interested in, he'll stop and spend.  If he sees anything that he's vaguely interested in being sold at a discount, he'll by double (thus negating the value of the discount).  This character is almost guaranteed to be living with maxed out credit cards.

Note that this is not the same as [[Lives Beyond His Means]] or living in [[Poverty]].  The character doesn't necessarily spend more money than he has, nor is necessarily lacking for money, but he is constantly spending money.  A successful Ego Roll is needed for the character to resist this urge.
''Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage cannot resist helping others out.  If a panhandler approaches, the character will give him every cent of cash he has on hand, and if he has no cash on hand will go to an ATM.  When the girl scouts sell cookies, he'll buy a case.  If the neighbor's car breaks down, the character will go help fix it, even volunteering to pay for some of the parts if needed.  The character never hesitates to pick up hitchhikers, and will always offer a ride to someone who needs it.

This Disadvantage could be considered a more extreme version of [[Charitable]], but differs from that Disadvantage in that a Charitable character won't necessarily inconvenience himself in order to help others.  Put another way, a [[Charitable]] person would share his umbrella in a rainstorm, while a person who is Compulsively Generous would give a total stranger not only his umbrella but his raincoat, even if it means he got soaked to the bone.

The character isn't necessarily a [[Sucker For A Sob Story]] though the two Disadvantages do work well together.  Nor is he necessarily a [[Compulsive Spender]].  Simply put, the character feels that the only appropriate action when he sees someone in need is to help out.  This trait could well become known, and thus exploited, among the character's associates.  The character can resist this urge with an Ego Roll.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage is sarcastic on a whim, having a cutting remark for every situation, regardless of what the situation is.  His remarks are not intentionally cruel, but they are always stinging.  The level of wit involved in the characters sarcasm is up to the player, but the wittier the better.  This can be a difficult Psychological Limitation to roleplay, as the character must be ready with a constant supply of sarcasm.

At the Moderate level, the character can control his urge to be sarcastic when necessary.  At Strong, he can only do so if he makes a successful Ego Roll.  This Disadvantage works well with [[Cynical]], [[Loner]], and [[Pessimist]].
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage not only has an inflated vision of himself, he also believed that others aren't as talented. This is different from [[Arrogant]], which is having an attitude of "I am just so good!" Rather, a character with this Disadvantage has the attitude "I am just so much better than you are!" He believes that he is of a special class, and there are others who just aren't in that class. In order to not believe or feel that way about others, he must make a successful Ego Roll.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This Psychological Limitation is a variation on [[Combat Paralysis]].  A character with this Disadvantage is so flustered and confused by the chaos of combat that they make near constant tactical errors, and are often a hazard to their friends and allies in a fight.  They are unable to come up with workable combat plans, and would be unable to follow it even if they did come up with one.  Quite often, the character will simply give up on trying to fight, find cover to hide behind, and do his best to not become a target.  The character always acts last in any given combat phase, and even then can only make Half Moves.

The character can force himself to act rationally in combat with an Ego Roll; in this case, the character can make a Full Move, but still takes his action last.  It is recommended that Player Characters do not take this Disadvantage, as it tends to get annoying.  It works well with [[Coward In The Face Of Physical Violence]].
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is only appropriate for a character whose powers or appearance permanently separate the character from normal humanity (for instance, a character who is permanently on fire, or a character who is permanently 9 feet tall with green warty skin).

This character who wallows in self-pity over his "exile" from the greater mass of humanity.  He holds himself apart, doesn't go out in public if he can help it, and generally is aloof with others.  However, the truth is that the character longs to take part in normal life, but feels that he cannot due to his condition.  The character will only do so after long sessions of role-playing and with help and counseling from his friends.  The character can force himself to go out when it is necessary (like to buy food or to fight a supervillain), but mostly he stays by himself at home.  Other than this, the character will only venture out on casual occasions (meaning when its not necessary) in the most extreme of circumstances.

This Disadvantage works well with [[Loner]] and [[Antisocial]].
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is really only appropriate for villains, and it assumes that the character in question has some form of mental powers, most likely related to Mind Control.

A character with this Disadvantage doesn't consider other people's minds to be sacred or deserving of privacy and couldn't care less about the pain, degradation, or embarrassment that invading their minds might cause.  This Disadvantage shouldn't be taken at less than Common, Strong.  A telepath who considers other people's psyche's to be toys at a Common, Moderate level is merely an being an asshole.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' A person with this Disadvantage believes that some ominous agency (the government, aliens, the UN, the Bavarian Illuminati, etc.) is behind the occurrence of any significant event.  He will rationalize any information to prove that this agency was responsible for the event, and ascribe a sinister motive for the event being "caused" to happen.

At the Moderate level, the character is very distrustful of the conspiring agency.  He will be very guarded when dealing with them, will collect information to support his claims, and will be either amusing or annoying to those around him.  At the Strong level, the character feels he needs to prove the conspiracy, and will spend time collecting what he believes is evidence of the conspiracy.  He will make this information public through whatever means he has, such as websites, books, and radio shows.  It is entirely possible that the conspiracy the character believes is actually true.  However, for this Disadvantage to be of value, general society should find the conspiracy outlandish, and view him as a kook.

Instead of buying this Disadvantage at Total commitment, [[Paranoia]] should be used to reflect that level of suspicion (and insanity) by the character.
''Very Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This Psychological Limitation indicates a character who has been angry for a long time, and will likely be angry for a long time.  He's perpetually frustrated with something... what, specifically, tends to change from moment to moment.  Unlike someone who is [[Always Angry And Hostile]], this person tends to keep his anger just below the boiling point.  He's not nasty about it, and while he might come off as slightly antagonistic, he never falls into being [[Antagonistic And Mean]].  Rather, this character is the one for whom the word "fuming" was invented.  This is the character that spends his days grinding his teeth and muttering under his breath, but never actually exploding into anger.
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' This character is looking to hear proof of approval from other people.  This usually comes about out of some feeling of superiority, insecurity, or from a feeling that the character's efforts go unnoticed.  Whatever the reason, the character is always trying to lead others into situations where they complement him or praise him.  The character can avoid acting in this manner when necessary.  This Disadvantage works well with several others, including [[Overconfident]], [[Unsure Of Himself]], [[Arrogant]], [[Conceited]], [[Feels Under-Appreciated]], [[Susan Lucci Disease]]. and [[Young]].
''All The Time, Minor: 15 Points''


''Type:'' Social
''Description:'' The character with this Social Limitation is under constant surveillance by the above-mentioned groups.  Everything he does or says is recorded and analyzed; everyone he comes into contact with is investigated, he has no privacy.  The level of Disadvantage is based on the premise that the character is unlikely to do anything wrong.  If the media or government is hostile to the character, a Watched Disadvantage would be more appropriate.
''Common, Moderate: 10 Points
Common Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character lacks conversational tact.  If it comes into his head to say something that might get him in trouble, he goes ahead and says it.  Threats, boasts, insults, propositions, all drop from his lips with constant ease.  This is not the same as [[Talkative]] or [[Will Not Shut Up]]; if the character has nothing to say, he won't say it.  This Disadvantage incorporates parts of [[Bigmouth/Braggart (Psychological)]], [[Compulsively Sarcastic]], [[Flirtatious]] and [[Thinks He's A Comedian]].

At the moderate level, the character can rein in his tongue if he thinks about it.  At the strong level, he must make an Ego Roll, or spout off anyway.
''Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' The character is believed by others to lack conversational tact.  They will avoid being seen with him at social gatherings, or bringing him along in situations requiring diplomacy.  Persons with this Disadvantage often also have [[Constantly Shooting His Mouth Off (Psychological)]], but may instead have any other Psychological Limitation of a similar nature.
''Uncommon, Strong: 10 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage does not trust the reasons why other people do what they do.  The character believes they have some secret agenda driving their decisions.  The character will have a hard time working with others, and will be suspicious of anyone who "volunteers" for anything.  He will constantly be trying to deduce the real motive driving others, and will be hesitant to trust anyone.  This Disadvantage is similar to [[Paranoia]], though not as strong.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character feels that he must be in control of everything at all times.  They have no confidence in anyone else's abilities or decisions, and because of this believes that they must either do everything themselves or use hands-on, step-by-step supervision to get things done.  Characters with this Disadvantage tend to try to direct the lives of those around them.  They will never allow someone else to take control of things except in the most extreme circumstances.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Psychological Limitation has a job that gives him some measure of power (a politician, a soldier, a corporate executive, a police officer, etc).  What makes him //Corrupt// is that he takes his own personal gain into consideration when performing his official duties.  The character is amenable to bribery (or, when cash is inconvenient, to "gifts" of valuable property that amount to the same thing) to the point that he is not above extorting people for them when he has the opportunity.  He uses his position to support and enrich his friends, put his friends and relatives into positions that allow //them// to enrich themselves (and to assist the //Corrupt// character in doing so), and sometimes go so far as to embezzle funds directly.

While the character is rarely directly involved in blatant criminal operations (such as drug trafficking or money laundering), its entirely possible that the character is [[Bought And Paid For]] by those who are involved in such things.  As such, its his job to facilitate the crime and make it easier.

This Psychological Limitation should not be taken with [[Honest]] or [[Honorable]], or any other Psychological Limitation that indicates strong moral values.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is a more serious version of both [[Greedy]] and [[Corrupt]].  A character with this Disadvantage lusts for wealth and has no aversion to the means to gain it.  Such a character is willing to do anything to increase his own net worth.  "Secondary" considerations, such as loved ones and friends, will not matter next to the ultimate goal.  The character will literally, "sell his own mother" to get what he desires.  He couldn't care less who he hurts or betrays on his way to the top of the financial heap.

This Disadvantage works well with [[Cheap]] and [[Miser]].  However, as it includes both [[Corrupt]] and [[Greedy]], it shouldn't be bought with those Disadvantages.  Various Reputations are also good Disadvantages to pair with this one, as it does not take much for people to learn about the character's nature after a few betrayals.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' A person with this Disadvatnage spends most of his or her free time sitting or lying on a couch, most often in front of a television.  The most common expression of this is a [[Lazy]], [[Overweight]] man who watches a lot of television while snacking on chips and drinking beer.  Such a person is almost [[Lethargic]] (without actually being semi-conscious as a truly [[Lethargic]] person is) and is almost always [[Unathletic]], and has to be specifically motivated to turn the TV off and get up off the couch.

This Psychological Limitation combines the [[Lazy]] and [[Lethargic]] Disadvantages, so should not be taken in combination with them.  It does, however, combine well with [[Overweight]] and [[Unathletic]].
''Concealable, Noticed And Recognized, Commonly Used Senses: 10 Points''


''Type:'' Distinctive Feature
''Description:'' A character with this Distinctive Feature is as attractive as a human being can possibly get.  He possesses all the classic traits that popular culture deems attractive, and has them in spades.  The character in question should buy his Comeliness to at least 18, but shouldn't buy it higher than 23... after all, he's the pinnacle of ''//normal human//'' attractiveness.  For anything better, the character should take [[Unearthly Beauty]].
''Common, Strong: 15 Points
Common, Total: 20 Points
Very Common, Strong: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' A character with this unusual Disadvantage has a [[Phobia]]; He is intensely and unreasonably afraid of something.  However, unlike most phobics, this character intentionally places himself in circumstances in which he encounters the object of his phobia because he prefers to feel scared than otherwise.  The Frequency is determined in the same way as for a [[Phobia]].

The character will take any opportunity to provoke his [[Phobia]] when such opportunities are offered.  At Strong commitment, the character must make an Ego Roll in order to force himself away from scaring himself.  At Total, the character can only do so under the most dire of circumstances.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Psychological Limitation is an old-fashioned, yellow-bellied, standard-issue fraidycat.  He refuses to put himself at any sort of risk because he's afraid of the consequences.  While a person who is a [[Coward In The Face Of Physical Violence]] or a [[Coward In The Face Of Pain]] won't run out and fight Doctor Destroyer, he still will work with other characters behind the scenes to oppose the villain (perhaps to help them sneak into his hidden base, or by hacking the villain's computers).&nbsp;A //Coward//, on the other hand, would be hesitant to do even that much, fearing that Dr. Destroyer would find out and come looking for him.

Depending on commitment level of the Disadvantage and a certain amount of common sense, a //Coward// will find it difficult (if not impossible) to do anything which might conceivably have a negative impact on the character's life.  At the Strong commitment, it might not be too bad for a player character (in a non-superhero game), but at Total commitment it would probably be far too annoying to the other player characters.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character is afraid of getting hurt.  He can easily take risks that don't involve getting injured (playing the stock market, for instance, or bungee jumping).  However, when it comes to the possibility of injury, the character starts to worry and becomes hesitant.  At the Strong commitment, the character can pursue a course of action he knows will result in his getting hurt if he makes a successful Ego Roll.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage will, when he finds himself in a situation which could get him beaten up or killed, will leave as soon as possible.  The character will not freely and of his own will enter such a situation.  This character will avoid getting into a fight for as long and as hard as he possibly can, even to the point of accepting non-violent abuse from someone in order to avoid having to fight.  At the Strong commitment, a character could make himself fight if he needed to, with a successful Ego Roll.  At Total, he would never be able to make himself fight.  Player characters in a superhero setting should not take the Total form of this Disadvantage, as it would be too annoying for other players.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' The character has a strong need to be liked and approved of, and needs frequent reassurance that this is the case.  If deprived of approval, he becomes depressed or angry, and will attempt to regain it.  The character can often be tempted to do unwise things with the promise of renewed approval.  Other Psychological Limitations will determine how far he is willing to go.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage wants others to pay attention to him.  The reason for this desire is up to the player.  The character may have other Disadvantages which determine what lengths he will go to in order to get this attention; however, they will almost always be willing to go to great lengths in order to garner the attention.  The character can avoid acting in this manner if he makes a successful Ego Roll.  This Disadvantage works well with [[Gloryhound]], [[Lonely]], and [[Constantly Fishes For Compliments]].
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' The character has a strong need to be respected, and to be treated with the deference due his position.  If not given sufficient respect, he becomes depressed or angry, and will attempt to regain it.  The character can often be tempted to do unwise things with the promise of renewed respect.  Other Psychological Limitations will determine how far he is willing to go.
''Common, Strong: 15 Points''

The character has a strong need to be respected, and to be treated with the deference due his position.  In addition, he needs to be seen as knowledgeable and truthful.  If not given sufficient respect, or treated as ignorant/lying, he becomes depressed or angry, and will attempt to regain it.  The character can often be tempted to do unwise things with the promise of renewed respect or credibility.  Other Psychological Limitations will determine how far he is willing to go.
''Very Frequently, Minor: 15 Points
Very Frequently, Major: 20 Points''


''Total:'' Social
''Description:'' Something about the character makes people's hackles rise, and raises goose-bumps.  They feel very uncomfortable around the character, no matter how personable he may be.  At the minor level, this merely makes people avoid the afflicted person.  He will find it difficult to be invited to social gatherings unless his presence is mandatory, and seldom has good luck with romance.  At the major level, people will actively attempt to drive him off, by force if necessary.

Typical disadvantages associated with being //Creepy// include [[Lecherous]], [[Morbid]] and [[Relates Everything to His Favorite TV Show]].  Some Distinctive Features, like [[Albino (Distinctive)]], [[Helter Skelter Eyes]], [[Scary Smile]], [[Smell Of Death]], and [[Subtly Wrong Features]] may also be applicable.
''Occasionally, Minor: 5 Points
Occasionally Major: 10 Points
Occasionally, Severe: 15 Points
Frequently, Minor: 10 Points
Frequently, Major: 15 Points
Frequently, Severe: 20 Points 
Very Frequently, Minor: 15 Points
Very Frequently, Major: 20 Points
Very Frequently, Severe: 25 Points''


''Type:'' Social
''Description:'' The character has been convicted of a crime at some point in his past.  The frequency determines just how well known that conviction is.  Effects can range from merely being snubbed or turned down for good jobs, through beatings and denial of housing, to even being lynched, depending on the nature of the crime.  Note that the character does not actually need to have been convicted, so long as those around him think he was.

This Disadvantage is in fact more limiting to those who are innocent of the crimes listed.  This Disadvantage often is accompanied by Monitored By His Probation Officer or Monitored By The Police, or even a Hunted if the character failed to serve out his sentence.  Particularly vile, spectacular, or famous crimes may also rate a negative Reputation.
''Very Common, Strong: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage goes far beyond just being mean.  They are naturally predisposed to inflict pain (either physical or emotional -- or even better, both at once) on others.  At the Strong commitment, the character can only force himself to not take an opportunity to hurt another person if he makes a successful Ego Roll.  At Total, the character simply cannot help himself and thus will never pass up such an opportunity.  Note that this person is not interested in actually killing a target; a dead person feels no pain, after all.  It goes without saying that this Disadvantage is inappropriate for heroic characters.

A variation on this Psychological Limitation is [[Cruel And Brutal]].
''Very Common, Strong: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage is predisposed to not just hurt people, but to inflict the harshest, most soul-crushing pain poossible.  To use a rather harsh example, a //Cruel And Brutal// sex offender wouldn't just rape his victim... he'd cut the victim's face so as to permanently "ruin them".

At the Strong commitment, the character must make an Ego Roll not to take an opportunity to hurt another person.  At Total, the character cannot resist the urge, and will never pass an opportunity to hurt anyone he views as weaker than himself.  Note that this character is not interested in actually killing people, just making them hurt.  Part of the attraction is seeing fear in people's eyes.

This Disadvantage is only appropriate for villains.
''Infrequently, Greatly: 10 Points''


''Type:'' Physical
''Description:'' This Disadvantage is only appropriate for characters with a Strength which is greater than that of human possibility.

Under stressful situations the character unconsciously applies his casual strength to whatever he is doing.  Shaking hands with the President for a shy character might result in crushed bones.  Opening a door when he's about to meet the girlfriend he stood up earlier might result in ripping it off its hinges.  Trying to avoid a small girl in the road while driving might result in wrenching the wheel off.  Gripping the arm of his seat at a very scary movie might result in crushing plastic and steel into a paste.  This does not apply to situations where the character is trying to apply force greater or equal to his casual strength, of course.

What is considered stressful to a character is up to that specific player and the GM.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is basically a more intense version of [[Chronic Complainer]].  Any time that things go against the character in any way, the character begins complaining, whining, and in some cases actually breaking down into tears.  The character isn't necessarily a [[Pessimist]], as he doesn't always expect the worst possible outcome to occur.  Its just that when things do go wrong, the //Crybaby// gets overemotional about it. 
/***
|''Name:''|CryptoFunctionsPlugin|
|''Description:''|Support for cryptographic functions|
***/
//{{{
if(!version.extensions.CryptoFunctionsPlugin) {
version.extensions.CryptoFunctionsPlugin = {installed:true};

//--
//-- Crypto functions and associated conversion routines
//--

// Crypto "namespace"
function Crypto() {}

// Convert a string to an array of big-endian 32-bit words
Crypto.strToBe32s = function(str)
{
	var be = Array();
	var len = Math.floor(str.length/4);
	var i, j;
	for(i=0, j=0; i<len; i++, j+=4) {
		be[i] = ((str.charCodeAt(j)&0xff) << 24)|((str.charCodeAt(j+1)&0xff) << 16)|((str.charCodeAt(j+2)&0xff) << 8)|(str.charCodeAt(j+3)&0xff);
	}
	while (j<str.length) {
		be[j>>2] |= (str.charCodeAt(j)&0xff)<<(24-(j*8)%32);
		j++;
	}
	return be;
};

// Convert an array of big-endian 32-bit words to a string
Crypto.be32sToStr = function(be)
{
	var str = "";
	for(var i=0;i<be.length*32;i+=8)
		str += String.fromCharCode((be[i>>5]>>>(24-i%32)) & 0xff);
	return str;
};

// Convert an array of big-endian 32-bit words to a hex string
Crypto.be32sToHex = function(be)
{
	var hex = "0123456789ABCDEF";
	var str = "";
	for(var i=0;i<be.length*4;i++)
		str += hex.charAt((be[i>>2]>>((3-i%4)*8+4))&0xF) + hex.charAt((be[i>>2]>>((3-i%4)*8))&0xF);
	return str;
};

// Return, in hex, the SHA-1 hash of a string
Crypto.hexSha1Str = function(str)
{
	return Crypto.be32sToHex(Crypto.sha1Str(str));
};

// Return the SHA-1 hash of a string
Crypto.sha1Str = function(str)
{
	return Crypto.sha1(Crypto.strToBe32s(str),str.length);
};

// Calculate the SHA-1 hash of an array of blen bytes of big-endian 32-bit words
Crypto.sha1 = function(x,blen)
{
	// Add 32-bit integers, wrapping at 32 bits
	add32 = function(a,b)
	{
		var lsw = (a&0xFFFF)+(b&0xFFFF);
		var msw = (a>>16)+(b>>16)+(lsw>>16);
		return (msw<<16)|(lsw&0xFFFF);
	};
	// Add five 32-bit integers, wrapping at 32 bits
	add32x5 = function(a,b,c,d,e)
	{
		var lsw = (a&0xFFFF)+(b&0xFFFF)+(c&0xFFFF)+(d&0xFFFF)+(e&0xFFFF);
		var msw = (a>>16)+(b>>16)+(c>>16)+(d>>16)+(e>>16)+(lsw>>16);
		return (msw<<16)|(lsw&0xFFFF);
	};
	// Bitwise rotate left a 32-bit integer by 1 bit
	rol32 = function(n)
	{
		return (n>>>31)|(n<<1);
	};

	var len = blen*8;
	// Append padding so length in bits is 448 mod 512
	x[len>>5] |= 0x80 << (24-len%32);
	// Append length
	x[((len+64>>9)<<4)+15] = len;
	var w = Array(80);

	var k1 = 0x5A827999;
	var k2 = 0x6ED9EBA1;
	var k3 = 0x8F1BBCDC;
	var k4 = 0xCA62C1D6;

	var h0 = 0x67452301;
	var h1 = 0xEFCDAB89;
	var h2 = 0x98BADCFE;
	var h3 = 0x10325476;
	var h4 = 0xC3D2E1F0;

	for(var i=0;i<x.length;i+=16) {
		var j,t;
		var a = h0;
		var b = h1;
		var c = h2;
		var d = h3;
		var e = h4;
		for(j = 0;j<16;j++) {
			w[j] = x[i+j];
			t = add32x5(e,(a>>>27)|(a<<5),d^(b&(c^d)),w[j],k1);
			e=d; d=c; c=(b>>>2)|(b<<30); b=a; a = t;
		}
		for(j=16;j<20;j++) {
			w[j] = rol32(w[j-3]^w[j-8]^w[j-14]^w[j-16]);
			t = add32x5(e,(a>>>27)|(a<<5),d^(b&(c^d)),w[j],k1);
			e=d; d=c; c=(b>>>2)|(b<<30); b=a; a = t;
		}
		for(j=20;j<40;j++) {
			w[j] = rol32(w[j-3]^w[j-8]^w[j-14]^w[j-16]);
			t = add32x5(e,(a>>>27)|(a<<5),b^c^d,w[j],k2);
			e=d; d=c; c=(b>>>2)|(b<<30); b=a; a = t;
		}
		for(j=40;j<60;j++) {
			w[j] = rol32(w[j-3]^w[j-8]^w[j-14]^w[j-16]);
			t = add32x5(e,(a>>>27)|(a<<5),(b&c)|(d&(b|c)),w[j],k3);
			e=d; d=c; c=(b>>>2)|(b<<30); b=a; a = t;
		}
		for(j=60;j<80;j++) {
			w[j] = rol32(w[j-3]^w[j-8]^w[j-14]^w[j-16]);
			t = add32x5(e,(a>>>27)|(a<<5),b^c^d,w[j],k4);
			e=d; d=c; c=(b>>>2)|(b<<30); b=a; a = t;
		}

		h0 = add32(h0,a);
		h1 = add32(h1,b);
		h2 = add32(h2,c);
		h3 = add32(h3,d);
		h4 = add32(h4,e);
	}
	return Array(h0,h1,h2,h3,h4);
};


}
//}}}
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character believes in some form of New Age nonsense.  The exact details of the player's New Age leanings are up to the player, but could include beliefs in gemstone therapy, Chakra manipulation, astrology, ESP, the Living Earth movement, mediums and spiritualism, clairvoyants and fortune telling, past lives and reincarnation, numerology, Scientology and Dianetics, the "Descent from Atlantis" theory, the morass of cherry-picked beliefs known as "New Native American Mysticism", Wiccanism and witchcraft, semi-pantheistic paganism based on what the character thinks is authentic Norse religion, a "paganistic" monotheism based on the worship of a nameless, faceless "goddess" figure, <nowiki>UFOlogy</nowiki>, and so on.
''Uncommon, Strong: 10 Points
Common, Strong: 15 Points
Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' This Disadvantage represents a character who comes from a culture which has some strong, ingrained cultural prohibition.  Examples would include the Hebrew restrictions on diet and activity (no eating pork, no working on the Sabbath, etc.), the Islamic restrictions on diet and activity (no eating pork, no drinking alcohol, etc.), and so on.

While the examples given are for a real-world campaign, fantasy campaigns could have other taboos.

The character accepts the taboo as normal, and under most circumstances would never dream of violating it.  In order to force himself to willingly break the taboo, he must make an Ego Roll.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage cannot resist checking out anything that is mysterious or unusual.  He will stop and take a moment to examine the item or occurrence, and can sometimes even forget what he was otherwise doing.  There is no Moderate commitment form of this Disadvantage because any adventurer worthy of the name is at least moderately curious in any given situation.  A character with Total commitment quickly becomes annoying.
''Frequently, Greatly: 20 Points''


''Type:'' Physical
''Description:'' A character who has been //Cursed// suffers from an adverse action by some supernatural entity.  This adverse action is distinguished by the quality of the adversity it brings to the character.  A curse may be said to result from a spell, a prayer, the result of some great sin, or by imposition by magic or witchcraft, asking that a god, natural force, or spirit bring misfortune to someone.  For example, the character could be cursed to never find love, or be cursed to always be poor, or have his cattle always produce sour milk.  The possibilities are endless.

The actual nature of the //Curse//, and how the curse can be broken (that is, how the Physical Limitation can be played off) is up to the character.
''Uncommon, Strong: 10 Points
Uncommon, Total: 15 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is only suitable for settings where cybernetic implants are common, but not fully understood.  (For example, a gritty cyberpunk setting.)  It's caused by an imperfect interface between the human(oid) brain and mentally-controlled cybernetic implants.  Under stressful conditions, feedback from the implants can affect the emotional and logical centers of the brain.  The most common symptoms are a lack of concern for human life, excessive aggressiveness and an inflated sense of invulnerability.  At the strong level, the character can still override his new urges with an Ego Roll.  At the Total level the character can only be "brought down" by proper medical care and rest.

This may be bought with a Beserk: When Cyberpsychosis Kicks In, but this is not recommended for heroic characters.  Other appropriate Disadvantages include [[Exposed/Obvious Cybernetics]], [[Permanently Altered By Intrusive Cybernetics]], and a negative Reputation: Cyberpsychotic.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' The old joke says that when a cynic smells flowers, he immediately looks around for the funeral.  A character with this Disadvantage has a hard time believing in virtue and altruism in others.  He believes that when you boil things down to their basics, people only do things that are in their best interests, and everyone has an ulterior motive for everything.  This character mistrusts "random acts of kindness", as they make him wonder what the other person wants from him.  he tends to be sneering, sarcastic, and have a hard time taking earnest endeavors seriously.  he can also be rather self-righteous, especially when his cynicism is proven right.

At the Strong level of commitment, the character must make an Ego Roll in order to avoid acting in this manner.  At Total, the character cannot do so except under the most extreme of circumstances.
''Infrequently, Fully: 15 Points''


''Type:'' Physical
''Description:'' The character has made a deal with an evil supernatural being (or group of beings) that pledges the character's soul to said supernatural being (or group of beings) upon the character's death or the fulfillment of certain other conditions.&nbsp;Such deals are usually full of lethal loopholes and double meanings, generally to the character's detriment.  The most obvious physical effect is that if the character 'dies', for even a second, the supernatural being will take possession, and any revival attempts must deal with said being.

The character with this Disadvantage will often have his contractual partner as a combination Contact/Watched, and have a severely negative Reputation if the status of his soul is known.  Contrary to popular fiction, it is not easy to cheat a demon with whom a character has a contract, as they tend to be experts in contract law.  Breaking the terms of the contract usually gives the demon the legal right to carry the character to Hell right away.

Characters who are //Damned// often also have other Disadvantages such as [[Creepy]], [[Emotionally Cold And Distant]], or [Frightens Animals And Small Children]], reflecting the fact that other people can tell that somethings just not quite right with the character.
''Uncommon, Strong: 10 Points
Uncommon, Total: 15 Points
Common, Strong: 15 Points
Common, Total: 20 Points''

''Type:'' Psychological
''Description:'' Boredom is never a good thing in anyone, but while most normal people usually look for constructive (or at least, harmless) activities to do when they're bored, a character with this Disadvantage lets what (little) impulse control they might normally have go right out the window and will engage in some truly bizarre and dangerous antics; and often look at you sheepishly in the wake of whatever havoc they've wrecked.

Note that this is not the same thing as [[Prankster]], even the most irksome of pranksters is still rational enough to understand that there are lines you just don't cross, no matter how restless and bored you might be.

Whether this is Uncommon or Common depends on how easily the character gets bored. At the Strong Level, the character can keep these tendancies in check with an EGO roll when absolutely necessary, at Total Level they simply can't help themselves. There is no Moderate level for this Disadvantage; a person who is dangerous when bored at the Moderate Level is merely a jackass. 

<nowiki>GMs</nowiki> may want to discourage <nowiki>PCs</nowiki> from taking this Disadvantage unless they're prepared to deal with the consequences.


//Created by Marcus Impudite//
''Frequently, Severe: 20 Points''


''Type:'' Social
''Description:'' A character with this Disadvantage is no longer living, yet still functions in the real world. This character has an [[Odor Of Death|Odor (Physical)]] about him, and may be in a state of decay. One major problem for this character is that when someone is dead, he loses his citizenship and any rights he had in his country of origin. Another problem he has is that he doesn't heal Body damage normally. This character may only heal Body in an unnatural way.
''All the Time, Greatly: 20 Points''


''Type:'' Physical
''Description:'' A character with this Disadvantage can hear nothing.  Any information he receives must be communicated through other means (such as writing, sign language, telepathy, etc.).  The character is immune to any attack against the hearing sense, such as Darkness to Hearing or Flashes vs. Hearing, but also cannot hear shouted warnings, cannot communicate with others easily, etc.  At the GM's option, the character may begin play with Language Skill: Sign Language as the character's "native" language.
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychologial
''Description:'' A character with this Disadvantage wants to die, but can't seem to bring himself to commit suicide (in this, it is different from [[Suicidal]]).  What he does instead is take foolish risks, go willingly (and sometimes blindly) into danger without considering the risk to himself, and engage in risky behavior designed to kill himself.  The character is not necessarily thoughtless when it comes to other people's lives (and it is often the danger to others that keeps the character from allowing himself to get killed).  However, when the character is presented with a life-threatening situation, the character feels compelled to dive right in without consideration for the risk.

At a Moderate commitment, the character may suppress his urge to die if necessary.  At Strong, the character must make an Ego Roll to do so, and at Total commitment, the character cannot do so except in the direst of circumstances.
''Occasionally, Minor: 5 Points
Occasionally, Major: 10 Points
Occasionally, Severe: 15 Points
Frequently, Minor: 10 Points
Frequently, Major: 15 Points
Frequently, Severe: 20 Points
Very Frequently, Minor: 15 Points
Very Frequently, Major: 20 Points
Very Frequently, Severe: 25 Points''


''Type:'' Social
''Description:'' This Disadvantage goes beyond merely owing money, which most people do.  It does not mean being merely unemployed (though that may be part of it).  Debt means that the person owes so much money that she cannot engage in normal social interaction.  He cannot usually go out for drinks, or a meal, or any event which costs money, unless someone else picks up the tab.  In extreme cases, he might even be in danger of losing his home, car, everything he owns as creditors seize his paltry (or not so paltry) assets to make good on some of the debts.

At the Minor level the character's debt simply prevents him from engaging in normal social interaction with his friends, co-workers, and colleagues, the frequency determined by how often the character's social life is affected.  At the Major level, not only does the character have no hope of buying a candy bar and slurpy with his friends, but he's constantly worried about whether or not his car will be outside when he's done not buying the Snickers, if his house will be foreclosed, if his bank accounts (such as they are), will be emptied.  Again, frequency is a function of how often the character's debt affects his interaction with everyone else.  For example, Occasional, Major indicates the character owes a great deal of money but doesn't have much to worry about in terms of assets ("Sure, I can't get that candy bar, but it's not like they can take my car...  what car?").  Of course, if the character manages to get a car...

Severe should be taken only by a character whose creditors are likely to want more than the family home, i.e. a loan shark.  It might then be appropriate to take a Hunted of some sort as well.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage lies, cheats, and steals for the sheer enjoyment of it.  He backstabs those around him on a whim, but usually with some goal in mind.  He is certainly capable of telling the truth if it serves his purposes, but prefers to play mind-games on those around him.  This Disadvantage is different from [[Deceptive]], because that character deliberately and maliciously misleads (and out-and-out lies to) other people, hoping to do them harm.  Instead, this character is not necessarily malicious, and tends to omit details and presents information in an intentionally misleading (but still factual) fashion.

Admittedly, this is a fine line.  This Disadvantage is not appropriate for Player Characters.  It should not be taken with a Moderate commitment because any villain, given enough motivation (and lacking any other Disadvantage that prevents it) will be //Deceitful// when necessary.  Likewise, Total commitment should not be taken, because the character would eventually garner a reputation as a liar and a cheat, and thus be unable to interact with others in any other fashion.  Taken at Common, Strong, it represents a character who lies and cheats for the fun of it, but still is honest enough to deal with others when necessary.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This person clouds the truth, hides information, and generally tries to make other people have the wrong impression.  He may not necessarily lie; he can omit details, give facts in confusing context, and of course, simply refuse to supply any information at all.  He is not necessarily malicious, tending more to omit details and present information in an intentionally misleading (but still factual) fashion, whereas a [[Deceitful]] person will deliberately and maliciously mislead (and out-and-out lie to) other people, hoping to do them harm.  Admittedly, this is a fine line.  It is recommended that player characters not take this Disadvantage at more than Common, Moderate.
[[Welcome]]
[[Obligatory Shout Out]]
''Occasionally, Minor: 5 Points
Frequently, Minor: 10 Points
Frequently, Major: 15 Points
Frequenly, Severe: 20 Points''


''Type:'' Social
''Description:'' The character was at one time a member of a profession that has an internal organization that decides who can practice the profession, and has been barred from that profession by said organization.  Many professions have their own names for this, such as "Defrocked," "Disbarred", "Kicked off the Force" or "Dishonorably Discharged."  If this is known to others, it will cause negative reactions.  It's generally assumed that professional organizations protect their own, so in order to be kicked out, the character must have done something truly awful.

In some cases (doctors, lawyers, and law enforcement personnel, for example), if the character is continuing to practice the profession without the proper license, he could face arrest and imprisonment.  If the circumstances which caused the delicensing are known, the character may also have a negative Reputation.
''Uncommon, Moderate: 5 Points
Uncommon, Strong: 10 Points
Uncommon, Total: 15 Points
Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points
Very Common, Moderate: 15 Points
Very Common, Strong: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' This character believes in one or more things that are patently and proven to be, not true.  The delusions held by the character can be divided up into four basic categories: Quirks, Minor, Major, and Severe.  Quirky beliefs (such as believing that the Earth is really flat and all those NASA pictures are faked) are taken at the Uncommon level.  Minor delusions (such as believing that Jerry Fallwell really does have regular conversations with God, just like he says) are taken at the Common level.  Major delusions (such as believing that the New World Order is secretly plotting the Communist takeover of the United States, despite the general worldwide self-destruction of Communism) are taken at either the Common or Very Common level, and Severe delusions (such as believing that you are Napoleon or Jesus Christ) are taken at the Very Common level.

It is suggested that Player Characters take this Disadvantage no stronger than Common, Moderate.
''Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' This character is very particular in his tastes.  He eats only in the best restaurants, buys only the best clothing, and the gear he uses is of the finest quality.  The character tends to spend more than is common on most items, though this is not a universal rule since "most expensive" doesn't always translate into "best" (for example, in the opinion of the compiler of the Master Lists, the best cheeseburger on the planet can be acquired at a palm-frond roofed stand on Captiva island in the Bahamas for $1.20 American... much less than any similar item found in a fast food restaurant in the States).
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' A character who is //Demure// always maintains a modest exterior.  On the surface, they seem [[Humble/Self-Effacing]], and generally defers to the wishes of those around them.  But that's just on the surface.  In reality, the character is merely [[Pretending To Be Humble|Pretending]], often in a playful or coy manner.  In reality, they are as assertive as anyone else around them; its just they express their assertiveness in a very passive, behind-the-scenes fashion.

This Disadvantage is often combined with [[Ambitious And Manipulative]].
''Occasionally, Minor: 5 Points
Occasionally, Major: 10 Points
Occasionally, Severe: 15 Points
Frequently, Minor: 10 Points
Frequently, Major: 15 Points
Frequently, Severe: 20 Points
Very Frequently, Minor: 15 Points
Very Frequently, Major: 20 Points
Very Frequently, Severe: 25 Points''


''Type:'' Social
''Description:'' This Disadvantage represents a person who cannot fully take care of himself, usually due to some previous accident or illness.  The possible causes are many, though not exhaustive.  In general, the needs for which the character is dependent revolve around food, clothing, going to the bathroom, and basic cleanliness.

The level of disability suffered by the character dictates the point value of the Disadvantage.  A person who has cerebral palsy, for example, might be able to feed, clothe, and bathe himself perfectly well, but might need a ride to and from the local takeout barbecue place, and once back home might need help getting it into his apartment.  On the other hand, a victim of Alzheimer's Disease might not be able to take care of themselves in any way.
/***
|''Name:''|DeprecatedFunctionsPlugin|
|''Description:''|Support for deprecated functions removed from core|
***/
//{{{
if(!version.extensions.DeprecatedFunctionsPlugin) {
version.extensions.DeprecatedFunctionsPlugin = {installed:true};

//--
//-- Deprecated code
//--

// @Deprecated: Use createElementAndWikify and this.termRegExp instead
config.formatterHelpers.charFormatHelper = function(w)
{
	w.subWikify(createTiddlyElement(w.output,this.element),this.terminator);
};

// @Deprecated: Use enclosedTextHelper and this.lookaheadRegExp instead
config.formatterHelpers.monospacedByLineHelper = function(w)
{
	var lookaheadRegExp = new RegExp(this.lookahead,"mg");
	lookaheadRegExp.lastIndex = w.matchStart;
	var lookaheadMatch = lookaheadRegExp.exec(w.source);
	if(lookaheadMatch && lookaheadMatch.index == w.matchStart) {
		var text = lookaheadMatch[1];
		if(config.browser.isIE)
			text = text.replace(/\n/g,"\r");
		createTiddlyElement(w.output,"pre",null,null,text);
		w.nextMatch = lookaheadRegExp.lastIndex;
	}
};

// @Deprecated: Use <br> or <br /> instead of <<br>>
config.macros.br = {};
config.macros.br.handler = function(place)
{
	createTiddlyElement(place,"br");
};

// Find an entry in an array. Returns the array index or null
// @Deprecated: Use indexOf instead
Array.prototype.find = function(item)
{
	var i = this.indexOf(item);
	return i == -1 ? null : i;
};

// Load a tiddler from an HTML DIV. The caller should make sure to later call Tiddler.changed()
// @Deprecated: Use store.getLoader().internalizeTiddler instead
Tiddler.prototype.loadFromDiv = function(divRef,title)
{
	return store.getLoader().internalizeTiddler(store,this,title,divRef);
};

// Format the text for storage in an HTML DIV
// @Deprecated Use store.getSaver().externalizeTiddler instead.
Tiddler.prototype.saveToDiv = function()
{
	return store.getSaver().externalizeTiddler(store,this);
};

// @Deprecated: Use store.allTiddlersAsHtml() instead
function allTiddlersAsHtml()
{
	return store.allTiddlersAsHtml();
}

// @Deprecated: Use refreshPageTemplate instead
function applyPageTemplate(title)
{
	refreshPageTemplate(title);
}

// @Deprecated: Use story.displayTiddlers instead
function displayTiddlers(srcElement,titles,template,unused1,unused2,animate,unused3)
{
	story.displayTiddlers(srcElement,titles,template,animate);
}

// @Deprecated: Use story.displayTiddler instead
function displayTiddler(srcElement,title,template,unused1,unused2,animate,unused3)
{
	story.displayTiddler(srcElement,title,template,animate);
}

// @Deprecated: Use functions on right hand side directly instead
var createTiddlerPopup = Popup.create;
var scrollToTiddlerPopup = Popup.show;
var hideTiddlerPopup = Popup.remove;

// @Deprecated: Use right hand side directly instead
var regexpBackSlashEn = new RegExp("\\\\n","mg");
var regexpBackSlash = new RegExp("\\\\","mg");
var regexpBackSlashEss = new RegExp("\\\\s","mg");
var regexpNewLine = new RegExp("\n","mg");
var regexpCarriageReturn = new RegExp("\r","mg");

}
//}}}
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Psychological Limitation has a dark and unpleasant view of himself and the world he lives in.  The character is often glum, listless, and tired.  He rarely sees the point in expending effort toward any end, and will often fall into fits of crying, screaming, or binge-eating, and often do nothing for hours on end.  This Disadvantage is different from [[Pessimist]] (although the two are often found together) in that [[Low Self-Esteem]] is part and parcel of //Depression//) while a [[Pessimist]] doesn't necessarily have [[Low Self-Esteem]].

It should be noted that not all people who suffer from //Depression// are [[Suicidal]].

At the Moderate level, the character is able to "shake off" his depression and act in a normal manner when necessary.  At Strong, he can only do so with a successful Ego Roll, and at Total, he cannot do so except in the most dire of circumstances.  It is suggested that Player Characters not take this Disadvantage at more than the Moderate level.
''Uncommon, Strong: 10 Points
Common, Strong: 15 Points
Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is only appropriate for characters who have the Berserk or Enraged Disadvantage.  A character with this Disadvantage is embarrassed and horrified at the fact that he loses control to the point of mindless violence.  After recovering from his Berserk or Enraged state, the character must make a successful Ego Roll; if the roll is failed, the character falls into a bleak despair during which he dredges up memories of every bad thing he might ever have done while in such a state.  The frequency of this Disadvantage depends on the Berserk/Enraged Disadvantage.  If the Berserk/Enraged triggers on an 8 or less, this Disadvantage is Uncommon.  At 11 or less, it is Common, and at 14 or less this Disadvantage is Very Common.
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' This character has held himself apart from normal society for so long that he no longer knows how to correctly interact with anyone outside of his daily experience.  Because of this detachment, he no longer reacts appropriately, does not communicate well, and doesn't get pop culture references that have become general knowledge.  Worse for the character, he has become so used to this "condition" that he really isn't interested in learning how to fit in.  The character can force himself act correctly when necessary.
''Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' A character with this Disadvantage has held himself apart from normal society for so long that he no longer knows how to correctly interact with anyone outside of his daily experience.  Because of this detachment, he no longer reacts appropriately, does not communicate well, and doesn't get pop culture references that have become general knowledge.  Worse for the character, he has become so used to this "condition" that he really isn't interested in learning how to fit in.
''Not Concealable, Noticed And Recognizable, Unusual Senses: 5 Points''


''Type:'' Distinctive Feature
''Description:'' This Disadvantage indicates a character who is //Detectable as a Mutant//; that is, the character is genetically different from his native species, and can be detected as such by the appropriate sensors or medical tests.

In campaigns where mutants are feared and hated, characters with this Disadvantage should also take [[Object Of Prejudice]].
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A classic "Master Villain" Disadvantage, this Disadvantage indicates a character who is different from the average "Wants To Rule The World" mastermind in that the character considers himself different, and therefore set above, normal humanity.  The character uses this difference to legitimize his claim to ruling the world.  Characters with this Disadvantage should be aliens, "gods", extra-dimensional travelers, mutants, or otherwise different from "normal humans" (or even "normal superhumans").  Obviously, this Disadvantage is appropriate only for <nowiki>NPCs</nowiki>.
''Occasionally, Major: 10 Points''


''Type:'' Social
''Description:'' This Disadvantage is only appropriate for villains.  Gamemasters should not allow their players to take this disadvantage.

A character who is a //Devil Hiding In Plain Sight// is, at best, merely a [[Troublemaker]]; at worst, they are actually [[Utterly Evil]].  However, most people who know the character just can't see it.  Indeed, only the player characters (and sometimes not even //all// the player characters) recognize the //Devil Hiding In Plain Sight// for what he is.  Other than the heroes, people who know the character may just consider them a little quirky and wonder what the observant character's problem is.

It takes a lot to convince other people that the //Devil Hiding In Plain Sight// is actually up to no good, but once convinced, the character can potentially lose everything, depending on the extent of his or her crimes.

This Social Limitation is similar enough to [[Villian With Good Publicity]] that both should not be taken on the same character.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage will do anything to make the object of his devotion happy or to further its aims and goals, will do anything they say, and wishes to protect the person or organization to his utmost ability.  The character may have other Disadvantages with affect how far the character will go to make happy or protect the other.  At the Strong level, the character must make an Ego Roll in order to purposefully do something that makes the object of his affection angry, that goes directly against the other characters wishes, or that endangers the other character.  At Total, the character cannot do so except in the most extreme of circumstances.

In addition, if this Disadvantage is taken at Common, Total the character can make an Ego Roll to disobey one of his other Total strength Psychological Limitations if it serves the purposes of this Disadvantage.  (In other words, a character with both [[Attitude About Lethal Force (Code vs. Killing)]] and this Disadvantage at the Total level, could make an Ego Roll in order to kill someone who was threatening the object of his affection, should such action be necessary.)
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage puts the ideals of justice (or his conceptions of them) above anything else.  Most of the actions in his life, and all actions taken as a crime fighter are made with the idea of increasing the "amount" of goodness in the world, or always doing the "right thing".  This does not mean that everything the character does is the right thing -- the character can be mistaken, confused, or simply have odd ideas about what constitutes justice.
''Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is summed up as a belief in the Biblical "an eye for an eye, a tooth for a tooth" code of justice.  A character with this Disadvantage believes that the evil a person does must be returned in kind.  "Making the punishment fit the crime" is the motto of this character.  As can be expected, very few such characters also have the [[Attitude About Lethal Force (Code vs. Killing)]].  This tends to make this Disadvantage inappropriate for Player Characters.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage acts in accordance to his religion (or rather, in accordance to his own interpretation of his religion) at all times.  He may (or may not, depending on the religion) spend time trying to convert his companions to his own beliefs, and will most certainly argue with people over the accuracy of his faith when the question arises (except, of course, when proselytizing and argument about faith are inappropriate for the character's religion).

This Disadvantage is not necessarily identical to [[Zealot]].
''Easily Concealable; Noticed And Recognizable; Commonly Used Senses: 5 Points''


''Type:'' Distinctive Feature
''Description:'' A character with this Distinctive Feature wears glasses that are big, thick, and utterly nerdly.  There is nothing stylish or attractive about these glasses, and they can turn even the most attractive, fashionable, and cool person into a big nerd just by putting them on.

A character with this Distinctive Feature will likely have some Physical Limitation regarding poor eyesight, though technically its not required.
''Infrequently, Greatly: 10 Points
Infrequently, Fully: 15 Points''


''Type:'' Physical
''Description:'' //Type 1 Diabetes Mellitus//, more commonly known as just //Type 1 Diabetes//, is a genetic disease in which the pancreas produces too little insulin to meet the body's needs.  Insulin is a hormone that helps regulate the level of glucose in the blood.  Glucose is an important source of energy for the cells of the body.  When a person eats, the pancreas normally makes extra insulin to move glucose from the bloodstream to the inside of the cells.  A person with //Type 1 Diabetes// does not have enough insulin to move glucose into their cells.  The amount of glucose in the blood then becomes abnormally high.  //Type 1 Diabetes// accounts for only 5% to 10% of the cases of diabetes mellitus diagnosed in the United States.  //Type 2 Diabetes//, in which the body cells are resistant to insulin, is much more common, and can be controlled by diet.

Symptoms of Diabetes include excessive hunger or thirst, fatigue and weakness, increased amounts and frequency of urination, nausea, vomiting, blurred vision, and weight loss (despite the increased appetite).

Diabetic ketoacidosis occurs just before coma and death in people with //Type 1 Diabetes//.  When the cells in the body don't get enough glucose, the body starts burning fat for energy.  This produces waste products known as ketones, and high levels of ketones can result in too much acid in the body.  This condition causes dehydration, labored breathing, and vomiting.  Immediate medical attention is needed to prevent coma and death.

A character with //Type 1 Diabetes// has a dependency to insulin, which must be taken daily.  If not, the character suffers physical harm from the effects of the disease.  In addition, //Type 1 Diabetes// causes the character to be less resistant to other diseases (-3 to all CON Rolls related to disease resistance).  A character taking this Disadvantage is also required to take Dependence: Insulin (Very Common/Easy To Obtain, 1 Day, 3d6 Damage; 5 Points).

A character wishing to take //Type 2 Diabetes// should just take the appropriate [[Dietary Restriction]].
''Infrequently, Fully: 15 Points''


''Type:'' Physical
''Description:'' A character with this Disadvantage has a power which he cannot use without killing himself.  In general, the power in question will be his most powerful attack or defense power; the GM should make sure that the power in question is appropriately dramatic and important for this Disadvantage to be appropriate.

The character will probably (and understandably) be hesitant to use the "lethal" power.  The occasion upon which he uses it (if any) should be a dramatic and powerful role playing moment, in which the character has no other choice.  However, the GM should not maneuver the character into such a position; rather, he should let the player maneuver himself into it if he wants to.  The character is always free to choose not to use the power at.
''Frequently, Slightly: 10 Points''


''Type:'' Physical
''Description:'' This character has some specific dietary requirement; he cannot eat certain foods, or can only eat certain food, as determined by the player.  The character is not necessarily poisoned if he eats foods in contradiction to his Dietary Restriction; he simply cannot digest and use food which goes against his requirements.  For example, a character with Dietary Restriction (Carnivore) can eat vegetables, but won't gain any nutritional value from them.  The permutations of this Disadvantage are nearly endless.

Some (but certainly not all) possible variations include:

*''Carnivore:'' The character's naturally preferred food is meat, to the point that he might not be able to process vegetation as food at all.  In addition, the character may be further restricted to either cooked or raw meat, or may be able to eat either.  Other possible variations of this Restriction include only being able to eat fish, or not being able to eat fish, or only being able to eat carrion, or only being able to feed on one specific animal type, and so on.

*''Herbivore:'' The character's naturally preferred food is plant matter, to the point that he might not be able to process animal protein as food at all.  What particular plants, or parts of a plant is up to the player.  The character may be able to eat any part of a plant, or may be restricted to leaves, bark, or fruit.  In addition, the character may be able to eat any plant, or only a few species.

*''No Processed Foods:'' The character can eat anything he wants, as long as it doesn't have any additives.  Artificial flavorings, preservatives, etc., all ruin the food for the character.  In this case, the character probably does most of his grocery shopping at health food stores and organic specialty stores.

*''Type 2 Diabetes:'' The character must consciously control their blood sugar levels through dietary control.  The character reduces his carbohydrate and fat intake appropriate to his blood sugar levels on a daily basis.

*''Unusual Additives Required:'' The character can eat anything he wants, as long as the required additive has been included.  The exact nature of the additive is up to the player and should fit into the character's concept.  If the additive is normally toxic to human beings, the character is required to purchase an appropriate Immunity to that substance.

The player should have a concept explaining why the character has this Disadvantage.
''Very Frequently, Minor: 15 Points
Very Frequently, Major: 20 Points''


''Type:'' Social
''Description:'' The character belongs to a religion which requires some form of behavioral discipline from its members.  Details vary from religion to religion, but usually deal with wearing special and easily identified clothing or clothing accessories (such yamulkas, or the Sikh requirement of carrying a bladed weapon)), not eating certain foods (Hindu vegetarianism, for example, or Mormon forbearance of caffeine), or prohibitions against certain behaviors (such as the Jehovah's Witness prohibitions against accepting blood products or taking oaths).  As already noted, the possibilities are nearly endless.

Others will expect the character to live up to the standards of the religion, and will be disappointed or hostile if he fails to do so.  If the particular religion the character belongs to is unpopular in the campaign area, use the Major level of restriction.  Most characters with this Disadvantage will also have Psychological Restrictions representing their religious beliefs.
''Uncommon, Strong: 10 Points
Common, Strong: 15 Points
Very Common, Strong 20 Points''


''Type:'' Psychological
''Description:'' This character believes that the object of their disdain is beneath their consideration.  Their initial reaction to anything involving the object of their disdain is a sneer and a derogatory comment.  Disdain for a group, for example, means that the character immediately dismisses the value or contribution of the group to society.  The views of the group are ridiculed out of hand, regardless of their merit, and the actions of the group are always suspect.  Please note that if the group is a racial group, the character should take [[Racist]] instead.  A specific person who is the target of disdain gets treated in the same was as a group of people, but in this case the disdain is of smaller focus.  Disdain for an entire nation often expresses itself similarly to [[Racist]], with the addition that the character sneers at elements of that nation's culture, its cuisine, the mode of dress worn by the natives, its politics, its moral standing, its language, and things made there.

Inanimate objects (or classes of inanimate objects) that are //Disdained// are considered to have no value whatever and are often casually destroyed by the character if such an option is possible.  The character looks down his nose at anyone who treats the object with anything but disdain.

Disdain for a concept is a little more concrete.  The character simply refuses to credit the concept with any sort of value, regardless of what that concept is.  This usually flows over into disdain for those who value the concept.

Always remember that this Disadvantage deals with the opinions of the character and should not be used to start fights between players.  Remember that "welfare is a waste of money.  All it does is encourage the poor to sit at home, doing drugs" is just as valid an example of disdain for a concept as "opposition to welfare is a sign of being heartless and cruel.  Those who oppose welfare are selfish rich bastards who want to keep everyone else down".
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' As the name implies, a character with this Disadvantage has a very simple and clear cut view of how the world works, and becomes upset when he is forced to realize that the world very often isn't always black and white.  It should be mentioned that this Disadvantage applies to more situations than when the players must team up with a villain, or are forced to let a villain go on orders from the government due to a plea bargain.  It also applies to such situations as when a popular sports hero, viewed as a role model by the character, is arrested for murder.  Or when the character's girlfriend says "I love you, but I don't want to marry you."

A character with the Moderate level may get upset and have trouble concentrating during such times, while a character with the Strong level must make an Ego Roll in order to continue operating normally in such situations.  The latter character will be much more vocal about his dislike for the situation and may even do something rash to "correct" it.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage suffers from a reduced capacity to  edit or manage their immediate impulsive response to a situation.  An individual experiencing disinhibition is more prone to react according to their feelings and reaction at each moment in time rather than temper their reactions due to circumstances or consequences.  The individual is less able to exercise their normal control; that is, they are less able to inhibit some of their responses in the way people normally do each day for reasons of politeness or sensitivity or social appropriateness or desire to keep one's true feelings hidden from others.

Individuals under the influence of alcohol, for example, exhibit disinhibition in view of the depressant effect of alcohol on the brain's higher functioning.  With some effort (represented by an EGO roll), the character can force themselves to act in a socially appropriate manner.
''Uncommon, Strong: 10 Points
Common, Strong: 15 Points
Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' For a character with this Disadvantage, there is something for which he feels utter loathing.  The feeling is not as powerful as a hatred, and in general, the character can stand to be in close contact with the object of his dislike when such is necessary.  A character who dislikes something will generally take active steps to avoid the object of his dislike, and will only voluntarily enter into a situation where they can't do so if such action is necessary.  The object of the dislike could be almost anything:  a specific person, a type of character, big business, a type of behavior, having to perform a specific task, etc.  The possibilities are nearly endless.  The different levels of frequency depends on how often the character will come into contact with the object of his dislike.  This Disadvantage should not be used to represent [[Prejudiced Against (Group)]] or [[Racist]].
''Occasionally, Minor: 5 Points
Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' The family (or group) of a disowned character will refuse to acknowledge the character as belonging to the family.  The character will gain none of the benefits otherwise associated with the family, and may suffer from embarrassment from his disowned status.  However, other than interaction with the family, and perhaps those directly related to the family, the character will suffer little serious consequences from being disowned.  He may continue to have a fruitful, although saddened, life on his own.
*[[Albino (Distinctive)]]
*[[Altered DNA]]
*[[Atavism (Distinctive)]]
*[[Bad Fashion-Sense]]
*[[Billy Bad-Ass]]
*[[Body Odor]]
*[[Body Of (Unusual Substance)(Distinctive)]]
*[[Brand]]
*[[Bruises Easily (Distinctive)]]
*[[Chronic Flatuence]]
*[[Chronic Halitosis]]
*[[Could Have Been A Model]]
*[[Detectable As A Mutant]]
*[[Dexter Glasses]]
*[[Exposed/Obvious Cybernetic Parts]]
*[[Extensive Scarring]]
*[[Eyepatch]]
*[[Helter Skelter Eyes]]
*[[Hideous (Distinctive)]]
*[[His Face Is Always Concealed]]
*[[Horribly Burned]]
*[[Secretor]]
*[[Silly-Looking]]
*[[Smells Like Cigarette Smoke]]
*[[Speech Impediment]]
*[[Spotlight Braces]]
*[[Stutters]]
*[[Subtly Wrong Features]]
*[[Tangible Sexuality]]
*[[Tough Guy Bruises]]
*[[Unearthly Beauty]]
*[[Uneducated Accent]]
*[[Unusually Thin]]
''Uncommon, Moderate: 5 Points
Uncommon, Strong: 10 Points
Common Moderate: 10 Points
Common, Strong: 15 Points
Very Common, Moderate: 15 Points
Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage pays excessive attention to sudden, strong sensory stimuli, like the smell of an open-air market where a wide variety of foods are being prepared, the sight of a kaleidoscope image on a movie screen, the feel of a new piece of leather, etc.  Almost always the stimuli that distract the character are never repellant or painful to the character. If so, the character needs to take additional Limitations explaining this.

The frequency is how often the character is likely to come across stimuli that rise to this level of distraction. The intensity is how likely the character is to be distracted by the stimuli. For instance: The character is on a stakeout waiting for someone and begins to smell the most wonderful aroma of something being cooked.&nbsp;

At Minor, the character might fidget, and say something about wanting to find where that smell is coming from, and will likely revisit the location at a later time in an attempt to do so. At Major, they will have to make an Ego Roll to avoid leaving their post, and even if the roll is made, will likely attempt to position himself so as to catch as much of the aroma as possible. Total commitment is not recommended, as this could lead to an excessively distracted character that can never complete a task.

If the character himself is the source of the stimuli (like a Chef cooking and being caught up by the aroma of his preparation), the risks are similar. At Minor, the character will likely just have a dreamy expression upon his face as he continues to make his latest masterpiece. At Major, the character will have to make an Ego Roll to avoid becoming so enthralled that they stop what they are doing to focus exclusively upon the stimuli (likely burning what they are making). If they make their roll, they will still tend to take longer than normal to stretch out the experience. Total commitment is not recommended.

Generally, whenever a character becomes distracted, they will stop what they are doing (to pursue the stimuli) for at least a full Turn. Less if the stimuli is removed or completely explored before then. Another character can attempt to "snap them out of it", giving this character another Ego Roll to resist the effect.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage simply doesn't trust other people.  He will always check his sources, second-guess directions from the map they have, and make a pain of themselves by always asking multiple times.  If someone helps him, he'll question their motives.  If he gets something for free, he'll suspect there's something wrong with it or perhaps there is a catch to the gift.  The character is not a [[Pessimist]] - its just that when dealing with other people, he always watches his back.  The character can force himself to act otherwise only with a successful Ego Roll.
''Common, Strong: 15 Points
Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage distrusts the members of a group, or even a specific person.  He doesn't necessarily dislike that person or group (although he may), but rather views them with suspicion.  The character always thinks they are up to something, but he isn't quite sure what.
''Common, Total: 20 Points''


''Type:'' Psychologigical
''Description:'' With this Disadvantage, there is some important fact about the character that is a secret, and it is so secret that even the character himself is unaware of it.  The exact nature of the secret is up to the player, but the possibilities are many and varied.  Perhaps the character is actually the child of a well-known hero/villain.  Perhaps the character is actually an alien, and his parents never told him.  Perhaps the character was grown in a lab and given false memories about his background.  Regardless of the secret, the character is unaware of it.  There should be some reasonable, if not necessarily easy way, for the character to eventually find the secret out.  However, such revelation should be the end result of many long and intense role-playing sessions.
''Uncommon, Moderate: 5 Points''


''Type:'' Psychological
''Description:'' The character has difficulty "loosening up" and enjoying himself.  It's not as bad as being [[Grim And Humorless]], but can be a problem in social situations.  Often, characters with this Disadvantage will use alcohol or drugs to lower their inhibitions to "have fun."
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' The character believes his powers to be unreliable for some reason.  He will be reluctant to put himself in a situation where his life is dependent on his powers working correctly, and will take precautions  against their failure or flare-up.  For example, a character who doesn't trust his ability to fly might carry a parachute around just in case.  It is appropriate for the character's powers to have Activation Rolls, or Requires A Skill Roll, but it is not mandatory.  After all, there may be nothing at all wrong with his powers.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage is rarely afraid of anything and will often be seen in a dangerous situation, even after seeing what sort of harmful effect that situation has had on others.  The character is not blind to danger -- he just feels that he and his companions can handle whatever is to come.  This isn't quite so much being [[Overconfident]] as perhaps blindly trusting in his abilities and those of his friends.  A character with the Moderate level can be convinced to back away from overwhelming danger, but will do so reluctantly.  With the Strong level, he must make an Ego Roll in order to do so, and even then he will always be the last one to pull back.
''All The Time, Slightly: 15 Points
All The Time, Greatly: 20 Points
All The Time, Fully: 25 Points''


''Type:'' Physical
''Description:'' A character with this Disadvantage is generally from another time period, and doesn't comprehend the day to day rules of society that most people take for granted.  This Disadvantage includes [[Doesn't Understand Modern Technology]], but is far wider as the characters inability to comprehend encompasses manners, customs, slang, and so on in addition to merely the technological advances of the modern world.  The character simply has no grounding in the rules and taboos of modern life.

Most skills involving blending in or interacting with other people are performed at a -2 modifier, and the character cannot take any Knowledge Skills dealing with current culture.  The closer the character's native time period is to the current time of the campaign, the less this Disadvantage is worth (meaning that a person from the late 1800's/early 1900's would have less of a problem adapting to 21st Century life than would a person from 1500 BC).
''Frequently, Greatly: 15 Points''


''Type:'' Physical
''Description:'' A character with this Disadvantage never learned how to use most or all of the technology that everyone else takes for granted.  Generally, this means the character is out of place in time.  (Such as being from the past or the far future.)  Examples include not being able to drive a car, not knowing what a television was, not being able to use an elevator, etc.  The character is unable to learn any skills which involve modern technology, unless they are obviously based on technology the character can use.  (This determination is up to the GM.)

The character has no problem learning modern customs, morals, slang, and so on... its just the technology he can't handle.  If the player wishes the character to be unable to understand other things about modern life, he should take [[Doesn't Understand Modern Life]] instead.
''Uncommon, Total: 15 Points''


''Type:'' Psychological
''Description:'' This Disadvantage indicates a person who is so selfish that they are honestly mystified when those around him express any sort of unselfishness.  The character plans on dying in bed, a long time from now, and generally won't lift a finger to help another person if doing so might expose him to danger.  Likewise, he intends that long life to be rather comfortable, and will not discomfort himself in order to help others.  The character is willing to share excess with his friends, but when it comes to sharing the basics, he refuses, always covering his own bases first.

In addition, the character will try to stop those he considers friends from putting themselves at risk for others.  Its not that he's cruel, its that he just doesn't understand why his friends would do that.  The character is unable to change this behavior except under the most dire of circumstances.
''Uncommon, Moderate: 5 Points
Uncommon, Strong: 10 Points''


''Type:'' Psychological
''Description:'' The character's last relationship ended in death or a painful breakup, and he's still feeling the aftereffects.  As such, he doesn't want to start a new relationship, either because the same thing could happen again, or because no new love could hold a candle to the lost one.  He will avoid the dating scene, resent being "set up" with possible partners, and be brusque with people who seem to be romantically inclined.  At the moderate level, the character can choose to be polite in these situations, even if he's unhappy with them.  At the strong level, the character must make an Ego Roll to stay in a situation that seems to be heading towards relationship territory.
''Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' The character wants a normal, non-adventuring life.  He may or may not mind having special powers or skills, but using them to fight/commit crime is definitely off the agenda.  Unfortunately for the character, someone or something is forcing him to be a hero or villain.  Typical scenarios include a "stage parent" who nags their offspring into action, a set of powers that comes with irresistible compulsions, a bomb implanted in the character's neck that will detonate if he disobeys the agency, etc.

If an opportunity comes up to be released from this situation, the character will go for it, no matter how unlikely.  The character should also have other Disadvantages that explain why he is a hero/villain despite his preferences.
''Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' This Psychological Limitation only applies to animals.  Creatures with this Psychological Limitation have become accustomed to living in captivity and having their basic needs taken care of for them.  Domesticated predators still eat meat, but have no idea how to hunt for it.  They lack most of the "natural fear" animals feel toward those other creatures who predate them.  A //Domesticated// animal is nearly helpless when left on its own in the wild.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' The character tends to "have his head in the clouds."  He has goals that he wants to reach, but tends to just dream about them, rather than come up with a concrete plan to achieve them, or actually do the work.  He tends to buy lots of lottery tickets, stand around hoping to be struck by an empowerment bolt and lie down to think a lot.  At the moderate level, the character can focus on short-term objectives if he really wants to.  At the strong level, the same actions require an Ego Roll.  The character should not have such Psychological Limitations as [[Hard-Working]] or [[Must Have A Plan]], but [[Optimist]] is very appropriate.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage is the descendant (usually son/daughter or grandson/daughter) of a famous hero or villain, and feels compelled to follow the "family tradition" because of this legacy.  The character need not follow precisely in their ancestor's footsteps; it is possible that the descendant of a famous villain feels he must become a hero to attone.  The opposite (the descendant of a hero becoming a villain) happens less frequently, but can occur (for example, if his ancestor's mantle of hero was passed to someone else, he might "go villain" in a mad attempt to get it back).

At the Strong level, the character's heart isn't truly into what he is doing (for one reason or another, he just doesn't want to be a hero/villain, but feels he has to be lest he let his family down).  At Total, the character is enthusiastically pursuing the "family tradition".  Note that it is possible for the character to be a hero whose parent is a supervillain, and vice-versa.  The character may have other Disadvantages regarding his devotion to family history.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' The character is primarily motivated by wanting to excel at a particular endeavor.  The world's best card player, detective, martial artist.  He will devote large amounts of time and effort to improving himself and retaining his edge.  If the character is outdone in his chosen field, he will consider taking back his preeminent position to be his top priority.  Other Psychological Limitations will determine how far the character is willing to go to become the best.  [[Gunslinger Mentality]] works well with this Disadvantage.
''Common, Strong: 15 Points''

The character is primarily motivated by wanting to be a valuable, reliable member of any group he belongs to.  He will devote large amounts of time and effort to learning his job skills and coordinating with the other members of the group.  If the character is unable to pull his weight due to circumstances (for example:  illness, or being sidelined by a superior) he will become depressed or angry.  Characters with this Disadvantage might also have [[Hard-Working]].
''Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' The character is boring.  Try as he might, people find him uninteresting.  The character could be very smart, but in socially inept in delivering his thoughts in an interesting manner, or it could be because he is stupid and has no interesting thoughts to deliver.  When the character starts a conversation, other people suddenly remember they have to be someplace else.
''Frequently, Greatly: 15 Points
Frequently, Fully: 20 Points''


''Type:'' Physical
''Description:'' A character with this Disadvantage has a severe learning disability.  The character cannot easily learn to read or write, and even simple maps and road signs are often beyond the character.  He can learn any skill normally if he has a teacher.  The amount of hindrance is determined by how severe the problem is.  At the Greatly level of impairment, the character has difficulty with anything involving number sequences and reading.  They can learn to read, but do so slower than most people, and frequently see things out of sequence.  This causes them to suffer a -2 penalty to all skill rolls involving numbers or reading.

In addition, if the character reads something wrong, he may not realize it.  At the Fully impairing level, the character cannot learn to read or do anything more than basic math (on his fingers).  Without special training, the character effectively also is [[Illiterate]], but gains no extra points for it.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' The character gets a big kick out of making other people happy.  He'll go out of his way to do things to delight and please them, even when this might be against his own best interest.  For example, he might go out in a boat in heavy seas to catch a fish that the king has expressed a taste for, not for reward, but because it would make the king happy.
''Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage has a great deal of trouble concentrating.  As such, the Power Limitation "concentration" should not be purchased on any power.  The character is distracted almost constantly by the world around them, by things such as butterflies, birds, passing vehicles or persons.  The character can manage to concentrate, if needed, with a successful Ego Roll.
''Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage becomes embarrassed at any time in which it is even remotely possibly that people are thinking bad things about the character.  The character becomes embarrassed if his shoes are untied, if a food stain the size of a pin head is on his shirt, even if someone else says something snide.  Almost any circumstance can embarrass the character.  This Disadvantage works well with [[Shy]] and [[Stagefright]].
''Uncommon, Strong: 10 Points''


''Type:'' Psychological
''Description:'' This character takes the faintest praise as high flattery.  He revels in any good word anyone says about him, and thus holds the flatterer in higher esteem than might otherwise be normal for the situation.  The character must make an Ego Roll in order to resist the flattery.  This Disadvantage works well with [[Arrogant]], [[Egotistical]], and [[Megalomania]].
''Uncommon, Strong: 10 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage gets confused easily, especially in chaotic situations.  When things start moving quickly and several things happen at once, the character starts to lose track of details and what's supposed to happen.  Eventually, the character will have no idea what exactly is going on.  The character must make an Ego Roll in order to not lose track of the situation and get confused.
''Occasionally, Minor: 5 Points
Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' The character is known to honor his obligations, and to accept such obligations readily. Thus others will sometimes attempt him into making such obligations to them, usually to his detriment. This Disadvantage only determines how other characters see the character; if he actually is easily obligated, he should buy an appropriate Psychological Limitation such as [[His Word Is His Bond]] or [[Slave To Duty]] as well.
''Uncommon, Strong: 10 Points''


''Type:'' Psychological
''Description:'' In times of intense stress, a character who is //Easily Panicked// loses his cool almost immediately.  When frightened, threatened, or otherwise put under harmful stress, this character falls to pieces.  The character must make an Ego Roll in order to keep his cool during a dangerous situation.
''Frequently, Minor: 10 Points
Very Frequently, Minor: 15 Points''


''Type:'' Social
''Description:'' This Disadvantage is for a character who has difficultly hiding his emotions and intentions from others. It is possible he lacks the ability to control his body language and facial expressions as well as most people or he generates some sort of "vibe" that others pick up on easily. He also suffers a penalty of -1 to -3 with Interaction Skills in appropriate circumstances. At the Frequent level, the character can occasionally hide his thoughts and feelings with an Ego Roll at -3. At the Very Frequent level, the character is an open book 24/7.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is only appropriate for male characters.  He acts in a manner that can only be described as "less masculine" than other men.  Always prim and proper, he always dresses impeccably (or tries to), is familiar with the finer things in life, speaks lightly, and would never dream of engaging in any activity that would actually make him perspire.  He is not precisely effeminate, but rather considers the "stereotypical masculine male" to be a brute to be looked down on rather than admired.  This character is usually not homosexual, but may have the Reputation "Seen As Homosexual" by others.

Good examples of characters with this Disadvantage would be Doctors Frasier and Niles Crane, from the sitcom "Frasier", Basil Fawlty from "Fawlty Towers", and Les Nessman from "WKRP In Cincinnati".  The character must make an Ego Roll in order to do anything that might be considered "rugged" or "testosterone-filled", unless he does so in an effete manner.
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This is a character who thinks the world revolves around him.  The character will assume that he will win any award he is a candidate to win, that he deserves special treatment simply because he is who he is, and believes that no one else's problems are more important than his.  This is different from being [[Arrogant]] or [[Conceited]]; an Egotistical person doesn't necessarily believe he's //better// than those around him... just that he's more //important// than everyone around him.

At the Moderate level, the character can force himself to consider others or to place others before his own wants if necessary.  At Strong, the character must make an Ego Roll to do so, while at Total commitment the character won't consider the wants or needs of others except in the direst of circumstances.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage feels that he belongs to a class or caste or even profession that is somehow superior to others.  This may be shown as expressed social, moral, or ethical superiority on the part of the character, but whatever the case, the character believes that he and those like him exist on a "higher level" than the common man.  The character may expect to be treated with better courtesy, or addressed differently, or may speak or act in a denigrating manner towards some others.

This Disadvantage should always be discussed by the GM prior to being taken to determine if the manner in which it manifests will or will not be disruptive to the game.
''Occasionally, Minor: 5 Points
Frequently, Minor: 10 Points''


''Type:'' The character has a hobby that, despite his love for it, would be the cause of derision and jokes would the truth get around.  He will perform the hobby in secrecy (or in the sole company of other practicioners), keeping this portion of his world carefully apart from his "normal" life. Discovery of the hobby may raise a few eyebrows and cause a few jokes to be told behind the characters back, and the character believes he would lose social status in his normal life.
''Very Common, Moderate: 15 Points''
''Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' The character has emotions, but is very uncomfortable with expressing them or engaging in physical contact.  Thus, he tends to keep away from others, and keep a stoic demeanor at all times.  This tends to give others the impression that the character is unfeeling or even cruel.  Other Disadvantages that go well with this one are [[Mysterious And Enigmatic]], [[Never Explains Himself]], and the Reputation "Seen As A Cold Fish".

An interesting combination can be made with Beserk/Enraged in Combat, to model a character who can only show emotion in combat.
''Very Common, Moderate: 15 Points''


''Type:'' Social
''Description:'' The character has emotions, but is very uncomfortable with expressing them or engaging in physical contact. Thus, he tends to keep away from others, and keep a stoic demeanor at all times. This tends to give others the impression that the character is unfeeling or even cruel. Other Disadvantages that go well with this one are [[Mysterious And Enigmatic]], [[Never Explains Himself]], and the Reputations like "Seen as a Cold Fish." An interesting combination can be made with Beserk/Enraged, to model a character who can only show emotion in combat.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage has difficulty with their emotions.  Their difficulty is not a lack of emotion, but an over demonstrative emotional state.  They are subject to erratic swings of emotion, from one moment to the next.  The character should be subject to an emotional change dependent on the stressful situations they encounter, including combat, other Disadvantages, or cues from the GM.
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This Psychological Limitation indicates a character who suppresses their emotions to the point that he acts in a manner which comes off as cold, unfeeling, and sometimes inhuman.  In general, such a character has difficulty handlign strong emotions in others, isn't able to empathize with other people's emotional states, doesn't understand what consists of an appropriate emotional display, and even has problem with understanding what causes an emotional display.

At the Moderate level, the character can express emotion when it is socially necessary.  At Strong, the character must make an Ego Roll to do so.  At Total commitment the character can possibly express emotion in the most dire of circumstances but generally doesn't do so even then.
''Common, Moderate: 10 Points''


''Type:''Psychological
''Description:'' A character with this Disadvantage structures their free time around a certain activity.  Whether it's a Saturday afternoon dedication to American football, or the devotion needed to watch horror movies at 3am on the local stations, the character will make uncomfortable changes in their schedule to enjoy their hobby.  The character, however, is not so enamored of the activity that they permit it to interfere with their work or other 'required' activities.
''Frequently, Fully: 20 Points''


''Type:'' Physical
''Description:'' A character with this Disadvantage has substantially different environmental needs from those of normal human beings.  Without those requirements being filled, the character will die -- and will usually die in great agony and distress.  Unlike a character with a [[Dietary Restriction]], this character is actually harmed when conditions are different from their needs.  Examples of such characters would include fish-men who can only breathe water or aliens who breathe methane.

The character may also take a Dependence or a Susceptibility in order to simulate the damage the character will take without his specific requirement.  It should be noted that a character with this Disadvantage is not required to purchase purchase Life Support (Expanded Breathing) to exist in his required environment (it is assumed that the required atmosphere is his normal one).

If the character possesses a means to overcome their //Environmental Requirement// as part of their gear (for example, if the methane-breathing alien owns a pressure suit and wears it constantly in oxygen atmospheres), the frequency drops to Infrequently, reducing its value by five points.
''Frequent, Greatly: 15 Points
Frequent, Fully: 20 Points''


''Type:'' Physical
''Description:'' A character who has //Epilepsy// is subject to seizures.  At the Greatly impairing level, the seizures are "petit mal", and are notable as more of a "phasing out"; the character stares into space, oblivious to what is going on around him for the duration of the seizure.  At Fully impairing, the seizures are "grand mal"; during a grand mal seizure, the character's body trembles uncontrollably and he cannot think or speak clearly.

In any stressful situation (especially a life-threatening one), a 13 or less roll will bring on a seizure lasting 1d6 minutes.  If the character has any sort of [[Phobia]], exposure to the focus of his fear is considered a stressful situation.  Bright flashing lights and loud noises have also been shown to cause seizures.

During a seizure, the character can take no actions.  In the case of grand mal seizures, the character suffers 3d6 Stun damage as well.
''Frequently, Major: 15 Points''


''Type:'' Social
''Description:'' A character with this Disadvantage is a [[Slave]] that has runaway from his owner and is now living as a free man, despite being still legally a [[Slave]].  Usually, the character usually has a [[Brand]] that marks him as a slave. If this is recognized, there's a chance that anyone who sees it will turn him over to local law enforcement or to his master.
''Frequently, Minor: 10 Points
Frequently, Major: 15 Points
Frequently, Severe: 20 Points''


''Type:'' Social
''Description:'' A character with this Disadvantage is a member of a racial or cultural group that is somehow out of the norm for the surrounding society. The character's ethnic group need not be in the minority (such as being a black person in the Southern United States of the 1930's, or being a Jew in Germany in 1939), though that is certainly the most common manner in which this Disadvantage is taken. The character could belong to an ethnic group seen as barbarians by greater society (such as a Goth traveling through the Roman Empire) or even for their cultural refinement (a Greek among early medieval Arabs). Whatever the specifics, the character is set apart by his cultural or racial origins and thus treated differently by the majority.
''Frequently, Minor: 10 Points''

''Type:'' Distinctive Feature
''Description:'' This Disadvantage is only appropriate for male characters.  The character in question is so good-looking and unintentionally charming that he's not only a [[Chick Magnet]], he's also a [[Stud Magnet|Chick Magnet]].  Most straight guys will hate him, not only because he gets all the girls but because he creates confusing thoughts that make them question their sexual orientation.  Amazingly enough, most characters with this Social Limitation are utterly unaware of the power of their own attractiveness.

The character should have both a high Presence and high Comeliness score.
''Uncommon, Moderate: 5 Points''


''Type:'' Social
''Description:'' A character with this Disadvantage has a genetic duplicate (either a twin sibling, a clone, or a coincidental doppelganger) who has all of the characteristics and powers of the original character. The character and his //Evil Twin// might even have the same skills and abilities. However, their moral centers and belief systems run counter and in opposition to each other. If the character is a hero, he will tend to get blamed for all of the harmful and criminal actions performed by his twin; likewise, if the character is a villain, the "evil" twin's beneficial actions and heroic reputation will cause the character's criminal associates to not trust the character. Either way, the character may take the //Evil Twin// as a Hunted in addition to taking this Disadvantage.
''Frequently, Minor: 10 Points
Frequently, Major: 15 Points''


''Type:'' Social
''Description:'' This Disadvantage reflects the fact that the leadership of the character's religion have declared him an "infidel", making him a pariah among others who practice that faith. At the Minor level, the religion in question is merely a societal or political power issue (like most religions in real life). At the Major level, the religion possesses some real supernatural power or enough influence in society as a whole to make the character's life difficult.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage believes in the "Body Beautiful", and seeks out opportunities to practice this philosophy.  At the Moderate level, the character looks for appropriate venues and like-minded people, generally taking a "its okay among consenting adults" attitude.  At Strong, this Disadvantage can become pathological, as the character indulges in exposing himself during inappropriate situations or with unwilling participants.  To not indulge his behavior in inappropriate situations, the character must make an Ego Roll.  And even then, would only modify his behavior reluctantly.  Player characters should avoid Total severity, and think twice about Strong severity.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This is used to simulate a character whose temper has no "throttle" on their anger.  (Or, in other words, they go immediately from "mildly annoyed" to "just shy of berserk", with no intermediate steps.)  Such a character will resort to violence easily and quickly soon after "going off".  This character might be one of the easiest-going, patient people alive, and yet when they finally get mad, they immediately lash out physically.  This sets it apart from [[Hair-Trigger Temper]].

At the Strong level the character can restrain himself with an Ego Roll, while at Total, the character cannot restrain himself except in the most dire of situations.
''Concealable, Noticed And Recognized, Commonly Used Senses: 10 Points
Concealable, Extreme Reaction, Commonly Used Senses: 15 Points
Not Concealable, Noticed And Recognized, Commonly Used Senses: 15 Points
Not Concealable, Extreme Reaction, Commonly Used Senses: 20 Points''


''Type:''  Distinctive Feature
''Description:'' The character has cybernetic parts that are difficult or impossible to conceal. This Disadvantage presupposes a society where people with such parts are common enough that there is a general trend of public thought about them.  The point value of the Disadvantage depends on whether the cybernetic parts are concealable or not concealable at all, and how well-accepted people with extensive mechanical parts are in the society in which he lives.
''Concealable, Noticed And Recognizable, Commonly Used Senses: 10 Points
Concealable, Major Reaction, Commonly Used Senses: 15 Points''


''Type:'' Distinctive Feature
''Description:'' The body of a character with this Distinctive Feature is covered in extensive visible scars.  The source of the scars can be determined by the player, but most will come from a series of violent oe tragic events.  At "Noticed And Recognizable", the scarring is visible, but doesn't greatly affect the overall appearance of the character in a negative way.  The scars might invoke curiousity, but not revulsion.  At "Major Reaction", the character is so extensively scarred that he is frightening to look at.
''Easily Concealed, Noticed And Recognizable, Commonly Used Senses: 5 Points''

For whatever reason (be is to cover a lost or injured eye, or as part of the treatment for a condition like [[Amblyopia]], the character wears an eyepatch regularly.  The eyepatch is normally a small cloth patch attached around the head by an elastic band or a string, but could also be attached through adhesive tape.

In modern society, with prosthetic eyes increasingly accessible, eyepatches are no longer common.
''Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' The character's family is well-known for its social status, and as such is socially obligated to do certain things. These may include sponsoring charity, hosting parties and meetings and even public service. As a member of the family, the character is expected to support or perform these functions as well. The character should take a combination of Wealth and Perks to indicate his high social status.
''Occasionally, Minor: 5 Points''


''Type:'' Social
''Description:'' The character has one of those faces that people are sure they've seen somewhere before. The majority of people shrug this off, but every so often someone will try to figure out who the character is, or reminds them of. Depending on the personality of the guesser, this could be very embarrassing or amusing.

This should not be taken in conjunction with any form of Distinctive Features, as the point is that the character is indistinguishable from dozens of other people at first glance.
''Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' The character is known to be related by blood or marriage to someone famous, important or wealthy (or all three!) It is widely assumed, therefore, that the character has an "in" to this special relative. Thus, the character is often bothered by those desiring introductions to the special relative, may be assumed to have similar skills/wealth by those who don't pay attention, and in some cases may be targeted by the special relative's enemies. (If the last is likely to be common, raise the restriction to Major for +5 Points.) Taking the special relative as a Contact is quite possible, but not mandatory. People with this Disadvantage sometimes also have [[Hates (Famous Relative)|Hates (Group, Person, Object, Nation, Or Concept)]] or a Rivalry with the relative.
''Frequently, Major: 15 Points''


''Type:'' Social
''Description:'' A famous character is known and recognizable by the general public.  The character could be famous for a variety of reasons, perhaps he is a well known politician, or a world renown scientist.  Being famous does not mean that throngs of fans swarm him whenever he appears in public.  For that, the character should take [[Celebrity]].  It does mean, however, that the character will probably be noted when seen, and it will be difficult for the character to behave in a covert manner when in public.

Superheroes should take [[Identity (Public Identity)]] instead of this Disadvantage.
''Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' This person believes so strongly in an ideal, country, code, religion, or cause that it is the most important thing in their life.  They may or may not die for it, but they are always willing to do so.  He puts the object of his fanaticism ahead of everything else.  If the character is fanatical about a [[Code Of Conduct]], he adheres to that code rigidly.  If he is fanatically devoted to a leader, he obeys that leader without question.

This Disadvantage is a step beyond Completely [[Devoted To (Person Or Organization)]].  Note that a //Fanatic// does not have to be either mindless or evil... just blindly dedicated.  Japanese Kamikaze pilots of World War II, Moslem terrorists who fly airplanes into buildings, and Christian fundamentalists who call for the murder of homosexuals and the bombing of abortion clinics are all examples of //Fanatics//.  This Disadvantage should not be used to represent either [[Prejudiced Against (Group)]] or [[Racist]].
''Infrequent, Greatly: 10 Points''


''Type:'' Physical
''Description:'' This character has trouble seeing objects and print that is too close and is at a -3 to perform any task which involves close scrutiny.

Since most campaigns happen in a modern setting, and glasses or contact lenses are freely available to just about anyone who needs them, the frequency of this Disadvantage is at it's minimum value to represent rarely being without corrective lenses.  If the character has such corrective measures in place, the -3 modifier is waived.  If the campaign is taking place in the past, when such items were not so readily available, it becomes Frequent, Greatly: 15 Points.
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage has a strong attention to detail, and a tendency to require perfection.  They may insist that all notes or memos be typed, rather than written, purely for a neatness factor.  In general, their appearance is always neat and precise, and they may tend to favor more formal attire.  However, they do not allow their quest for perfection to interfere with normal life or activities.  A character with this Disadvantage may also have [[Obsessive/Compulsive Disorder]], or [[Insists On Perfection]].
''Uncommon, Total: 15 Points
Common, Total: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' This Disadvantage can best be summed up as "super-pessimism".  Like a character who is a [[Pessimist]], this person believes that nothing will work out.  And in addition, they always believe that the results of everything not working out will be much more severe than can possibly be imagined.  Such characters rarely have a concern over their own welfare due to a deep belief that they are a dead man anyway.

In some of these characters, this attitude evolves into a variation on the Japanese proverb "If you know you are going to die, you can do anything."  They are not necessarily [[Fearless]], but are willing to take great risks and face great dangers.  Despite what it appears, this Disadvantage does not work well with [[Depression]].  However, it does work well with [[Fearless]].
''All The Time, Slightly: 15 Points
All The Time, Greatly: 20 Points
All The Time, Fully: 25 Points''


''Type:'' Physical
''Description:'' A character with this Disadvantage is //Fated// to always have something happen, or to never have something happen.  The character must have some reason for wanting things otherwise... being //Fated To Never Lose A Fight// isn't an appropriate Disadvantage, for example.

Usually, the reason why the character wants otherwise can be defined in a Psychological Limitation; for instance, a character with a [[Phobia]] defined as the fear of snakes might be //Fated To Meet Snakes At Least Every Third Adventure//.  A villain who carries a gun might be //Fated To Never Use His Gun Against A Character Who Would Be Injured By It//.  He can still use the gun for intimidation, or to shoot objects, but for some reason whenever he pulls the trigger against a person, the target dodges his bullets or bounces them.
''Occasionally, Minor: 5 Points''


''Type:'' Social
''Description:'' A character with this Disadvantage has a reluctance to commit himself to relationships. Because of this, any relationships he is in will only progress so far, and then will seem to stall. This may stress the relationship, particularly if the character's partner wishes to go to the next level. Family and friends may also notice, and may react according to what they think is best for the character.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' Such a character risks himself without a thought to his own survival.  He takes no consideration of the odds against him, or what might happen to him if he fails.  He simply does what he does with no fear.  Such a character wouldn't hesitate to enter a burning building, or skydive off of a skyscraper, or go toe to toe with a foe when he knew he was outmatched.  At the Strong level, the character must make an Ego Roll in order to consider the potential danger.  At Total commitment the character is completely oblivious to danger in all but the most dire of situations, and even in those he must make an Ego Roll.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage has a fear of a circumstance or situation occurring to them.  This is not a Phobia (which would be purchased as such).  A character who //Fears (Circumstance Or Situation)// will attempt to avoid or prevent that circumstance or situation from occurring, but will be able to tolerate it should it occur.  Examples for this type of situation could include rejection from significant others, over-spending on accounts, or loss of a favorite item.  The character will take steps to make sure this does not occur, but will not obsess to such a degree that it disturbs the character's normal life or activities.
''Uncommon, Strong: 10 Points
Common, Strong: 15 Points
Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' The character has an irrational fear that something bad will happen if he performs a certain action.  For example: //Fears He Will Die If He Enters the Jungle of Death//.  He will avoid performing this action at nearly any cost, including ridicule or punishment.  Even if he performs the action once and nothing bad happens, he will assume he just got lucky and refuse to push his luck by a repetition.  The GM should adjust this Disadvantage's point total to match the likeliness of this action being required in the campaign.  Characters with this Disadvantage may also be [[Superstitious]].  It also works well with [[Bigmouth/Braggart]].
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' The character considers himself "above" the mere common man.  Instead of wishing to control humanity, a character with this Psychological Limitation merely wants their praise and worship.  He does not literally "feed" off of this adulation in the sense that he is physically nourished by it, but will feel disappointed and eventually distraught if he does not receive it.

If this adoration is lost, he will go to great lengths to get it back.  If the character physically needs adulation and adoration, use a Dependency instead.  Many characters with this Disadvantage will have other Psychological Limitations relating to their perceived superiority.
''Uncommon, Moderate: 5 Points''


''Type:'' Psychological
''Description:'' The character is getting up in years, and sometimes believes that he is too old to continue in his present career path.  He is often tempted to comment on this subject when new, young people join his organization, or when a situation goes beyond his physical capabilities (see John <nowiki>MacLaine</nowiki> from the //Die Hard// films, or Roger Murtagh from the //Lethal Weapon// films), and his constant complaint that he is "getting too old for this shit".  He may be tempted to invest time and money in ways of staving off the aging process.  The Age: 40+ or Age: 60+ Disadvantage is appropriate, but not mandatory.  It's an attitude rather than a fact.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character looks down on the object of their contempt, thinking that the object is stupid, ill-advised, crude, or just plain bad.  The possible targets for the character's contempt are almost limitless.  Whatever the character focuses his or her dislike upon, he treats it with an utter lack of respect.

This is not necessarily the same as [[Hates (Group, Person, Object, Nation, Or Concept)]].  The character doesn't wish harm upon the object of his contempt, and isn't likely to do any real harm.  Rather, the character with be sarcastic about the subject, poke fun at it at every opportunity, belittle it, and take every opportunity to show those around him how little he thinks of the object of his contempt.  The character can force himself to not act in this manner with a successful Ego Roll.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage had some terrible occurrence happen in their past.  Either they themselves were the cause of the occurrence or they were the victim of it.  Either way, the character feels responsible and thus guilty for it.  This feeling need not be rational.  In some cases, this Disadvantage could be defined as "survivor's guilt" (in which many people close to the character did not survive some event, but the character did, and for this the character feels guilt).

In order to avoid feeling in this manner when reminded of the past, the character must make a successful Ego Roll.  This works well with a variety of other Disadvantages, like [[Runs From Responsibility]], [[Feels He Must Prove Himself]], [[Must Overcome Failure To Protect (Loved One)]], [[Depression]], [[Prone To Depression]], [[Grim And Humorless]], [[Moody]], [[Flashbacks Of (Traumatic Experience) During (Situation)]], and [[Seeks (Concept, Person, or Object)]] defined as //Seeks Revenge//.
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character thinks he has to prove that he's brave enough, strong enough, capable enough, etc.  Whether he has to prove it to himself or others is up to the player.  In order to prove himself, the character takes risky chances.  However, he is not [[Reckless]]; he recognizes that the chances he takes are risky, but is compelled to take them because how else can he prove himself?  At the Moderate level the character can force himself to not take risks in this manner when necessary.  At Strong the character must make an Ego Roll in order to do so.  At Total commitment, the character cannot do so except in the most dire of circumstances.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character owes another character (whether NPC or PC) a debt due to the other character's actions in the past.  What caused the debt is up to the player.  The character may feel that he owes so much to the other person that he is compelled to assist them whenever possible (and within his other Psychological Limitations).  At the Strong level, the character must make an Ego Roll in order to refuse to help the other character when asked.  At Total, he cannot do so except in the most extreme of circumstances.
''Very Common, Moderate: 15 Points''


''Type:'' Psychological
''Description:'' This is the "mild" version of both [[Always Obeys Orders]] and [[Completely Devoted To (Group Or Cause) And It's Ideals]].  Like those two Disadvantages, it is most appropriate for a character who is a member of some paramilitary or military organization.  A character with this Disadvantage would, under normal circumstances, never dream of disobeying an order or violating the policies and regulations of the organization he works for, but under unusual circumstances could do so without making an Ego Roll.
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' This character never shows off or grabs the glory, because he knows who he is and what he is capable of.  Taunts and personal challenges from other characters regarding his abilities and skills run off of the character like water from the proverbial duck's back.  This is not to say that the character could not perform, and perform well, when challenged to do so.  Its just that unless succeeding in the challenge is important in some way, shape, or form, the character finds it childish and unnecessary.  This Disadvantage works well with [[Self-Assured]], but should not be taken with [[Bully]] or [[Bigmouth/Braggart]].
''All The Time, Greatly: 20 Points''


''Type:''Physical
''Description:'' This Disadvantage is most appropriate for characters in a heroic level campaign.

The character has no sense of pain, and therefore is not aware of when he is injured.  The character can easily break bones or suffer from sprains and tears and never realize it, or the character could get seriously cut and then bleed to death before realizing he was even hurt.  During combat, the GM should keep track of any body damage the character takes, not telling the player until and unless combat is over or the character dies suddenly from his injuries.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This is a variant of [[Low Self-Esteem]].  A character with this Disadvantage believes that every bit of criticism about himself is true.  He has a hard time holding onto a positive self-image in the face of critical appraisal.  However, unlike someone with [[Low Self-Esteem]], this person will accept complements and believes praise about himself as well.  Note that obviously ridiculous criticism will not be believed, but jokingly made sarcastic remarks not meant as criticism will be.
''Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is a variant of [[Low Self-Esteem]].  Rather than the character having a low opinion of himself, however, he perceives that others have a low opinion of him and resents it.  This feeling persists regardless of how others feel about the character.  A character who //Feels <nowiki>Under-Appreciated</nowiki>// feels that, no matter how hard he tries or to what degree of excellence he acts, his efforts go unnoticed.  This causes resentment on the character's part toward those he feels are under-appreciating him.  The character can avoid these feelings if he makes a successful Ego Roll.  This Disadvantage works well with [[Young]] and [[Constantly Fishes For Compliments]].
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage believes in his country and would do almost anything to further its aims.  They would gladly give their lives in the service of it, and tend not to believe any derogatory information leveled at their country.  Even when presented with hard evidence that their country is less than ideal, they will not accept it unless the circumstances are extremely dire.  Note that the character's patriotic feelings are not necessarily directed toward the government of his country (though this may well be a part of it).
''Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' This character believes that a fair fight is a fight he wins; to that end, he'll do what he must in order to guarantee that he does win the fight.  The character will take any advantage he can in combat, and will exploit any weakness his opponent might possess.  Low blows, insults, striking from surprise, blinding an opponent, using weapons against an unarmed foe -- all are considered useable tactics by this character.  Note that a character cannot take both this Disadvantage and [[Not Above Using Dirty Tricks]].
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This Psychological Limitation is appropriate for that character who lives and breathes his political dogma to the point of extremism.  A character with this Disadvantage shapes his or her entire worldview around his personal politics.  Not only does the character guide his own actions through his political biases, but he will judge everyone else's motives similarly.

The character will decide which TV shows and movies to watch, which foods to eat, which people to associate with, which music to listen to, which books to read, which clothes to wear, which political and social causes to follow -- all from the standpoint of "is this appropriate according to my political opinions?"
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage shapes his or her entire worldview around religion.  Every situation and decision is given a religious response.  The character will decide which TV shows and movies to watch, which foods to eat, which people to associate with, which music to listen to, which books to read, which clothes to wear, which political and social causes to follow -- all from the standpoint of "is this appropriate according to my religion?"
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character always adds a little extra panache to whatever it is he does.  Its not enough, for instance, for the character to dress well.  He has to dress well and stand out.  (For instance, the character might wear an all-white tuxedo, complete with top-hat, tails, and cane, to a formal event.)  The character is always a tad showy.  He speaks large, makes large gestures, and has a hard time being sedate while in public.  This Disadvantage works particularly well with [[Effete]] when applied to male characters.  In order to avoid acting in this manner, the character must make an Ego Roll.
''Very Frequently, Major: 20 Points''


''Type:'' Social
''Description:'' The character demonstrates his homosexuality in elaborate or colorful displays or behavior. If the character is male, this could be by acting very effeminately, or dressing in what would be viewed as a particularly feminine manner. For females, it would be the reverse, by acting or dressing in a very masculine manner. In either case, this character would not generally attempt to hide their orientation.
''Uncommon, Strong: 10 Points
Common, Strong: 15 Points
Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage collapses into hysteria during a certain situation because the situation harkens back to a period in the past during which the character suffered a horrifying, painful, or otherwise traumatic experience.  For example, a character could have //Flashbacks Of Domestic Abuse When Yelled At By A Woman// or //Flashbacks Of Rape When In Close Quarters With Men//.

The Frequency of this Disadvantage depends on how common the situation causing the flashback occurs.  Regardless of Frequency, the character must make an Ego Roll in order to overcome the feelings the flashbacks cause and act normally.
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is appropriate only for characters in a science fiction setting where space travel is cheap, easy, and common.

A character who suffers from this Disadvantage is psychologically unsuited for space travel.  The sheer empty vastness of space unnerves the character.  While on planets other than the one he was born and grew up on, the character finds that he doesn't sleep well, can't ever truly relax, and cannot get over the fact that something... the smell of the air, the precise color of the sky, the look of the plants, the animals, the gravity... just isn't "right".  His body is attuned to the Earth, and the Earth is the only place he's truly comfortable.  The character is not necessarily a [[Xenophobic]].  He may get along just fine with alien beings... as long as they are on Earth.  Its the alien environments that the character has trouble dealing with.

At the Moderate level, the character can force himself to act normally in an alien environment; even so, he is distracted and edgy, suffering a -2 penalty to all Skill Rolls unless he makes a successful Ego Roll at +5.  At Strong, the penalty is -4, unless a successful Ego Roll is made; in that case the penalty is -2.  At Total commitment, the penalty is -6 unless he makes a successful Ego Roll at -5; in which case the penalty is -4.  Note that Ego Rolls are not Skill Rolls.

This Disadvantage takes its name from Larry Niven's //Known Space// series of novels and short stories.  In this series, natives of the planet Earth are known as "flatlanders", and are derided by humans native to colony worlds for their provincial attitudes and inability to adapt to other planets.
''Uncommon, Moderate: 5 Points
Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' The character is unused to having people notice or praise him.  As such, he finds it a pleasant change, and tends to let the attention go to his head.  He can be persuaded to act in irresponsible ways to continue to get attention and praise.  The frequency of this Disadvantage should be chosen by the GM based on what level of celebrity the character suddenly has.  Other Disadvantage that work well with this one are [[Young]], [[Naive]], and [[Feels Under-Appreciated]].
''Very Common, Moderate: 15 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage finds it fun to be a flirt.  He flirts with everyone with whom it is appropriate to do so with, regardless of the circumstances.  He does this even if he's in an otherwise stable marriage.  In addition, the character flirts in a way that lets the person being flirted with know that the character is not serious or offensive.  He flirts, but only for fun.  He understands, however, that not all people respond to such activity, and knows when to shut it down.  (If the character doesn't know how to throttle down his flirtatiousness, use [[Lecherous]] instead.) 
''Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' A flunky performs menial or miscellaneous duties for his superior(s). He is treated as an inferior, and possibly contemptuously, by those above him. If he also acts as a yes-man or sycophant, than his peers may also treat him with contempt, as he will not have earned any respect from them either. An example of the perfect flunky is Waylon Smithers on The Simpsons.

Characters with this Disadvantage often also have [[Follower]].
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage is easily confused or disoriented by a target circumstance or situation.  This may disrupt concentration, cause a delay in action, or restrain a character from a certain choice of action.  As the character becomes flustered, they must evaluate the changed situation.  This does not prevent them from acting, and does not require any roll to overcome.

A character with this Disadvantage may also take complementary Psychological Limitations to reflect a fear of an occurrence, or a Physical Limitation to reflect an allergy which might cause them to be flustered.  (For example: A character allergic to stinging insects, may be flustered by having to move through wilderness.)
''Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' This Disadvantage might also be called //''Total Concentration''//.  A character with this Disadvantage tunes the rest of the world out when he concentrates on something.  Any activity that is not done in an offhand, casual manner is focused on like a laser beam.  All else is suddenly considered unimportant and secondary, even such basic tasks as eating and sleeping.  In order to force himself not to focus in this manner, or to redirect his attention once he has become focused, the character must make an Ego Roll.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character looks to others for leadership when leadership is needed.  He will give his opinion on what should be done, but leaves the decision-making to others.  When others look to the character for leadership, he feels uncomfortable with it and will tend to rely on the advice of the others for every decision.  (In cases like this, sometimes the character will appoint another the "de facto leader" and use his advice as the decision itself, even while retaining the "figurehead" position of leader.)  At the Moderate level, the character can force himself to make decisions and actually lead when necessary.  At Strong, the character must make an Ego Roll in order to do so.
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage follows the structured hierarchy around him.  If there is no structure, the character may or may not 'assume command' dependent on whether they are a leader or follower type.  The character will look to those who have established authority and will accept instruction from those in authority.  The character may assume that those in authority 'know better' as a result of experience or wisdom.  This Disadvantage works well in combination with [[Trusts Those In Authority]] or [[Subject To Orders]].  It should not be taken with [[Follower]].
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage forgets those things that he is not dealing with at the moment.  He can't remember phone numbers, people's names, directions, etc. without writing them down -- and even then he might not remember where he wrote them down.  Very important information (like the names of his wife and children, where he works, etc.) are not forgotten; its just things he doesn't deal with every day that he loses track of.

At the Moderate level, the character can force himself to remember these things when necessary, though it might take him a while.  At Strong, the character must make an Ego Roll in order to do so.  And at Total commitment, he cannot do so except in the most extreme of circumstances.  This Disadvantage is different from [[Absent Minded]] in that a character who is [[Absent Minded]] forgets things when distracted, while this character forgets things at any time.
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' The character is very independent in personality; he doesn't like being tied down to one place, one group or one relationship.  He'd much rather be footloose and fancy-free.  Such a character has no problem coordinating with a group (unless he has other Psychological Limitations preventing him), or following directions when the situation calls for it,  but is not inclined to take orders for very long or to join a group permanently.  Characters with this Disadvantage should not also take Psychological Limitations that make them loyal to a single person, group or place.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' Like a person who is merely [[Free-Spirited]], a character with this Psychological Limitation is very independent in personality; he doesn't like being tied down to one place, one group or one relationship.  In addition, he very much resents being told what to do and resists taking direction or following orders.  He has a great deal of difficulty coordinating with others, especially if they try to exert authority over him.

This Disadvantage works well with [[Loner]].
''Infrequent, Slightly: 5 Points
Infrequent, Greatly: 10 Points
Infrequent, Fully: 15 Points
Frequent, Slightly: 10 Points
Frequent, Greatly: 15 Points
Frequent, Fully: 20 Points''


''Type:'' Physical
''Description:'' A person suffering this Disadvantage often has horrible dreams at night.  The character wakes often, and in the morning feels unrested.  The character suffers all the effects of [[Insomnia]], and thus cannot also take that Disadvantage.  The point value of the Disadvantage depends on how often the character has the nightmares (once a week for Infrequent, once every two or three days for Frequent), and the intensity of the nightmares.
''Frequently, Minor: 10 Points
Frequently, Major: 15 Points''


''Type:'' Social
''Description:'' Something about the body language, appearance, or general aura sends off warning signals that adults are not sensitive enough to catch, but come across loud and clear to animals and small children.  They will react with undisguised fear towards the character and seek to flee him.  If the character is otherwise personable, or adults around him fail to interpret the odd behavior correctly, it's minor effects.  If, as in some fantasy campaigns, the locals are quick to pick up on such clues as "monster!" then the restrictions are major.

The character should usually take an appropriate Distinctive Feature to explain why he is so scary.  While being ugly or mishapen is appropriate, this Disadvantage works even better when the character's appearance is perfectly normal (in fact, the more good-looking the better).
''Uncommon, Moderate: 5 Points''


''Type:'' Psychological
''Description:'' This is a variation on [[Cheap]]; the character isn't precisely [[Cheap]], but rather prefers to do more with less.  He is willing to spend money when necessary, and in some cases prefers to buy the best (and possibly most expensive).  However, he also prefers not to spend a lot of money when its not strictly necessary.  The character can avoid acting in this manner when necessary.
''Occasionally, Minor: 5 Points
Frequently, Minor: 10 Points
Very Frequently, Minor: 20 Points''


''Type:'' Social
''Description:'' Essentially, a character with this Disadvantage is a [[Nerd]] on overdrive.  Where a [[Nerd]] is merely uncool and unpopular, a //Geek// is seen as odd or bizarre (ironically, for usually the very same reasons a [[Nerd]] is merely seen as uncool).

This Disadvantage is generally more severe for a [[Minor]] who is still in school, or an adult in situations of constant, mandatory socialization (careers such as sales or teaching), than it is for most characters.

Unlike [[Nerds]], //Geeks// are usually either happy with their social-outcast status, or are totally oblivious to it.  This is usually because they have their likes and dislikes and don't really care what others think.  (In the words of Corey Sudol, a friend of the compiler and a huge //Geek// himself, "if the mundanes don't have the intellectual capacity to struggle with the problem of whether or not the Enterprise could defeat a Star Destroyer in ship-to-ship combat, all other things being equal, that's their lookout, not mine.")
''Occasionally, Minor: 5 Points
Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' This Disadvantage would be appropriate for characters who spend a significant portion of their time in a religious community that has a strong tribe-like identity (Jewish or Mormon communities are the best real-world examples) but who do not share the religious beliefs of the community. (For example, a non-Mormon in a Mormon town.) It refers to characters who are not able or willing to participate, to a greater or lesser degree, in the religious cultural life of the people among whom they live. As is often the case with Social Limitations, the Frequency and Severity vary depending upon the character's needed or desired level of social interaction with the other group, and the group's general views on "unbelievers". In any case, the character's lack of belief in the greater majority's affects the way the group as a hole treats, responds to, and interacts with the character. Please note that this does not automatically mean that the character or the religious community are necessarily bigoted in any way. Certainly it is a possibility, but it's not the only possibility. Generally, bigotry enters the picture only when the religion dictates that "infidels" are somehow of lesser "value" than believers.
''Frequently, Greatly: 15 Points''


''Type:'' Physical
''Description:'' A character with this Disadvantage is dramatically taller than a normal person without actually having the Growth power.  The character is at least 6'6" tall.  In addition, the character probably weighs in excess of 250 pounds, even if not massively built or obese.

Though most people who qualify as giants are physically imposing and capable of incredible feats of strength, they also have low stamina and often suffer incredible health problems.  The most common problems are arthritis and heart disease, even when they try to keep themselves in shape.  This translates as a limit of 15 on their Constitution scores.

In addition, he suffers all the same penalties of being Tall, and cannot also take that Disadvantage.  Also, a true Giant usually eats more than a normal person, even if he is not overweight; food costs go up proportionally.  For a superheroic-level character this Disadvantage might not be appropriate.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' In general, this Disadvantage should be restricted to very young female characters.

The character suffers from a comically exaggerated behavioral pattern, or rather everyone else around her does.  The character with //Giddy Teenage Girl Syndrome// is almost always a [[Cheerful Charlie]] and [[Hyperactive]], though she can be [[Moody]] a lot of the time as well.  She is given to fits of giggling and nonsensical outbursts, understood only by other giddy teenage girls.

Often, the character will attach themselves to a "best friend" or "boyfriend", completely oblivious to the other person's opinion of them.  //Giddy Teenage Girls// are often found in shopping malls, fast food restaurants and boy band audiences.  Most characters with this Disadvantage are also eligible for the Social Limitation [[Minor]].

This Psychological Limitation combines [[Cheerful Charlie]], [[Young]], [[Hyperactive]], and [[Moody]], and thus shouldn't be taken in combination with any of them.
''Frequently, Slightly: 10 Points
Frequently, Greatly: 15 Points''


''Type:'' Physical
''Description:'' This character has some impaired mobility with one of his legs.  The specific reason for this is up to the player (some possible examples are damaged knees, one leg being shorter than the other, a malformed foot, etc.).  At the Slightly level, the character sells back 2" of his Running rate, and suffers a -1 penalty to his DCV.  At Greatly impairing, the character sells back 4" of his Running rate, is at -2 DCV, and cannot use any Martial Kick maneuvers.
''Very Common, Moderate: 15 Points''


''Type:'' Psychological
''Description:'' The character has a strong and distracting interest in the opposite sex.  This Disadvantage is essentially a milder or less developed, or perhaps even less "creepy"  version of [[Lecherous]] (in that a [[Lecherous]] person carries with him the taint of the predator... a person who is merely //Girl/Guy Crazy// has a subtle cuteness around him that just isn't associated with being [[Lecherous]]).  He will take any opportunity to look at, meet, or discuss the objects of his interest.  But it is not necessary for him to actually *interact* with the opposite sex.  Many characters with this Disadvantage are also Young or Immature; he could also be Shy.
 
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Psychological Limitation enjoys breaking things and hurting people.  He gains an emotional rush from destroying property and causing injury.  He isn't necessarily a killer, but isn't  adverse to killing people, either.  This Disadvantage is only appropriate for villains.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage cannot resist putting himself in the spotlight.  He insists on taking the greatest risks, creating complex plans that prominently feature himself as the center of the action, will always pose for photos and sign autographs, and will stick around after the villains are caught on the off-chance that a reporter will want to talk to him.  This Disadvantage is sort of an advanced form of [[Overconfident]], thus a character should not be allowed to take both.
''Uncommon, Moderate: 5 Points
Uncommon, Strong: 10 Points''


''Type:'' Psychological
''Description:'' This is someone who is overly fond of food and drink.  Given the chance, the character will eat until he is stuffed.  He will have "snack foods" tucked away in convenient locations, and is most likely overweight.  A character taking this Disadvantage at the Moderate level can pass on food or drink when the situation requires.  Taking it at Strong requires an Ego Roll to do so.

In general, characters with this Disadvantage have always been portrayed as messy, disgusting, morbidly obese slobs who one would not want to be close to for any length of time.  Note that this is not necessarily the case with all characters (if the person exercises his gluttony away, he need not be a fat slob).  This is not a terrible weakness, but it is an obvious one.
''Occasionally, Minor: 5 Points''


''Type:'' Social
''Description:'' A character with this Social Limitation tends to also have [[Indiscreet/Gossip]].  Even if he doesn't, he still tends to act this way.  Because he relates the deepest, most embarassing secrets about his friends, colleagues, and other people he knows to anyone he talkes to, people around him don't fully trust the character.  They tend to edit any conversations they have with him to limit the information he gains, so as to lessen the impact of his blabbing their secrets.

The character does not necessarily do this out of a sense of malice (though this is certainly possible).  Rather, he doesn't really think about it:  he just talks.  This is also not to say that the character cannot be trusted with a truly important secret.  This person won't necessarily blab a national security matter to anyone on the street.  However, other characters may well think so.

If the character isn't really a //Gossip//, but is taken for one anyway, the character should take the Reputation "Seen As A Gossip".
''Infrequently, Greatly: 10 Points
Frequently, Greatly: 15 Points''


''Type:'' Physical
''Description:'' The character reacts poorly to changes in gravity, becoming nauseous and/or achy.  The character will be at -3 for all skills and combat until his body readjusts.  This Disadvantage is only suitable to campaigns where changes in gravity come up frequently, primarily space-faring settings.

The occurrence is Infrequently if the society makes heavy use of artificial gravity to make its citizens comfortable; and if the character must take planets and starships as he finds them, its Frequently.  Having a gravity-altering superbeing in the campaign is generally not enough to justify taking this Disadvantage.  Try a Vulnerability to gravity-based attacks instead.
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage lusts after wealth.  Such a character is willing to do almost anything to increase his own net worth.  "Secondary" considerations such as loved ones and friends don't necessary matter next to the ultimate goal.  A character taking this Disadvantage at the Moderate level is able to control his urges, and will not attempt to profit from the misery of others, or toss people aside in his pursuit of wealth.  At Strong, the character must make an Ego Roll to do the same.  A character whose greed is Total couldn't care less who he hurts on his way to the top of the financial heap.

Those characters who have this Disadvantage at the Strong level must make an Ego Roll in order to resist taking a bribe, following a scheme to get rich quick, or any other risky and/or potentially hazardous method of making money.  The <nowiki>GM</nowiki> is free to assign bonuses or penalties to this roll depending on circumstance and the amount of money (for example, a $20 dollar bribe won't really tempt a man who already is worth over $1 million).  This Disadvantage combines well with [[Cheap]] and [[Miser]], though the combination need not always be present in a //Greedy// character.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage never sees humor in anything.  This is not the same as having [[No Sense Of Humor]].  A character with [[No Sense Of Humor]] just doesn't get it, whereas a //Grim And Humorless// character gets the joke but simply feels that he has better things to do with his time than waste it making lame attempts at humor, and that so do you, so stop playing around for Christ's sake because there's a job to do.  In addition, the character feels that he has better things to do than indulge in any sort of frivolous behavior at all.

At the Strong level the character must make an Ego Roll in order to have anything vaguely like an appropriate reaction to humor.  At Total, the character never laughs, or even smiles, regardless of what is going on.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage tends to believe everything he is told.  Such a character is easily tricked, and usually easily taken advantage of.  Of course, the real disadvantage to this Disadvantage is that no matter how many times the character is taken in, he never seems to learn.  At the Strong level, an Ego Roll is necessary for the character not to believe what he is told.  This roll should be made only in a situation where the player feels that what the character is being told is untrue or is designed to trick the character.  At Total, there is no roll except when what the character is being told is patently and obviously nonsense.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is only appropriate for characters who have a reputation as great fighters.  The character feels compelled to challenge any other renown fighter to a duel (not necessarily to the death) to see who is the better fighter.  If the other fighter refuses, the "gunslinger" will do almost anything short of engaging in physical violence (and some less ethical "gunslinger" types won't stop at that) to goad the other into fighting.
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage gets angry at the drop of a hat.  The slightest irritation sets him off into a rage.  Such a character tends to get into fights easily, is never happy with his lot in life, rarely has successful relationships, and never has any true friends.  At the Moderate level the character can suppress his anger enough to get along peaceably with others, no matter how maddening he finds them.  At Strong, the character must make an Ego Roll in order to do so.  At Total, the character cannot interact peaceably with those who may irritate him except under the direst of circumstances.

Note that this is not the same thing as an [[Explosive Temper]].  A character with an [[Explosive Temper]] doesn't necessarily get mad easily... but once they are mad, they are furious.  A character with a //<nowiki>Hair-Trigger</nowiki> Temper// goes off at the drop of a hat, but while he becomes angry he doesn't necessarily become furious.
''Frequently, Slightly: 10 Points
Frequently, Greatly: 15 Points''


''Type:'' Physical
''Description:'' For whatever reason, this character's hearing is not as sharp as it should be.  At the Slightly level, the character suffers a -2 to all Hearing Perception Rolls.  At Greatly the character suffers a -4 penalty.  It is recommended that player characters not take the Greatly level, as the character will be constantly saying in a loud voice, "Huh?" or "What?"  Also, in games set in modern or more technologically advanced times, the use of hearing aids makes this either Infrequently, Slightly: 5 Points, or Infrequently, Greatly: 10 Points.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' The character has an aggressive attitude towards any project he is involved with.  If he has a choice of approaches to a problem, he will strongly prefer a direct charge at full speed or the equivalent.  Characters with this Disadvantage tend to eschew subtlety and patience.
''Frequently, Slightly: 10 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage can be considered a workaholic.  This character regularly spends long hours on work projects, often neglecting loved ones.  This can lead to failed marriages, and unhappy children.  This character receives a -2 penalty to any roll related to his personal or family relationships.
''Occasionally, Minor: 5 Points
Occasionally, Major: 10 Points
Frequently, Minor: 10 Points
Frequently, Major: 15 Points''


''Type:'' Social
''Description:'' A character with this Disadvantage has a secret that would harm the character and/or those close to him (friends, family, etc.) if it were widely known.  The frequency of this Disadvantage is defined by the probability that someone discovers the secret.  At Occasionally, the secret can only be discovered by someone who has access to a special media that reveals the secret (a file, a tape).  At Frequently, the secret can be discovered by someone who does a serious research into the character's past (or the one near him).

At the Minor level, the secret is something that would ruin the character's life, job, and/or reputation, but generally leaves those around him unscathed.  At Major, the secret affects not only the character but also those around him (family, friends, teammates).
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage trusts another character enough to put his life in the other's hands.  He willingly and commonly confides in the other, believes the other will never betray him, and can put himself in danger knowing that the other character will back him up.  The character will never, ever have the slightest doubt about the other character, even if shown evidence that a betrayal of some kind has taken place.  (The character will rationalize the evidence away.)

Whether or not the other character is worthy of that trust is not up to the player.  Also, it should be noted that this Psychological Limitation isn't the same as being [[Trusting]].  The character need not have complete faith in //everyone//.  Its just the one person or group that he trusts completely.
''Uncommon, Total: 15 Points
Common, Total: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' For a character with this Disadvantage, there is something for which he feels the utmost hostility and contempt.  In general, a character who hates something will take active steps to avoid the object of his hatred, and will never voluntarily enter into a situation where they can't do so.  If absolutely forced to deal with the object of their hatred, the character will do so unwillingly, and under great and vehement protest.  The object of the hatred could be almost anything:  a specific person, a type of character, big business, a type of behavior, having to perform a specific task, etc.  The possibilities are nearly endless.  The different levels of frequency depends on how often the character will come into contact with the object of his hatred.  This Disadvantage should not be used to replace [[Prejudiced Against (Group)]] or [[Racist]].
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character reacts to instruction, regardless of how politely states or how inoccuous, with hostility.  He stubbornly refuses to do what he is told, regardless of how sensible the directions are.  When confronted by authorities, he is sarcastic and resistive at best, downright hostile and violent at worst.

If the character happens to do what he was told //anyway// because such a course is the best action in a given circumstances, the character will make it clear that he's not doing it because he was told to do it, but because he wanted to do it anyway.

At Common, Strong the character can swallow his pride when necessary to go along with directions.
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character who is //Headstrong// wants to do what he wants to do and tends to not listen to the advice of others.  He's not [[Capricious]]... the character can and will think long and hard about what he wants to do before he does it.  Nor is he necessarily [[Stubborn]], since he's willing to listen to other people before he makes his mind up.  Its just that once he has made up his mind, its made for good.
''Frequently, Greatly: 15 Points''


''Type:'' Physical
''Description:'' This character's body is extraordinarily heavy (more than 350 pounds).  This is more than being [[Overweight]] (characters who are merely obese characters should take that Physical Limitation instead).  The character is, instead, so heavy (perhaps through great size or great density) that it often causes him difficulties.  Chairs or even floors might not be strong enough to support him, teammates might be unable to lift him, vehicles might be unable to carry him, etc.  This will sometimes be taken in conjunction with [[Giant]] or [[Unwieldy Body Shape]].
''Very Frequently, Minor: 15 Points''


''Type:'' Physical
''Description:'' The character is very hard to wake up, once asleep.  Loud noises, bright lights, changes of venue, he can sleep through it all.  For obvious reasons, this character should not take any job that requires 24-hour "on call" availability.  A character with this Disadvantage may not take Lightsleep, though Combat Luck only usable while asleep is appropriate.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character believes that pleasure is the only proper goal of moral endeavor.  Their credo is "If it feels good, do it".  He indulges in his own choice of vices, and is willing to try other people's vices as well.  The character may have other Disadvantages which will restrict how far he will go in the pursuit of pleasure.  In order to suppress his urge to pursue pleasure in all of its forms, the character must make an Ego Roll.
''Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' Because of the character's profession or social status, he is expected to be more circumspect in his behavior than an average citizen. For example, a children's entertainer would be expected not to be publicly drunk, get into fights, use foul language, etc. Failure to live up to this high standard will result in bad publicity, scorn and possible loss of employment. Many characters with this Disadvantage will also have Psychological Limitations either reinforcing or breaking the expected behavior.
''Concealable; Noticed And Recognizable; Commonly Used Senses: 10 Points''

''Type:'' Distinctive Feature
''Description:'' A character with this Distinctive Feature has eyes that scream "madman".  Perhaps they burn with a particularly disturbing intensity.  Perhaps they bulge just enough to be creepy.  For whatever the reason, the character's stare makes other people uncomfortable; they remember the character as "that guy with the creepy eyes", regardless of whether the character was trying to be creepy or not.

This Distinctive Feature is named after the mugshot photo of [[Mass Murderer]] Charles Manson; the picture in question perfectly illustrates this Distinctive Feature.
''Infrequently, Greatly: 10 Points''


''Type:'' Physical
''Description:'' A character with this Disadvantage has no clotting agents in his blood.  In today's modern world, this character would regularly take medication which builds up artificial clotting agents in his blood.  While taking these drugs the character handles damage as normal, but if off the drug for an extended period (1 week, typically), they become unable to stop bleeding on their own.  In this state, if they sustain even 1 Body of damage involving Trauma-like F/X, they begin to bleed to death at a rate of 1 Body per Turn.  This continues until the character dies, or receives medical attention specifically to stop the bleeding.

If the campaign is taking place prior to the 1960's, these artificial clotting agents are not available, and the frequency rises to Frequently, which adds five points in value.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage has to think about what he's going to do in a fight before he actually does it.  This is not the same as [[Combat Paralysis]], or even [[Confused In Combat]], as the character may be perfectly able to follow a battle plan, or even formulate one himself.  However, he unconsciously takes the time to actually think about what he's about to do instead of just going ahead and doing it.  The character always acts last in any given combat phase, and even then can only make half-moves.  The character can force himself to act without thinking about it with an Ego Roll; in this case, the character can make a full-move.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage is combines the worst parts of [[Stubborn]], [[Narrow Minded]], and [[Prejudiced Against (Group)]].  Common beliefs for this type of character are that women have their place, and minorities should do manual labor, that kids today have no respect, and that all one need do is follow the Bible and everything will be all right.

These characters never hide their feelings and proudly let people know his opinions whenever possible.  They receive a -3 penalty to any Interaction skills when interacting with people he believes are beneath him, which means generally anyone who disagrees with him about anything.
''Concealable, Major Reaction, Commonly Used Senses: 15 Points''


''Type:'' Distinctive Feature
''Description:'' With this Disadvantage, the character is simply too horrifying, ugly, or sickening to look at.  His appearance is offensive to the senses of those around him.  The reason might be extreme ugliness, scarring that goes beyond [[Extensive Scarring]], burns that exceed [[Horribly Burned]].  The character's features are mis-shapen and wrong.

This Disadvantage works well with [[Considers Himself To Be A Monster]], [[Cannot Stand The Sight Of His Own Face]], [[Frightens Animals And Small Children]], and [[His Face Is Always Concealed]].
''Very Frequently, Major: 20 Points''


''Type:'' Social
''Description:'' The character appears so repulsive that his very appearance drives people away.  The character will be treated like an escaped circus freak at best and a monster at worst, regardless of his actual behavior.  This character tends to attract torch-bearing mobs, or their equivalents depending on the setting.  Only those people who actually get to know the character ever learn to look past his appearance, and even then they might not be able to stand looking at him for long.  The character should also take [[Hideous (Distinctive)]].

This Disadvantage works well with [[Considers Himself To Be A Monster]], [[Cannot Stand The Sight Of His Own Face]], [[Frightens Animals And Small Children]], and [[His Face Is Always Concealed]].
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points
Very Common, Moderate: 15 Points
Very Common, Strong: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage strives to win any contest he is in, regardless of the nature of the contest, and regardless of whether or not he has any chance of winning.  Because this character can choose not to enter the contest in the first place (but once in is in to win) this is different from [[Cannot Turn Down A Challenge]].  The frequency of this Disadvantage depends upon what the character considers a contest.  At Common, the character becomes competitive in only the "normally obvious" competitive situations.  At Very Common, the character becomes competitive in any situation that could possibly be called a contest.
''Easily Concealed, Noticed And Recognizable, Commonly Used Senses: 5 Points''

A character with this Disadvantage keeps his face covered so no one can see what he looks like.  (In extreme cases, the character might keep his face concealed from himself, even to the point of removing all possible mirrors from his home.)  The exact nature of the concealment is up to the character, but most commonly it will involve a covering of some kind, such as a mask, hood, or veil.
''Uncommon, Total: 15 Points''


''Type:'' Psychological
''Description:'' The character is devoted to keeping his promises.  Once he has "given his word", the character will keep it, regardless of obstacles and distractions.  If he is rendered incapable of keeping his word, the character will be embarrassed, despondent, and in some societies suicidal.  Naturally, such a person does not give his word lightly, and will try to avoid situations where he's forced to give his word unjustly.  This Disadvantage is often part of a [[Code Of Conduct]]; if so, it doesn't count twice.  If the Disadvantage is known, the character may have a positive Reputation relating to it (or a negative Reputation if he's been caught breaking promises.)
''All The Time, Greatly: 20 Points''


''Type:'' Physical
''Description:'' The character has little to no individual intelligence or free will.  Instead, it is a part of a larger group that combines its forces as though all the members share a single mind.  This can represent a hive insectoid race, a fleet of robotic drones or a psychic gestalt, among other concepts.

If somehow cut off from the rest of the //Hive Mind//, the individual character becomes confused if anything interrupts its specialized function.  It will revert to basic instincts or attempt to flee and contact its group.  On the other hand, a group of beings with a //Hive Mind// will be able to coordinate actions flawlessly (as though they'd all made their Teamwork rolls.)  Hive Minds are traditionally not very creative or imaginative, but they are fearless and ruthless.

There are two basic models of //Hive Mind// to choose from, central intelligence or distributed intelligence:

*In the central intelligence model, one being (the "queen") acts as the brain for the //Hive Mind//.  This has the advantage that losing individual members won't hinder the queen's intelligence, but the weakness that killing or incapacitating the queen will make the rest of the //Hive Mind// unable to function until a new queen is up and running.
*The distributed intelligence model allows the //Hive Mind// to avoid the "cut off the head" tactic, but each loss of an individual part lessens the whole.  Example: Andarra is trapped on a space station with six Psilux bounty hunters.  The Psilux are a distributed intelligence Hive Mind.  Each individual has only a 3 INT, but the overall group has an effective INT of 18.  Andarra gets lucky and knocks out one of the Psilux, leaving them with only a 15 INT.  If she can get rid of a few more, she'll easily be able to outwit the remainder.  But thanks to their //Hive Mind//, the remainder of the bounty hunters know where she is...

//Hive Mind// creatures should be constructed to have Mind Link with all the minds in the group.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This is another Disadvantage that is appropriate to a villain, and only when the character in question is immortal, is phenomenally powerful (in the Mechanon/Doctor Destroyer range), or otherwise feels he has some form of extraordinary birthright.  Because of this, the character believes himself to be superior to "mere mortals" whose weakness and inferiority he considers to be an offensive fact of life.

This Disadvantage should not be taken at the Moderate level; [[Arrogant]] should be taken instead.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This Disadvantage represents a character who cares little (if at all) for societies rules.  He doesn't like the establishment, and has no respect at all for traditional authority figures (even if such attitudes get him into trouble).  The character will verbally or physically assault symbols of such authority, and derides those who don't share his views.  A character with this Disadvantage is usually a proponent of ultimate social freedom -- as long as he gets to define what "freedom" means.  It is recommended that Player Characters not be allowed to take this Disadvantage.
''Frequently, Slightly: 10 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage tends to stay at home whenever possible.  This character may stay home on a Saturday night reading, painting, or playing videogames.  This often leads to a poor social life.  Due to poor social skills, a //Homebody// receives a -3 penalty to any Interaction skill rolls.
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is only appropriate for a character whose permanent residence is not where he is originally from.  The character longs to return to his home, but cannot do so easily for one reason or another (which the player should specify).  If given a chance to return home, even if temporarily, the character will take it unless it is necessary that he doesn't.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is actually a form of [[Code Of Conduct]], but it deserves its own entry.

A character who is //Honest// obeys the law, doesn't lie, and keeps his word.  In addition, he does his best to get others to act in the same way.  In an area with little to no law, the character will act as if the laws of his home were in force.  He assumes that others around him are also //Honest// (but will not necessarily allow those who aren't as //Honest// to take advantage of him... being //Honest// does not necessarily mean being [[Naive]]).

The character may fight if he has to (or even start a fight, if he does it legally), and can even kill in a legal duel or in self-defense.  Murder is, of course, out of the question.  If jailed for a crime he did not commit, but treated fairly and assured of a just trial, he will not even think of an escape attempt but rather will trust that the legal system will prove his innocence.

If taken at the Strong level, the character must make an Ego Roll to do anything that could possibly considered illegal or dishonest.  At the Total level, he will never do anything even remotely dishonest, regardless of the consequences.

A character who always tells the truth but doesn't always follow the law should take [[Truthful]] instead.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character who is //Honorable// does not cheat, doesn't lie, and would never stoop to trickery or deceit to win over an opponent.  Its not in his nature to take advantage of another, even if not taking advantage puts the character at a decided disadvantage.  The character is respectful of others, even opponents.  This is not to say the character isn't cruel or evil.  He can be (which is why this Psychological Limitation isn't always combined with [[Honest]]).  He's just not [[Deceitful]].

At Common, Strong, the character can force himself to act in a dishonorable faction if there is a need and if he succeeds at an EGO roll.  At Common, Total, the character wouldn't consider such an action, even under the most dire of circumstances.
''Infrequently, Slightly: 5 Points
Infrequently, Greatly: 10 Points''


''Type:'' Physical
''Description:'' The character suffers from a slight hormonal imbalance, or from rapidly shifting hormones, with the result that he suffers uncontrolled mood swings.  Stereotypically, this Disadvantage is seen in early adolescence, particularly with teenaged girls.  The character becomes irritable, depressed, horny or even blissful with little or no correlation to outside events.

The GM picks the mood swing the character will have and when it hits him, choosing either deliberately or by random roll.  At the Slightly Limiting level, the new mood is equivalent to a Moderate-level Psychological Limitation.  At the Greatly Limiting level, it's equivalent to a Strong-level Psychological Limitation.  Characters with this Disadvantage may also have a Social Limitation related to their most frequent mood, especially at the Greatly Limiting level.

This Physical Limitation is the equivalent to the Psychological Limitation [[Moody]], but actually has a physical rationale for the character's emotions to swing back and forth so quickly.
''Infrequently, Greatly: 10 Points''


''Type:'' Physical
''Description:'' Characters with this Disadvantage have problems processing alcohol out of their system.  While their livers work at removing the alcohol from the blood, the rest of the body suffers the effects from it.  Pounding headaches, nausea, and light sensitivity are all common side effects.  After waking up from a night of drinking, a character with //Horrible Hangovers// suffers a -4 penalty to all actions for 6 hours.
''Concealable, Major Reaction, Commonly Used Senses: 15 Points''


''Type:'' Distinctive Feature
''Description:'' The body of a character with this Distinctive Feature is covered in extensive visible burn scars.  In addition to obvious scars and discoloration, the character is likely to be missing some features, such as his ears, his lips, and so on.  Widespread hair loss is also likely.  If the burn scars are extensive enough, the character is likely to appear "melted" and thus barely human.  For  most people, seeing the character comes as a shock; those who know him well might be used to it, but those who don't will feel horrid fascination and disgust.
''Occasionally, Minor: 5 Points
Occasionally, Major: 10 Points
Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' The character's living situation is not ideal, for reasons other than lack of money (for that, use [[Debt]] or one of the wealth Disadvantages.) The reasons can range from the embarrassing (lives in his mother's basement) through annoying (the next-door neighbors crank their stereo constantly) to long-term dangerous (high radon levels). The character must spend time that could otherwise be used productively to deal with these problems. The Major level of this Disadvantage is for problems that verge on horror-movie level threats to safety, such as hostile poltergeists, intelligent rats in the cellar and the like.
''Common, Moderate: 10 Points
Common, Strong:  15 Points
Common, Total:  20 Points''


''Type:'' Psychological
''Description:'' A character who is //Humble And Meek// tends to keep quiet, never speaking out or otherwise drawing attention to themselves.  He'll follow the orders and directions of others, even when he disagrees, and especially when the other person is being especially aggressive.  The character is unassertive and unargumentative, and prefers to go along to get along.

Such characters often also have the Social Limitation [[Milquetoast]], but not always.  And though they may be perceived as [[Cowards|Coward]], characters who are //Humble And Meek// are often the most courageous when it comes to dangerous situations.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' The character believes that work should be done, and done well, for its own sake, rather than to be rewarded or to stroke one's ego.  He is uncomfortable with taking more credit than he is due, or being excessively praised.  Indeed, he will go out of his way to avoid undue notice, and to give praise to those he feels more deserving.

The hypocritical version of this Disadvantage is [[Pretending]] ''To Be Humble/<nowiki>Self-Effacing</nowiki>'', which represents someone who is trying to gain praise by seeming to not want it.  This Disadvantage should not be taken with [[Bigmouth/Braggart]], [[Attention Seeker]], or [[Gloryhound]].
''Infrequently, Greatly: 10 Points''


''Type:'' Physical
''Description:'' This character has a severe curve in his spine that is covered in a fleshy mass.  His back muscles are usually stiff and sore from their odd position.  Because of the stiff back and shifted center of balance, this character has problems with fluid movements.  They have a -2 penalty to any Martial Arts or Acrobatic Maneuvers.

Because of the ability of modern medicine to largely correct this problem, Hunchback shouldn't be taken by characters in any campaign set after about 1940.
''Uncommon, Strong: 10 Points''


''Type:'' Psychological
''Description:'' For whatever reason, this character is in pursuit of some person or group.  Generally, the character is doing so in order to cause some harm to the object of his pursuit, but this is not strictly necessary.  The character expends a great deal of energy and time in this pursuit, placing a strain on the rest of his life.  Very often a character with this Disadvantage will use this limitation as a stand-in for [[Seeks (Concept, Person, Or Object)]] defined as //Seeks Revenge//.  The character should have some defined emotional reason to be //Hunting (Person Or Group)// to the detriment of their own career or personal life.
''Frequently, Greatly: 15 Points''


''Type:'' Physical
''Description:'' A character with this Disadvantage is constantly fidgeting and has problems paying attention to instructions.  Hyperactive characters tend to not to read an owners manual or do anything quietly.  Incomplete tasks and half finished projects are their hallmark.  Any skill attempted by this character which involves concentration or stealth has a -3 penalty.
''Frequently, Major: 15 Points''


''Type:'' Social
''Description:'' With this Social Limitation, the character's powers have altered his body or appearance sufficiently that he can no longer pass for a normal human and is effectively his adventuring persona all the time.  At the minor level, the character is still able to interact with human society almost like a normal person; at the major level the character is considered effectively non-human and attacked or imprisoned on a regular basis.  The character must take a Distinctive Features at the Unconcealable Level with this Disadvantage that indicates why he can no longer enter his normal identity.

[[No Longer Considers Himself To Be Human]] and [[Regrets What He Has Become]] are common Psychological Limitations that go well with //Identity (Permanent Identity)//.
''Frequently, Major: 15 Points''


''Type:'' Psychological
''Description:'' The character's civilian and adventuring personas are both known to the public (possibly due to being one in the same).  As such, he is recognized even out of costume, it's possible to discover his address and communication information with a minimal effort and the basics of his life are part of the public record.  His enemies can attack any time they feel like it, fans and admirers can easily spot the character, etc.  The Severe level is for those characters who have unusually numerous or lethal enemies, even by the superhero genre standard.

This is really only appropriate for the costumed superhero genre.  Most other characters should use [[Famous]] or [[Celebrity]] instead.
''Frequently, Major: 15 Points''


''Type:'' Social
''Description:'' A character with this Disadvantage lives a double life; for example, being a nebbishy photographer who is secretly also a heroic masked crime-fighter.  The character must take steps to prevent this secret from being revealed, or face unpleasant consequences.  The Severe level is for those characters who have unusually numerous or lethal enemies, even by the standards of the superhero genre.
''Uncommon, Strong: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' The character has a strong case of hero worship towards another character.  The character sees his idol as the pinnacle of her profession, and attempts to model himself after the idol's supposed positive traits.  The character will buy products the idol endorses, follow any advice the idol gives and attempt to see/meet the idol at any opportunity.  As far as the character is concerned, the idol can do no wrong.

The frequency of the Disadvantage depends on how often the character will get to interact with his idol.  If the interaction is fairly rare, or at a distance, then it is Uncommon; if the two meet fairly often (for example, they both work at the same company), it is Common.  If the idol is attacked, the idolator must defend the idol; if the idol fails to live up to the idolator's ideals, the character will be confused and saddened.

Typical Disadvantages found with this one include [[Disillusioned When The Real World Is Not Black And White]], [[Naive]], and [[Young]].
''Uncommon, Strong: 10 Points
Uncommon, Total: 15 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' The character has a weak point in his skill set, but for some reason cannot seem to tell that this is so, and refuses to stop trying to use those skills.  If the area of incompetency is not directly related to the character's job or physical well-being, then the frequency is Uncommon.  (Example: A school headmistress who insists on torturing her students with concerts of her inhumanly bad opera singing.)  If the incompetency is directly related to the character's job, or their survival, then the frequency is Common.  (Two examples:  The military officer who is great at looking spiffy in his uniform, and riding a horse, and having tea with Duchesses, but has no tactical sense whatsoever; or the officer who is tactically brilliant, but has no people skills and is unable to fathom why cobras keep turning up in his bedding.)

Usually, the character with this Disadvantage is also unable or unwilling to evaluate the level of competency of others in the indicated skills.  Any obvious failures by the character will be blamed on outside factors, or incompetence/treason on the part of the character's subordinates.  At the Strong level, the character can sometimes be persuaded to delegate duties associated with his incompetent skills to a competent assistant; at the Total level, he won't even consider this compromise.

Characters with this Disadvantage should buy Contacts, Perks or Wealth to explain how they got the job, and why they haven't already been fired.
''Frequently, Major: 15 Points
Frequently, Severe: 20 Points''


''Type:'' Social
''Description:'' The character has entered the country he currently lives in illegally.  The severity of the Disadvantage reflects the punishment for being an illegal alien.  At Major, the character may be denied social services, attacked by bigots and if caught, jailed or deported.  At Severe, the host country is a totalitarian state which punishes illegal "invaders" by executing them.  Many //Illegal Immigrants// live in [[Poverty]].
''Common, Minor: 10 Points''


''Type:'' Social
''Description:'' The character is known to be either unable to read, or nearly unable to read.  This causes derision of the character, makes him the target of practical jokes, and reduces his chances of getting many good jobs.  This Disadvantage is only appropriate in settings where literacy is widespread, and information is distributed in print.

Most characters with this Disadvantage will have either the Physical Limitations [[Illiterate]] or [[Dyslexia]], although some will just be poorly educated.
''Frequent, Greatly: 15 Points''


''Type:'' Physical
''Description:'' A character with this Disadvantage doesn't know how to read.  Books, signs, scrolls, notes, names on maps... all of them are indecipherable to the character.  The character may be able to recognize certain common shapes and symbols, however.  (For example, the character may be able to recognize a stop sign from its shape and color... and may even be able to recognize the word "stop" when he sees it elsewhere.)

If the campaign is set during a time period in which being Illiterate is much more common (basically any time prior to 1900), and therefore less limiting, this Disadvantage reverts to a value of //''Infrequent, Greatly: 10 Points''//.
''Common, Minor: 10 Points
Common, Major: 15 Points''


''Type:'' Social
''Description:'' The majority of people in the campaign's society do not believe that the character is who or what he presents himself as, because that person/thing does not exist!  The character is being absolutely honest in his claims, but no one believes him because "Everybody knows that's just a character".  As such, interactions with others are never as smooth as they should be.

At the Minor level, the character is treated as if he was [[Delusional]] (or as a delusion, if clearly not human), but may be humored or at least not attacked.  At the Major level, characters may be carted off to an insane asylum, or attacked in an effort to prove their unreality.

If there is a substantial subculture in the society that does believe in the character, or he can easily return to a society where he is believed in( a Hindu God in India, for example), the Disadvantage takes the "Not Limiting In Some Cultures or Societies" option.  This causes the Disadvantage to be worth five less points.  Some highly magical creatures might have this Disadvantage alongside a Susceptibility to Disbelief.
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' This character tends to act in a manner totally inappropriate for his age.  Childish tantrums, taunting, petty grudges, wild antics, and rampant exuberance are all part and parcel for this Disadvantage.  This should never be taken stronger than Common, Moderate; otherwise the character becomes annoying.  The character can act mature when necessary.

This Disadvantage is often found alongside of [[Young]], though they are not dependent upon each other.
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This Disadvantage represents a character who hates to wait.  He tends to do things at the spur of the moment, and never hesitates or shows any sort of sense of timing.  He wants what he wants, and he wants it right now, and having to wait only makes him irritated.  In addition, the character often acts without thinking.  To this character, a plan is something that gets in the way.

Talking things over before acting is not only boring, it is stupid.  He knows what to do, and is going to do it, right now.  At the Moderate level the character can force himself to avoid acting in this manner when necessary.  At Strong, the character must make an Ego Roll in order to do so.  At Total, the character cannot do so except in the most extreme of circumstances.

This Disadvantage works well with [[Headstrong]], [[Stubborn]], [[Young]], and [[Immature]].
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is only appropriate for a character for whom at least some of their abilities work through a focus.  The character is constantly amazed by what the focus can do.  If he designed and built the focus, it works far better than he planned.  If he didn't, he can't believe he is lucky enough to be able to use it, and is constantly surprised at what it can do.  In order to act in any way blasé about the focus, the character must make an Ego Roll.
''Very Frequently, Major: 20 Points''


''Type:'' Social
''Description:'' A character with this Disadvantage has powers that are not only blatantly obvious, they are also obviously dangerous to everyone around the character.  This causes other people to keep a safe distance from the character, to avoid interacting with the character, and to generally treat the character as a pariah.  The exact nature and special effects of the powers in question will vary from character to character (typical examples include fire powers, extreme cold powers, acid powers, high radiation powers, and so on); regardless of the special effects of the powers, they should be potentially lethal to bystanders if the character is not exercising enough caution.  Their potential lethality should be obvious to everyone who so much as looks at the character.
''Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' The character is closely associated with a more famous or noticeable person.  As such, the other person gets all the press, is the one contacted if the character's skills are needed, and generally blocks the light from the character.  Some characters with this Disadvantage are [[Bitter]] and [[Feels Under-Appreciated]].  Others are [[Humble And Meek]], [[Demure]], or even [[Selfless]].
''Uncommon, Moderate: 5 Points
Uncommon, Strong: 10 Points
Uncommon, Total: 15 Points
Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points
Very Common, Moderate: 15 Points
Very Common, Strong: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage refuses to admit the truth about a fact or incident, and will refute or excuse any evidence presented that contradicts his opinion.  The reason for the denial is usually because the subconscious mind is trying to protect the character from some traumatic memory.

The frequency of this Disadvantage is based on how often the truth about the fact or incident is presented to the character.  For example, if the character is in denial about Bruce Lee being dead, it would most likely be an Uncommon experience that this belief would be challenged.  However, if the character refuses to believe that his wife is dead, he will probably have to confront his denial more often.

The intensity reflects the character's response when presented with irrefutable evidence of the truth.  If Moderate, the character may fall into a depressive funk, as he tries to come to grips with the truth, but can still function.  At Strong, the character falls into a deep depression, and must make an Ego Roll to functional normally.  At Total, the character falls into a deep depression, and he withdraws within himself as his mind tries to deal with the repressed feelings.

This Disadvantage is similar to [[Delusional]] with the main difference being that a character in denial knows the truth at a conscious level and is only trying to avoid the pain associated with the truth, whereas a [[Delusional]] character honestly believes his false thoughts.
''Very Common, Moderate: 15 Points
Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' The character fails to take outside considerations into account when making decisions.  The feelings of others, the safety risks involved, legal restraints, none of these things come up in the decision process for him.  It's not that the character doesn't care about those outside factors, it's that a speedy decision is the primary goal so far as he's concerned.  At the Moderate level, the character can slow down and think of all the factors involved in a decision.  At the Strong level, he must make an Ego Roll to force himself to take outside factors into consideration.
''Uncommon, Total: 15 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is only appropriate for heroic characters.  A character with this Disadvantage is a pillar of moral principle.  He would never consider taking a bribe, being influenced by power, or be afraid to carry the fight for justice to the highest levels if need be.  Unfortunately, this Disadvantage also means that, on questions of law enforcement and justice, the character never makes compromises.  He would never offer a criminal a plea bargain in order to gain information.  Anyone who offered him anything that could remotely be considered a "bribe" (regardless of the friendliness and harmlessness of the gesture) would be arrested.  He would never look the other way, even if doing so meant stopping a greater evil.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' The character is capable of learning new things, and changing his beliefs based on new information.  He just has no interest in putting any effort into doing so.  He considers himself perfectly capable of operating on the information he has, and tends to take what he's told at face value.  At the moderate level, the character does not seek out new information unless it is vital to his safety or employment.  At the strong level, the character does not seek out new information unless the situation is dire.  Many characters with this Disadvantage also have [[Aliterate]] or [[Proud Of His Ignorance]].
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage has a hard time making decisions when presented with more than one option.  The character lacks the ability to discern or prioritize the different options, and will delay his decision until the options are removed by outside forces, someone else makes the decision for him, or forced to pick, which may very well be random.

The intensity of this Disadvantage reflects the impact it has on the character's life.  At the Moderate level the character has a hard time deciding on things that have little affect on his well being, such as what to have for dinner, or what movie to go see.  At Strong, the character's inability to make a decision extends to all areas of his life, and could be life threatening.  The character can make an Ego Roll to see if he makes the correct decision, otherwise, his decisions should be made randomly.  At Total, the character does not have the ability to make up his own mind, and when having to decide for himself, must decide randomly.
''Uncommon, Moderate: 5 Points
Uncommon, Strong: 10 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage likes to talk about other people.  Without really thinking about it, the character will relate to people he talks to the deepest, most embarrassing secrets about his friends, comrades, strangers... it doesn't really matter who they are, he talks about them.

The character does not do this out of a sense of malice (though this is certainly possible).  Rather, he doesn't really think about it:  he just talks.  This is also not to say that the character cannot be trusted with a truly important secret.  This person won't necessarily blab a national security matter to anyone on the street.  However, other characters may well think so.  At the Moderate level the character can resist the urge to spread really juicy news when necessary.  At Strong, the character cannot do so unless he makes an Ego Roll.

The character may or may not also take the Social Limitation [[Gossip]].
''Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' This is a character who always assumes that nothing they do is as good, worthwhile, or noticeable as the actions of another person.  They may otherwise have a good view of themselves, but feel that when compared to others, they don't "measure up".  They sometimes don't understand why other people think highly of them (but rarely discourage complements... they like hearing them even if they don't believe them).  To repress the urge to depreciate his own contributions, the character must make an Ego Roll.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character who is //Inflexible// is incapable of thinking creatively.  When he comes up with a plan, its always the most obvious, most easily predicted course of action possible.  He can't "think out of the box", and so tends to fall back on tried but true tactics and ideas.  Even when he earnestly believes he's come up with something new and creative, it just turns out to be an idea that he hasn't heard of yet, but that lots of other people have already come up with.

When things don't go as he plans, he tends to get flustered.  In such occasions, the character will always try to stick to his plan, refusing to admit that its no longer appropriate or effective.
''Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' Since childhood, a character with this Disadvantage has been raised with certain beliefs and behavior that are now a part of his very essence and innermost being.  As a result, it is near impossible for the character to change or challenge this installed worldview.

For example, in the 1976 science fiction film "Logan's Run", Earth's resources are running out.  To prevent overpopulation and to keep the remaining resources from being squandered, the entire society is raised to believe that once a person reaches the age of 30, they must die on the Carousel in order to preserve that society.  They believe that the people who die in this manner are immediately reborn as infants, and call death on the Carousel "renewal".  The entire story is about how the main characters challenge that worldview, and how drastically said challenge changes their lives.

The player and GM must work together to create an appropriate worldview for the character.  However, it must be understood that a character with this Disadvantage will be near useless when his worldview is challenged, and it will be very difficult for this character to function far from his home society.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character could be described as ''Super-''[[Ambitious]].  He stops at nothing to increase his power over others.  Even if he has reached a high level of power (such becoming a corporate CEO, President of the United States, Pope, or King of his own Nation), he will attempt to gain even more power.  This is the standard Psychological Limitation for those Villains who hold the "I know I am a king but I want to be a god" philosophy.  Even if the character were to actually become a God, he would still want to become more powerful.  The character can pass up a chance to gain personal power if one is presented by making an Ego Roll.

This Disadvantage is only appropriate for villains.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage is not responsive to the needs or feelings of others.  As a result, his actions are often tactless and perhaps viewed as cruel.  The character may not actually be a cruel person, but he definitely lacks the ability to interact on an emotional level with others.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' The character does not settle for second-rate effort from himself or anyone else.  His own actions must approach perfection, and so must everyone else's.  A slight sloppiness, a moment of inattention, a sour note; any of these are sufficient to ruin his appreciation.  At best, the character disdains those who do not strive for perfection in everything they do, as he does; depending on his other Psychological Limitations, he may insult, attack or even kill those who fail to live up to his expectations.  Naturally, the character should have high skill rolls in his chosen field.  Other Disadvantages he may have are [[Arrogant]], [[Conceited]], [[Elite Attitude]], and [[Noblesse Oblige]].

This is similar to [[Perfectionist]], but with some important differences.
''Frequent, Slightly: 10 Points''


''Type:'' Physical
''Description:'' A character with this Disadvantage has trouble falling asleep, and when he does sleep it is usually only for a few hours at a time.  This tends to make the character cranky, always tired, and dulls the character's reflexes and thinking.  Any Intelligence-based or Dexterity-based skills have a -2 penalty.  In addition, the character is unable to push any of his abilities.

In general, //Insomnia// will follow a cycle.  For example, the character may have a week of only sleeping three hours a night, followed by a period in which the character sleeps 30 hours straight, followed by a return to the week at three hours a night.  In some cases, however, the character won't sleep at all for a period (usually no more than three days), followed by a period in which the character sleeps for a long, long time (generally a length of time equal to one-half to two-thirds of the time that the character went totally without sleep).
''All The Time, Greatly: 20 Points''


''Type:'' Physical
''Description:'' This Physical Limitation represents the level of intellectual ability possessed by creatures like fish, insects, and other lower life forms.  It barely even qualifies as "intelligence" at all.  The creature is ruled entirely by instinct and cannot be easily trained or interacted with by sentients.
''Uncommon, Moderate: 5 Points
Uncommon, Strong: 10 Points
Common, Moderate: 10 Points
Common, Strong: 15 Points
Very Common, Moderate: 15 Points
Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' This Disadvantage indicates that the character dislikes and distrusts some (or all) people who are different in some way from himself.  Applicable differences include skin color, religious beliefs, sexual orientation, gender, or political affiliation; the possible differences are numberless.  The exact details are up to the player.  This Disadvantage should not be taken at the Total level; instead the Disadvantages [[Prejudiced Against (Group)]], [[Sexist]], or [[Racist]] should be used, as applicable.

A character who is Intolerant treats the object of his intolerance with coldness and hostility but isn't necessarily violent or aggressive about it.  At the Moderate level, the character can suppress this reaction when needed, but can (and will) revert at the drop of a hat.  At Strong, he must make an Ego Roll to interact peaceably with the object of his dislike.

It is suggested that player characters not take this Disadvantage at a level stronger than Common, Moderate, if at all.
''Infrequently, Greatly: 10 Points
Infrequently, Fully 15 Points''


''Type:'' Physical
''Description:'' A character with this Disadvantage doesn't have a spine covered with a bone sheath.  Invertebrates are divided up into two basic types:  those with an exoskeleton (such as insects, crustaceans, etc.) and those without (worms, octopi, etc.).  Because they lack of a supporting skeletal structure, characters with this Disadvantage suffer more damage from penetrating attacks.  When an invertebrate with an exoskeleton is hit with a Penetrating attack, he takes 1 additional point of Stun per attack die (example: +2 points of Stun for a 2d6 penetrating attack).  When an invertebrate without an exoskeleton is hit with a Penetrating attack, he takes 2 additional Points of Stun per attack die (example: +4 points of stun for a 2d6 penetrating attack).
''Very Frequently, Major: 20 Points
Very Frequently, Severe: 25 Points''


''Type:'' Social
''Description:'' The character has been compelled to perform a public service; examples include being drafted into the military, or certain religion's mandatory missionary years.  This public service cannot normally be avoided without severe penalties to the character.  At the Major level, the character must go where he is told and perform the tasks assigned to him without reference to his preferences, social connections or comfort; at the Severe level, the duty is life-threatening on a regular basis.  If the character has voluntarily joined the military or a similar organization, use [[Subject To Orders]] instead.
''Uncommon, Strong: 10 Points
Common, Strong: 15 Points
Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage feels a strange and unexplainable attraction for a person to whom he would otherwise not feel attracted (if the person to whom the character is attracted is someone for whom the character would feel attraction normally, use [[Loves (Group, Person, Object, Nation, Or Concept)]], defined as loving the other character, instead).

The reason why the character wouldn't be attracted normally is up to the player.  Perhaps the other person is disliked (or even hated) by the character.  Perhaps the character is heterosexual, but feels attracted to a person of the same sex.  Whatever the case, the object of the attraction is not someone the character would normally consider, and the character can only control his feelings of attraction if he makes an Ego Roll.

The Frequency of the Disadvantage is determined by how often the character encounters the object of this attraction.
''Uncommon, Strong: 10 Points
Common, Strong: 15 Points
Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage is easily exasperated.  The slightest annoyance tends to provoke impatience, displeasure, or anger.  The character can make an Ego Roll to suppress this reaction.  However, it is generally hard to hide irritability.  People tend to avoid irritable people, so the character may have few friends.  The frequency of this Disadvantage reflects how irritable the character is, and how easily the character becomes exasperated.
''Uncommon, Total: 15 Points
Common, Total: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' As the title suggests, a person with this Psychological Limitation is not only [[Irritable]], he's also [[Inconsiderate]] about it.  The character is easily exasperated, and the slightest annoyance tends to provoke impatience, displeasure, or anger.  The character cannot avoid overtly displaying his displeasure when annoyed.  The frequency of this Disadvantage reflects how irritable the character is, and how easily the character becomes exasperated.
''Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' A character with this disadvantage is usually well connected in one way or another, but such connections work both ways. For one reason or another, whether it be social position, personal skill or power, or just the knowledge that the character 'knows a lot of people', they are constantly sought out and asked for help.

This is a relatively mild disadvantage because they are not obliged to help; however, if they do not help with reasonable requests, they will find their contacts less willing help them in return, and may attract the ire of those who asked them for assistance. In extreme cases this disadvantage can metamorphose into a negative Reputation or even a Hunted.
''Uncommon, Strong: 10 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is only appropriate to a very religious person.

A character with this Psychological Limitation does good deeds not because he feels [[Charitable]], but because he believes that this is the way to insure a pleasant afterlife.  He is almost always a mean-spirited person, but is sometimes a [[Devil Hiding In Plain Sight]] so no one notices.  He may be snide, condescending, and even insulting, but he does good deeds in the belief that God expects him to.  This does not stop the character from being rude while "helping" others.

In addition, the character may help one charity group, then refuse to give to another because he has already "done what he could" for charities.  This Disadvantage works very well with [[Arrogant]], [[Cynical]] and or [[Intolerant]].
''Uncommon, Total: 15 Points''


''Type:'' Psychological
''Description:'' With this Disadvantage, the character has an automatic bad reaction towards another individual.  This other individual is seen by the cahracter as smarter or more attractive, more competent or wealthier, or maybe even more personable than the character himself is.  The character feels this //Jealousy// even if the "superiority" of the other individual is only in the character's mind).  The player determines the exact nature and exact focus of these feelings.

This Disadvantage does not necessarily require that the character also take the Rivalry Disadvantage, as the person can be jealous of different people at different times, and the person who is the subject of the jealousy does not necessarily consider himself a rival.  A character will resist any suggestion or plan proposed by this "rival".  The "rival" will also be the butt of disparaging remarks made by the character.  In some instances, this character will even attempt to sabotage the "rival".
''Frequently, Slightly: 10 Points''


''Type:'' This Disadvantage is only appropriate for female characters.  In addition, it is generally only taken by those characters who are physically beautiful (though this is by no means required).  A character with this Disadvantage is often the subject of unwanted attention.  Men flock to her and hit on her, constantly trying to pick up the woman and entice her into some form of romantic interlude (usually a date, but sometimes the "offer" is for a purely sexual encounter).

For the most part the men attracted to the woman in this manner are unpleasant at best and repulsive at worst.  Their come-ons are ham-handed and clumsy, and certainly not inviting.  The character is free to react in whatever manner she wishes to these invitations; usually the men in question never take the first "no" for an answer.
''Occasionally, Minor: 5 Points
Frequently, Minor: 10 Points
Very Frequently, Minor: 15 Points''


''Type:'' Social
''Description:'' The character is believed to bring bad luck and disaster wherever he goes.  As such, he is not welcomed by the superstitious, and particularly gamblers.  He may be treated as a scapegoat by his community.  Sea-going Jinxes are known as "Jonahs."

This Disadvantage only covers how the character is seen by others, not how he truly is.  If the character is truly unlucky, buy levels of Unluck as well.
''Very Common, Strong: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage often judges others' behavior and actions harshly.  Because of this, others will view him as cold, mean, pompous and over-critical.  Many may feel intimidated by the character, or angry that he thinks he has the right to judge them.  At the Strong level the character can make an Ego Roll to recognize his behavior and modify it accordingly.  At Total, the character is not aware of, or cares, that his actions are not well received by those around him, and can only modify his behavior in the most extreme of situations.
''Frequently, Major: 15 Points
Very Frequently, Major: 20 Points''


''Type:'' Social
''Description:'' A character with this Social Limitation was once part of "the life" (whichever life it is... superheroics, supervillainy, espionage, organized crime, etc.), but has given it all up and wants nothing to do with it anymore.  The possibile reasons for the break with his old life are nearly endless.  The problem is, the news that he's retired hasn't spread to the general public and the folks he used to associate with; they still think he's part of the game.

If he was a supervillain, the character is still feared and/or despised by law-abiding people despite his attempts to be law-abiding himself.  Frequently has his location reported to the media or police, and he's sometimes attacked on sight by superheroes who assumes he's "up to something".  Other supervillains will seek him out to propose team-ups, and so on.  The same sort of thing happens to former Magia types.  Former spies get suspected of stealing state secrets, or to selling them to the enemy, and so on.

This Disadvantage is not appropriate for active supervillains, spies, mafiosi, and similar characters.  Those people are actively indulging in "the life" and thus the reactions of others are no surprise.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character believes that it is more important that "justice is done" than the letter of the law be followed.  He is willing to go out of his way to ensure this quality of justice, and will often break laws to achieve the desired result.  He is generally willing to let the law take its course in matters where justice is not at stake, however.  This Disadvantage is included in [[Vigilante Mentality]], and characters should take one or the other but not both.
''Infrequently, Slightly: 5 Points
Frequently, Slightly: 10 Points
Frequently, Greatly: 15 Points''


''Type:'' Physical
''Description:'' This Disadvantage is taken by two or more characters to represent a variation of the [[Fated]] Disadvantage, causing them to affect each others' lives or be thrown together, regardless of other circumstances.  Usually, this is considered to have a supernatural cause, with the two most common versions being prophecy and reincarnation.

In the prophecy version, a prediction has been made that the two (or more) characters will have a specific relationship; this may or may not be an accurate prediction, but attempting to disprove it often results in the characters interacting anyway.  Most such prophesies are obscure of wording and difficult to properly interpret.

In the reincarnation version, the characters shared a strong relationship in a previous life (lovers, arch-enemies, close relatives, blood brothers, etc.) and the effects of this relationship linger on in their new lives.  No matter how they try to avoid it, their karma calls them together.  Note that their relationship may not be the same in the new lives; former enemies may now be mother and daughter, for example.  Many characters with the reincarnation version also have [[Flashbacks Of (Traumatic Experience) During (Situation)]] or [[Frequent Nightmares]] relating to their previous lives.
''Uncommon, Moderate: 5 Points
Uncommon, Strong: 10 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage has a secret he wants very few (if any) other people to know about.  The secret can be about almost anything, but shouldn't be silly or minor.  (Silly secrets should instead be applied using a [[Quirk]].)

The strength of this Disadvantage determines who the character might tell, and how often.  At Moderate, the character has probably told (or will probably tell) at least one person, if it was necessary or important at the time.  At Strong, the character probably hasn't told anybody, and must make an Ego Roll in order to do so.

This Disadvantage should not be used to simulate a Secret Identity.  For that, use [[Identity (Secret Identity)]].
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage is so receptive to new arguments and ideas that he has trouble committing to any single position.  It will be hard for the character to support any morally based argument, since he will be equally agreeable to the opposition's argument.  The character will be viewed as indecisive, and it will be next to impossible for the character to serve in a leadership role.  When presented with a new argument, the character should make an Ego Roll to resist changing his opinion on the subject.

This Disadvantage does not mean that the character is unintelligent, only that he is able to see all sides of an argument a bit too easily.  The character can still dismiss any argument or idea that is completely outlandish.
''Frequently, Major: 15 Points''


''Type:'' The definitive Disadvantage of damsels in distress, this represents some factor that makes the character an especially attractive target for kidnappers.  Anytime a scenario involves a villain's plot to kidnap someone, this character will likely be the intended target or will get taken in addition to the intended victim just because they were in the wrong place at the wrong time.

This Disadvantage is generally intended for <nowiki>Non-Player Characters</nowiki> (especially <nowiki>DNPCs</nowiki>.  A Player Character should not take it unless the player has been advised of the potential consequences and is willing to role-play it for all it's worth.
''Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' The character is perceived by others as being "no fun", draining the joy out of life and social situations.  He doesn't get invited to parties unless his attendance is mandatory, and other people avoid him when they want to enjoy themselves.  The character may be [[Cynical]], [[Depression]], [[Grim And Humorless]] or simply misunderstood.
''Uncommon, Strong: 10 Points
Uncommon, Total: 15 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage feels a compulsion to steal things.  He doesn't necessarily feel compelled to steal valuable items, but rather will steal anything he can get away with: keys, pencils, books, candy bars, loose change, etc.  He will very rarely steal items he can't fit into his pockets.  If presented with an opportunity to steal something and not get caught, the character will do so.  There is rarely any malice behind these petty thefts.

If this Disadvantage is taken at the Strong level the character can make an Ego Roll to suppress this urge.  At Total, it is all but impossible for the character to stop.
''Infrequently, Slightly: 5 Points
Frequently, Slightly: 10 Points''


''Type:'' Physical
''Description:'' The character is clumsy, either because of inattention or nervousness.  He tends to trip a lot, bang his head on low-hanging objects, drop things, etc.  He's at -1 to any Dexterity-based roll that is non-critical; klutzes tend to lose their clumsiness when their lives are at stake.  [[Crushing Grip]] is a painfully appropriate complement to this Disadvantage.
''Very Common, Strong: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' This character believes that he knows more than you about everything.  He doesn't necessarily assume that he is smarter than everyone else, but he acts as if he is, and he most certainly acts as if he knows more than everyone else.  Even in a situation where the character is being shown tangible proof that he is not as knowledgeable as he says he is, he continues to act as if he were.  At the Strong level, he can make an Ego Roll in order to suppress the urge to act like this.  At Total, he can't do so except in a dire situation.
''Occasionally, Minor: 5 Points
Frequently, Minor: 10 Points
Very Frequently, Minor: 15 Points''


''Type:'' Social
''Description:'' It is known that the character often tries to curry favor with his superiors.  How well known is determined by the frequency of this Disadvantage.  People will be cautious around the character, for fear of the character "selling them out" to his boss.  People may also treat him contemptuously... particularly when the boss is not around.
''Occasionally, Major: 10 Points
Frequently, Major: 15 Points
Very Frequently, Major: 20 Points''


''Type:'' Social
''Description:'' The character's criminal ways have preceded him.  How well known they are depends on the frequency of this Disadvantage.  The character's criminal act (or acts) should be designated by the player, since this will help determine the reactions his character will see.  A character known for petty crimes would not be trusted, may have trouble finding jobs, and may be a target for local bullies.  A character known for heinous crimes would definitely not be trusted, and probably be feared.  Normal citizens would avoid him whenever possible, while local law enforcement would keep a close eye on his every move.

It should be noted that this Social Limitation does not necessarily mean that the character was ever convicted of the crimes for which he has been accused and is known.
''Frequently, Minor: 10 Points
Frequently, Major: 15 Points''


''Type:'' Social
''Description:'' The character is "known" to have committed a crime or series of crimes, but due to wealth, political connections or a perceived flaw in the legal system, has never been adequately punished for that crime.  The character may not even ever have been formally charged with the supposed crime.  Some examples:  a politician's son known for driving really fast who never seems to get speeding tickets; a movie star accused of murder who had a really good lawyer; a star athlete accused of rape who was never in the same building as the alleged victim, but who is suffering from a combination of bad PR and bad reputation; an indigent ghetto dweller whose rape conviction was overturned when it's discovered that his confession was illegally obtained.

It should be noted that this Social Limitation does not necessarily mean that the character was ever convicted of the crimes for which he has been accused and is known.

At the minor level, this Disadvantage is merely inconvenient; the alleged crime will be brought up whenever someone wants to embarrass or harass the character, it will be mentioned in any press about the character, and those who believe in the character's guilt will expect the character to commit the same or similar crimes again.  At the major level, some people will feel the need to take the law into their own hands and administer a beating or similar assault.  Rather than having a severe level for this Disadvantage, the character should buy a Hunted to represent someone so incensed by the supposed injustice that they're willing to kill the character.  Particularly vile crimes may also merit a negative Reputation.
''Occasional, Minor: 5 Points
Frequently, Minor: 10 Points
Very Frequently, Minor: 15 Points''


''Type:'' Social
''Description:'' The character is known as a person who habitually reveals personal or sensational facts about others.  How well known is determined by the frequency of this Disadvantage.  The validity of the facts is often not important.  People will find the character for the sole purpose of giving or exchanging gossip.  Some people may actually use the character as a method for damaging another's reputation.  If the character is not careful, his gossip could also get him in trouble with his bosses, the law, or even the subject of the gossip.
''Occasionally, Major: 10 Points
Frequently, Major: 15 Points
Very Frequently, Major: 20 Points''


''Type:'' Social''Description:'' The character's homosexual predilection is widely known to those around him.  How well known is determined by the frequency of this Disadvantage.  Reaction to this knowledge will vary from trying to arrange matches for the character, to trying to do a religious intervention, to refusing to acknowledge the subject, to gay-bashing.  In general, however, this character will receive a higher level of discrimination than a heterosexual character.  The most insidious of this discrimination would be from those that hide their own orientation and pretend to have no problem with homosexuality.

This limitation is only appropriate in environments in which the homosexual character would be discriminated against.
''Occasionally, Major: 10 Points
Frequently, Major: 15 Points
Very Frequently, Major: 20 Points''


''Type:'' Social
''Description:'' The character's inability to be truthful is known.  How well known is determined by the frequency of this Disadvantage.  Anything the character says will be taken with a "grain of salt".  He will have to work to convince people he is telling the truth, the more incredible his story, the harder he will have to work to convince people.  People will consider him untrustworthy, and will not share confidential information with him.
''Occasionally, Strong: 10 Points
Frequently, Strong: 15 Points
Very Frequently, Strong: 20 Points''


''Type:'' Social
''Description:'' The character's mentalist abilities are known.  How well known is based on the frequency of this Disadvantage.  People without similar abilities will be suspicious and fearful of the character, never totally assured if the character is rooting around in their heads.  People with similar abilities may be suspicious, and may take measures to protect themselves.  Enemies of the character will definitely take measures, and may plan their actions based on the knowledge that the character is a mentalist.

This limitation is not appropriate in setting where mental powers are accepted.
''Occasionally, Minor: 5 Points
Frequently, Minor: 10 Points
Very Frequently, Minor: 15 Points''


''Type:'' Social
''Description:'' The character's hatred of a particular race is known.  How well known is based on the frequency of this Disadvantage.  Members of the race he hates will at a minimum treat the character with suspicion.  Some may actually return the hatred and attempt to harm him if given the opportunity.  Others will also treat him with suspicion or contempt.  By many, he will be viewed as an ignorant hate monger.  Other racists, however, will sympathize with him, and he may find assistance in the strangest places.
''Occasionally, Major: 10 Points
Frequently, Major: 15 Points
Very Frequently, Major: 20 Points''


''Type:'' Social
''Description:'' The character is a known sex offender, such as a rapist or pedophile.  How well known is based on the frequency of this Disadvantage.  The character may have to register with the local authorities, who will monitor his actions.  Neighbors will always keep an eye on him, and be suspicious of his every action.  He will be shunned by honest people, and be held with contempt by the criminal element.  He will be the victim of retribution crimes, such as vandalism or even assaults.  He might even be hunted by a victim or a victim's family who wish to see him dead for his past offenses.
''Infrequently, Slightly: 5 Points''


''Type:'' Psychological
''Description:'' This Physical Limitation means the character's spatial sense doesn't function correctly, which affects his ability to follow directions.  He cannot find his way easily and often gets lost.  This generally won't be a problem in combat situations, but in other circumstances can be extremely frustrating.  The character must make an INT roll at -2 in order to follow any directions he is given, and suffers a -2 penalty to all Navigation rolls.
''Infrequently, Slightly: 5 Points''


''Type:'' Physical
''Description:'' This Disadvantage is for characters who would chronologically be considered adolescents or young adults of their species.  For some reason, the onset of the physical changes associated with maturity has been delayed, or the process of maturation has been slowed.  Thus the character appears much more physically immature than other people his age.  This usually isn't dangerous or physically limiting in and of itself, but can be very annoying to the character.

[[Short]] and [[Minor]] (at a higher level than normal for the character's age) often accompany this Disadvantage.  The character may or may not be Immature, but can "get away with" being so more easily than most.  Note that this Disadvantage does not extend the character's lifespan, unless Longevity has been purchased, in which case it may be the explanation of the //Late Maturation//.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This is a limited form of [[Honest]].  The character believes that laws exist for a good reason, and that society works better when the laws are obeyed.  As such, he will attempt to follow the laws of the society, even when they are inconvenient for him.  At Strong, it takes a truly dire circumstance (and a successful EGO roll) for the character to consider breaking the law.  At total, the character simply cannot make himself break the law, no matter what.

In a campaign where "lawlessness" is the rule of the day (post-apocalyptic settings, for example, where "law and order" are concepts for bygone eras), the character should take [[Honest]] instead of this limitation.
''Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' A character who is //Lazy// lacks any desire to perform work or expend effort when it comes to things he or she doesn't enjoy.  They always take the easiest route to whatever it is they want, regardless of the specifics.  It takes great incentive for such a character to actually work hard at something.

This Psychological Limitation combines well with [[Overweight]], and [[Unathletic]].  As [[Lethargic]] and [[Couch Potato]] both contain this Disadvantage, it should not be taken in combination with them.  Feelings of laziness are sometimes a symptom of [[Depression]].
''Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage suffers from an unusually strong desire for sexual contact of any sort.  Whenever in more than the briefest contact with the member of the opposite gender (or same, depending on the character's tastes), he must make an Ego Roll to avoid making some sort of lewd pass, using whatever wiles or skills he can bring to bear.  The attractiveness of the other person can modify this roll.  (Meaning that the character is a horndog, but he still has standards.)

Note that a //Lecherous// character may change his or her standards of attractiveness, depending upon the situation.  (//Lecherous// drunks, for instance, are notorious for having "beer goggles".)
''Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' The character is not the first person to hold his position.  He's viewed, rightly or wrongly, as the successor to the prestige and duties of the previous holder.  The public will judge his every move by comparison with his predecessor.  Many superhero characters with this Disadvantage have an identical name to the predecessor, sometimes with a number attached to it.
/***
|''Name:''|LegacyStrikeThroughPlugin|
|''Description:''|Support for legacy (pre 2.1) strike through formatting|
|''Version:''|1.0.2|
|''Date:''|Jul 21, 2006|
|''Source:''|http://www.tiddlywiki.com/#LegacyStrikeThroughPlugin|
|''Author:''|MartinBudden (mjbudden (at) gmail (dot) com)|
|''License:''|[[BSD open source license]]|
|''CoreVersion:''|2.1.0|
***/

//{{{
// Ensure that the LegacyStrikeThrough Plugin is only installed once.
if(!version.extensions.LegacyStrikeThroughPlugin) {
version.extensions.LegacyStrikeThroughPlugin = {installed:true};

config.formatters.push(
{
	name: "legacyStrikeByChar",
	match: "==",
	termRegExp: /(==)/mg,
	element: "strike",
	handler: config.formatterHelpers.createElementAndWikify
});

} //# end of "install only once"
//}}}
''All The Time, Greatly: 20 Points''


''Type:'' Physical
''Description:'' A //Lethargic// person is unenergetic and inactive by nature.  This inactivity goes far beyond simple laziness or unathleticism.  Such characters exist in a state of near-sleep, sometimes actually sleeping for unusually long periods.  A //Lethargic// character simply doesn't move or act unless constantly prodded, and possibly when dosed with amphetamines.  They are inattentive, have nearly no short-term memory, and tend to drop off to sleep at a moment's notice.
''Occasionally, Major: 10 Points
Frequently, Major: 15 Points
Very Frequently, Major: 20 Points''


''Type:'' Social
''Description:'' The character owes someone a debt for saving his life.  This could be from pulling him out of a burning fire, healing him of a deadly disease, or perhaps even saving his soul from damnation.  Regardless of the reason, the character feels his entire life is indebted to the person, and will feel obligated to complete any request made by the person.  This can present some interesting situations if the request conflicts with any of the character's Psychological Limitations.

The affect of refusing to fulfill a //Life Debt// would depend on who owns the debt.  Some may take it gracefully, although this would hardly justify the debt being a Disadvantage.  More likely, the person will feel betrayed by the character, and will respond in an appropriate manner.  Additionally, third parties, who know of the debt, may treat the character differently if they are aware of his betrayal.  The frequency of this Disadvantage is dependant on how often the character is confronted with the debt.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:''  Psychological
''Description:'' This character's whole goal in life is to have a good time.  He spends much of his time either looking for or attending fun filled events.  Work, health, and family are all secondary to the need to have fun, and as a result they often suffer.  Invitations for a fun time are seldom passed up, and he would always prefer to be around other party animals.  Anyone who does not share his excitement in the life style is a "stick in the mud".

At the Strong level, the character can turn down an opportunity to go partying, and do something "un-fun" with an Ego Roll.  At the Total level, partying always wins out, often at the cost of job and friends.  As usual, if the circumstances are dire enough, it may be possible to resist the partying instinct.

This Disadvantage tends to expose the character to other destructive behavior, and thus is complimentary to [[Addicted To (Substance Or Activity)]] and [[Hedonist]].  A character with this Disadvantage isn't a [[Compulsive Carouser]], because he doesn't feel compelled to party all the time... he just likes to.
''Uncommon, Moderate: 5 Points
Uncommon, Strong: 10 Points
Uncommon, Total: 15 Points''


''Type:'' Physical
''Description:'' The character who only lightly enters dreamland is uncomfortable in new surroundings, enough that they do not rest.  Sounds of the city to countryfolk, or country sounds to the citybred ruin their rest.  It is not that they pop awake, but that they tend to thrash around enough to fall out of bed (and perhaps really annoy a spouse).

At the Strong level, it isn't funny anymore as the character can end up with baggy eyes, bruising and or reduced reactions (<nowiki>GMs</nowiki> can throw perception rolls until coffee or adrenalin hits the system).  They also tend to need contraptions such as blinders and/or earplugs to get their rest -- essentially making them harder to waken in some cases.

At the Total level, the character cannot rest unless they make use of a sensory deprivation chamber or some combination of familiar environment and special need.  For example, a person raised in a space station might just have to sleep vertically -- requiring a kind of water tank that doesn't travel easily (on Earth).  Lack of rest can also  limit the recovery of Body over time.
''Uncommon, Strong: 10 Points
Common, Strong: 15 Points
Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' For a character with this Disadvantage, there is something to which he feels an attraction.  The feeling is not as powerful as a love.  In general, a character who likes something will take active steps to be in contact with the object of his liking, and will only voluntarily enter into a situation where they can't do so if such action is necessary, and make an Ego Roll.

The object of the "Like" could be almost anything: a specific person, a type of character, big business, a type of behavior, having to perform a specific task, etc.  The possibilities are literally endless.  The different levels of frequency depends on how often the character will come into contact with the object of his liking.
''Uncommon, Moderate: 5 Points
Uncommon, Strong: 10 Points
Uncommon, Total: 15 Points''


''Type:'' Psychological
''Description:'' The character with this Disadvantage is not stupid or even dumb, but they do posses a sort of "blind spot" in some form of learning.  At the Moderate level they may never get countries or capitals straight (geography blind spot), and may avoid the whole rank issue with a "sir" to anyone and everyone (military procedures blind spot).  At the Strong level they may be unable to grasp a class of related items like the inability to handle fractions or to remember appointments.  At Total, the blind spot is complete, such that they may never be allowed a driver's license (no understanding of traffic rules) or be unable to describe any woman other than "Ma".

The lower two levels are viable Disadvantages for most characters, and the last one perhaps only when tied to a great intelligence (ala absentminded professor style) or when there are two or more smaller categories.
''Frequent, Greatly: 15 Points''


''Type:''  Physical
''Description:'' A character with this Disadvantage has either a limited or nonfunctional sense of touch.  If the character has any sense of touch at all, it is only triggered by the harshest of sensations, and even then its not as sensitive as it should be.  The character cannot detect fine details by touch, and finds fine manual work difficult or impossible.  A Brick with this Disadvantage might find himself constantly breaking things accidentally because he doesn't realize how much pressure he is applying.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' The character does not have the ability to understand metaphor or wordplay.  He takes any speech or printed matter according to its most common face value.  This Disadvantage is most often found in artificial or supernatural beings, such as robots and djinni.  This is often combined with [[Always Obeys Orders]] for a servant who is absolutely faithful, but difficult to instruct properly.
''Frequently, Greatly: 15 Points''


''Type:'' Physical
''Description:'' The character with this Disadvantage is very short and small.  A //Little Person// must be less than 4' 7" tall as an adult.  The character's weight will usually be much lower than that of a normal adult, though it may come close to normal depending on the character's build.  Most //Little People// also have problems with bone growth; their bones grow curved or at unequal rates, making it difficult for them to move easily.

The character is severely limited due to his small stature:  shelves are all too tall, clothing must be purchased in the children's sections or specially ordered; the pedals of a car cannot be reached normally, and the dashboard is too high to be seen over; chairs and tables are built to the wrong scale.  Depending on the character's concept, the character's Strength and Constitution will most likely be less than normal.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character enjoys the finer things in life.  He likes owning expensive things, wearing fine clothing, and eating in the best restaurants.  Unfortunately, he doesn't actually have the money to afford the life style he has chosen.  Because of this, the character is constantly broke, has creditors hounding him, and sometimes (if the character did something really dumb) has loansharks gunning for him.  At the Moderate level the character can force himself to live within his income if absolutely necessary.  At Strong, the character must make an Ego Roll in order to do so.

This Disadvantage is not appropriate for characters who purchase the Wealth Perquisite.
''Uncommon, Total: 15 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is appropriate only for those street-level characters who are vigilantes, bounty hunters or assassins.  The character hunts (and possibly kills) other people and loves doing so.  If he's an assassin, he's not satisfied with merely killing his target; if he's a bounty hunt, the capture and pay is a secondary consideration.

The character's primary motivation is the chase; letting the target know that he is being hunted and running him down.  Perversely, should the character ever become the subject of a hunt himself, he becomes frustrated, angry, and unstable.  "The hunter becomes the hunted" is the bane of this character's existence.  The character can only resist engaging in an elaborate hunt for his target in the most extreme of circumstances.

This Disadvantage is not recommended for Player Characters.
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' The character has a reputation which he is at pains to maintain.  This is not necessarily a positive Reputation; a criminal might desire to maintain his image as a [[Ruthless]] killer, for example.  If it does not conflict with his other Psychological Limitations, the character will act in the way his desired reputation would dictate.

The character must take a positive or negative Reputation to represent the image being lived up to.
''Very Common, Moderate: 15 Points''


''Type:'' Psychological
''Description:'' This character feels that he has no true friends or companions.  Even though he may be a part of a team or other organization, the character cannot actually relate to his co-workers (or at least feels that he can't), and as such feels that he is all alone in life.  This feeling has caused him to become depressed (sometimes to the point of actually suffering [[Depression]]) and sad, affecting almost everything he does.  He tends to hold himself away from others as a result, and is sometimes seen with pity by those around him.  The character tends to assume that he will be left out of any group activity, and believes that no one really wants to associate with him if given a choice.  The character can force himself through force of will to avoid these feelings of lonesomeness for a time, if necessary.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character prefers to work by himself, without any help from others.  There could be many reason why the character feels this way: he may think that his goals are too dangerous to involve anyone else; he may feel that other people aren't competent enough to work with him; or he may feel that others may try to stop him once they see how he operates.  (And any of these reasons can amount to other Psych Limits.)

A //Loner// has no true friends.  He may have trusted acquaintances with whom he can talk and gain momentary assistance from, but he never actually lets them into his private world.  He keeps his own secrets, and even those people who think they are his friend don't know everything.  The character will grudgingly accept help if it is forced onto him, but he will not seek it out unless he makes an Ego Roll.  If help is forced onto him, he must make an Ego Roll in order to actively cooperate with the helpers.  Note that he will never actively refuse their help... but he will discourage it.

This Disadvantage works well with [[Uses Sarcasm As A Defense Mechanism]].
''Uncommon, Moderate: 5 Points''


''Type:'' Psychological
''Description:'' The character is separated from his family by extreme circumstances, and wants to return to them.  He will attempt to contact his family whenever the opportunity arises, save money for trips home, and feel for others who are away from home.  For this Disadvantage to be worth points, returning to the family should be extremely difficult or impossible under normal circumstances.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is a milder form of [[Selfish]].  Unlike that Disadvantage, this one is for a person who will (and does) look out for others; he simply takes care of himself before any others.  In cases where the character has to choose himself over others, he will choose himself unless he makes an Ego Roll.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''

This character is boisterous, and has a tendency to get on other people's nerves with his boisterousness.  He talks too loudly, laughs too loudly, dresses too loudly, chews with his mouth open, makes inappropriate jokes at inappropriate times, and rarely considers the fact that he is acting in a boorish manner.  At the Moderate level the character is not necessarily uncaring about other people's feelings... he just rarely realizes how much of a jerk he is being at the time unless someone points it out to him.  (He apologizes a lot later, usually.)  When he has to, he can force himself to act in a polite manner.  At Strong, the character usually fails to see that he is acting like an ass, even when someone points it out to him.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is similar to [[Sucker For A Pretty Face]]; whenever the character falls in love, his common sense takes a vacation.  He'll do anything his beloved suggests, with little regard to how foolish or dangerous it may be.  This character also generally doesn't have good enough taste to avoid falling in love with partners who won't exploit this.

If the beloved's suggestions violate another Strong or Total Psychological Limitation, the character gets a bonus to his Ego Roll to not follow the suggestion.  Excessively bad results will often result in the character no longer being in love.  A variant found in "mature themes" campaigns is //Sex Makes Him/Her Stupid//, where the character loses common sense when pursuing coitus, without necessarily loving the partner.

This Disadvantage is also sometimes called //''Twitterpated''//.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' The first reaction of a character with this Disadvantage to any dangerous situation is to ensure that his loved one is safe.  This goes beyond the normal protectiveness towards loved ones, and applies even if there's no realistic risk to the other person.  Opponents who know of this weakness will often threaten the loved one to gain precious seconds to escape or complete their plan.

If the character's other Psychological Limitations are triggered at the same time, the character may be able to temporarily concentrate on something or someone other than the loved one.  The loved one is often a DNPC, but does not have to be.  If the campaign seldom presents physical danger, or the loved one doesn't show up often, reduce the frequency of this Disadvantage to Uncommon.
''Uncommon, Total: 15 Points
Common, Total: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' For a character with this Disadvantage, there is something to which he feels an intense attraction.  In general, a character who loves something will take active steps to be in contact with the object of his love, and will only voluntarily enter into a situation where they can't do so in the direst of circumstances.  The object of the love could be almost anything: a specific person, a type of character, big business, a type of behavior, having to perform a specific task, etc.  The possibilities are nearly endless.

The different levels of frequency depend on how often the character will come into contact with the object of his love.
''Very Common, Moderate: 15 Points
Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' The character has no problem understanding or expressing his own emotions, but has difficulty with other people's emotions.  He doesn't easily guess how other people feel about a situation, and finds the concept of people having *different* emotional reactions to his own baffling.  If he is in love with someone, that person should love him back.  If he is greedy, he will assume everyone else is primarily motivated by greed, no matter what they say in public.  If the character kills an abusive husband, he will be confused by the wife's grief.  Didn't he just do her a favor?  He might conclude that other people's emotions are unfathomable, or even that people whose emotional reactions are drastically different from his own are insane.

At the moderate level, the character can sometimes sit down and work out why another person is showing a particular emotion, "putting himself in the other person's shoes," step by step.  At the strong level, the character will consider it a waste of time to even try to understand.
''Uncommon, Moderate: 5 Points
Uncommon, Strong: 10 Points
Uncommon, Total: 15 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage doesn't automatically fear pain, but they absolutely can't deal with it.  A scratch, a mild abrasion whatever, these become the focus of their immediate life until they stop.

At the Moderate level they will be able to press on but will whine, wheedle and beg until someone looks at that huge plank of wood in their hand (splinter).  At Strong, this person would drop and writhe like an epileptic on taking serious Stun from an attack.  If so struck, they can make an Ego Roll to avoid losing a Half Phase to such writhing.  If the pain grows (more Stun) they might flee the source or make an all out attack at the cause of their pain.

At the Total level, should they still be functional after an attack that does Stun to them, they will be downright vicious in taking down the cause of their pain.  They will do anything to make it stop, but if under torture will pass out far too quickly to give much information.  At any level, they gain a penalty to Teamwork equal to -1 per 5 Stun taken, after defenses.  This penalty is cumulative during a character's Phase, and resets after taking their next Action.
''Very Common, Moderate: 15 Points
Very Common, Strong: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' This character refuses to believe anything good about himself.  He tends to believe that he is a screw-up, that nothing he does will succeed, and that no one would ever like a guy like him.  The dedication to this Disadvantage determines how bound and determined the character is to seeing only the worst about himself.  At the Moderate level the character tends to think that his mistakes are worse than they are, but otherwise has a generally good view of himself.  At Strong, the character must make an Ego Roll to believe anything but bad things, and at Total, the character is almost depressingly down on himself.

A character shouldn't take both this Disadvantage and [[Pessimist]]; he should take [[Depression]] instead.
''Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' The character belongs to a cause that is one of the most important things in his life, and will work for the good of the cause at every opportunity.  Examples of good causes would be "Bring peace to the Middle East," "Prevent the slaughter of unborn children," "Throw out the Saxon invaders," "Destroy all monsters," etc.  The character is convinced beyond all doubt of the rightness of his cause; however he is capable of understanding that certain actions taken in the name of the cause would hurt the cause, rather than help it.  Thus he will uphold the "good" of the cause over merely promoting the cause.  And because the character is loyal to the cause, rather than to its leaders, he will quickly turn against any leader he sees as harmful to the cause.

For example:  //Bob is ''Loyal to the Cause'' of "preventing the slaughter of unborn children."  He's perfectly willing to legally protest outside clinics, urge his legislators to pass laws to aid the cause, and argue himself blue in the face with people who disagree with his position.  But he knows that violence will make the cause look hypocritical, so he will shoot down such ideas whenever they come up, and even turn in fellow cause members who attempt to kill abortion providers, even if they are the head of his group.)//

What tactics the character is willing to use on behalf of the cause are often modified by his other Psychological Limitations.
''Uncommon, Total: 15 Points''


''Type:'' Psychological
''Description:'' This character might best be described as a "bookworm".  The character has a love of learning that most teachers would give their right arm to have in a student.  He is always reading, doing research, or otherwise collecting information.  He doesn't collect trivia:  the things he learns are subjects of interest, and he puts serious research time into it.  This is the character's primary interest.  When given a chance to learn things and research a topic, he does, except in the most extreme of circumstances.

If the character encounters something unknown to him and interesting, his first response is to study it.  (This is the classic Psychological Limitation for a scientist in a monster movie.  This character will be shouting at the hero "You can't kill the creature!  We need to study it!" while the creature in question is busily eating the extras and supporting actors).  The character is rarely skilled in the social arena, since he spends most of his time in the library or the laboratory.  The character can force himself to deal with anyone but his research (for when he is not actively in the lab, he is thinking about it, or talking about it) in the most extreme of circumstances.
''Infrequently, Greatly: 10 Points''


''Type:'' Physical
''Description:'' This Disadvantage is only appropriate for a character who is some form of Artificial Intelligence.  It reflects the character's tendency to think in a rigid and literal manner, often to the detriment of the character's ability to behave in a manner that "common humanity" would find acceptable.  Such a character thinks in a logical and systematic manner, utilizing the information in front of them with very little creative thought, and without thinking of the possible consequences of their actions.

In addition, the character's actions are often dictated by what logic says is the most efficient choice, rather than what human morality would say is the proper choice.  The character finds it hard to give the proper responses to illogically driven emotional outbursts, to get the punch line of jokes (and when attempting to tell jokes himself, comes off as lame), and only rarely has bursts of intuition that transcend the available information.

This Disadvantage is not always appropriate for Player Characters, as most //Machine Intelligences// tend to act in a similar manner to that of a [[Sociopath]].  They don't generally care about "social mores", because they act on simple logic.
''Common, Strong:  15 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is only appropriate for male characters. A character with this Disadvantage always acts in an exaggeratedly masculine fashion. He speaks loudly, acts domineering toward women, and believes he is a sexual dynamo. The character is disgusted by "fags" and "dykes", and will accept no insult to what he sees as his personal honor. The character sees nothing wrong with sleeping with many women, even if he is married. (However, should his wife sleep with other men, he would become infuriated and try to take some measure of "appropriate" retribution against the other man... his wife he would simply beat once and forgive.)
''Very Common, Total:  25 Points''


''Type:'' Psychological
''Description:'' This is the classic "Joker" Disadvantage, and represents a character who is not only insane, but is fucking bonkers on top of it. A character with this Disadvantage does random and possibly odd things for any reason or for no reason at all. His mind is so disconnected from reality that he sees no reasons behind anything, and wants none. He is capable of killing or sparing, on a whim, and often engages in seemingly random actions for inconceivable reasons. He speaks nonsense and non sequitur, and prefers it that way. The character cannot act in a rational manner, even when world-threatening circumstance requires it.

Player Characters should not be allowed to take this Disadvantage.
[[NextGen RPG|http://www.nextgenrpg.com]]

[[Distinctive Features]]
[[Physical]]
[[Psychological]]
[[Social]]


[[To Do List]]
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character tends to befriend anyone he meets who shows him even a modicum of respect, politeness, and courtesy. This is not to say that he actually becomes friends with the other person (such things require, at the least, the cooperation of the other), but rather will consider the other person friendly and trustworthy enough to become a friend. He will always be open and friendly with others unless they have shown some reason for him not to be; but on first meeting, his impulse is to be friendly.
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' The character's reaction to the stress of combat is to unleash a steady stream of humor. This may or may not be at the expense of his opponents, or even topical to the particular combat. More serious-minded characters find this very annoying, and the humorist is often the first person targeted. The character can keep his mouth shut if he has to, but it won't last for long.

In campaigns where combat is extremely rare, the frequency of this Disadvantage drops to Uncommon, reducing the value by 5 points. This Disadvantage should not be taken in conjunction with [[Cannot Resist Taunting His Opponents In Combat]], [[Thinks He's A Comedian]], or [[Wiseguy]]. The character with this Disadvantage may have a Reputation for being a joker, but only in certain circumstances.
''Infrequently, Slightly: 5 Points
Infrequently, Greatly: 10 Points
Infrequently, Fully: 15 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage has been programmed or brainwashed to perform a certain task.  Unaware that he has been programmed or to what purpose, he goes about his day-to-day life until some predetermined event triggers his programming.  The programmed task can be almost anything, but will always be something detrimental to the character.  Some example tasks include assassination, bugging a room with surveillance equipment, destroying a piece of equipment, or perhaps reporting the day’s activity to an enemy.

Depending on the task the character may or may not remember doing it and will almost never remember why.  The trigger can be almost anything.  Some examples are key phases (in any language), a time of day, a particular date, or being alone with someone.  The trigger does not affect the cost of the Disadvantage.  How often the character is called on to perform the task does affect the cost.  A character taking this Disadvantage needs to get permission from their GM, who may want to decide the details and not tell the player until the Disadvantage is triggered.

The point cost depends on just how potentially damaging to the character are the consequences of his programmed action.  Passing information or planting a bug are both actions that may or may not ever be discovered, and thus the consequences are not that great.  Sabotage carries a greater risk of discovery, while assassination carries the greatest risk of all and thus would be worth maximum points.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' The character enjoys making other people "dance to his tune", using emotional and psychological manipulation to get them to do what he wants. This can be on a large scale, as a politician who sways legislative bodies to vote for his pet bills, or on an individual scale, as a mother who uses her illnesses to guilt her children into humoring her whims. The distinguishing characteristic is that the character never just asks someone to do something, he manipulates them into doing something. This is such an ingrained habit that the character finds it difficult to force himself to be straightforward.

[[Ambitious And Manipulative]] includes this Disadvantage, so they should not be taken together. Other Psychological Limitations will modify how far the character is willing to go in his manipulations. It is a good idea for the character with this Disadvantage to buy high Presence-based skills.
''Very Frequently, Major: 20 Points''\


''Type:'' Social
''Description:'' A character with this Disadvantage has a spouse (or spouses, in some cultures), and must take this spouse into consideration when making nearly every decision regarding his life.  Not only will major decisions such as where he lives, what jobs he takes, how he spends his money, and how he spends his free time be affected by the opinions and actions of his spouse, but even minor decisions like what brands of food he eats or toiletries he uses, what color and style of clothing he wears, what radio stations and television shows he habitually watches, and which routes he takes while driving are affected.  In some parts of the world, half of his worldly possessions become the property of his spouse (and half of the spouse's possessions become his), affecting his personal wealth.  This Disadvantage is equally appropriate for either male or female characters.
''Uncommon, Moderate: 5 Points
Uncommon, Strong: 10 Points''


''Type:'' Psychological
''Description:'' This character enjoys being hurt. He actually gets pleasure from being mistreated (either physically or mentally). The character actively seeks out opportunities to be hurt, and frequently (and willingly) enters abusive relationships just to take advantage of it.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage kills not because he has a reason that (to him at least) justifies murder, but rather simply because he can and because its easy.  Unlike a professional assassin (who may technically qualify as a //Mass Murderer//), a character with this Disadvantage kills for any reason or no reason.  He doesn't necessarily kill everyone he meets -- but he might if so inclined.  He most certainly kills (or attempts to kill) anyone who irritates, hampers, or actually harms him.  There are exceptions to this; He may even be in a passionate and caring relationship with someone not connected to the object of his rage.

This character is not necessarily a [[Psychopath]] or a [[Sociopath]], though either are a possibility.  Also, he is not a [[Serial Killer]], as there is nothing casual about the murders committed by a [[Serial Killer]].  A //Mass Murderer// should automatically be considered as having [[Attitude About Lethal Force (Casual Killer)]].

The murders committed by a character with this Disadvantage frequently follow these rules:

*Victims are killed in a specific spree over a relatively short period of time, usually hours (less often days).  The killings usually occur at several separate locations within a small area (such as two or three city blocks) as part of a continuous "action". 
*Victims are typically selected at random and attacked or not at the whim of the killer, or form a part of a target group.  If part of a target group, the victims are usually connected in some way to the killer, even if distantly.
*Guns are almost always used, and the victims are never tortured before being killed. 
*Attacks are usually made in public places, such as restaurants, malls, and universities. 

This Disadvantage is only appropriate for villains.
''Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' Another classic villainous Disadvantage, this one could be described as the most extreme form of [[Arrogant]] or [[Conceited]] possible.  A character with this Disadvantage believes that he is more than a mere mortal.  In some way, he considers himself "above" his fellow mortals.  The character might believe that he is the perfect human specimen, or the world's most developed intellect, or that he is destined to rule the world, or that he has been divinely chosen for some task.  Whatever the specifics, the character believes that this makes him not only a cut above everyone else, but also quite literally an order of magnitude above everyone else.
''Occasionally, Minor: 5 Points
Occasionally, Major: 10 Points
Occasionally, Severe: 15 Points
Frequently, Minor: 10 Points
Frequently, Major: 15 Points
Frequently, Severe: 20 Points
Very Frequently, Minor: 15 Points
Very Frequently, Major: 20 Points
Very Frequently, Severe: 25 Points''


''Type:'' Social
''Description:'' The character is a member of a species that is near extinction.  The cause of the impending extinction should be defined.  People who know the character is a member of this race may react according to that knowledge.  Perhaps they are sympathetic to the character, and will provide help.  Or, maybe they will appear helpful, but want to imprison the character to study and "help" him.  Or, perhaps they are the reason the race is dying, and they want to kill the character.

The frequency of this Disadvantage is dependent on how often the character is recognized as being a member of the dying race.  If he is able to blend in with the resident race, then he is not likely to be recognized, and this Disadvantage will rarely come into play.  However, if he is the only Ent at a Hobbit convention, then he is likely to stick out.  The effects of this Disadvantage are dependent on the general response that could be expected from those that know it.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character is always looking to get something out of the situation. He helps people only when there is something to be gained: A reward or acclaim of some kind. He can easily be swayed with offers of money or power, though he may have other Disadvantages that determine whether or not he will accept such bribes.

This Disadvantage works well with [[Cynical]], [[Greedy]], [[Selfish]], [[Looks Out For Himself First]], and several of the [[Code Of Conduct]] variations. It should not be taken with [[Charitable]], but makes an interesting combination with [[Sucker For A Sob Story]].
''All The Time, Greatly: 20 Points''


''Type:'' Physical
''Description:'' A character with this Disadvantage takes double the amount of BODY damage from any attack.  This represents a character who is a true normal. 
''Infrequently, Greatly: 10 Points
Frequently, Greatly: 15 Points
Frequently, Fully: 20 Points''


''Type:'' Physical
''Description:'' Mesothelioma is a rare cancer in which tumor cells grow in the chest cavity, abdominal cavity, or around the heart.  This disease is caused by multiple consecutive daily exposure to high levels of asbestos (other materials are also suspected causes).  Early symptoms resemble either those of respiratory viruses (shortness of breath, chest pain, persistent cough, fever, weight loss, night sweats) or those of gastrointestinal disease (abdominal pain, abdominal bloating, nausea, weight loss, swelling of the feet, anemia).  The disease is progressive and has no reliable treatments.  Patients with advanced stages of this disease have heightened and multiple symptoms.

At the Greatly level, the character must make a Constitution Roll (every 8 hours at Infrequently, every hour at Frequently).  Failure of this roll reduces the character's Constitution by 1d6 (along with it's Figured Characteristics) until a recovery Constitution Roll is made (check hourly or less if medical help is available).  Furthermore, the character suffers a -2 penalty to Constitution Rolls for resistance to respiratory diseases.

At the Fully level, in addition to the Constitution Rolls, the character cannot have a starting Constitution value higher than 8.  Characters with the Greatly level have a shortened lifespan, and those with the Fully level have a life expectancy of 4-6 months.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character believes that he was born to fulfill some great destiny by saving humanity. The manner in which he saves humanity, and from what, is up to the player. This attitude rarely sits well with others, although it is possible that the character has followers who believe in him. In general, a character with this Disadvantage believes that he can do no wrong, and that his mission is more important than any other 'mundane' concern. This Disadvantage works well with [[Megalomania]], [[Arrogant]], and [[Believes He Is Sanctioned By A Higher Power]].
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character is an organized, step-by-step thinker, approaching each problem point by point. He carefully plans and executes every step until completion. He never abandons his plans once made, and hates to change horses in midstream. The character resists any "plan" which involves rushing in without discussion and preparation.
''Infrequently, Slightly: 5 Points
Infrequently, Greatly: 10 Points
Frequently, Slightly: 10 Points
Frequently, Greatly: 15 Points''


''Type:'' Physical
''Description:'' A character with this Disadvantage suffers from intense and sometimes debilitating headaches.  These headaches can become so intense that the character's vision becomes blurry and he starts to feel nauseous.  Some type of warning often precedes migraines.  This is described as an aura.  It could be a strange feeling of foreboding, or slightly altered vision.

Not all migraine suffers get a warning and even those that do might not get them all the time.  Medication can often relieve the pain of migraines.  The trade off is that most of these medications cause drowsiness and difficulty concentrating.  Often migraine suffers will just call off from work and crawl in bed until the pain goes away.

The point value of this Disadvantage depends on both the frequently and severity of the migraines.
''Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' A character with this Disadcantage lets others win at his expense.  As such, people around him tend to treat the character like a doormat.  The character's submissive nature brings out the worst in those around him.  Even people who aren't normally [[Bullies|Bully]] bully the //Milquetoast// around.  Its not that they want to... it just sort of works out that way.

This Social Limitation combines well with [[Humble And Meek]], [[Quiet And Withdrawn]], and [[Nebbish]].  It also combines well with [[Bitter]] and [[Constant Slow-Burning Fuse]].
''Occasionally, Minor: 5 Points
Occasionally, Major: 10 Points''


''Type:'' Social
''Description:'' This character is below the legal age of majority.  Such a character doesn't enjoy the full range of rights and responsibilities that an adult would.  They are hampered by parental control, curfews, limited or no driving privileges, limited or no employment opportunities, frequent schoolwork, and an inability to purchase certain items (most notably tobacco products and alcohol) depending upon the local laws.

At the Minor severity level, this Disadvantage represents a person who is 15 to 17 years old.  At the Major level, the character is 14 or younger.  While similar, this Disadvantage is different from [[Young]].  While a [[Young]] person is always a //Minor//, a //Minor// need not always behave as if he were [[Young]].
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character hates, devalues, and mistreats people of the opposite sex. For example, a //Misogynist// believes that the value of a woman depends on how well she cooks, cleans, and performs during sex, while a //Misandronist// believes that all men are knuckle-walking morons who only want to objectify and rape women and keep them from attaining the true power that only females are worthy of.

This Disadvantage goes beyond [[Prejudice Against Women/Men|Prejudiced Against (Group)]] in its totality and depth of feeling.

This Disadvantage is only appropriate for <nowiki>Non-Player</nowiki> Characters.
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' This is a variation on [[Prankster]] (and thus the two should not be taken together).  The character cannot resist having fun.  He likes to play pranks and tell jokes.  He enjoys causing a little bit of chaos, or cheerfully embarrassing someone, and may not be the most studious or hardest working person around.  He's more of a [[Troublemaker]], but without the sense of malice that a true [[Troublemaker]] possesses.  He can be serious when he has to, but generally doesn't like to do so because its just not all that fun.
''Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is an extreme form of [[Cheap]].  The character is obsessed with holding onto the wealth he already has.  This is different from [[Greedy]], although the two Disadvantages are often found together in the same person.  When called upon to spend money, the character must make an Ego Roll or else look for the cheapest alternative possible.  Note that this does not mean "the best deal", it means the absolute cheapest, period; the character will accept second-rate (or even third, fourth, or fifth rate) materials, services, and goods rather than have to pay for first rate.  Even if the Ego Roll is made, the character will attempt to haggle the price down, and will complain interminably afterward.
''Frequently, Minor: 10 Points
Frequently, Major: 15 Points
Frequently, Severe: 20 Points''


''Type:'' Social
''Description:'' The character is often mistakenly identified with someone widely and unfavorably known.  Maybe he shares the same name with the villain that stole the village's totem, or maybe he looks just like William the Welcher, who left town without paying any of his outstanding debts.

Real world examples would be such people as Richard Jewell, who was effectively tried in the press by the FBI for the 1996 bombing of the Atlanta Olympic village (actually committed by Christian extremist Eric Rudolph) or Edward Humphries who was essentially accused of being the Gainesville Ripper and tried in the press for the Gainesville murders, who killed five sorority girls on the University of Florida campus (these murders were later found to be the work of serial killer Danny Rawling).

Regardless of the reason, it brings nothing but problems for the character.  The severity of the notoriety will help determine the severity of this Disadvantage, and thus how much it is worth.
''Frequently, Minor: 10 Points
Frequently, Major: 15 Points''


''Type:'' A character with this Social Limitation has physical features that in almost every way are the same as someone else's.  This is best shown in the case of identical twins, who look the exact same as each other and are easily mistaken.  Another example may be clones or dimensional copies who share the same physical properties as a person who already exists.  In either case, this can be frustrating for both parties involved, and therefore, permission should be asked from any player before using their character as the object of this flaw.

People who can easily have their identities confused with another find that building their own reputations is difficult.  Common-folk and even colleagues who don't know them that well often confuse the actions and accomplishments of one person for another.  In social situations the reputation of either person could come to the forefront, as there is little or no way to distinguish either party from the other.  In almost all cases, there are hindrances and blockades to being defined by your actions.

At the Minor level, this may represent simply an identical twin, brother, or even a dimensional copy whose base motivations and worldly perceptions aren't that far off from the character's own views.  Because of this, any mistakes made about who has done what or why don't tend to land the character in very deep water; they're just frustrations in social situations.  At the Major level, however, the other character may be a villain or enemy whose reputation in it's own right damages the character's good name.  As such, no matter how hard they try they are frequently associated with negativity and actions that vary greatly from social norms.
''Frequently, Minor, Not Limiting In Some Cultures: 5 Points
Frequently, Major, Not Limiting In Some Cultures: 10 Points
Frequently, Severe, Not Limiting In Some Cultures: 15 Points''


''Type:'' Social
''Description:'' Also sometimes called //<nowiki>Half-Breed</nowiki>//, depending on the setting.  The character had parents who were considered to be of different "races", in a society that is not fully accepting of such things.  This is usually two humans of different skin tones, but in fantasy or science fiction settings, more exotic combinations are possible.

At the Minor level, the character is a second-class citizen (often to both parents' societies), never fully trusted, and believed to have the combined stereotypical negative qualities of both races.  At the major level, one of the parents had a strongly negative social status, and the character may be enslaved or exiled because of his heritage.  At the Severe level, miscegenation is completely illegal and/or considered unspeakably evil, and the character will be killed if his status becomes known.  Some characters with this Disadvantage may have also the Distinctive Features of one or both parent's races (if any).
''Common, Strong: 15 Points''


''Type:'' This character believes that he's always on the edge of poverty (and depending on his economic habits, may well be), and is thus always looking for new ways to make money. He's not necessarily Greedy in that he's not willing to do anything to get it -- but almost. The character is unlikely to rob banks or murder for money, but get rich schemes and con jobs are certainly a possibility. The idea of actually working a 9 to 5 job seems too slow and demeaning to the character, but he may occasionally be found working odd, nonstandard jobs (like selling perfume door to door and dressing up like a chicken to deliver singing telegrams.
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' For whatever reason, this character keeps close tabs on some person or group. He gathers what information he can, follows them (or has them followed), and keeps records. Generally, the character is doing so in order to eventually cause some harm to the object of his pursuit, but this is not strictly necessary. The character expends a great deal of energy and time in this pursuit, placing a strain on the rest of his life. Very often a character with this Disadvantage will also have either [[Seeks Revenge|Seeks (Concept, Person, Or Object)]], or [[Distrusts (Person or Group)|Distrusts (Concept, Person, Or Group)]]. The character should have some defined emotional reason to be seeking information on the person or group to the detriment of his own career or personal life.
''Very Frequently, Major: 20 Points''


''Type:'' Social
''Description:'' The character's monstrous appearance prevents him from being accepted by society.  Instead, wherever he goes, he causes disruption as people hurry to either get away from him, or destroy him.  He spends most of his time alone and in hiding.  He will only go out at night, and even then, will still avoid people.  His only friends are those who either cannot see his appearance, or are also social outcasts, so they sympathize with the character.

Examples of literary characters that suffer from this Disadvantage include the Frankenstein monster, Quasimodo the Hunchback of Notre Dame, and the Beast of Beauty and the Beast.  A low Comeliness Characteristic and the Distinctive Features Disadvantage are two things that compliment this Disadvantage.
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' This character tends to be dour and unpleasant, but not actually [[Bad-Tempered]], though they both work well together.  He tends to be slightly [[Antisocial]] without actually taking it that far.  The character is capable of normally relating to people when necessary.  This Disadvantage works well with [[Loner]].
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character has a deep and inexplicable interest in the macabre, the gruesome, and the unwholesome.  He is the type of person who watches slasher movies to see how well the blood effects are done.  He reads books about murders and finds the subject of death fascinating.  This is not to say that the character is necessarily interested in performing gruesome acts, but rather he finds them a fascinating subject of study.  He tends to bring up these subjects at inappropriate times, much to the consternation of those around him.

At the Moderate level, the character can suppress his interest in such things when necessary.  At Strong, the character must make an Ego Roll in order to do so.  At Total the character cannot overcome his fascination with the macabre except in the direst of circumstances.

It is suggested that player characters not take this over the Moderate level.
''Uncommon, Strong: 10 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is only appropriate for heroic characters (because villains don't care about what the public thinks of them). This character places other people's perception of him above any other moral consideration. He panders to the public, doing things he believes the public expects. What this means is that the character fights crime because the public keeps better opinions on heroes than villains, not because he feels some righteous need to do so. He refrains from killing his enemies not because he has any compunction against doing so, but because the public considers people who kill their enemies to be murderers, and not heroes.

The truth is, he would lie, kill, steal, and cheat if he thought he could get away with it. A character with this Disadvantage should have no other Psychological Limitations regarding morality or principles, except perhaps [[Amoral]].
''Infrequently, Slightly: 5 Points
Infrequently, Greatly: 10 Points
Infrequently, Fully: 15 Points
Frequently, Slightly: 10 Points
Frequently, Greatly: 15 Points
Frequently, Fully: 20 Points''


''Type:'' Physical
''Description:'' Motion sickness is dizziness, fatigue and nausea during movement, and in severe cases it can progress to vomiting.  It can happen when the brain receives conflicting messages from the various systems that help establish spatial orientation.  While anyone can suffer from motion sickness under the right circumstances, a character with this Disadvantage is especially predisposed to the condition.

Motion sickness occurs when the body is subjected to accelerations of movement in different directions or under conditions where visual contact with the actual outside horizon is lost.  The balance center of the inner ear then sends information to the brain which conflicts with the visual clues of apparently standing still in the interior cabin of a ship or airplane.  From one third to one half of airline passengers will experience some degree of motion sickness when encountering heavy turbulence.  It has been found that fear or anxiety can lower the threshold for experiencing symptoms, however some individuals seem to be naturally prone to motion sickness since childhood.

The character might suffer from motion sickness when their allergies get bad or they may have an old injury to there head or ear that causes them to always suffer from motion sickness if put in the right situation (like riding in the passenger side of a car).  Most of the time motion sickness only occurs while some outside influence is moving the character, but some characters might suffer from motion sickness brought on by their own movement (like spinning in a circle).  At Slightly, the character will suffer a -1 to all Skill and Characteristic Rolls when struck with motion sickness.  At Greatly, the character will suffer a -3 to all Skill and Characteristic Rolls.  At Fully, the character will suffer a -5 to all Skill and Characteristic rolls. 
''Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' This Disadvantage is only appropriate for campaigns in which wondrous powers and occurrences are the norm.  Normal, real-life people in a normal, real-life setting get no points for this Disadvantage, as they are quite mundane already.  This Disadvantage reflects a total lack of experience with the occult, the weird, and the alien.  Such a character would be from a place that highly resembled the town in the movie //''Pleasantville''// before the main characters started upsetting everything.  Such a character wouldn't believe in UFO's, thinks magic is something done by David Copperfield, and knows that the computer sitting on his desk is the cutting edge of high technology -- or at least it was before he took it out of the box.  A character with this Disadvantage may not begin a campaign with any skills or equipment that are out of line with this quiet, unassuming origin, as determined by the GM.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' A character who is //Murderous// acts as if they possesses the Psychological Limitation [[Attitude About Lethal Force (Casual Killer)]].  However, unlike most //Casual Killers//, this character has a single, specific motivation for killing others, as opposed to killing for no reason at all.  This character kills those people who anger and upset him, or who interfere with his goals and plans, etc.  This Disadvantage should not be taken with [[Bloodlust]], [[Serial Killer]], or [[Mass Murderer]], though taking it with [[Sociopath]] or [[Psychopath]] is certainly appropriate.
''Uncommon, Moderate: 5 Points
Uncommon, Strong: 10 Points
Uncommon, Total 15pts.''


''Type:'' Psychological
''Description:'' This character is driven to give payback to an adversary for any insults he receives. The reaction to the insult may range from a comment about ones mother, to a brawl, to keying ones car. The severity of the action depends on the strength of this Disadvantage, and the nature of the insult. Strong words will likely be returned with more strong words. A slap in the face will warrant a fistfight. And public humiliation may well warrant the death of the person who caused it, depending on the humiliated character's other Psychological Limitations.

t the Moderate level, the character can ignore the insult if the circumstances demand that he do so (though he isn't very happy about it at all). At Strong, the character must make an Ego Roll in order to force himself to ignore the insult, and at Total, the character must be dragged kicking and screaming away from immediately avenging himself, and will never, ever forget (much less forgive).
''Uncommon, Total: 15 Points''


''Type:'' Psychological
''Description:'' This character will stop at nothing to bring justice to any person that kills a loved one. His thoughts and dreams will be filled with images of this vengeance. Once the murderer is caught, this character will probably inflict bodily harm upon him. This can vary from just a severe beating, to possibly the death of the murderer. There may well be social and/or legal consequences to this act of vengeance.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character has to be in charge of any group he is a part of (or at least think that he is in charge). This isn't necessarily the same as [[Control Freak]], but it is similar. If he is not made leader, the character criticizes the leader's actions, follows his own plans (and cajoles his fellows to follow his lead) and generally acts put out until he is made leader.

This Disadvantage should not be taken with [[Control Freak]], since it is already included in that Disadvantage.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character takes his duties and dedication to his work to an obsessive level. He lets nothing stop him until he has done what he sets out to do. The character would rather die than abandon his mission, regardless of what it takes to get it done. The character may have other Psychological Limitations that moderate precisely to what lengths the character will go to complete his mission. The mission in question may change from case to case.
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage is obsessed with planning out all of his activity.  The root of this problem is the characters fear of the unknown.  Without forethought, the character is convinced that some important point or item will be forgotten, causing failure.  The goal determines how elaborate the plan needs to be.  A hasty huddle to determine which guards each character is going to be responsible for in an impromptu ambush may be a sufficient plan for the circumstances.  Sneaking into a lich's tower to steal an ancient artifact may need a more detailed plan to make the character comfortable.

At the Moderate level, the character likes to use lists to make sure nothing is forgotten.  At the Strong level, the character wants to know not only what he is responsible for doing, but what everyone else involved is responsible for, and what contingency plans are in place.  Practicing the plan helps the character to feel confident with the endeavor.  Without a plan the character must make an Ego Roll to improvise and take a non-defensive, independent action.  At the Total level, the character is incapable of functioning independently without a plan.  He can follow others and follow instructions given as direct statements, but he cannot be depended on to make independent decisions, or to follow more than one <nowiki>"If-Then"</nowiki> instruction at a time.
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character is driven to give aid to anyone in need. This can vary from feeding the hungry, sheltering the poor, treating the sick, rescuing the distressed, or freeing the oppressed. At the Moderate level, the character participates in passive methods of helping, such as giving to charities and performing volunteer work. At the Strong level, the character will become directly involved with the needy person's problems. For example, if presented with a battered wife, the character will become directly involved with helping her, possibly by removing her from the situation and maybe even confronting the batterer. At the Total level, the character goes searching for people to help. At this level the character's job is probably directly related to this Disadvantage (social worker, healing priest, vigilante, etc.).
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' A character with this Psychological Limit cannot leave a criminal case alone.  He feels compelled to take up the investigation and keep working it until he solves it. It takes a lot to deflect the character from this course.  If the character absolutely cannot be distracted from the case, [[Obsessed With Solving Crimes|Obsessed With (Person, Object, Or Goal)]] should be taken instead.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character has, in his past, suffered a devastating personal loss at the hands of a criminal, an accident that the character could have prevented, or some similar reason for the failure.  The character feels that if he had only done something different, or had done whatever he did do better, things would be different.  This event has shaped the character's entire life.

The loved one in question need not be dead, but certainly should not be easily accessible or in a normal state.  (Comas, life imprisonment (or worse... a death sentence), [[Quadriplegia]], and severe brain damage that reduces their loved one to the mentality of a child are all examples of suitable substitutes for death).  If the loved one isn't dead, he or she should be taken as a DNPC by the character.  Whether or not the loved one blames the character for his or her current condition (if such feelings are applicable) is up to the GM.
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character has a special attachment or feelings for a particular object, location, or person.  The feelings might be patriotic pride in their homeland, love or admiration for another person, or an appreciation for the beauty or spiritual meaning of an object.  To be valid, this (Person, Place, or Thing) must be threatened by some outside force or agency.

For example, a character may have //Must Protect Northern Ireland From English Aggression//.  In this case, the character would feel that Northern Ireland is endangered by the continual presence of the English "invaders", and would work to hamper the English whenever possible.  On the other hand, an art lover might have //Must Protect City Museum From Art Thieves//.  Such a character would, in his nightly patrols of the city, spend extra time making sure that no one was breaking into the art museum, and that no other harm was befalling the art stored therein (like a fire).
''Common, Strong: 15 Points
Common, Total 20pts.''


''Type:'' Psychological
''Description:'' This character is in some sort of competition or rivalry with another character or with an organization. The exact form, as well as the origin, of the competition or rivalry is up to the player. The rivalry may be based on ideology: In a superhero campaign, the character might be the son of an infamous villain, and now feels that he has to prove to the world that he is not his father. In an espionage campaign, the character might be a former member of a terrorist organization, and now feels he has to prove that the goals of the terrorists are wrong. Or the competition may be simpler in nature. Perhaps the character feels that he must prove that he is a better athlete than another player character. At the Strong level, the character must make an Ego Roll in order to resist pursuing the competition when given a chance to do so. At Total, the character cannot do so except in the direst of circumstances.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character cannot stand it when others think he is in the wrong. He gets irritated when he is shown to be mistaken, and downright angry when he is contradicted but is right. Until he has been shouted down (when he is wrong) or manages to convince everyone that he is correct (when he is right), he will continue arguing until he runs out of breath or falls over dead, whichever comes first. In order to avoid acting in this manner, the character must make an Ego Roll. This Disadvantage works well with both [[Headstrong]] and [[Stubborn]].
''Infrequently, Greatly: 10 Points''


''Type:'' Physical
''Description:'' This Disadvantage is only appropriate for campaigns which feature the use of magic, and assumes that the character is capable of using such magic.  With this Disadvantage, the use of the most powerful incantations the character is capable of drains the character, such that he must sleep for 4 to 8 hours afterwards.
''Uncommon, Strong: 10 Points
Uncommon, Total: 15 Points''


''Type:'' Psychological
''Description:'' This character has difficulty rebounding from failure. When plans go awry, or life becomes complicated, the character must have time to do some soul searching and determine what went wrong, why it went wrong, and how he is going to recover. Failure to take this personal time leaves the character extremely depressed and unable to function at their normal emotional and intellectual levels.
''Frequently, Slightly: 10 Points''


''Type:'' Physical
''Description:'' This character has no control over his "throttle" when he becomes emotionally agitated or excited.  The character cannot pull punches, tone down energy blasts, or do anything other than to go full bore.  In combat, it is impossible for the character not to use his full damage capability.
''All The Time, Fully: 25 Points''


''Type:'' Physical
''Description:'' This character cannot speak.  All communication between this character and others must be through some other medium (such as writing, sign language, or telepathy).  The character is not necessarily [[Deaf]], though others may often assume so.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character believes that the less anyone knows about him the better.  He may work well with others (though most characters who take this Disadvantage also take [[Loner]] or [[Never Lets Anyone Get Close]]).  He may even be a staunch member of an established team.  Regardless, the character never reveals anything he doesn't have to.

Thus, the character's identity, information sources, and abilities will be kept secret - and the character will go to great lengths to keep it that way.  Characters with this Disadvantage tend to show up out of nowhere with crucial information and no explanations, and just as quickly vanish into the shadows.  At the Strong level, this character can open up to others if it is absolutely necessary by making an Ego Roll.  At Total, the character never opens up to anyone, even if he really needs to.
''Very Common, Strong: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' This character is, in some ways, an innocent.  He has a very simplistic view of the way the world works and how people act, and thus is easily taken advantage of.  This Disadvantage is often complemented with others, such as [[Trusting]] and [[Gullible]], but this is not always so.  A character with this Disadvantage tends to believe everything he is told.  If taken at the Strong level, the character can make an Ego Roll in order to not believe something that the player feels is patently false.  Of course, the character isn't necessarily stupid.  If what he is told is obviously bogus, there is no need for an Ego Roll and disbelief can be automatic at the option of the player.
''Frequently, Minor: 10 Points''


''Type:'' Psychological
''Description:'' The character's name makes him a target of various forms of sophomoric humor, causing him no end of aggravation. Possibilities include:

*A character of one gender having a name that is usually used by the other gender.  In the case of men, the more feminine the name the better; the reverse for women (though its usually considered less unusual for a woman to have a man's name than a man to have a woman's).
*When a character has a name that decades or even centuries ago might have been considered just fine but these days is considered odd and antiquated (such as a woman named Hilda or a man named Osric)
*Whan a character has a place-name as a first name, and its not a nickname (Brooklyn, Dakota, and so on).
*When a character has a name that immediately inspires the question "Were your parents hippies?" (Names like Rainbow, Sunshine, Tarragon, and so on.)
*When a character's name seems to be a random mish-mash of sounds that were put together in an attempt to sound "ethnic".

The character will very likely have issues with his parents for cursing him in this fashion.
''Very Common, Strong: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage is self-centered.  His only concerns are his own needs and activities.  His motivation to do anything is only based on his individual self-interest.  He will have exaggerated feelings of self-importance, and very likely is in love with his own body and looks.  At the Strong level, the character can make an Ego Roll to realize he is being selfish and attempt to change his decisions.  At the Total level, in all but the direst of circumstances, the character is too wrapped up in his own selfishness to ever notice that there might be something of more importance than his own goals and desires.
''Infrequently, Fully: 15 Points
Frequently, Fully: 20 Points''


''Type:'' Physical
''Description:'' This medical condition causes its victim to fall asleep at somewhat random times, regardless of their emotional state or activity at the time.  This can be extremely dangerous, and may keep the victim from engaging in certain activities for safety's sake.  The frequency of this Disadvantage determines how often the character drops suddenly asleep.  //Narcolepsy// is rare among Player Characters, since a GM can invoke it at any time.
''Uncommon, Strong: 10 Points
Uncommon, Total: 15 Points
Common, Strong: 15 Points
Common, Total: 20 Points 
Very Common, Strong: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage lacks tolerance or breadth of vision outside his worldview or cultural perspective.  He has a hard time not behaving with pettiness when his belief system is challenged.  For those that hold the same belief system, he may be viewed as a "hard-liner", but for those that do not share his beliefs, or are not as stringent about them, he will often be seen as "old fashioned" and intolerant.

The frequency of this Disadvantage is based on how often the character's belief system is going to be challenged.  For example, Salogel is a wood-elf in Middle Earth, and he believes that humans are, for the most part, impatient and inferior to the elves.  If the campaign is going to mainly be based in Mirkwood, where most of the other wood-elves agree with him, then it should be taken at the Uncommon level.  However, if Salogel is going to be campaigning in Gondor, where they do not care much for wood-elves, much less what they think, this Disadvantage is going to have a greater frequency.

At the Strong level, the character can attempt an Ego Roll to recognize that he is being narrow minded, and attempt to change his behavior.  At the Total level, he doesn't care if he recognizes that he's being intolerant, facts are facts, he's right, and that's all there is to say on that.
''Frequently, Moderate: 10 Points
Frequently, Major: 15 Points
Frequently, Severe: 20 Points''


''Type:'' Social
''Description:'' The character is from another country than the one in which the campaign occurs, one which is not looked upon favorably (such as a German living in England during World War II).  At the moderate level, the character is discriminated against because of his national origin.  He may be barred from certain clubs and businesses, insulted frequently and assumed to have the negative qualities stereotypically associated with the land of his birth.  At the Major level, the character may be imprisoned or deported, and cannot gain citizenship in the normal manner.  At the Severe level, people of the character's nationality are shot on sight (or at least as soon as their nationality is proven.)

If the character also has [[Acts Stereotypically (Nationality)]], the frequency of this Disadvantage becomes Very frequently, adding five points to it's value.  If it is reasonably easy for the character to go to areas where they are less discriminated against (like a Chinese person in an American city with a large Chinatown), this Disadvantage must take the option "Not Limiting In Some Cultures or Societies", reducing the value by five points.  If an illegal resident, he will also have [[Illegal Immigrant]].
''Frequently, Slightly: 10 Points''


''Type:'' Physical
''Description:'' This Physical Limitation is normally only found in animals who are exceptionally "bright", such as elephants and dolphins.  This is the highest degree of intelligence an animal can possess without becoming a truly sentient creature.  Creatures with //<nowiki>Near-Human</nowiki> Intelligence// are capable of communicating on a very basic level, can learn limited tool use, can develop social structures, and can even learn a basic vocabular in a language used by a sentient species.

It should be noted that recent psychological and neurological studies have shown that the great apes are truly sentient (just as human beings are)  though they are not as intelligent as human beings, as opposed to being "almost" sentient as this limitation implies.
''Infrequently, Greatly: 10 Points''


''Type:'' Physical
''Description:'' This character cannot see objects clearly if they are more than a few feet away.  When using a ranged attack, all of the character's range modifiers are doubled.  The size of the object and the details of the object may have an effect on this.  For example, even the most nearsighted of people would be able to hit a building.

Since most campaigns happen in a modern setting, and glasses or contact lenses are freely available to just about anyone who needs them, the frequency of this Disadvantage is Infrequently.  If the campaign is taking place in the past when such items were not so readily available, the frequency becomes Frequently, adding five points to the value.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character is obsessed with maintaining a clean, orderly appearance and environment.  He spends a great deal of time cleaning and organizing, and will be very nervous and anxious when in a messy or cluttered environment.  At the Strong level, the character can make an Ego Roll to resist cleaning when presented with an environment below his normal neat standards.  At the Total level, he cannot resist the urge, and spends much of his time "neatening up", much to his compatriots chagrin.  A sure way to drive this character over the edge is to hang a crooked picture.  He will not be able to resist the almost magnetic attraction to fix this wrong and make his world whole again.
''Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' This character is easily overlooked.  No one seems to ever be aware that he is around, they have trouble remembering his name, and someone else usually gets credit for his accomplishments.  When he goes somewhere, no one ever seems to remember he was there.  Cashiers at checkouts bypass him to help other customers.  When he finally gets noticed and has a chance to speak, no one gives what he says much regard, and soon forgets that he says anything at all.

The character is simply not memorable.  The character's Presence cannot ever rise above 10.  In some cases, this Disadvantage could be construed as a good thing (when the character doesn't want to be noticed, for example), but the GM should strive to make it a hindrance.  Note that the character's close friends (if he has any) aren't likely to treat him in this manner.  However, the character's close friends are also most likely //Nebbishes// themselves.
''Infrequently, Slightly: 5 Points''


''Type:'' Physical
''Description:'' A character with this Disadvantage doesn't have bad eyesight per say, he merely can't read small print without help.  Otherwise, he tends to make stereotypical actions, like holding the written material at arms-length and squinting.  This problem is easily correctable with glasses.
''Uncommon, Strong: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' The character feels incomplete without a person to lavish his love on.  Whenever he is without such a person, he will feel bad, and spend his time trying to find such a person.  The frequency of this Disadvantage depends on how hard it is for the character to find someone to be loved, and how often he will be without them.  If the character develops a steady long-term relationship, this will become [[Loves (Group, Person, Object, Nation, Or Concept)]], defined as being in love with the other character.
''Occasionally, Minor: 5 Points
Frequently, Minor: 10 Points
Very Frequently, Minor: 20 Points''


''Type:'' Social
''Description:'' This Disadvantage is generally more severe for a [[Minor]] who is still in school, or an adult in situations of constant, mandatory socialization (careers such as sales or teaching), than it is for most characters.  Nerds are generally peer-identified by their "unpopular" tastes... however, on closer examination one quickly realizes a "chicken or the egg" phenomenon is occurring.  Things can quickly go from popular to otherwise if the "Nerd" segment of the population is seen as interested (also known as the "Sneetch Effect" from the Dr. Seuss short, "The Sneetches").  The reverse also can occur, just as swiftly (the best example of which is the world of computers... once the sole realm of the nerds but now considered the ultimate in cool.)

In practice, //Nerds// desire social contact and affirmation far out of proportion to their social capability.  They want to belong, but for whatever reason (often, good reasons) do not do what is "needed" to belong.  This is distinct from the [[Geek]], who often seems to actively seeks to repel or work against the urge to "belong".
''Infrequently, Slightly: 5 Points
Infrequently, Greatly: 10 Points
Infrequently, Fully: 15 Points
Frequently, Slightly: 10 Points
Frequently, Greatly: 15 Points
Frequently, Fully: 20 Points''


''Type:'' Physical
''Description:'' This character suffers various abdominal symptoms when they become stressed.  The symptoms may be diarrhea, diarrhea alternating with constipation, constipation, abdominal gas, and abdominal pain.  At times these symptoms can become so intense that they temporarily debilitate the character.  When this occurs, the character will immediately try to find a restroom.  In addition to the physical problems this causes, it also could cause the character social problems.  For every 5 points of value taken with this Disadvantage, the Game Master should impose a -1 penalty to all Skill and Characteristic rolls.

Different characters will become stressed under different situations.  At the Infrequently level, the character will only become stressed by situations that trigger his Psychological Limitations.  If it is taken as Frequently, the character could suffer the symptoms from anything that the GM deems would be stressful to the character.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character keeps his privacy and his secrets.  While he may have friends and companions, each of them would be surprised to realize how little they actually knew about the character.  He has no deep romantic relationships, preferring short-term commitments and one-night stands because "its easier that way".  If they do have long-term relationships, they are mostly one-sided.  He may be affectionate and even loving, but he never reveals his true feelings.

A superhero with this Disadvantage wouldn't tell even his teammates what his real name is, and wouldn't reveal his feelings or insights unnecessarily.  The character can suppress his urge to keep people at a distance with a successful Ego Roll.

This Disadvantage should not be taken with [[Loner]], as it is already included.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character keeps his privacy and his secrets.  While he may have friends and companions, each of them would be surprised to realize how little they actually knew about the character.  He has no deep romantic relationships, preferring short-term commitments and one-night stands because "its easier that way".  If they do have long-term relationships, they are mostly one-sided.  He may be affectionate and even loving, but he never reveals his true feelings.

A superhero with this Disadvantage wouldn't tell even his teammates what his real name is, and wouldn't reveal his feelings or insights unnecessarily.  The character can suppress his urge to keep people at a distance with a successful Ego Roll.

This Disadvantage should not be taken with [[Loner]], as it is already included.
''Very Common, Moderate: 15 Points''


''Type:'' Psychological
''Description:'' This Psychological Limitation is nearly identical to [[Talkative]], though it has some serious differences.  With this Disadvantage, the character tends to jokes about whatever the discussion happens to be and never seems to take the issues seriously.  The character may be talking so as to cover up some other Disadvantage, such as being [[Insecure]].

This Psychological Limitation, like all, is dependent on the player role-playing it properly.  If the player is not willing or able to do this, then it should not be taken.  Also, the role-playing of this Disadvantage could be disruptive of the overall gaming session (just as this Disadvantage is disruptive to the character's life), and should not be taken without the GM's understanding and approval.
''Infrequently, Greatly: 15 Points
Frequently, Greatly: 20 Points''


''Type:'' Physical
''Description:'' //Night Blindness//, also know as //Nyctalopia//, is a condition that makes it difficult to see at night.  In addition, it also causes the eyes to have difficulty adjusting when going from darkness to light and vise versa.  //Night Blindness// is causes by damaged cone cells in the eye.  This can be caused by disease, malnutrition, or in some instances, bad genetics.

//Night Blindness// has two levels of severity.  At Infrequently, the character suffers double the visual perception penalties in darkness.  At Frequently, the character suffers double the penalties for darkness.  But in no case can the penalty exceed that which being totally unable to see would cause.  The penalty is halved when the character re-enters a lighted area, continues to drop by one for each minute that passes until gone.
''Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' The character has a job with set hours (they can be any hours, despite the name of the Disadvantage) that must be performed at a set location.  The job has very limited flexibility for tardiness or absence, and any slippage in work performance will be punished.  This can make it difficult to go on adventures.  Characters with [[Identity (Secret Identity)]] often suffer from this Disadvantage.
''All The Time, Greatly: 20 Points''


''Type:'' Physical
''Description:'' This character cannot manipulate objects at all without help.  Depending on how high the arms were removed, the character may be able to roughly carry objects with the stumps of his arms, but cannot do fine manipulation.  If the character has stumps extending to at least the elbow, the character can be fitted with prostheses that include an artificial "grabber" in place of hands.  If this is done, the character suffers the effects of having [[One Arm]] instead.

Note that if the character has an innate method of manipulating objects (like Telekinesis), the frequency of this Disadvantage is reduced accordingly.
''Frequently, Minor: 10 Points
Frequently, Major: 15 Points''


''Type:'' Social
''Description:'' Like the boy who cried wolf, the character has acquired a reputation as someone who does not tell the truth.  Any statement he makes will be disbelieved on general principle, and he will not be trusted with any employment that requires truthfulness.  At the Major level, the character is known not just for lies, but for malicious lies that harm people.  Not only will he be disbelieved, but actively beaten up for telling such fibs.

Most characters with this Disadvantage have Psychological Limitations like [[Compulsive Liar]] or [[Gossip]], but it is not mandatory.
''All The Time, Greatly: 20 Points''


''Type:'' Physical
''Description:'' With this Disadvantage, the character has somehow lost his hands.  In general, this Disadvantage is functionally identical to [[No Arms]].  However, the character can be fitted with prostheses that include an artificial "grabber" in place of hands.  If this is done, the character suffers the effects of having [[One Arm]] instead.  Note that if the character has an innate method of manipulating objects (like Telekinesis), the frequency of this Disadvantage is reduced accordingly.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character is unable to grasp things which aren't literal and in front of him.  He tends not to be intuitive, and cannot easily "see" things that aren't real.  His sense of humor is crude and low, and any complicated, multi-level story is lost on him.  He doesn't see the point of books or movies, and is, on the whole, rather dull.  The character unfortunately cannot break out of this mode of thought except possibly in the direst of circumstances.
''All The Time, Greatly: 20 Points''


''Type:'' Physical
''Description:'' This character is missing both legs for some reason determined by the character.  The character's Running and Leaping are both sold back to 0", and while on the ground he is considered to be Prone.  The character cannot move easily on the ground unless he uses a wheelchair or is carried by others.  It is possible for the character to use canes and prostheses to replace his legs.  If so, the character suffers the effects of having [[One Leg]].

Note that if the character has an innate mode of transportation that doesn't depend upon his legs (like Flight), the frequency of this Disadvantage is reduced accordingly.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is only appropriate for a character who has some reason for believing that he is no longer human.  Possible examples would be characters who have non-human appearances, characters with no real physical bodies, characters who are human brains in cyborg bodies, characters with powers and abilities that would disassociate them from common man (including characters who are so powerful as to be godlike, and thus come to believe that they are indeed gods), or characters who, for whatever reason, wouldn't be perceived as human by the common man on the street.

Because of this separation, the character no longer believes that he is human.  This doesn't mean he necessarily [[Considers Himself To Be A Monster]], [[No Longer Identifies With Common Humanity]], or [[Holds "Mortals" In Contempt]] (though any of these are possible).  Generally, the character holds himself apart from common society.  He sees the trappings of "human civilization", such as parties, movies, politics, etc. as being something he no longer has a need to bother with.  (This separation may be reluctant or may be willful, depending on the player's whim and the character concept.)  In order to force himself to take part in "human society", the character must first make a successful Ego Roll.

This Disadvantage is not appropriate if the character started out non-human (such as an alien or an android).
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character has forgotten what it feels like to be a normal, everyday, run of the mill person.  This is different from Detached From Humanity; the character is still capable of acting properly in social situations.  It is just that the character has forgotten what it is to live a mundane life, with taxes, kids to raise, and so on.  Thus, the character has a hard time understanding, accounting for, remembering, or accommodating the problems and desires of the "common man".  Usually, the character has some idealized view of such things that may or may not bear any resemblance to reality.

This Disadvantage is only appropriate for characters who no longer face the "needs of the common man".  Examples include wealthy characters who also head multinational corporations or nations, anthropomorphic personifications of ideals (for instance, if the character were the Avatar of War), deities, or monsters.  The character can force himself to avoid acting in such a manner by making an Ego Roll.

This Disadvantage works well with [[Considers Himself To Be A Monster]], [[Megalomania]], [[No Longer Considers Himself To Be Human]], and [[Detached From Humanity]].
''All the Time: Fully: 25 Points''


''Type:'' Physical
''Description:'' This character might be only a brain in a jar, or may be permanently Desolidified, or may be a ghost, or a packet of living energy, or whatever.  For whatever reason, the character cannot interact physically with the rest of the world.  Any character with this Disadvantage should also take Psychological Limitations to indicate the mental impact of not being able to interact with the world normally.
''Uncommon, Strong: 10 Points''


''Type:'' Psychological
''Description:'' This character never considers the effects his actions will have on those around him.  He will pursue his goals, heedless of the dangers to innocent bystanders, friends, or anyone.  It is possible that the character simply doesn't see the harm he is doing, but it is more likely that he doesn't care.  In order to avoid acting in this manner, the character must make an Ego Roll.  Otherwise, such concerns simply never enter his mind.

Note that this Disadvantage does not make the character [[Murderous]] or a [[Attitude About Lethal Force (Casual Killer)]], though both are possible.  This Disadvantage works well with [[Amoral]], [[Obsessed With (Person, Object, Or Goal)]], [[Megalomania]], and [[Holds "Mortals" In Contempt]].
''Common, Moderate: 10 Points
Common, Strong: 15 Points''

''Type:'' Psychological
''Description:'' This character generally feels he can stick his nose into whatever he wants.  He feels no shame at pawing through another person's effects, or finding out and spreading another person's secrets.  This attitude may not be conscious.  It may be that the character simply doesn't realize he is acting in this manner.  On the other hand, it may be that the character is knowingly and maliciously acting in a manner that destroys the privacy of another.  In other cases, the character may feel that the "public" has a right to know the various secrets of others.

This is sometimes known as the "Crusading Reporter" or "Paparazzi" Disadvantage.  At the Moderate level, the character can avoid doing this when necessary.  At Strong, the character must make an Ego Roll in order to do so.  This Disadvantage works well with [[Curious]].
''Very Common, Moderate: 15 Points''


''Type:'' Psychological
''Description:'' This character never gets the point of any jokes.  He is not necessarily [[Grim And Humorless]]; the character merely doesn't understand humor (consider the difference between Batman, who is intentionally dour and humorless, and Mr. Data, who wanted to understand humor but until the installation of his emotion chip, was incapable of doing so).  Naturally enough, such a character never makes jokes or uses sarcasm.

The character can and does smile and laugh -- he just doesn't do so because of humor.  It is possible, if the joke is patiently explained to the character, that he may understand it, despite the fact that the joke is basically ruined at that point.
''Infrequently, Slightly: 5 Points''


''Type:'' Physical
''Description:'' With this Disadvantage, the character cannot make Smell or Taste Perception Rolls.  This means that he will never notice certain hazards (such as a natural gas leak).  All food tastes bland and spice-less to the character, and real flowers might as well be made of paper.  On the other hand, the character can eat almost anything and never have to worry about skunks.
''Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is only appropriate for characters with non-human origins.  Specifically, it is only appropriate for aliens, androids, and robots that don't naturally share the full human emotional range.  A character with this Disadvantage doesn't know how to react when those around him become emotional, and doesn't know how to react when an emotional response is necessary.  The character is not necessarily [[Emotionless]], though they usually are.

The character doesn't know how to respond to humor when a joke is told; he doesn't know how to console a grieving person; and he doesn't know how to calm down an enraged person.  Alternately, he also doesn't know how to recognize when laughing at someone is inappropriate, or how to temper his anger, or how to burrow through sorrow to find a reason for continuing.  The character can only avoid acting in this manner under very extreme circumstances.  This Disadvantage works well with [[No Imagination]].
''Very Common, Moderate: 15 Points''
''Very Common, Strong: 20 Points''
''Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' While this Disadvantage can be used in almost any genre, it is most appropriate for a setting that has a defined nobility or otherwise wealthy and powerful social class.  This Disadvantage is only appropriate for characters that belong to that class.

A character with this Disadvantage believes that those people of a station lower than his are incapable of watching out for themselves, and thus need someone of the "landed class" to take care of them, to protect them, and to give order to their lives.  In return the common folk owe the nobles their unswerving obedience in all things, their loyalty, and the sweat of their brows.

In addition, they never hesitate to chastise the common folk when they feel the common person has stepped beyond his place.  They will be condescending to those who are not of their own (or a higher) social class.  The character can suppress his natural urge to condescend when necessary.
''Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' While this Disadvantage can be used in almost any genre, it is most appropriate for a setting that has a defined nobility or otherwise wealthy and powerful social class.  This Disadvantage is only appropriate for characters that belong to that class.  A character with this Disadvantage believes that those people of a station lower than his are incapable of watching out for themselves, and thus need someone of the "landed class" to take care of them, to protect them, and to give order to their lives.  In return, the common folk owe the nobles their unswerving obedience in all things, their loyalty, and the sweat of their brows.
''Infrequently, Slightly: 5 Points
Infrequently, Greatly: 10 Points
Infrequently, Fully: 15 Points''


''Type:'' Physical
''Description:'' The biorhythms of this character make it so that he prefers to sleep during the day and be awake at night.  If kept awake during the day, he becomes moody, irritable, and generally does not function well.  At the Slightly impairing level, the character is moody if awake during daylight hours, and suffers a -2 penalty to all Social Skills that may apply.  At Greatly, the character suffers a -4 penalty to every roll he needs to make if awake during the day.  And at Fully, the character must succeed at both an Ego Roll and a Constitution Roll to remain awake during the day.

If either roll fails, the character falls asleep.  Even if both rolls succeed, the character will receive a -4 penalty to all rolls made during the daytime; this penalty is reduced by -1 for every 2 points by which the Ego Roll is made.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage lacks the ability to initiate an assertive or bold action.  He tends to wait for action or opportunities to come to him, and will avoid conflict whenever possible.  This tendency extends to both combat and non-combat situations.  A character with this Disadvantage will never initiate combat without making an Ego Roll first.  However, this does not mean the character won't defend himself if attacked; he simply lacks the disposition to dominate over others.
In a role-playing game like this one, the <nowiki>Non-Player</nowiki> Characters are those individual characters within the setting whose thoughts, feelings, and actions are decided by the Game Master.  They populate the campaign setting, and can fill any role not occupied by the [[Player Characters]].
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is similar to [[Curious]], in that the character has a prying or inquisitive disposition.  The difference is that this character is inquisitive about personal matters that tend to not be any of his business.  He has a habit of eavesdropping on conversations, perusing through other's personal items, and generally inquiring about matters that most would rather not share.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character believes that any means justifies his ends, and is willing to take any measures to reach his goals.  This would include methods that would be considered unfair or "dirty" by others.  Some examples include blackmail, ambush, throwing sand in the face, or even taking hostages or poisoning.  The character isn't necessarily [[Amoral]], though, because its very possible that the character limits the scope of his ruthlessness.

A character with this Disadvantage should not take a conflicting [[Code Of Conduct]].  Note that a character cannot take both this Disadvantage and [[Fights Dirty]] as that limitation is already included in this one.
''Very Frequently, Severe: 25 Points''


''Type:'' Social
''Description:'' The character's society does not consider him a person.  He thus has no legal rights whatsoever, and if not owned by someone may be treated with all the consideration given to any other animal.  The vast majority of the public will in fact treat him in this manner.

Possible examples include an android in a high-tech society that does not recognize intelligent machines, or an astronaut from earth stranded on a planet populated by talking apes.  Most characters with this Disadvantage will have non-concealable Distinctive Features that announce their "non-person" status.  This Disadvantage does not apply to non-sentient beings that have no interest in social interaction.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:''  Psychological
''Description:'' "Haste makes waste" and "Everything in its time" could serve as mottos for a character with this Disadvantage.  He seldom feels the pressure to hasten his actions, even when in time critical situations, perhaps believing that doing something right is more important than doing something fast.  The character will behave in a very laid back manner, causing him to appear extremely calm or lackadaisical at times.  This Disadvantage is different from Lazy in that this Disadvantage does not mean the character dislikes doing work; just that he prefers to do it at his own pace.  At the Strong level, the character can make an Ego Roll to hasten his actions, if needed.  At the Total level, the character is incapable of this, and the GM should take this into account during time critical episodes.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is not appropriate for any character with any compunction against killing.  It is strongly suggested that this Disadvantage be restricted to the more Psychotic of villains.  A character with this Disadvantage enjoys playing with his opponents before finishing them off.  It is not enough just to kill them: the opponents must feel beaten and humiliated.  He wants them to suffer before the end.  Such a character will do such things as torture or kill all those around his chosen victim, or will delay giving the opponent a "final blow" once victory is assured in order that the character can gloat.  And once the character has slain the opponent, it is very likely that a character with this Disadvantage will abuse the corpse.  Chopping it into pieces, hanging it in display for all to see, urinating or defecating on it, etc.  This Disadvantage works well with [[Serial Killer]], [[Psychopath]], and [[Sociopath]].
''Frequently, Minor: 10 Points
Frequently, Major: 15 Points''


''Type:'' Social
''Description:'' A character who isn't a taken seriously by everybody.  Either its his humorous or annoying code name, or the silly costume that he wears, or the habit of allowing the villain to get away due to clumsiness.  Needless to say people just don't take the character seriously.  Villains ask him when the real super-heroes are going to arrive, the damsel in distress refuses to be rescued, etc...
''Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' The character is considered actively annoying for some reason, and will be avoided in social situations where his presence is not mandatory.  It may be difficult for the character to hold down a steady job.  Any actively "annoying" Psychological Limitation goes well with this Disadvantage; any Psychological Limitation that causes the character not to impose his presence or opinions on others should not be taken.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character does not allow feelings to dictate or influence his decisions.  Once making up his mind, no amount of sympathetic pleading or cries for sympathy, no matter how heartfelt or emotional, will convince him to change.  He will probably be considered [[Cold-Hearted]] or [[Inflexible]] by anyone having to deal with him.  The truth is that he's not necessarily either; he's capable of sympathizing, and he's capable of thinking creatively, but he doesn't allow emotions to get in the way of the facts when it comes to making a decision.  In this, he's the opposite of [[Stubborn]], despite appearances to the contrary.

If needed, the character can attempt an Ego Roll to allow the pleas to crack through his stony surface and thus possibly sway him.  A successful Ego Roll doesn't guarantee a change of opinion, only a reconsideration that includes emotions.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character is completely loyal to one person, rather than an organizational hierarchy.  The character will do whatever that person asks of him, within the limits of any other Psychological Limitations the character may have.  Barring having Psychological Limitations against such actions, the character would gladly kill or die on the orders of the chosen leader.  He can only disobeys orders given to him by that leader in the most dire of circumstances.
''Occasionally, Minor, Not Limiting In Some Cultures: 0 Points
Occasionally, Major, Not Limiting In Some Cultures: 5 Points
Occasionally, Severe, Not Limiting In Some Cultures: 10 Points
Frequently, Minor, Not Limiting In Some Cultures: 5 Points
Frequently, Major, Not Limiting In Some Cultures: 10 Points
Frequently, Severe, Not Limiting In Some Cultures: 15 Points
Very Frequently, Minor, Not Limiting In Some Cultures: 10 Points
Very Frequently, Major, Not Limiting In Some Cultures: 15 Points
Very Frequently, Severe, Not Limiting In Some Cultures: 20 Points''


''Type:'' Social
''Description:'' The character belongs to a group that is popularly perceived to behave in a particular manner.  For example, "All people from Osaka are loud, friendly and good at comedy." or "All heavy metal musicians drink too much, take drugs, and will screw anything that has a pulse."  The frequency and severity of the Disadvantage should be determined by the GM based on the society of the campaign.  Many specific stereotypes are already available from this list in other Disadvantages.  [[Resents His Own Stereotypical Image]] is a common complement with this Disadvantage, especially when the severity is Major or Severe.
''Occasionally, Minor, Not Limiting In Some Cultures: 0 Points
Frequently, Minor, Not Limiting In Some Cultures: 5 Points
Very Frequently, Minor, Not Limiting In Some Cultures: 10 Points
Occasionally, Major, Not Limiting In Some Cultures: 5 Points
Frequently, Major, Not Limiting In Some Cultures: 10 Points
Very Frequently, Major, Not Limiting In Some Cultures: 15 Points
Occasionally, Severe, Not Limiting In Some Cultures: 10 Points
Frequently, Severe, Not Limiting In Some Cultures: 15 Points
Very Frequently, Severe, Not Limiting In Some Cultures: 20 Points''


''Type:'' Social
''Description:'' The character belongs to a group that is perceived to be inferior or hateful by the majority of the campaign's society.  The frequency and severity of the Disadvantage should be determined by the GM based on the society of the campaign.  Many specific prejudices are already available from this list.  Many characters with this Disadvantage will also have Psychological Limitations regarding their attitude towards this prejudice.
''Frequently, Minor: 5 Points
Frequently, Major: 10 Points
Frequently, Severe: 15 Points''


''Type:'' Social
''Description:'' A character with this Social Limitation has some sort of external requirement imposed by a law, a promise, a contract, by relations of society, or even by simple kindness and courtesy.  Because of this //Obligation//, the character is bound to do something (or forbear from doing something) to the benefit of another.  The obligation isn't necessarily a debt that he owes, but rather is something he feels he must do out of a sense of loyalty and duty.  There is generally a social (and sometimes criminal or financial) penalty for failing to fulfill this duty.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character doesn't recognize any group or government as having authority over his body, his actions, his beliefs, or his goals.  He recognizes no laws as having authority over him, and disregards regulations of private bodies no less fervently.  This is not to say that the character is a willful anarchist.  He can and will comply with laws and regulations when he feels that doing so is necessary (at the very least, in order to have polite discourse).  However, when he feels it is necessary to break such laws and regulations, he does so with no hesitation.
''Occasionally, Minor: 5 Points
Frequently, Minor: 10 Points
Very Frequently, Minor: 15 Points''


''Type:'' Social
''Description:'' The character becomes very unpleasant when he becomes intoxicated.  Perhaps he is loud and boisterous, or he is very insulting to everyone, or tries to pick fights.  Those who witness the character's behavior will be insulted, embarrassed, and disgusted.  The character may have to face the consequences of his behavior the morning after.  The frequency of this Disadvantage is based on how often the character gets drunk.
''Common, Total: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' A character with this Psychological Limitation has become so involved with another person, or acquiring and/or possessing a specific object, or accomplishing a certain goal that he has literally become addicted to it.  In a personal relationship, the character will do anything to be with the one in whom he is obsessed, even to the point of performing actions he otherwise knows are wrong.  In the case of the object, there is very little the person would do in order to own it (or if he owns it, to keep it).  A person who is //Obsessed// with a goal will abandon all other pursuits, will neglect his family, and will go to any length to achieve it.

It is possible that the character's other Psychological Limitations might modify this limitation, but only regards the length to which the character would go.  And even then, only if they, too, are Total Psychological Limitations.  Otherwise, the character won't give them another thought.
''Uncommon, Total: 15 Points
Common, Total: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' //Obsessive/Compulsive Disorder// (OCD) is manifested in a variety of forms, but it is most commonly characterized by a subject's obsessive, distressing, intrusive thoughts and related compulsions (tasks or rituals) which attempt to neutralize the obsessions.  The typical OCD sufferer performs tasks (or compulsions) to seek relief from obsession-related anxiety. To others, these tasks may appear odd and unnecessary. But for the sufferer, such tasks can feel critically important, and must be performed in particular ways to ward off dire consequences and to stop the stress from building up.

Examples of these tasks include repeatedly checking that one's parked car has been locked before leaving it; turning lights on and off a set number of times before exiting a room; repeatedly washing hands at regular intervals throughout the day.

This disorder can be treated with medication and behavioral therapy; a character being successfully treated should take the Disadvantage at a lower frequency.  In addition, some forms of this disorder are vastly more disabling than others.  From a gaming standpoint, one of the drawbacks to this Disadvantage is that it makes the character predictable.  An enemy who is aware of the character's OCD can easily trigger it, or set a trap using the ritualistic behavior.
''Occasionally, Minor, Not Limiting In Some Cultures: 0 Points
Occasionally, Major, Not Limiting In Some Cultures: 5 Points
Occasionally, Severe, Not Limiting In Some Cultures: 10 Points
Frequently, Minor, Not Limiting In Some Cultures: 5 Points
Frequently, Major, Not Limiting In Some Cultures: 10 Points
Frequently, Severe, Not Limiting In Some Cultures: 15 Points
Very Frequently, Minor, Not Limiting In Some Cultures: 10 Points
Very Frequently, Major, Not Limiting In Some Cultures: 15 Points
Very Frequently, Severe, Not Limiting In Some Cultures: 20 Points''


''Type:'' Social
''Description:'' A tradition important to the character's culture is particularly repugnant to the society where he now resides.  The range of offensive behavior is unlimited, but should be clearly defined by the player.  Some examples of habits that might fit this Disadvantage include cultural oppression of women, ritual cannibalism, facial tattooing, acceptance of incest, bigamy, or unique views on what consistutes the age of consent.

The frequency of this Disadvantage is determined by how often the character either participates in the more or the more is noticed by others.  The effect is determined by what consequences the character can expect to experience.  For example, if it is a cultural habit for the character to sacrifice an animal on certain religious holidays, then he could probably expect a Minor or Major reaction.  If the more is that the character must sacrifice a human on certain religious holidays, then he should expect a Severe reaction.

This Disadvantage is only valid for a character that is outside his cultural base, since within such the more is not odious and is generally the norm.  This Disadvantage is always purchased with the modifier "Not Limiting In Some Cultures", and the point values above are adjusted accordingly.
''Occasionally, Minor: 5 Points
Frequently, Minor: 10 Points
Very Frequently, Minor: 15 Points''


''Type:'' Social
''Description:'' This character has a particularly disgusting habit, such as picking his nose, or not bathing regularly.  Because of the bad habit, he will have a hard time fitting in with society, as people will try to avoid him when possible.  He may also be picked upon by bullies who enjoy humiliating the character because of his habit.  The frequency of this Disadvantage is based on how often the habit would be noticed by others.
''Frequently, Slightly: 10 Points''


''Type:'' Physical
''Description:'' This character has persistent [[Body Odor]], or [[Chronic Halitosis]], or possibly even [[Chronic Flatuence]].  In any case, something about the character smells bad.  Nothing the character does rids himself of the problem, though he may be able to mask it for a short period of time.  All Interaction Skills have a -2 penalty while not masked.  In addition, anyone using a Smell Perception Roll to identify or find the character gains a +2 bonus to that roll.
''Occasionally, Minor: 5 Points
Frequently, Minor: 10 Points
Very Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' This character emits an offensive odor.  This could be because of poor hygiene habits, or because of a unique physiology.  People will avoid being around the character, especially in enclosed spaces, such as elevators, cars, or small space ships.  The character will have a harder time fitting in with society, because people will subconsciously be offended by him because of the odor.  The frequency of this Disadvantage is based on how likely someone is going to notice the odor.  This Disadvantage should also be accompanied by the Physical Limitation [[Odor (Physical)]].
''Infrequently, Total: 15 Points''


''Type:'' Physical
''Description:'' This Disadvantage is appropriate only for characters who are mentally conditioned, androids or robots, or are heavily "cybered".  In short, this character can be "turned off" and rendered effectively unconscious by another character.  The //Off Switch// need not be actually a button to be pushed (it could be a code-word, or the character could respond to some form of remote control).

When the Off Switch is activated, the character is immediately rendered unconscious, and cannot be returned to consciousness until he is turned "back on" by the actions of others.  In any case, the character is not likely to advertise the fact that he can be turned off (if indeed he himself knows).
''Uncommon, Strong: 10 Points
Common, Strong: 15 Points
Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' This character finds a specific set of actions or a specific attitude offensive.  The number of possible actions or attitudes are innumerable, but some of the most obvious would be things like //Offended By Racism//, //Offended By Obnoxious Drunks//, or //Offended By Willful Stupidity//.  An offended character tends to become angry in the face of the object of his offense.  He feels the urge to stop the offending action, to punish offenders in some manner, and generally to end such actions or attitudes.  In order to overcome such feelings of offense, especially when needing to interact with the offender, the character must make an Ego Roll.
''Occasionally, Minor: 5 Points''


''Type:'' Social
''Description:'' This character has been officially reprimanded at his place of employment for some rules infraction, which should be determined by the player.  Whether the reprimand was justified and warranted is unimportant.  The character will find himself the subject of office gossip, may gain a reputation as a trouble maker, and might be passed up for promotion.  Even if the character is able to prove that he did not deserve the reprimand, he will find it difficult to undo the social damage.
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' This character tends to view things as black and white.  There is good and there is bad, and never the twain shall meet.  In addition, there are certain things an person doesn't do, and certain things he does.  This character rarely swears (and when he does, he does so mildly but for good reason -- and there are some words he never uses).  He believes in the strengths of "God, Mother, <nowiki>Apple-Pie</nowiki>, and America".  He is polite and respectful to his elders, believes in his government, and treats those weaker than himself (especially children) with care.
''Occasionally, Minor: 5 Points
Frequently, Minor: 10 Points
Very Frequently, Minor: 15 Points''


''Type:'' Social
''Description:'' This character's job requires him to be on call after hours.  This is a common practice for doctors, detectives, and even plumbers.  When called out, the character must leave what he is doing (social event, family time, sleeping) to respond to the work emergency.  Failure to do so could cause the character to lose his job.  On the plus side, he probably earns extra pay for being on call, and might be able to draw overtime pay.  The frequency of this Disadvantage is based on how often the character gets called out.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' For this character, the stress of his life is starting to wear on him.  Sometimes it seems that he doesn't care whether he lives or dies.  He is not actively suicidal, but he does take unreasonable risks, make dangerous choices, and doesn't seem to care about the consequences of his actions until long after the fact.  Each turn the character is in combat, he must make an Ego Roll in order to avoid making some form of pushed attack, or any other sort of extreme behavior of his choice.  And when faced with a life threatening situation, he must make an Ego Roll in order to force himself to retreat.
''Common, Moderate: 15 Points''


''Type:'' Psychological
''Description:'' This Psychological Limitation is similar to [[Talkative]] and [[Will Not Shut Up]], except this character (unlike the other two), only rambles about those things he actually is interested in.

When on a subject he has an interest in, this character cannot stop himself from talking.  Once he gets started, he just keeps going, and going, and going.  He will generally start on the subject of the conversation, but will quickly ramble into other areas of interest as his speech follows his thoughts.  A great example of this Disadvantage is the character Marshall Flinkman on the TV series "Alias".  This Psychological Limitation, like all, is dependent on the player role-playing it properly.  If the player is not willing or able to do this, then it should not be taken.
''Frequently, Greatly: 15 Points''


''Type:'' Physical
''Description:'' This character has lost an arm for some reason.  This means that all Grab Maneuvers and Strength Vs. Strength Rolls are at -5 Strength.  The character can only use one handed weapons and cannot use shields or two weapons at the same time.  If the character has a stump extending to at least the elbow, the character can be fitted with prostheses that includes an artificial "grabber" in place of hands.  If this is the case, the character suffers a -2 to any Dexterity-related skill (including Hand to Hand combat) that involves using the grabber.
''Infrequently, Greatly: 10 Points''


''Type:'' Physical
''Description:'' This character is missing an eye.  The character may use a glass eye or wear an eyepatch (if the latter, the character must also take [[Eyepatch]]).  When in hand-to-hand combat, the character is at -1 OCV and when using ranged attacks is at -3 OCV.  Also, all Sight Perception Rolls have a -1 penalty.
''Frequently, Slightly: 10 Points''


''Type:'' Physical
''Description:'' In general, this Disadvantage is functionally identical to [[One Arm]] (except that it's still possible to strap a shield to the arm that doesn't have a hand, and then wield a one-handed weapon in the remaining hand).  The character can be fitted with prostheses that can either be a permanently attached small weapon (like a hook or a spike), or an artificial "grabber" in place of the hand.  If the "grabber" is is the case, the character suffers a -2 to any Dexterity-related skill (including Hand to Hand combat) using the grabber.
''Frequently, Fully: 20 Points''


''Type:'' Physical
''Description:'' This character should sell back his Running to 2".  His DCV is halved, and he needs crutches or a wheelchair to move unless he is carried or supported by someone else.  If the character has enough of a stump left to wear a prosthetic, this Disadvantage is treated as [[Gimp Leg]] while he is wearing it.

If the character has an easily useable alternate means of mobility (like being able to fly), this Disadvantage becomes Infrequently, Fully: 15 Points.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' The classic definition that shows the differences between a //Pessimist// and an //Optimist// is this: "An optimist believes that this is the best of all possible worlds.  A pessimist fears that this is true."  This character believes that everything will work out for the best in the end.

At the Strong level the character would need some major bad thing happen (like having a loved one senselessly murdered) for his cheerful worldview to be shaken.  At Total, his world view cannot be shaken.  This Disadvantage works well with [[Cheerful Charlie]].  Also, an interesting variant to buying this Disadvantage off is to have it change into Depressive first, representing someone who has become disillusioned with life.
''Frequently, Major: 15 Points''


''Type:'' Social
''Description:'' This character has either been living under "pre-modern" circumstances and hasn't had much exposure to the modern world (such as a person whose living with a Stone Age tribe in the South American jungle, or a person suddenly catapulted from the 1800's to the modern day) or hasn't been in the "real world" for a long time (such as a person whose been stuck in cryogenic suspension for centuries, or has been trapped in another dimension).  Either way, the character isn't acclimated to the customs and assumptions of the society in which he now finds himself.  The character makes social errors, isn't aware of things that most people in the modern day take for granted, and has trouble getting along.
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' The character's attitudes and beliefs are different from the majority of people in his culture for some reason, and sees himself as not fitting in.  He may rue that he doesn't see things the way the majority do and feel left out, or feel superior and disdain the majority's culture.  But he always sees himself as an outsider to normal groups in the majority culture.  A character with this Disadvantage may also be [[Lonely]] or [[Arrogant]]; he may also be a [[Loner]].
''Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' This character is constantly looking for ulterior motives, deeper meanings, and hidden truths -- even if there aren't any.  They find deep significance in every little thing -- or at least try to.  This character believes that subtle meanings can be discerned where the general populace only sees the surface.  The character tends not to act until he has thought out all possible permutations -- and since he sees layers upon layers of subtle consequences, there is a lot of them.  In order to avoid acting in this manner for a short time, the character must make an Ego Roll.
''Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' This character believes himself to be more powerful, intelligent, or competent than he really is.  The character uses this "inflated" view of himself when gauging potential threats, deciding plans, and combating villains.  The character isn't necessarily [[Arrogant]] or [[Conceited]], but he may seem so to another character who has a more realistic idea of what the Overconfident person's actual abilities are.

This can be a tricky Disadvantage to play.  The character should have to make an Ego Roll in order to act cautious in all but the most life-threatening situations.  If the roll is failed, the player shouldn't consider the danger inherent in the situation, but rather should act as if he knew he could handle it.  (Who knows -- maybe he can!)
''Frequently, Slightly: 10 Points''


''Type:'' Physical
''Description:'' This disadvantage might well be called //<nowiki>Super-Hyperactive</nowiki>//.  It is most appropriate for Speedster characters in a super-hero setting.  The character's body is in //Overdrive//, and it is utterly impossible for him to sit still for more than a few seconds, and he suffers from a sort of "speedster's palsy" that makes careful manipulation of objects impossible (-2 to all appropriate Dexterity rolls) or even speak clearly so that other people can understand him (the character speaks so quickly that others must make Hearing PER rolls to understand what he is saying).  Lastly, the character burns through any positive Adjustment power (such as Aid or Absorption) in half the normal time (for example, instead of losing 5 points worth of Aid every turn, the character loses 10 points).
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character likes to be prepared and consider every possible risk before embarking on some action.  He checks everything out, tries to cover every possible outcome, and tends to make plans upon plans.  He is not the type to rush headlong into danger without first considering every angle and coming up with a plan to cover it.  This is not the same as being a [[Coward]]; a character who is //Overly Cautious// may be as brave as anyone else.  The difference lies in that the character with this Disadvantage does not see any benefit at all to going unprepared.  At the Moderate level the character can suppress his natural urge toward caution when necessary.  At Strong, he may only do so with an Ego Roll.  And at Total, the character can only do so in the most dire of circumstances.  It is suggested that player characters not take this Disadvantage at any level stronger than Moderate.
''Common, Moderate: 10 Points
Very Common, Moderate: 15 Points''


''Type:'' Psychological
''Description:'' This character tends to act as if things were more intense than they seem.  When one of their friends is in trouble, they put on a show of concern that convinces everyone that this person is more concerned than anyone else.  They are never just "in love", but are "passionately, devotedly in love".  In short, the life of this character is a soap opera.  At the Common level the character only gets dramatic about important issues in their lives.  At Very Common, they get dramatic about everything.  In either case, they can suppress their natural urge towards melodrama when necessary.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character feels that he has a duty to protect a group, a person, a place, or an object.  The difference between this Disadvantage and [[Protective of (Group, Person, Place, Or Object)]] is that in this case the object of the character's protective feelings can usually do just fine protecting itself, and isn't always appreciative of the character's protective feelings (in the case of groups or people), or has enough protection to be almost inherently immune to any threat (in the case of a place or object).  The character will always act to protect the focus of this duty before all other actions (including seeing to his own safety or fighting an opponent).  The character will never take any actions that would endanger the focus of his protective urges, and will sharply rebuke those who do.

At the Strong level the character can suppress his urge to be protective should the situation warrant it (like a case of "the good of the many outweigh the good of the few", for example) and he makes an Ego Roll.  At Total, he can suppress his urge only the most drastic of situations, and even then he will look for a way to do something to save the day.
''Infrequently, Slightly: 5 Points''


''Type:'' Physical
''Description:'' This character is noticeably obese.  In general, his Comeliness will be less than 14, as most people view the character as grossly fat.  He also may not have a Body Characteristic higher than 15.  Lastly, the character is at a -2 penalty to any Disguise or Shadowing rolls.
''Occasionally, Minor: 5 Points
Frequently, Minor: 10 Points
Very Frequently, Minor: 15 Points''


''Type:'' Social
''Description:'' It is known that the character owes a favor to a particular person.  The details of who and what is owed are up to the character.  Because of this debt, people will assume the character is associated with the person.  Regardless if this is the case, people will react according to that belief.  For example, if it is known that the character owes a powerful crime lord a favor, then they might avoid the character, thinking that he is also a criminal.  Or they might try to blackmail him, threatening to reveal the information to a sensitive source.  Or they might try to use him as a conduit to the crime lord.

The frequency of this Disadvantage is based on how well known it is that the character owes the favor.  The reason the favor is owed may or may not be known also, or may be incorrectly known.  A variation of this Disadvantage is [[Owes A Marker]].
''Occasionally, Major: 5 Points''


''Type:'' Social
''Description:'' The character owes someone in the game a favor, not just any favor - a big one.  Maybe someone saved his life; maybe they introduced him to his wife; maybe they had someone killed for him.  Whatever it was, it was big with a capital B.  And, when they are ready, they will call in the marker.  When the player is ready to sell off this Disadvantage, he should contact the GM and let him prepare a good story.  The Marker owed should be of a type that the cahracter cannot readily refuse, and which consistutes an honest threat to the continued existence of the character.

This Disadvantage cannot be bought off normally with XP.  Instead the first 5 XP from the "buy-off" adventure will be used to pay off the Disadvantage.
''Very Common, Strong: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' This character will not fight; the thought of harming another sentient being is repulsive to him.  This Disadvantage is closely related to [[Will Only Fight In Self-Defense]] and [[Reluctant To Injure]].  At the Strong level the character can make an Ego Roll in order to force himself to harm another.  At Total, the character will never raise his hand in anger at another being.  Note that a //Pacifist// may still be very, very good at combat.  Consider the example of Kwai Chang Kane, played by David Carradine in the 70's television series "Kung Fu".  In that series, Kane would do everything possible to avoid a fight... but when it came time to throw down, he put people in the hurt locker with an ease that was almost frightening.
''Occasionally, Minor: 5 Points
Occasionally, Major: 10 Points
Frequently, Minor: 10 Points
Frequently, Major: 15 Points
Very Frequently, Major: 15 Points
Very Frequently, Major: 20 Points''


''Type:'' Social
''Description:'' The character's opposition to conflict and war is known.  Depending on the popularity of the conflict, the character may experience social repercussions for his beliefs.  This could range from being ostracized, criticized, or beaten to a bloody pulp.  The most common belief will be that the character is a coward and/or weak.

The frequency of this Disadvantage is based on how well known the character's beliefs are.  The severity of the Disadvantage is based on what the social norms are.  Being a pacifist during the Vietnam War did not garner the same response as during World War II, for example.
''Infrequent, Slightly: 5 Points
Infrequent, Greatly: 10 Points
Infrequent, Fully: 15 Points''


''Type:'' Physical
''Description:'' There are three categories of //Painful Sensitivity//: Sensitivity to Light, Sensitivity to Sound, Sensitivity to Smells.  Regardless the type, Painful Sensitivity causes the character to experience distracting pain when exposed to intense stimulus.  Painful Sensitivity to Light is triggered by being in sunlight or bright rooms.  Painful Sensitivity to Sound could be triggered by loud sounds, especially those which are sudden (like a gunshot or a dog's bark).  Painful Sensitivity to Smell can be cause by powerful aromas.

At the Slightly level the character suffers a -1 penalty to all Skill and Characteristic Rolls made while exposed to the stimulus.  At Greatly, the penalty is -3, and at Fully the penalty is -5.  This Disadvantage is especially appropriate to characters that have enhanced sensitivity in their "normal" senses.  A character with this Disadvantage cannot have any innate Flash Defense for the affected Sense.  However, he can have Flash Defense for the affected Sense in an Obivous Focus.  This Flash Defense reduces the penalty by -1 for every full 3 points of Defense. 
''Uncommon, Strong: 10 Points
Uncommon, Total: 15 Points
Common, Strong: 15 Points
Common, Total: 20 Points
Very Common, Strong: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' This character falls to pieces when placed in a certain situation.  The frequency of this Disadvantage depends on how often the character encounters the situation.  Regardless of frequency, a character who takes this Disadvantage at the Strong level must make an Ego Roll to be able to act in any sort of controlled manner when subject to the trigger situation.  At Total, the character loses complete control and cannot act rationally when subject to the trigger situation.  This Disadvantage does not exist at a lower strength than Strong.
''Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' This character is just slightly out of touch with reality.  He believes that "they" are watching him, interfering with his life, and perhaps even trying to kill him.  Who precisely "they" are is up to the player, but usual candidates are the IRS, the CIA, the FBI, the local cops, Microsoft, the tobacco companies, the Feminists, the Communists, the Nazi's, aliens, Republicans, Democrats, the phone companies, the Boy Scouts, NASA, and the Roman Catholic church.  This character trusts no one except very, very close friends, and he keeps an eye on them just in case.  This Disadvantage works very well with [[Delusional]].

Despite the fact that the character is insane, the words of Henry Kissenger should always be kept in mind while dealing with this sort of Disadvantage:  "Just because you're paranoid doesn't mean they aren't really out to get you."
''All The Time, Greatly: 20 Points''


''Type:'' Physical
''Description:'' This character has lost the use of two of his limbs through a paralyzing injury.  Not only can the character not move the limbs in question, he has no sensation in them.  Injuries to the paralyzed limbs heal slower than injuries elsewhere.  Most commonly the two limbs in question will be the character's legs.  In this case, the character suffers the effects of having [[No Legs]].  In addition, the character may or may not be incontinent; in this case, the character must either wear diapers or use a catheter or colostomy bag.  If the character has lost the use of his arms, he suffers the same effects as having [[No Arms]].
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character has parental feelings towards another character. The other character should be younger and less experienced than the character with this Disadvantage. The character believes that it is his or her duty to protect, teach, guide, and advise the younger character, offering the benefits of his/her higher age and experience. The other character is free to accept such treatment or not, as appropriate for the character.

In addition, should the younger character become injured or is killed, the character with this Disadvantage might take it upon himself to [[Seek Revenge|Seeks (Concept, Person, Or Object)]].
''Infrequently, Major: 10 Points''


''Type:'' Social
''Description:'' This character is either on a conditional release from prison or is a first time offender who was sentenced to probation instead of jail time.  Either way, the character has had certain restrictions placed on his freedoms.  He must regularly check in with his parole/probation officer, cannot associate with known felons, may not be allowed to leave the city, and may be restricted from legally owning a firearm or similar weapons (where appropriate) for the duration of his sentience.  If he is caught violating any of the these conditions, he will likely be arrested and sent to prison.  The character may or may not have Watched By Local Law Enforcement in addition to this; as a rule, the police only monitor parolees that closely if they believe there's good cause to do so.
''Uncommon, Strong: 10 Points
Common, Strong: 15 Points
Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' This character is emotionally involved about a certain specific subject.  When talking about this subject, he speaks emphatically and with great emotion.  When acting toward this subject, he does so with verve and zest.  His enthusiasm for the subject seems boundless, and he never backs off of it if he can help it.  The frequency is determined by how common the subject is.  In order to avoid acting in this manner, the character must make an Ego Roll.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character has to have everything just right, all the time.  He is driven to succeed at all times, and feels that failure is not an option.  Because of this, the character becomes unwound when things stray from his carefully set plans, or if he fails at a given task.  (For that matter, the character becomes unwound if he doesn't succeed as greatly as he expected -- second place is as good as last for this character).  At the Moderate level the character can resist being disturbed when things are not as he plans them to be when necessary.  At Strong, the character cannot do so unless he makes an Ego Roll.  This Disadvantage works well with Control Freak.

This is similar to [[Insists On Perfection]], but certainly not identical.
''Infrequently, Slightly: 5 Points''


''Type:'' Physical
''Description:'' Obviously, this Physical Limitation is only appropriate for those characters who possess a large number of cybernetic implants.  This character has had major and vital parts of his own body replaced, to the point that if the cybernetics were removed, the character would most certainly die without unusual and extreme medical care.  This does not necessarily mean that the character's cybernetic systems are obvious to those around him.  Usually, though, when a character takes this Disadvantage, he is on his way to true "Borg-dom", and begins to be seen more as machine than man.
''Uncommon, Moderate: 5 Points
Common, Moderate: 10 Points
Very Common, Moderate: 15 Points''


''Type:'' Psychological
''Description:'' This character suffers from a lack of interest to participate in certain activities.  When forced to perform these activities he will appear weary or restless.  Any results or production from or during the activity can be expected to be substandard.  The player should define what activity bores the character, and while having to participate in that activity the character suffers a -2 to Skill Rolls.

The frequency of this Disadvantage reflects how often the character has to participate in this activity.  For example, Stan Starling, Private Eye extraordinaire, is on a stake out waiting for a mook to leave the Lucky Lady Casino and Bar.  Because Starling is a man of action, his player took this Disadvantage, specifying stakeouts.  Starling would rather be mixing it up inside the bar than cooling his heels outside.  Stakeouts, however, are a common task for P.I.'s, so it was agreed that this is a Frequent occurrence.  The mook slips out a side door, into a waiting car, and the GM has Starling make a Perception Roll (at -2) to notice.  He fails, missing the target slipping away.  Hopefully Starling has another lead he can run down.

As demonstrated, this Disadvantage does not prevent the character from doing the boring activity, but does reflect that he will not do as efficient a job because of his restlessness.
''Occasionally, Minor: 5 Points
Occasionally, Major: 10 Points
Occasionally, Severe: 15 Points
Frequently, Minor: 10 Points
Frequently, Major: 15 Points
Frequently, Severe: 20 Points
Very Frequently, Minor: 15 Points 
Very Frequently, Major: 20 Points
Very Frequently, Severe: 25 Points''


''Type:'' Social
''Description:'' This character is officially exiled from some nation, organization, or religion (designated by the player).  This could result when the player has committed a serious crime, but somehow escapes incarceration, usually because of political reasons.  The character could also become //Persona <nowiki>Non-Grata</nowiki>// if he offends the person who decides such matters (emperor, king, owner).  If the player is found at the location, which can be as small as a specific address or as big as an entire galaxy, he would experience the appropriate repercussions.

The frequency of this Disadvantage is dependent on how often the character is going to travel to the banned location.  If the character will never travel to the location, then it is not a Disadvantage.  The effects of this Disadvantage is dependent on the response the character should expect if caught.  This could vary from being escorted back out of the area with or without a fine (Minor), to imprisoned (Major), to shot on sight (Severe).
''Uncommon, Moderate: 5 Points
Uncommon, Strong: 10 Points
Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' The classic definitions of both //Pessimist// and [[Optimist]] is this: "An optimist believes that this is the best of all possible worlds.  A pessimist fears that this is true."  Seriously, a //Pessimist// believes that nothing works out for the best, and usually believes in Murphy's Law.

The frequency and strength of this Disadvantage determines when and how badly the character feels //Pessimistic//.  At Uncommon frequency, the character generally feels pessimistic only about something very important.  At Common, the character gets pessimistic any time anything good might happen for the character.  At Moderate intensity, he is able to "shake off" his "bad feeling about this" if necessary.  At Strong, the character can do so only with an Ego Roll.

It is recommended that player characters not take this higher than Uncommon, Strong; otherwise, the character would be too annoying to the other players.

This Disadvantage should not be taken with [[Low Self-Esteem]].  A player who wants his character to have both should take [[Depression]] instead of both of those.  Also, this Disadvantage should not be taken at a Very Common frequency or a Total strength -- the character should have [[Fatalistic]] instead.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Psychological Limitation is overly concerned with small and unimportant things, especially minor insults or inconveniences, which were almost always committed by others inadvertantly.  Such a character can enter a state of near obsession when it comes to these small matters.  For example, if the character goes to a restaurant for dinner, he will go on for the rest of the night about how his fork was dirty, or how the lighting in the restaurant was inappropriate, and so on.  This character is a [[Chronic Complainer]], but the things he complains about are universally small and irrelevant in nature.

In a military or paramilitary setting, this Disadvantage becomes [[Chickenshit]]. 
''Common, Strong: 15 Points
Common, Total: 20 Points
Very Common, Strong: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' A //Phobia// is a morbid fear or hatred of something.  The phobia's focus can be almost anything -- a person or type of person, a place, an object, a situation, etc.

//Phobias// usually belong to one of two types: background or inherent.  A background Phobia comes from a traumatic experience in the character's past.  A background //Phobia// can also explain another Disadvantage, a special ability, or both.  An inherent Phobia is one that is just there for no reason anyone can discern.  For example, many children develop //Lachanophobia// (fear of vegetables) sooner or later.  They don't like to eat or even look at them.  Did a carrot-wielding maniac attack them?  Probably not.  They just don't like them, and like most childhood fears, they usually grow out of it.

A //Phobia// controls a character's action, behaviors, and reactions when confronted with the focus.  It can be as simple as trying to avoid the focus or as complex as plotting the death of a person's entire family.  Anyone who has read George Orwell's 1984 remembers how Winston Smith's fear of rats was used against him.  Torture is just one way a character can be manipulated by his Phobia.  A NPC who knows about the Phobia, can use it to his advantage.  An arch-villain can threaten a helpless partner or loved one with the focus of the Phobia.  The possibilities are endless for a devious GM.

There are quite literally hundreds of different specific //Phobias//.  In the real world, the two most common are //Acrophobia// (fear of heights) and //Claustrophobia// (fear of enclosed spaces).  Some are obvious (such as //Dentophobia//, the fear of dentists), some are unusual (such as //Gymnophobia//, the fear of personal nudity), while others are utterly bizarre (such as //Arachibutyrophobia//, the fear of getting peanut butter stuck to the roof of your mouth).

When creating a character with a //Phobia//, the player and GM must decide how common the focus of the Phobia is and how intense the character's reaction to it is.  The point value depends on these two factors.

''A Partial List of Possible Phobias:''

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<title>The Master Lists of Physical Limitations</title>
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                <p align="center"><b>
                <font face="Arial" size="2" color="#FFFFFF">Phobia</font></b></td>
                <td width="80%" bgcolor="#0000FF">
                <p align="center"><b>
                <font face="Arial" size="2" color="#FFFFFF">Is The Fear Of</font></b></td>
              </tr>
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                <td width="20%" align="left" valign="top"><b>
                <font face="Arial" style="font-size: 9pt">Ablutophobia</font></b></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Bathing</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top"><b>
                <font face="Arial" style="font-size: 9pt">Agoraphobia</font></b></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Wide Open Spaces</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top"><b>
                <font face="Arial" style="font-size: 9pt">Agyrophobia</font></b></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Crossing The Street</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <font face="Arial" style="font-size: 9pt; font-weight: 700">
                Arachibutyrophobia</font></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Getting Peanut 
                Butter Stuck To The Roof Of Your Mouth</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Algiophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Pain</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <font face="Arial" style="font-size: 9pt; font-weight: 700">
                Androphobia</font></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Men</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <font face="Arial" style="font-size: 9pt; font-weight: 700">
                Anemophobia</font></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Wind</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <font face="Arial" style="font-size: 9pt; font-weight: 700">
                Anglophobia</font></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">England, English 
                People, and English Culture</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Arachnophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Spiders</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <font face="Arial" style="font-size: 9pt; font-weight: 700">
                Atelophobia</font></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Imperfection</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Athazagoraphobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Being Ignored</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <font face="Arial" color="#000000" style="font-size: 9pt; font-weight: 700">
                Atychiphobia</font></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Failure</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <font face="Arial" style="font-size: 9pt; font-weight: 700">
                Automysophobia</font></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Being Dirty</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <font face="Arial" style="font-size: 9pt; font-weight: 700">
                Autophobia</font></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">References To 
                Oneself</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Aviatophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Flying</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Aviophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Birds</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <font face="Arial" style="font-size: 9pt; font-weight: 700">
                Basiphobia</font></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Walking</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Bathophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Deep Water</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <font face="Arial" style="font-size: 9pt; font-weight: 700">
                Belonephobia</font></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Sharp Objects</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <font face="Arial" style="font-size: 9pt; font-weight: 700">
                Bibliophobia</font></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Books</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <font face="Arial" style="font-size: 9pt; font-weight: 700">
                Bogyphobia</font></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Evil Spirits</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <font face="Arial" style="font-size: 9pt; font-weight: 700">
                Brontophobia</font></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Thunder</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <font face="Arial" style="font-size: 9pt; font-weight: 700">
                Caligynephobia</font></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Beautiful Women</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Canisophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Dogs</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                  <font face="Arial" style="font-size: 9pt; font-weight: 700">
                  Carcinomaphbia</font></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Cancer</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                  <font face="Arial" style="font-size: 9pt; font-weight: 700">
                  Chaetophobia</font></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Hair</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Cherophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Laughter</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Cholerophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Getting Angry</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Chromaphobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Colors</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Chrometophobia</font></b></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Money</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Claustrophobia</font></b></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Enclosed Spaces</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Climacophobia</font></b></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Climbing</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                  <font face="Arial" style="font-size: 9pt; font-weight: 700">
                  Clinophobia</font></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Going To Bed</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                  <font face="Arial" style="font-size: 9pt; font-weight: 700">
                  Coimetrophobia</font></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Cemeteries</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                  <font face="Arial" style="font-size: 9pt; font-weight: 700">
                  Cyberphobia</font></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Computers</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                  <font face="Arial" style="font-size: 9pt; font-weight: 700">
                  Cyclophobia</font></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Bicycles</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                  <font face="Arial" style="font-size: 9pt; font-weight: 700">
                  Coulrophobia</font></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Clowns</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Decophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">The Number 10</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Demophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Crowds of People</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Dendrophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Trees</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                  <font face="Arial" style="font-size: 9pt; font-weight: 700">
                  Dentophobia</font></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Dentists</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <b><font face="Arial" color="#000000" style="font-size: 9pt">
                Dishabillophobia</font></b></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Undressing In Front 
                Of Someone Else</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Duophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">The Number 2</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Ecophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Home</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <font face="Arial" color="#000000" style="font-size: 9pt; font-weight: 700">
                Eisoptrophobia</font></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Seeing Oneself In A 
                Mirror</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Electrophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Electricity</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Emetophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Vomiting</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Enissophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Being Criticized</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Entomophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Insects</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Ergasiophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Work</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Erotophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Sex, Sexual 
                Contact, and Material of a Sexual Nature</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Erythophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">The Color Red</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Felisophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Cats</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Francophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">France, French 
                People, and French Culture</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Gephyrophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Crossing Bridges</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Germanophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Germany, German 
                People, and German Culture</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Geumaphobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">The Taste of Food</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Gnosiophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Knowledge</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Gymnophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Nudity</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Gynophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Women</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Harpaxophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Robbers and Being 
                Robbed</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Hematophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Blood</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <font face="Arial" color="#000000" style="font-size: 9pt; font-weight: 700">
                Hereiophobia</font></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Challenges to 
                Religious Doctrine</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Herpetophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Reptiles</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <font color="#000000" face="Arial" style="font-size: 9pt; font-weight: 700">
                Hexakosioihexekontahexaphobia</font></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">The Number 666</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Hexapobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">The Number 6</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Hippophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Horses</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Hodophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Traveling</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Homophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Homosexuals and 
                Homosexuality</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Hoplophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Guns</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Hydrophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Fear of Water</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Hygrophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Fear of Getting Wet</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Iatrophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Doctors</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Ichthyophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Fish</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Judeophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Jews and Jewish 
                Culture</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Karanuophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Being Struck By 
                Lightning</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Koniophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Dust</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                  <font face="Arial" style="font-size: 9pt; font-weight: 700">
                  Lachanophobia</font></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Vegetables</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Leukophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">The Color White</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Melanophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">The Color Black</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Melissophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Bees</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Methyophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Alcoholic Beverages</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Monophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Being Alone</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Murophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Mice</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Myrmecophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Ants</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Mysophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Germs</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Nebulophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Fog</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Necrophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Dead Things</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Nephophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Clouds</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Nipponophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Japan, Japanese 
                People, and Japanese Culture</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Nosocomephobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Hospitals</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Novophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">The Number 9</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Numerophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Numbers</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Nyctophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">The Dark</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Octophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">The Number 8</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Ombrophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Rain</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <font face="Arial" color="#000000" style="font-size: 9pt; font-weight: 700">
                Oneirophobia</font></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Dreams and Dreaming</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Ophidiophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Snakes</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Osmophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Body Odor</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Pagophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Snow</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Paprophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Paper</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                  <font face="Arial" style="font-size: 9pt; font-weight: 700">
                  Paraskavedekatriaphobia</font></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Friday the 13th</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Pediophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Dolls</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Pedophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Children</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Peladophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Bald People</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Phalacrophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Becoming Bald</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Philophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Falling In Love</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Phobophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Being Afraid</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Phonophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Loud Noises</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Photophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Bright Light</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Pnigophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Choking</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Pogonophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Beards</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <font face="Arial" color="#000000" style="font-size: 9pt; font-weight: 700">
                Porphyrophobia</font></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">The Color Purple</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <font face="Arial" style="font-size: 9pt; font-weight: 700">
                Pyrophobia</font></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Fire</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Quartaphobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">The Number 4</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Quintaphobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">The Number 5</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Ranidophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Frogs</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Russophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Russia, Russian 
                People, and Russian Culture</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <font face="Arial" color="#000000" style="font-size: 9pt; font-weight: 700">
                Selachophobia</font></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Sharks</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Selenophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">The Full Moon</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Septophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">The Number 7</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Sinistophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Left-Handed People</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Sinophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">China, Chinese 
                People, and Chinese Culture</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Somniphobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Sleep</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                  <font face="Arial" style="font-size: 9pt; font-weight: 700">
                  Staurophobia</font></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Crosses and 
                Crucifixes</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Tachophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Speed</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Taphephobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Being Buried Alive</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Teratophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Disabled and/or 
                Disfigured People</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Thelassophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">The Ocean</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Thanatophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Death</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Tonsurophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Getting a Haircut</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Topophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Speaking/Performing 
                In Front Of A Crowd (Stage Fright)</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Toxicophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Being Poisoned</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Traumatophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Being Injured</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Triaphobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">The Number 3</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <font face="Arial" color="#000000" style="font-size: 9pt; font-weight: 700">
                Triskadekaphobia.</font></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">The Number 13</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Trypanophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Receiving 
                Hypodermic Injections</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Unaphobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">The Number 1</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Uranophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">The Sky</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Xanthophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">The Color Yellow</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Xenophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Strangers or 
                Foreigners</font></b></td>
              </tr>
              <tr>
                <td width="20%" align="left" valign="top">
                <span style="font-weight: 700">
                <font face="Arial" style="font-size: 9pt">Zoophobia</font></span></td>
                <td width="80%" align="left" valign="top">
                <b><font face="Arial" style="font-size: 9pt">Animals</font></b></td>
</table>
</body>

</html>
[[Physical Limitations A - B]]
[[Physical Limitations C - D]]
[[Physical Limitations E - F]]
[[Physical Limitations G - H]]
[[Physical Limitations I - J]]
[[Physical Limitations K - L]]
[[Physical Limitations M - N]]
[[Physical Limitations O - P]]
[[Physical Limitations Q - R]]
[[Physical Limitations S - T]]
[[Physical Limitations U - V]]
[[Physical Limitations W - X]]
*[[Abnormally High/Low Body Temperature]]
*[[Achilles Heel]]
*[[Ages Faster Than Normal]]
*[[Airhead]]
*[[Albino (Physical)]]
*[[Alien Physiology Requires Special Medical Care]]
*[[Allergy]]
*[[Amblyopia]]
*[[Amnesia (Physical)]]
*[[Animal Intelligence]]
*[[Asthma]]
*[[Astigmatic]]
*[[Attention Deficit Disorder]]
*[[Bad Back]]
*[[Bi-Polar Disorder]]
*[[Blind]]
*[[Body Of (Unusual Substance)(Physical)]]
*[[Bruises Easily (Physical)]]
*[[Can Only Recover From BODY Damage In A Suitably Equipped Repair Shop]]
*[[Cannot Cross Running Water]]
*[[Cannot Enter a Home Without First Being Invited]]
*[[Cannot Feel Or Experience Emotions]]
*[[Cannot Learn]]
*[[Cannot Naturally Heal Damage Caused By (Damaging Special Effect)]]
*[[Carrier Of/Infected With (Infectious Disease)]]
*[[Catalepsy]]
*[[Chronic Dental Problems]]
*[[Clumsy Hands]]
*[[Cold Blooded]]
*[[Colorblind]]
*[[Crushing Grip]]
*[[Cursed]]
*[[Damned]]
*[[Deaf]]
*[[Diabetes]]
*[[Dies If He Uses (Specific Power)]]
*[[Dietary Restriction]]
*[[Doesn't Understand Modern Life]]
*[[Doesn't Understand Modern Technology]]
*[[Dyslexia]]
*[[Environmental Requirements]]
*[[Epilepsy]]
*[[Farsighted]]
*[[Fated]]
*[[Feels No Pain]]
*[[Frequent Nightmares]]
*[[Giant]]
*[[Gimp Leg]]
*[[Gravity Intolerance]]
*[[Hard Of Hearing]]
*[[Heavy]]
*[[Heavy Sleeper]]
*[[Hemophiliac]]
*[[Hive Mind]]
*[[Horrible Hangovers]]
*[[Hormonal]]
*[[Hunchback]]
*[[Hyperactive]]
*[[Illiterate]]
*[[Insomnia]]
*[[Instinctive Intelligence]]
*[[Invertebrate]]
*[[Karmic Ties]]
*[[Klutz]]
*[[Lack Of Spatial Sense]]
*[[Late Maturation]]
*[[Lethargic]]
*[[Light Sleeper]]
*[[Little Person]]
*[[Limited Intellect]]
*[[Limited/No Physical Sense]]
*[[Low Pain Threshold]]
*[[Machine Intelligence]]
*[[Manchurian Candidate]]
*[[Mere Mortal]]
*[[Mesothelioma]]
*[[Migraines]]
*[[Motion Sickness]]
*[[Must Sleep After Casting Powerful Magicks]]
*[[Must Use Powers At Full When Excited/Agitated]]
*[[Mute]]
*[[Narcolepsy]]
*[[Near-Human Intelligence]]
*[[Nearsighted]]
*[[Needs Reading Glasses]]
*[[Nervous Stomach]]
*[[Night Blindness]]
*[[No Arms]]
*[[No Hands]]
*[[No Legs]]
*[[No Physical Body]]
*[[No Sense Of Smell Or Taste]]
*[[Nocturnal]]
*[[Obsessive/Compulsive Disorder]]
*[[Odor (Physical)]]
*[[Off Switch]]
*[[One Arm]]
*[[One Eye]]
*[[One Hand]]
*[[Overdrive]]
*[[Overweight]]
*[[Painful Sensitivity]]
*[[Paraplegia]]
*[[Permanently Altered By Intrusive Cybernetics]]
*[[Poor Balance]]
*[[Poor Eyesight]]
*[[Poor Memory]]
*[[Poor Traction]]
*[[Powers Cause Damage To Character's Surroundings]]
*[[Pregnant]]
*[[Quadriplegia]]
*[[Rapid Aging]]
*[[Recurring Amnesia]]
*[[Reduced Leap]]
*[[Reduced Sense Of Smell/Taste]]
*[[Reduced Sense Of Touch]]
*[[Reduced Visual Perception In Normal/Bright Lighting Conditions]]
*[[Repelled By Religious Symbols Or Objects]]
*[[Repelled By Mirrors]]
*[[Self-Destruct Button]]
*[[Semi-Upright]]
*[[Sessile]]
*[[Short]]
*[[Short Attention Span]]
*[[Short Life Span]]
*[[Significantly Different Anatomy]]
*[[Sinks Like A Stone]]
*[[Slow Healer]]
*[[Slow Reactions]]
*[[Squeamish/Easily Nauseated]]
*[[Sterile]]
*[[Stutter]]
*[[Suffers Double Knockback]]
*[[Susceptibility to Illness]]
*[[Takes Damage When (Focus) Is Damaged]]
*[[Tall]]
*[[Terminally Ill]]
*[[Time Collage]]
*[[Tiny]]
*[[Tires Easily]]
*[[Tone Deaf]]
*[[Tourette's Syndrome]]
*[[Transplant Rejection Syndrome]]
*[[Unathletic]]
*[[Uncomfortable In (Environmental Condition)(Physical)]]
*[[Uneducated]]
*[[Underweight]]
*[[Unwieldy Body Shape]]
*[[Weak Grip]]
*[[Weird Biochemistry Requires Special Medical Care]]
*[[Wirehead]]
''Very Frequently, Severe: 25 Points''


''Type:'' Social
''Description:'' This character, for some reason, cannot engage in normal discourse and interaction with other people.  The character may need special help to do so, or may not be able to do so under any circumstances (depending on the reason for this Disadvantage).  Either way, there is some reason he isn't able to interact as everyone else does.  As a result, any Skill Roll which requires social interaction (such as Oratory or Persuasion) is made at a -3 penalty.

Commonly, this Disadvantage should only be taken by characters with extreme physical conditions.  Examples include characters who are only brains in a jar, or who are permanently on fire, or who radiate numbing cold so painful that other people cannot come within 10 feet of the character.  Other possible reasons include being permanently 20 feet tall or permanently 6 inches tall, not having any resistance to disease, or being permanently desolid.
In a role-playing game like this one, the Player Characters are those individual characters within the setting whose thoughts, feelings, and actions are decided by the players, based on the background provided by themselves and the campaign setting.
''Uncommon, Moderate: 5 Points
Uncommon, Strong: 10 Points
Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character believes that the philosophy of conservatism is best applied to government.  Conservatism can be described as being disposed to maintaining existing views, conditions, or institutions, and being opposed to sudden or drastic changes in traditional norms.  How this manifests itself will vary based on the campaign.  For example, in a game set in 19th century Japan, this character would be one who supported the traditional views of Bushido, and opposed the opening of the country to outsiders or the introduction of gunpowder as a weapon.  Or, in a science-fiction campaign, this character would support the Empire and oppose the idea of self rule for the colonies located in distant star systems.

This Disadvantage should only be allowed if the character's political leanings are going to be challenged or otherwise affect the character's life or livelihood.  Your traditional dungeon crawl seldom challenges a character's political leanings, and this Disadvantage would not be appropriate in that type of campaign.  How often or how far out of the norm the character's beliefs are determine the frequency of this Disadvantage.  How strongly the character holds this belief determines the level of commitment for this Disadvantage.  Anything higher than Strong commitment should consider taking [[Intolerant]] instead.  This Disadvantage should not be taken with [[Politically Liberal]], since they are opposing viewpoints.

Most people who are //Politically Conservative// turn out to also be [[Chickenhawk]]s.  They are usually also [[Prejudiced Against (Group)]], where the target group is gays, liberals, the young, or the poor.  Some have an [[Elite Attitude]], especially when comparing themselves to liberals.
''Uncommon, Moderate: 5 Points
Uncommon, Strong: 10 Points
Uncommon, Total: 15 Points''


''Type:'' Psychological
''Description:'' This character believes that government should be used for the better of all its citizens.  The government should be empowered to make sure that the wealth and opportunities are distributed to all the citizens equitably.  He would be in support of government programs that provided assistance to the poor or disenfranchisees, and support politicians who share these views.  Examples of such programs would include welfare for the poor, a progressive tax system, affirmative action, set-asides, and quotas.

This Disadvantage should only be allowed if the character's political leanings are going to be challenged or otherwise affect the character's life or livelihood.  Your traditional dungeon crawl seldom challenges a character's political leanings, and this Disadvantage would not be appropriate in that type of campaign.  How often or how far out of the norm the character's beliefs are determine the frequency of this Disadvantage.  How strongly the character holds this belief determines the level of commitment for this Disadvantage.  Anything higher than Strong commitment should consider taking Intolerant instead.  This Disadvantage should not be taken with [[Politically Conservative]], since they are opposing viewpoints.

Many people who are [[Politically Liberal]] turn out to also be [[Committed To (Cause Or Goal)]], where the cause or goal is one of the usual liberal pet projects. They also tend to be [[Charitable]].  Some have an [[Elite Attitude]], especially when comparing themselves to conservatives.
''Frequently, Greatly: 15 Points''


''Type:'' Physical
''Description:'' This character has trouble keeping his balance.  On slippery or unsure footing, he tends to slip and fall.  In addition, the character has trouble carrying objects when they are not carefully balanced.  This character should avoid ledges and other narrow surfaces, as he has a tendency to lose his equilibrium on them.  Any Skill or Characteristic Roll related to keeping his balance suffers a -2 penalty.
''Frequently, Greatly: 15 Points''


''Type:'' Physical
''Description:'' This character has trouble seeing clearly.  He's not necessarily [[Farsighted]] or [[Nearsighted]], but rather his vision is generally dim and blurry.  Any <nowiki>Sight-Based</nowiki> Perception Rolls the character must make suffer a -2 penalty.
''Frequently, Greatly: 15 Points''


''Type:'' Physical
''Description:'' This character has trouble remembering things.  This is not necessarily due to a lack of intelligence.  While this does not affect most skills, any time the character is called upon to remember a fact, they must make a successful Ego Roll.  (This roll should be modified by stress, the complexity of the information to be remembered, and how often the character was exposed to the information.
''Frequently, Greatly: 15 Points''


''Type:'' Physical
''Description:'' As a result of his powers, this character tends to slide when pushed.  Their feel can't "get a good grip" on the ground while they are moving, and are somewhat unstable while standing still.  The character suffers knockback as if he were flying (if already flying, this Disadvantage has no affect at that time).  They also suffer a -2 penalty to any Dexterity Roll which deals with the character keeping his feet.  This Disadvantage is restricted only to characters with the appropriate powers.
''Uncommon, Moderate: 5 Points''


''Type:'' Psychological
''Description:'' This character has to take some time after combat to "calm their nerves".  This is usually caused by a high level of adrenaline still being in the character's system.  Until his body can neutralize the adrenalin, the character's body shakes uncontrollably.  The character must rest for a few minutes before he can perform any action that requires fine motor control.  A character can make an Ego Roll to try to force himself to calm down.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:''   A character with this Psychological Limitations has suffered  some terrifying event or ordeal in his past where grave physical harm either occurred or was threatened.  As a result, the character has developed a strong general anxiety that interferes with the character’s daily life.
The specific stressful situation could be such things as being involved in warfare, suffering a rape, being in a hostage situation, suffering a long period of serious illness (surviving cancer, for example), or surviving a serious automobile accident; basically, any severely dangerous situation will do.  It can also result from long-term exposure to such stressful situations (for example, its possible for a soldier to make it through a single battle without any psychological scarring, but that same soldier might find it unbearable to cope with a long series of battles.

This Disadvantage causes the character to suffer a general malaise that greatly resembles [[Depression]], and includes such other symptoms as a preoccupation with minor details, indecision, and a general fatigue.  The character could also suffer continual headaches and backaches.  The character will be unable to relax completely, and will almost always suffer [[Post-Combat Shakes]] and [[Frequent Nightmares]] in pretty much any stressful situation, not just combat.  The character will find that he has to force himself to eat, and will often vomit up what he just ate if things get really bad for him.
Many sufferers of <nowiki>Post-Traumatic Stress Disorder (PTSD) </nowiki>  turn to drugs and alcohol as a coping mechanism.

While not all sufferers of <nowiki>PTSD</nowiki> are [[Suicidal]], many of them are.
''Occasionally, Minor: 5 Points
Frequently, Minor: 10 Points
Very Frequently, Minor: 15 Points''


''Type:'' Social
''Description:'' This character is poor.  The reasons for suffering poverty could vary from experiencing financial hardships in which the character lost everything (and thus became homeless or nearly so), to living in an area that does not support the accumulation of wealth (such as a poor rural area or a third world country), to belonging to a lifestyle that forbids the accumulation of wealth (such as many religions).

The character may qualify for social services in industrialized areas.  His condition will cause him to stand out in affluent areas, where he most likely will be unwelcome and may find himself being "escorted" out of the area, perhaps with a handout to soothe the conscience's of the affluent.  The character will not have much, if any, disposable cash to use for purchases, and much of his time will be spent searching for the basics to survive (that is, for food and shelter).
''Frequently, Fully: 20 Points''


''Type:'' Physical
''Description:'' Whenever this character uses his powers, the objects and terrain surrounding him are damaged in some way.  Floors can collapse beneath the character, personal items can catch on fire and objects can break, and people in close proximity can be damaged unintentionally.  The exact cause of the damage should depend on the special effects of the character's powers.  The GM can determine the exact effects of such damage, but a general guideline should be an Energy Blast attack, the dice of which are equal to the active points of the power used divided by 5.
''Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' This character is a pragmatic, matter-of-fact person.  He proceeds through life in a sober, down-to-earth manner.  Because of this, he may have a hard time "thinking outside the box" and an equally hard time believing in or agreeing to things that are unproven or new.  This Disadvantage is present in all aspects of the character's life, from the shoes he wears, to the car he drives, to how he responds to new discoveries.  While the character is capable of accepting change, he insists that it must be done in a steadfast, methodical method that allows the character to understand and accept the change.
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' This character is a practical joker.  He loves humor, and loves playing tricks on others.  However, the jokes are never deliberately cruel or harmful, and he would never do something of that sort to someone else.  In some cases, the jokes are simple, and in others they are complex, requiring months of set up.  Regardless of the joke, the character loves pulling them.  The character can stop pulling practical jokes when necessary.
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Total:'' Psychological
''Description:'' This character feels the persistent need to share his own personal moral code with others, and if possible convert them to it.  It is not enough for him to say "I believe in thus and so", because the character also believes that others should too.  The most obvious example of this would be a devout Christian, who not only believes that God wants him to tell other people about his faith, but convert them as well (whether they want to be converted or not).
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This Psychological Limitation is only appropriate to villains.  The character is never happier when things are confused and disorderly.  When the situation is bad, this character finds a way to make it just a little worse, because that's the way he likes it.  This limitation includes the [[Troublemaker]] disadvantage.
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character believes that violence should be used as a last resort.  Known to science fiction fans as Picard's Disease, this Disadvantage does not mean that the character won't ever resort to violence, or that he is bad at fighting.  It simply means that he will use talk and discussion to try and resolve problems before fighting.
''Common, Strong: 15 Points''


''Type:''  Psychological
''Description:'' This character does not believe in subtlety when dealing with a problem.  The best way to deal with problems is to meet them head on, the strong or righteous will overcome any problem.  When presented with a choice on how to deal with an issue, the character will always pick the most direct manner to completing the task.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character never feels comfortable unless he is packing his weapon of choice.  A trip to the corner market cannot be completed until the character is locked and loaded.  This could place the character in a difficult position, depending on the local laws.  If in a situation where the character should not carry a weapon, he must make an Ego Roll to leave his trusty weapon behind and not try to sneak it through.
''All the Time, Greatly: 20 Points''


''Type:'' Physical
''Description:'' This character is carrying a developing, unborn child, and as such must carefully see to the needs of not only herself but to the needs of the child as well.  If the character takes any Body damage, she must make a Body Roll or miscarry the child.  As the character's date of delivery approaches, the GM should impose further penalties to the character's movement rate, agility, and balance as well as their ability to handle sharp sensory stimulus (especially odors and tastes).

Once the character has delivered the child, this Disadvantage transforms into a DNPC.
''Uncommon, Total: 15 Points
Common, Total: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' The character holds a negative opinion of a group (those of a different political beliefs, natives of a different city, people of a different economic station, people in a particular occupation, or even fans of a different sports team) and applies it to everyone in that group, regardless of their actions.  Generally, the character believes that the object of these feelings is inferior, or engages in behavior that he finds repulsive.  Note that this Disadvantage is not quite the same thing as [[Hates (Group, Person, Object, Nation, Or Concept)]] since many prejudiced people can be quite amiable towards the object of their prejudice, so long as it "knows its place."

The frequency of the Disadvantage should be determined by the GM based on how often the character will be dealing with beings he's prejudiced against.  At the Moderate level, the character can put aside his normal opinions (at least on an individual basis) when he truly needs to.  At the Strong level, the character finds it much more difficult to put aside his normal beliefs.  A strongly prejudiced character may also have a negative Reputation Disadvantage with regards to the group he's prejudiced against.  This is not considered a particularly heroic Disadvantage, and player characters should not take it above the Moderate level.
''Frequently, Moderate: 10 Points
Very Frequently, Moderate: 15 Points''


''Type:'' Psychological
''Description:'' The character wishes to mimic a (usually desirable) character trait without actually possessing it, so that he may be viewed positively by others.  Thus, he spends a fair amount of time pretending to have that trait.

For example, a politician who //Pretends to Be a Compassionate Conservative// will, during his campaign, show sympathy for the poor and downtrodden, make a big deal out of his wanting to help the disenfranchised, speaks out against empire building and interference in foreign affairs, and so on, and the moment he gets elected shifts the tax burden on the rich to the middle class, cuts funding from the social services the poor depend on to survive, and starts wars against weaker nations that never did his own nation any real harm while winking at "helpful" tyrannical dictatorships that agree to support the politicians goals.

This can also be applied to certain Physical Limitations, such as //Pretends He Cannot Walk//.
''Occasionally, Minor: 5 Points
Occasionally, Major: 10 Points
Occasionally, Severe: 15 Points
Frequently, Minor: 10 Points
Frequently, Major: 15 Points
Frequently, Severe: 20 Points
Very Frequently, Minor: 15 Points
Very Frequently, Major: 20 Points
Very Frequently, Severe: 25 Points''


''Type:'' Social
''Description:'' This character belongs to a group that is technologically lagging behind the primary society.  This could be because he is from a remote area that never developed fully (such as the Savage Land of Marvel Comics, or the Lost World of Edgar Rice Burroughs), or perhaps his home land was taken over by a dominant, technologically advanced society.  This Disadvantage could apply equally to both a tribesman from the deepest jungle relocated to New York City, and a hip tech-savvy person relocated from New York City to a spaceship from an alien culture.

The character will have difficulties performing normal functions, because the available technology is beyond his current capabilities to comprehend.  The frequency of this Disadvantage is based on how often being from a primitive culture is going to affect the characters ability to function.  The severity would vary, dependent on the reaction of the dominant society to the character.  Both of these details should be worked out between player and GM prior to approval.
''Occasionally, Minor: 5 Points
Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' This character has a profession that, because of its uniqueness, reputation, or basic requirements cause people to treat him differently.  The reaction may be positive or negative, depending on the exact nature of the job.  For example, being an Astronaut might bring many positive reactions.  Garbage collection is good honest work, but most people would look down on it as a job that only the underclass would take (despite the fact that most garbage men are paid rather well and usually have fantastic benefits).  Being an undertaker might interest some curious people, but in general would be considered creepy.  Being a member of the Emperor's not-so-secret police would definitely garner two types of reactions (fear and hate), one when the character is aware and one when he is not.

This Disadvantage is only valid if there are overtly positive or negative social reactions to the profession.  Many may consider being a bus driver a boring job, but one does not earn significant social praise or scorn for sitting behind the big wheel.
''Uncommon, Strong: 10 Points''


''Type:'' Psychological
''Description:'' This character suffers [[Depression]] when things go wrong (or stay wrong for too long), but is otherwise unaffected by that Psychological Limitation.  The character doesn't always react in this manner (for instance, if dinner is ruined or if he gets a flat tire); its when things get to an intolerably stressful level that the character tends to become depressed.  At such times, the character must make an Ego Roll to avoid entering a depressive period.
''Uncommon, Strong: 10 Points''


''Type:'' Psychological
''Description:'' This character can become violent when things become too stressful or when he is angry.  The character tends to lash out violently at the cause of his stress or anger, regardless of how he may otherwise want to react.  Whether he uses verbal or physical violence is up to the character.  At such times, the character must make a successful Ego Roll in order to avoid becoming violent.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character feels that he has a duty to protect a group, a person, a place, or an object.  The character will always act to protect the focus of this duty before all other actions (including seeing to his own safety or fighting an opponent).  The character will never take any actions that would endanger the focus of his protective urges, and will sharply rebuke those who do.  At the Strong level the character can suppress his urge to be protective should the situation warrant it (if its a case of "the good of the many outweigh the good of the few", for example) by making an Ego Roll.  At Total, he can suppress his urge to be protective only the most drastic of situations, and even then he will look for a way to do something to save the day.
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' This character has moments in which he holds himself in high esteem.  This is not the same as [[Egotistical]] or [[Conceited]], as the character generally only has these feelings in regard to the truly great things he's done in the past, and on those occasions when he has done something worth being proud of.  At these times, however, the character can get almost insufferable.  The character can control his urge to preen and primp when necessary.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This person either did not get a formal education, or dropped out of it as quickly as possible.  But unlike the person who is Ashamed of His Poor Education, the one who is Proud of His Ignorance takes his lack of book learning as a good thing.  He believes himself to be a success in his field of endeavor because of, not in spite of, having a diploma.  He will deride those with more education ("College Boy" is a frequently used insult with this type of person), discourage his children and neighbors from pursuing education, and be firmly against new or improved schools.  While this attitude is stereotypical of backwoods farmers, it can also be seen in inner-city gangbangers.

At the moderate level, this person can choose to take advantage of someone else's learning if he sees that it will immediately benefit himself.  At the Strong level, he must make an Ego Roll to do the same.  It is recommended that Player Characters not take this Disadvantage above the moderate level.

Many people with this Disadvantage are [[Illiterate]] (though some are simply [[Aliterate]]),  Other Disadvantages that often come with this one include [[Distrusts (Concept, Person, Or Group)]] where the concept is defined as Modern Science (particularly agriculture and medicine), [[Superstitious]] and [[Xenophobic]].  [[Uneducated Accent]] is also common.

A lowered Intelligence score is not required, but will often be assumed by other people.
''Uncommon, Strong: 10 Points
Uncommon, Total: 15 Points''


''Type:'' Psychological
''Description:'' This character very conservative views about sex and sexual behavior (up to and including kissing in public).  He believes that sex is something that should happen in private, between a man and his wife, in the bed, under the covers, in the missionary position... preferably with the lights off, and even then only for procreation.  He does not hold with "modern perverse thinking" that seemingly allows any sort of sexual behavior to go on right out in public.
[[Psychological Limitations A]]
[[Psychological Limitations B]]
[[Psychological Limitations C]]
[[Psychological Limitations D]]
[[Psychological Limitations E]]
[[Psychological Limitations F]]
[[Psychological Limitations G]]
[[Psychological Limitations H]]
[[Psychological Limitations I]]
[[Psychological Limitations J]]
[[Psychological Limitations K]]
[[Psychological Limitations L]]
[[Psychological Limitations M]]
[[Psychological Limitations N]]
[[Psychological Limitations O]]
[[Psychological Limitations P]]
[[Psychological Limitations Q]]
[[Psychological Limitations R]]
[[Psychological Limitations S]]
[[Psychological Limitations T]]
[[Psychological Limitations U]]
[[Psychological Limitations V]]
[[Psychological Limitations W]]
[[Psychological Limitations X]]
[[Psychological Limitations Y]]
[[Psychological Limitations Z]]
*[[Absent Minded]]
*[[Acts Mature, But Isn't]]
*[[Acts Stereotypically (Nationality)]]
*[[Addicted To (Substance Or Activity)]]
*[[Adrenaline Junkie]]
*[[Adventurous And Funloving]]
*[[Afraid Of (Power)]]
*[[Aggressive In Combat]]
*[[Aliterate]]
*[[Aloof And Superior]]
*[[Always Angry And Hostile (Psychological)]]
*[[Always Announces What He's About To Do In Combat]]
*[[Always Aware Of The Public's Perception Of Him]]
*[[Always Calm And Collected]]
*[[Always Defers To (Other Character or Group of Characters)]]
*[[Always Fights Fair]]
*[[Always Goes Armed]]
*[[Always Has An Answer]]
*[[Always Obeys Orders]]
*[[Always Polite And Forgiving]]
*[[Always Questions Orders]]
*[[Always Questions The Morality Of His Own Actions]]
*[[Always Takes The Path Of Least Resistance]]
*[[Ambitious]]
*[[Ambitious And Manipulative]]
*[[Amnesia (Psychological)]]
*[[Amoral]]
*[[Amorous]]
*[[Anarchist]]
*[[Annoyed By Incompetent People]]
*[[Antagonistic And Mean]]
*[[Antisocial]]
*[[Antisocial And Bad-Tempered]]
*[[Apathetic]]
*[[Aristocratic Arrogance]]
*[[Aristocratic/Regal Attitude]]
*[[Arrogant]]
*[[Arrogant And Flamboyant]]
*[[Arrogant And Overconfident]]
*[[Arrogant And Unfriendly]]
*[[Ashamed Of His Poor Education]]
*[[Attention Seeker]]
*[[Attitude About Lethal Force (Casual Killer)]]
*[[Attitude About Lethal Force (Code vs. Killing)]]
*[[Attitude About Lethal Force (Nobody's Killing Anybody)]]
*[[Attitude About Lethal Force (Prefers Not To Kill)]]
*[[Attitude About Lethal Force (Reluctant to Kill)]]
*[[Attitude About Lethal Force (Will Not Kill)]]
*[[Attitude About Lethal Force (Will Not Murder)]]
*[[Avoids Emotional Commitments]]
*[[Avoids Long-Term Commitments]]
*[[Avoids Publicity]]
*[[Avoids The Press]]
*[[Avoids Using His Powers]]
*[[Bad-Tempered]]
*[[Believes (Focus) Is All-Powerful]]
*[[Believes He Can Do No Wrong]]
*[[Believes He Has A Great Destiny To One Day Fulfill]]
*[[Believes He Is Destined To Rule (Area)]]
*[[Believes He Is Sanctioned By A Higher Power]]
*[[Believes He Is Unbeatable]]
*[[Believes In (Group Or Cause), Right Or Wrong]]
*[[Believes In The Basic Goodness Of Mankind]]
*[[Believes "The System" Does Not Work]]
*[[Bestial]]
*[[Bigmouth/Braggart (Psychological)]]
*[[Bitter]]
*[[Bloodlust]]
*[[Boorish]]
*[[Brash]]
*[[Brash And Impulsive]]
*[[Bully]]
*[[Callous]]
*[[Calm And Philosophical]]
*[[Cannot Look Weak]]
*[[Cannot Resist Taunting His Opponents In Combat]]
*[[Cannot Resist Tinkering With Machines]]
*[[Cannot Stand By And Let Evil Occur]]
*[[Cannot Stand The Sight Of His Own Face]]
*[[Cannot Strike A Woman]]
*[[Cannot Tell A Lie]]
*[[Cannot Think For Himself]]
*[[Cannot Turn Down A Challenge]]
*[[Capricious]]
*[[Cautious Long-Term Thinker]]
*[[Charitable]]
*[[Cheap]]
*[[Cheerful Charlie]]
*[[Chickenhawk]]
*[[Chickenshit]]
*[[Childishly Naive]]
*[[Childishly Naive And Prone To Temper Tantrums]]
*[[Childlike View Of The World]]
*[[Chronic Complainer]]
*[[Civic-Minded And Responsible]]
*[[Clueless]]
*[[Cocky (Psychological)]]
*[[Code Of Conduct]]
*[[Cold And Aloof]]
*[[Cold And Calculating]]
*[[Cold-Hearted]]
*[[Collapses In The Face Of Torture]]
*[[Combat Paralysis]]
*[[Committed To (Cause Or Goal)]]
*[[Compelled To (Perform Specific Unusual Action)]]
*[[Completely Devoted To (Group Or Cause) And It's Ideals]]
*[[Compulsive Carouser]]
*[[Compulsive Collector Of (Class Of Object)]]
*[[Compulsive Gambler]]
*[[Compulsive Liar]]
*[[Compulsive Spender]]
*[[Compulsively Generous]]
*[[Compulsively Sarcastic]]
*[[Conceited]]
*[[Confused In Combat]]
*[[Considers Himself To Be A Monster]]
*[[Considers Other People's Psyche's To Be Toys]]
*[[Conspiracy Nut]]
*[[Constantly Fishes For Compliments]]
*[[Constantly Shooting His Mouth Off (Psychological)]]
*[[Constantly Suspicious Of Other People's Motives]]
*[[Constant Slow-Burning Fuse]]
*[[Control Freak]]
*[[Corrupt]]
*[[Corrupt And Greedy]]
*[[Couch Potato]]
*[[Counter-Phobia]]
*[[Coward]]
*[[Coward In The Face Of Pain]]
*[[Coward In The Face Of Physical Violence]]
*[[Craves Approval]]
*[[Craves Attention]]
*[[Craves Respect]]
*[[Craves Respect And Credibility]]
*[[Cruel]]
*[[Cruel And Brutal]]
*[[Crybaby]]
*[[Crystal Crackpot]]
*[[Cultural Taboo]]
*[[Curious]]
*[[Cynical]]
*[[Dangerous When Bored]]
*[[Death Wish]]
*[[Deceitful]]
*[[Deceptive]]
*[[Delusional]]
*[[Demands Only The Best]]
*[[Demure]]
*[[Depression]]
*[[Despondent After Going Berserk/Enraged]]
*[[Detached From Humanity (Psychological)]]
*[[Determined To Rule "The World Of Man"]]
*[[Devoted To Justice]]
*[[Devoted To (Person Or Organization)]]
*[[Devoted To Talion]]
*[[Devout]]
*[[Disdain For (Group, Person, Object, Nation, Or Concept)]]
*[[Disillusioned When The Real World Is Not Black And White]]
*[[Disinhibition]]
*[[Dislikes (Group, Person, Object, Nation, Or Concept)]]
*[[Distracted By Strong Sensory Stimuli]]
*[[Distrustful]]
*[[Distrusts (Concept, Person, Or Group)]]
*[[Doesn't Know How To Relax And Have Fun]]
*[[Doesn't Know (Secret About Himself)]]
*[[Doesn't Quite Trust His Powers]]
*[[Doesn't Scare Easily]]
*[[Doesn't Understand Self-Sacrifice]]
*[[Doesn't Want Another Relationship]]
*[[Doesn't Want To Be A Hero/Villain]]
*[[Domesticated]]
*[[Dreamer]]
*[[Driven By Family History To Become A Hero/Villain]]
*[[Driven To Be The Best]]
*[[Driven To Pull His Weight]]
*[[Eager To Please]]
*[[Easily Distracted]]
*[[Easily Embarrassed]]
*[[Easily Flustered]]
*[[Easily Panicked]]
*[[Effete]]
*[[Egotistical]]
*[[Elite Attitude]]
*[[Emotionally Cold And Distant (Psychological)]]
*[[Emotionally Unstable]]
*[[Emotionless]]
*[[The Ends Justify The Means]]
*[[Enjoys (Action, Circumstance, Or Situation)]]
*[[Exhibitionist]]
*[[Explosive Temper]]
*[[Fanatic]]
*[[Fastidious]]
*[[Fatalistic]]
*[[Fearless]]
*[[Fears (Circumstance Or Situation)]]
*[[Fears (Result Of Action)]]
*[[Feeds Off The Adulation And Adoration Of The "Common Man"]]
*[[Feeling His Age]]
*[[Feels Contempt For (Concept, Object, Person, Or Group)]]
*[[Feels Guilty About (Past Action Or Event)]]
*[[Feels He Must Prove Himself]]
*[[Feels Indebted To (Other Character)]]
*[[Feels Loyalty To His Superiors]]
*[[Feels No Need To Prove Himself]]
*[[Feels That Any Criticism He Receives Is True, Whether It Is Or Not]]
*[[Feels Under-Appreciated]]
*[[Fervent Patriot]]
*[[Fights Dirty]]
*[[Filters Everything Through The Lens Of His Political Beliefs]]
*[[Filters Everything Through The Lens Of His Religion]]
*[[Flashbacks Of (Traumatic Experience) During (Situation)]]
*[[Flatland Phobia]]
*[[Flattered By All The Attention]]
*[[Flirtatious]]
*[[Flustered By (Circumstance)]]
*[[Focuses on Current Activities To The Exclusion of All Else]]
*[[Follower]]
*[[Follows The Chain Of Command]]
*[[Forgetful]]
*[[Free-Spirited]]
*[[Free-Spirited And Willful]]
*[[Frugal]]
*[[Giddy Teenage Girl Syndrome]]
*[[Girl/Guy Crazy]]
*[[Glories In Destruction]]
*[[Gloryhound]]
*[[Glutton]]
*[[Greedy]]
*[[Grim And Humorless]]
*[[Gullible]]
*[[Gunslinger Mentality]]
*[[Hair-Trigger Temper]]
*[[Hard-Charging]]
*[[Hard-Working]]
*[[Has Complete Trust In (Group Or Person)]]
*[[Hates (Group, Person, Object, Nation, Or Concept)]]
*[[Hates Being Told What To Do]]
*[[Headstrong]]
*[[Hedonist]]
*[[Hesitates In Combat]]
*[[Hidebound]]
*[[Highly Competitive]]
*[[His Word Is His Bond]]
*[[Holds "Mortals" In Contempt]]
*[[Holds Society In Contempt]]
*[[Homebody]]
*[[Homesick For (Home Area)]]
*[[Honest]]
*[[Honorable]]
*[[Humble/Self-Effacing]]
*[[Humble And Meek]]
*[[Hunts (Person Or Group)]]
*[[Hyperactive]]
*[[Idolizes (Person)]]
*[[Ignorant Of His Own Incompetence]]
*[[Immature]]
*[[Impatient]]
*[[Impressed With (Focus's) Abilities]]
*[[In Denial About (Fact Or Incident)]]
*[[Inconsiderate]]
*[[Incorruptible]]
*[[Incurious]]
*[[Indecisive]]
*[[Indiscreet/Gossip]]
*[[Inferiority Complex]]
*[[Inflexible]]
*[[Ingrained Upbringing]]
*[[Irrationally Attracted To (Other Person)]]
*[[Irritable]]
*[[Irritable And Inconsiderate]]
*[[Insatiably Hungry For Power]]
*[[Insensitive]]
*[[Insists On Perfection]]
*[[Intolerant]]
*[[Jealous Of (Other Person)]]
*[[Judgmental]]
*[[Justice, Not Law]]
*[[Keeps (Fact About Himself) A Secret]]
*[[Keeps His Mind So Open That Anything At All Can Fall Into It]]
*[[Kleptomania]]
*[[Know It All]]
*[[Lazy]]
*[[Law-Abiding]]
*[[Lecherous]]
*[[Life Is A Party]]
*[[Likes (Group, Person, Object, Nation, Or Concept)]]
*[[Literal Minded]]
*[["Little Man" Syndrome]]
*[[Lives Beyond His Means]]
*[[Lives For The Hunt]]
*[[Lives Up To His Image]]
*[[Lonely]]
*[[Loner]]
*[[Longs To Be With His Family]]
*[[Looks Out For Himself First]]
*[[Loud And Obnoxious]]
*[[Love Makes Him Stupid]]
*[[Lover's Distraction]]
*[[Loves (Group, Person, Object, Nation, Or Concept)]]
*[[Low Empathy]]
*[[Low Self-Esteem]]
*[[Loyal To The Cause]]
*[[Lust For Knowledge]]
*[[Macho]]
*[[Mad As A Hatter]]
*[[Makes Friends Easily]]
*[[Makes Jokes In Combat]]
*[[Manipulative]]
*[[Masochist]]
*[[Mass Murderer]]
*[[Megalomania]]
*[[Mercenary Mentality]]
*[[Messiah Complex]]
*[[Methodical Planner]]
*[[Mischievous]]
*[[Miser]]
*[[Misandrony/Misogyny]]
*[[Money Hungry]]
*[[Monitors (Person Or Group)]]
*[[Moody]]
*[[Morbid]]
*[[More Concerned With His Image Than Anything Else]]
*[[Murderous]]
*[[Must Avenge All Insults]]
*[[Must Avenge The Murder Of Any Friend, Family Member, Or Protected Party]]
*[[Must Be Leader]]
*[[Must Complete His Mission]]
*[[Must Have A Plan]]
*[[Must Help Those In Need]]
*[[Must Leave No Crime Unsolved]]
*[[Must Overcome Failure To Protect (Loved One)]]
*[[Must Protect (Person, Place, Or Thing) From (Threat)]]
*[[Must Prove He's Better Than (Person Or Group)]]
*[[Must Prove He's Right]]
*[[Must Think Things Through When Things Go Wrong]]
*[[Mysterious And Enigmatic]]
*[[Naive]]
*[[Narcissist]]
*[[Narrow Minded]]
*[[Neat Freak]]
*[[Needs Someone To Love]]
*[[Never Explains Himself]]
*[[Never Stops Talking, And Never Talks Seriously]]
*[[Never Lets Anyone Get Close]]
*[[No Imagination]]
*[[No Longer Considers Himself To Be Human]]
*[[No Longer Identifies With Common Humanity]]
*[[No Regard For Human Life]]
*[[No Respect For The Privacy Of Others]]
*[[No Sense Of Humor]]
*[[No Understanding Of Emotions]]
*[[Not Above Using Dirty Tricks]]
*[[Noblesse Oblige (Psychological)]]
*[[Non-Aggressive]]
*[[Nosy]]
*[[Not In Any Hurry]]
*[[Not Satisfied With Merely Killing His Opponents]]
*[[Obdurate]]
*[[Obeys (Specific Leader) Without Question]]
*[[Oblivious To Authority]]
*[[Obsessed With (Person, Object, Or Goal)]]
*[[Offended By (Action Or Attitude)]]
*[[Old-Fashioned]]
*[[On The Edge]]
*[[Once Once A Subject He's Interested In, He Never Stops Talking]]
*[[Optimist]]
*[[Outsider Mentality]]
*[[Over-Analyzes Everything]]
*[[Overconfident]]
*[[Overly Cautious]]
*[[Overly Dramatic]]
*[[Overly Protective of (Group, Person, Place, Or Object)]]
*[[Pacifist]]
*[[Panics When Certain Conditions Exist]]
*[[Paranoia]]
*[[Parental Feelings Toward (Other Person)]]
*[[Passionate About (Subject)]]
*[[Perfectionist]]
*[[Perpetual Boredom]]
*[[Pessimist]]
*[[Petty]]
*[[Phobia]]
*[[Politically Conservative]]
*[[Politically Liberal]]
*[[Post-Combat Shakes]]
*[[Post-Traumatic Stress Disorder]]
*[[Practical]]
*[[Prankster]]
*[[Preachy]]
*[[Prefers Chaos And Disorder]]
*[[Prefers Diplomacy To Force]]
*[[Prefers The Direct Approach]]
*[[Prefers To Go Armed]]
*[[Prejudiced Against (Group)]]
*[[Pretending]]
*[[Prone To Depression]]
*[[Prone To Violence]]
*[[Protective Of (Group, Person, Place, Or Object)]]
*[[Proud Of Himself]]
*[[Proud Of His Ignorance]]
*[[Prude]]
*[[Psychopath]]
*[[Publicity Seeker]]
*[[Pushes Everything To The Limit]]
*[[Pyromania]]
*[[Quick To Fall In Love]]
*[[Quick To Resent]]
*[[Quiet And Mysterious]]
*[[Quiet And Withdrawn]]
*[[Quirk]]
*[[Racist]]
*[[Reckless]]
*[[Reckless In Combat]]
*[[Reclusive]]
*[[Recovering Alcoholic]]
*[[Recurring Nightmares]]
*[[Regrets What He Has Become]]
*[[Refuses To Back Down]]
*[[Refuses To Confront His Mistakes]]
*[[Refuses To Follow Orders]]
*[[Relates Everything to His Favorite TV Show]]
*[[Reluctant To Injure]]
*[[Reporter's Curiosity]]
*[[Republican Ideals]]
*[[Resents His Own Stereotypical Image]]
*[[Resents The Rich And Beautiful]]
*[[Respectful And Courteous]]
*[[Retirement Plan Greed]]
*[[Rigid Thinker]]
*[[Royalist]]
*[[Rude And Inconsiderate]]
*[[Runs From Responsibility]]
*[[Ruthless]]
*[[Ruthless In Combat]]
*[[Sadist]]
*[[Scientific Curiosity]]
*[[Seeking Redemption Through Heroic Acts]]
*[[Sees Any Stranger As A Potential Opponent]]
*[[Sees Himself As The Protector Of (Concept, Group, Person, Place, Or Object)]]
*[[Sees Most People As Annoyances]]
*[[Sees The World As Black-And-White, Good-And-Evil]]
*[[Self-Appointed Expert]]
*[[Self-Assured]]
*[[Self-Conscious About (Potentially Embarrassing Circumstance)]]
*[[Selfish]]
*[[Selfless]]
*[[Sense Of Duty]]
*[[Sensitive About His Appearance]]
*[[Serial Killer]]
*[[Sexist]]
*[[Sexual Deviant]]
*[[Short Tempered And Violent]]
*[[Showboat]]
*[[Showoff]]
*[[Shy]]
*[[Signature]]
*[[Single-Minded]]
*[[Slave To Duty]]
*[[Snobbish]]
*[[Social Anxiety (Psychological)]]
*[[Sociopath]]
*[[Speedster Impatience]]
*[[Spoiled Brat]]
*[[Stagefright]]
*[[Stern Taskmaster]]
*[[Stickler For Details]]
*[[Sticks To His Principles]]
*[[Stiff]]
*[[Stoic]]
*[[Stoic And Taciturn]]
*[[Street Loyal]]
*[[Stubborn]]
*[[Stuck Up]]
*[[Stuffed Shirt]]
*[[Sucker For A Pretty Face]]
*[[Sucker For A Sob Story]]
*[[Suicidal]]
*[[Superstitious]]
*[[Suspicious Of Outsiders]]
*[[Swashbuckler Mentality]]
*[[Sworn To (Perform Action Or Accomplish Goal)]]
*[[Taciturn]]
*[[Tactless]]
*[[Talkative]]
*[[Takes His Responsibilities Seriously]]
*[[Takes The World On His Shoulders]]
*[[Team-Oriented]]
*[[Thinks About The Big Picture]]
*[[Thinks He's A Comedian]]
*[[Thinks He's A God]]
*[[Thinks He's A Tough Guy]]
*[[Thinks His "World" Is All That Matters]]
*[[Thinks (Important Person In His Life) Is A Loser]]
*[[Thinks the Rules Don't Apply to Him]]
*[[Thrillseeker]]
*[[Thrives On Chaos]]
*[[Touchy-Feely]]
*[[Toys With His Victims]]
*[[Traditionalist]]
*[[Trapped In The Wrong Body]]
*[[Treats Normal Humans As Lab Animals]]
*[[Treats Normal Humans As Pawns]]
*[[Tries Hard Not To Be Noticed]]
*[[Trigger-Happy]]
*[[Troublemaker]]
*[[Trusting]]
*[[Trusts Those In Authority]]
*[[Truthful]]
*[[Turns A Blind Eye To (Other Character's) Activities]]
*[[Uncomfortable In (Environmental Condition)(Psychological)]]
*[[Ultra-Radical Feminist]]
*[[Unassertive]]
*[[Uncompromising]]
*[[Unsure Of Himself]]
*[[Upper-Class Twit]]
*[[Uses Sarcasm As A Defense Mechanism]]
*[[Utterly Evil]]
*[[Vain]]
*[[Vain, Proud, And Preening]]
*[[Values Money More Than He Should]]
*[[Vigilante Mentality]]
*[[Visionary]]
*[[Vow]]
*[[Wants His Life Back]]
*[[Wants To Be (Famous Other Character)]]
*[[Wants To Be Important]]
*[[Wants To Be Taken Seriously]]
*[[Wants To Find A Way To Rid Himself Of His Powers]]
*[[Wants To Humiliate (Other Person)]]
*[[Wants To Lead]]
*[[Wants To Make The World A Better Place]]
*[[Wants To Prove He's Still "Worthy" In His Old Age]]
*[[Wants To Save Humanity From Itself]]
*[[Was Never A Kid]]
*[[Weak Willed]]
*[[Wildly Exaggerates]]
*[[Will Never Abandon His Subordinates]]
*[[Will Never Admit (Secret About Himself)]]
*[[Will Not Harm (Specific Opponent)]]
*[[Will Not Hesitate To Sacrifice Himself For Others]]
*[[Will Not Hesitate To Sacrifice Himself For The Mission]]
*[[Will Not Refuse A Mission]]
*[[Will Not Shut Up]]
*[[Will Not Strike Hand-To-Hand Blows]]
*[[Will Not Surrender]]
*[[Will Only Fight In Self-Defense]]
*[[Will Sacrifice Himself For (Specific Other Person or Group Of Persons)]]
*[[Will Try Anything Once]]
*[[Wiseguy]]
*[[Womanizer]]
*[[Won't Give Up On (Ideal, Person, Or Group)]]
*[[Worf's Lament]]
*[[Workaholic]]
*[[Worried About The Effects His Powers Have On Others]]
*[[Worrier]]
*[[Xenophile]]
*[[Xenophobic]]
*[[Young]]
*[[Youthful Confidence And Determination]]
*[[Zealot]]
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character has a clear and lucid understanding about the world, with the exception being his view on how the world interacts with himself.  In general, a //Psychopath// cannot tell the difference between right and wrong, good and bad, and thus acts in accordance to his own wants and desires.  There are no rules in the eyes of a //Psychopath//, and thus the character is free to pretty much act as they wish.  This Disadvantage precludes the character from having any sort of moral compunction against violence or criminal behavior.

This Psychological Limitation is similar to [[Sociopath]], but with some important differences.  Thus, the two Disadvantages should never be taken by the same character.  Obviously, this Disadvantage is only appropriate for villains.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character likes to read about himself in the newspapers, and see stories about himself on the television.  He is not necessarily a [[Gloryhound]], (though this might be considered a mild form of it); he is quite willing to share the credit for his accomplishments, or even give it away if its appropriate.  He just wants his name to be known.
''Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' This character is in a career (usually academics) that expects him to do research, write a novel, create poems, come up with a screenplay, or otherwise produce a piece of publishable work on a regular basis.  This requirement can possible eat up significant blocks of time and cause great difficulty to the character if he cannot meet his deadlines.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character is obsessed with seeing how far he can take things before breaking them.  He drives his car in the red zone, plays his stereo until the walls vibrate, and challenges his boss to the point of insubordination.  He thinks that the only excitement to be had is out on the razors edge.  When combined with Disadvantages like [[Brash]] or [[Thrillseeker]], the result is often a fatal concoction of destructive behavior.
''Uncommon, Strong: 10 Points
Uncommon, Total: 15 Points''


''Type:'' Psychological
''Description:'' This character is fascinated with fire.  He loves watching things burn, and consequently loves setting things on fire.  At the Strong level the character can make an Ego Roll to resist his urge to burn things or to stand and watch a fire.  At Total, only the most dire of circumstances have a chance of modifying the firebug's actions.  It is strongly recommended that Player Characters not take this Disadvantage.
''All The Time, Fully: 25 Points''


''Type:'' Physical
''Description:'' This character has lost the use of his arms and legs for some reason (usually an accident of some kind).  The character cannot move anything other than his head of his own accord without assistance.  He cannot move on the ground without using a wheelchair or being carried.  A //Quadraplegic// character is normally incontinent (meaning he has no control over his "bathroom functions").  In addition, his total care is left up to other people:  he cannot bathe himself, feed himself, or dress himself.  The character automatically suffers the effects of having both [[No Arms]] and [[No Legs]].  In addition, the player should decide whether the character can still breathe on his own; if not, he will be permanently attached to a respirator.
''Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' This character falls deeply in love easily, after only a short period of time.  This is not an instantaneous phenomena; the character must date or otherwise associate with the object of his affections before falling in love.  The difference being that this character does so after, say, two weeks of dating, whereas a "normal" character might require six to eight.  Once in love, the character acts as if he has the [[Loves (Group, Person, Object, Nation, Or Concept)]] Disadvantage (for no points).  In order to resist falling in love, or to "break out of it" after he has fallen in love, the character must make an Ego Roll.  Even then, the experience should be handled through role-playing, rather than resolved by a simple die roll.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character quickly comes to hate people who, in the character's opinion, treat the character badly.  Whether or not these feelings are justified, the character almost feels that certain specific people are out to get him, so he will return the favor.  In order to avoid acting in this manner, the character must make a successful Ego Roll.  This Disadvantage works well with [[Loner]], [[Prone To Violence]], and [[Moody]].
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' The character disdains drawing attention by being loud and boisterous, and he also prefers to keep his actions and motivations a secret from others.  This may be because he doesn't feel comfortable working with others, or due to a belief that his motivations would be disapproved of.  At the Moderate level, the character can choose to speak up and reveal information if it is essential to do so; at the Strong level the character will find it much more difficult to break the normal pattern of behavior.

A character with this Disadvantage will likely be a [[Loner]], and often has a [[Harmful Secret]] as well.
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character is easy to overlook; he rarely speaks to others and when he does it is only to answer or ask a direct question.  He prefers to be alone, and avoids being the center of attention.  This is not the same thing as being [[Shy]] or being a [[Loner]] (though it does work well with either).  The character can function in the public eye, and can easily associate with others should circumstances warrant.  But once the circumstances are over, the character fades back into the woodwork in a manner similar to a [[Nebbish]].
''Five Quirks At 1 Point Per Quirk, For A Total Of 5 Points''


''Type:'' Psychological
''Description:'' Originally used in the GURPS game system, a Quirk is a little one-point Disadvantage that is intended to add a touch of color to a character.  Quirks are basically Psychological Limitations that aren't worth "real points" because they have almost no long-term affect on the character.  //Always Wears A New York Yankees Baseball Cap When In His Civilian Identity// or //Always Says 'Great Googaly Moogaly' When Surprised Or Troubled// are good examples of this Disadvantage.  The best thing about Quirks is that it doesn't have to be enforced that strictly.  If the character ditches his Yankees baseball cap because he's going to a formal party in a tuxedo, that's just fine.

//Quirks// are fun as long as you don't let them get too goofy, and they are a great way to pick up one or two Disadvantage points that you might need to balance your character.  Often, these are treated as a separate category, in which case they don't reduce the amount of Psychological Limitations that a character may take.

Characters are limited to five points of //Quirks//, and are required to take exactly five points of //Quirks// if they take any at all.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage hates and disdains members of a specific ethnic group.  When interacting with members of this ethnic group, the character becomes hostile, arrogant, and condescending.  If the "offensive" person angers the //Racist//, violence may result.

If this Disadvantage is taken at the Strong level, the character can make an Ego Roll in order to peaceably interact with members of the particular ethnic group (though even then he tends to be off-handedly offensive and condescending).  But at Total, the character cannot do so except in the most dire of circumstances.  This Disadvantage is a more specific form of [[Prejudiced Against (Group)]], which covers any sort of group whatsoever (not just ethnicities).

''Note:''  "Jewish" is not an indicator of race.  Its an indicator of religion.  It is impossible to "convert" to a different race, after all.  Thus, anti-semitism is not a form of //Racism//.  If for some bizarre reason you wish to have a character have anti-semitism as a Psychological Limitation, the character should take [[Prejudiced Against (Group)]] and not //Racist//.

Naturally enough, this Psychological Limitation is usually only appropriate for villains.
''Infrequently, Slightly: 5 Points''


''Type:'' Physical
''Description:'' This character is aging at a faster rate than normal, and can thus expect a shorter life span as a result.  (The character doesn't suffer from a [[Short Life Span]]; rather, he burns through his normal life span more quickly than normal.)  The precise rate of aging is up to the player.

It should be noted that normally, this Disadvantage is only a problem if the character is going to some effort to fix it.  For example, a character who ages 2 years for every 1 that passes is probably not going to grow old within the time frame of a normal campaign.  However, if the character's rate of aging is increased greatly (for instance, 1 year for every day that passes), the character is more hampered, and the GM may want to assign a larger point value to this Disadvantage.
''Occasionally, Minor: 5 Points
Occasionally, Major: 10 Points
Frequently, Minor: 15 Points
Frequently, Major: 20 Points''


''Type:'' Social
''Description:'' The character was not raised in a normal environment.  Several examples may include raised by wandering gypsies, circus clowns, the animals of the jungle, or within a controlled experiment.  Since the character's rearing was unusual, he may find himself reacting inappropriately in social situations.  For example, throwing feces at those that offend you might be acceptable if you were raised by a group of wild chimpanzees (and still were living in that environment), but in most civilized societies it is frowned upon.

The frequency is determined by how often the character is going to be placed "out of his element".  Being raised by jungle animals is not going to be as obvious if the campaign is based in the jungle.  The effect is based on what the general reaction would be towards the character, once his background is known.  For example, being raised by a group of gypsies in a Medieval setting would traditionally cause the character to experience a stronger reaction, since gypsies often had bad reputations.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' When action is called for, this character hates talk and debate.  Planning ahead is for cowards and wimps and eggheads, while straight action is the way to succeed.  When alone, the character will always act first and think later.  In a group, when everyone else wants to stop and discuss or plan something, this character will quickly put in his two cents worth - quickly, that is, if he puts it in at all - and then do something.  At the Strong level, the character can force himself to wait and think things through if he makes an Ego Roll.  At Total, he can only think first in the most dire of circumstances which endanger not only his life, but also the lives of others.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character never contemplates the possibility of danger or injury while he is in a fight.  He will take foolish chances, continue fighting long after he should have retreated, and pull stunts that any reasonable person would never dream of.  Such a character does not take the safety of those around him (supers or normals) into consideration, and thus can be as much of a danger to himself and those around him as he is to his opponent.  At the Strong level, the character can resist his urges and consider the danger of combat if he makes an Ego Roll.  At Total, the character can only modify this behavior in the most dire of circumstances.
''Very Common, Moderate: 15 Points
Very Common, Strong: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' This character prefers to be withdrawn from society.  He does not care to socialize with other people, and will spend most of his time alone in his house/cave/orbiting space station.  Anyone requiring the character's assistance will have to seek him out at his sanctuary, and then convince him that there is a valid reason to reenter the world.

The intensity of this Disadvantage reflects how reclusive the character is.  At Moderate, the character prefers to be alone, but can enter society, albeit awkwardly.  At Strong, the character is a hermit who has an irrational fear or distaste of interaction and will not leave his sanctuary without having a good reason and making an Ego Roll.  At Total, the character will never willingly leave his sanctuary, and only the most dire of circumstances have a chance of getting him to change his mind.
''Occasionally, Minor: 5 Points
Frequently, Minor: 10 Points
Very Frequently, Minor: 15 Points''


''Type:'' Social
''Description:'' The character's reputation of being an expert in a particular field is well known.  Since this a Disadvantage, the affects should generally be negative.  For example, being known as the best thief in the four kingdoms may cause the character's name to always show up on the short list of suspects.  Or, being the best brain surgeon in Alpha Quadrant may cause the character to be constantly called upon to treat every aristocrat who blows out a frontal lobe, regardless of the personnel life or needs of the character.  It can also come to pass that, since the character is such a recognized expert on Subject X, its assumed that Subject X is all he's good at.

The frequency of this Disadvantage should be based upon how well known the character's status is to the general populace.  Also, the character should either take the Reputation Disadvantage (if he is known for something less than good), or the Reputation Perquisite (if known for something good).
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is a special variation of [[Addicted To (Substance Or Activity)]].  This character is a person who, through discipline, support, and therapy, has managed to come into some amount of control over their addiction to alcohol.  They still want to drink, but don't.
''Frequently, Total: 20 Points''


''Type:'' Physical
''Description:'' This is a variation on the Physical Limitation [[Amnesia (Physical)]].  In this case, not only has the character forgotten all details of life prior to the original cause of the [[Amnesia (Physical)]], he also no longer has the ability to retain learned information beyond a certain point.  The exact length of time that he can retain short-term memory is up to the player, but its suggested that it not be shorter than about 24 hours.
''Uncommon, Moderate: 5 Points
Uncommon, Strong: 10 Points
Uncommon, Total: 15 Points
Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points
Very Common, Moderate: 15 Points
Very Common, Strong: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' This character suffers from [[Frequent Nightmares]] that repeat the same themes (and occasionally repeat exactly from night to night).   The reason for the nightmares can vary, from subconscious memories of a traumatic event, to demonic beings preying on his mind, to the side affect of some futuristic neural implants.  The details are left up to the player.

The frequency of this Disadvantage reflects how often the character has these nightmares.  At the Common/Very Common and Strong/Total levels (i.e., nothing with Moderate or Uncommon), the character suffers all the effects of Insomnia, and thus cannot also take that Disadvantage.

The severity of this Disadvantage determines how the character reacts to his nightmares.  At the Moderate level, he is cranky, upset, and generally disturbed by the dreams, but suffers no significant side affect from them.  At the Strong level, the character is severely affected by the nightmares, and suffers a -2 to all Intelligence and Ego based skills until he calms down.  At the Total level, the nightmares are overwhelming to the character.  His fear of these night terrors are so great that he will take extraordinary measures to avoid sleeping.  It is very likely at this level that the character's fear of the nightmares will cause him to be institutionalized.  It is also not uncommon for people with this level of fear to die of fright during one of his night terrors.  The Total level is not appropriate for a PC without prior <nowiki>GM</nowiki> approval.
''Frequently, Slightly: 10 Points
All the Time, Slightly: 15 Points''


''Type:'' Physical
''Description:'' For whatever reason (usually having to do with the structure of the character's legs, or his ability (or lack thereof) to use them effectively), a character with this Disadvantage has a lessened ability to jump and leap.  At the Frequently level the character's normal leaping distance is sold back to half it's original value.  And at All the Time, all the character's inches of leaping are sold back.
''Infrequently, Slightly: 5 Points
Infrequently, Greatly: 10 Points''


''Type:'' Physical
''Description:'' This character suffers some problem with their olfactory senses.  This may mean that the character cannot smell certain odors, or perhaps smells things differently than from other people (for example, what may smell like perfume to a "normal" person may smell like bug spray to a person who suffers this Disadvantage).  At the Slightly level the character suffers a -2 to all Smell/Taste Perception Rolls.  At Greatly the character suffers a -4 penalty.

It is recommended that player characters be allowed to only take this Disadvantage if it would have a reasonable chance of hindering the character.  For example, not being able to smell the odor of decayed meat would not be that hindering to a character in a game set aboard a spaceship in deep space.  However, not being able to smell burning insulation could be very detrimental to the character in pretty much any setting.
''Infrequently, Slightly: 5 Points
Infrequently: Greatly: 10 Points''


''Type:'' Physical
''Description:'' This character's ability to detect pressure, heat, cold, and pain through touch is reduced but not removed.  The loss of these senses can lead the character to have problems involving any task requiring careful manipulation, such as installing electrical wiring, entering a password, flying an aircraft, and so on.  At the Slightly level the character suffers a -2 penalty to all Touch Perception Rolls (like telling if a surface is smooth or finely etched, or made of plastic or metal), and also a -1 penalty to all Dexterity-related tasks of precise, fine manipulation.  At Greatly the penalties are -4 to the Touch Perception Rolls, and -2 to the same Dexterity-related tasks.

Note that neither level affects the character's ability to hit a target in combat and to make himself a difficult target to hit (i.e. no OCV/DCV penalties), and doesn't affect his ability to move.  If a character is subject to a Flash vs. the Touch Group, the character suffers the same penalties as if he had the Greatly level, for the duration of the Flash's effect.
''Infrequently, Greatly: 10 Points''
''Frequently, Greatly: 15 Points''


''Type:'' Physical
''Description:'' For whatever reason, this character's eyes are more sensitive to light than normal.  When in overcast, shadowed, or truly dark conditions, the character suffers penalty other than the normal ones for reduced visual conditions (though it is possible that the character could have other abilities, such as Nightvision, that allows them to see normally in the dark).  When in brighter conditions, the character suffers a -3 penalty to all Vision-based Perception rolls.

This limitation should be taken as Infrequently, Greatly if the penalties are only suffered in truly bright lighting conditions (such as when under a spotlight or in full daylight), and as Frequently, Greatly if the character suffers the penalty under any sort of non-shadowy conditions.

It is greatly suggested that a character who takes this Physical Limitation also take the Vulnerability //2 x Effect From <nowiki>Light-Based</nowiki> Visual Flash Attacks//.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' The character believes that once he has made a statement, or taken a position, it would be an act of cowardice to retract that statement or abandon the position.  Thus, he will not do so, regardless of social or physical threats against him.

Characters with this Disadvantage get into fights a lot, because they cannot de-escalate tense situations on their own.  They make horrible diplomats but wonderful rearguard warriors.  At the strong level the character can make a strategic withdrawal if it is conclusively proven he is wrong, or if he is given some way to save face by a third party.  At the total level of commitment, the character never, ever backs down.

The Common, Moderate version of this Psychological Limitation is called //''Sticks To His Guns''// and is worth 10 points.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character has, in his past, made a large and campaign-affecting error.  He believes that the best way to deal with the mistakes he has made is to not deal with them.  The worse the mistake, the less he is inclined to deal with it.  Especially bad mistakes (such as those which resulted in the death of an innocent bystander) are most avoided.  Generally, the character refuses to face the consequences of his actions.  This is not the same thing as Believes He Can Do No Wrong; the character is well aware of the fact that he messed up.  He either doesn't care about what has happened, or feels so guilty about it that he can't talk about it to anyone.

This Disadvantage works well with [[Arrogant]], [[Conceited]], [[Overconfident]], and/or [[Unsure Of Himself]].
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character is insubordinate and argumentative when it comes to being told what to do.  He does what he thinks is best, and looks down on those who constantly toe the line.  He views them as "goody-two-shoes", "brown-nosers", or "bossess pets".  This character won't necessarily break the law, or be an ultimate anarchist, he just really hates taking orders.

This Disadvantage is different from [[Hates Being Told What To Do]].  That character won't listen to anyone, this character merely resists orders from "superiors".  At the Strong level, the character can suppress his natural urge to refuse if he makes an Ego Roll.  At Total, only the most dire of circumstances have a chance of overriding the character's natural inclination to refuse to follow orders.
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character is sorry for the events that has brought him to his current status.  This is a common trait of characters searching for redemption.  Examples of characters that might have this Disadvantage would include the crime-lord who wants to get out of the business, or the vigilante who has taken things too far and discovers he is no different than the criminals he punishes.  Characters with this Disadvantage usually do not realize they have taken a wrong turn until its too late, then they must take extraordinary measures to redeem themselves.

This Psychological Limit can also be used to represent a character who gave up (or was somehow forced to give up) his basic humanity in some fashion and now regrets it. The classic Anne <nowiki>Rice-style</nowiki> forlorn vampire, the brain in the robot body, or even the evil sorcerer who has begun to fear for his soul are all good candidates for this Disadvantage.

The severity of this Disadvantage reflects how deeply the character feels regret.  At the Moderate level, he feels guilt for his actions, but not enough to take any redeeming actions.  At the Strong level, he greatly regrets his past, and will actively work to redeem himself of his past behavior.  At the Total level, the character has so much regret that he will be self-destructive in his seeking of redemption, believing his destruction is the only way to atone for his past actions.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character has an unhealthy fascination with a television show, and he tries to make comparisons between the show and real life whenever possible.  These range from applying the theme of a show to his real life behavior (to boldly go where no man has gone before) to relating reality to events in the show ("This is just like the time Buffy had to kill this vampire using a can of hairspray and a lighter!)

At the Moderate level, the character can make the distinction between real and fiction, but still behaves like a rabid fan-boy.  At this level, he's mostly considered an odd annoyance when it comes to his obsession.  At the Strong level, the distinction between reality and fiction is starting to blur, and the character will behave in extremely unusual ways (such as wearing a Star Fleet uniform to jury duty).

There is not a Total level of this Disadvantage -- anything greater than the Strong level should use [[Delusional]] instead.
''Frequent, Minor: 10 Points''


''Type:'' Social
''Description:'' The character is a bit of an anachronism, originating from somewhere far in the past and somehow thrust into the modern day.  He has trouble keeping up with pop culture, and often finds himself out of place in social settings.  He can study modern culture as much as he likes, but he never seems to "get it", and will find himself unintentionally performing some faux pas.

It is common for character with this Disadvantage to also have [[Doesn't Understand Modern Life]] or [[Doesn't Understand Modern Technology]].
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character dislikes seriously injuring other people.  He is not necessarily cowardly; he simply hates to hurt other people.  If an opponent seems especially vulnerable to one of the character's attacks, the character must make an Ego Roll in order to use that attack on that opponent.
''Infrequently, Fully: 15 Points''


''Type:'' Physical
''Description:'' This is another of the classic "Vampire" Disadvantages, though it can apply to nearly any evil, supernatural character.  This character is physically compelled to back away from a mirror, especially when one is thrust into his face.  This effect occurs regardless of whether the creature casts a reflection in a mirror or not.  Characters with this Disadvantage cannot approach closer than five feet or so to the mirror, and will avoid looking into one even when he is farther back than that.

This Disadvantage works well with the other "Vampire" Disadvantages:  [[Cannot Enter a Home Without First Being Invited]], [[Cannot Cross Running Water]], and [[Repelled By Religious Symbols Or Objects]].
''Infrequently, Fully: 15 Points''


''Type:'' Physical
''Description:'' This is one of the classic "Vampire" Disadvantages, though it can apply to nearly any evil, supernatural creature.  This character is physically compelled to back away from a symbol of a faith that considers the character as evil, and itself as good (i.e., a point-downwards pentagram, traditionally a symbol of satanism, doesn't usually affect vampires, while a point-upward pentagram, traditionally a Wiccan symbol of protection, would).  The symbol must be presented in a forceful manner by a person who truly believes in the faith represented by the symbol.  (In other words, an atheist can wave a cross in the face of a vampire all night long and only make the undead creature giggle; a strongly devout Christian, however, can cause the vampire to scramble backwards quickly by doing the same thing).

Characters with this Disadvantage cannot approach closer than five feet or so to the character holding the object, and will back away from the character if approached with the item.

This Disadvantage works well with the other "Vampire" Disadvantages:  [[Cannot Enter a Home Without First Being Invited]], [[Cannot Cross Running Water]], and [[Repelled By Mirrors]].
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This is a variant of [[Curious]] which is usually used for an investigative reporter themed character.  A character with this Disadvantage cannot resist chasing the "story".  He watches events unfold and is obsessed with understanding why or how they happened.  He will take every opportunity to run down any leads that he discovers (or is given), often without regard for his own personal safety.  Once he has taken on a story, he will obsessively follow it to it's conclusion, often at the cost of his personal life and relationships.
''Uncommon, Strong: 10 Points
Common, Strong: 15 Points
Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' This character believes that a Republican form of government is the best type.  A Republican form of government involves the free election or selection of representatives who meet and decide government issues.  The United States is an example of a Republican form of government.

This Disadvantage is only appropriate for a campaign where holding and espousing such ideals are dangerous.  For example, if the character lives under the tyranny of an evil monarch, or in a fascist dictatorship, and the character is actively sharing his //Republican Ideals//, then this would be an appropriate Disadvantage.  The frequency of this Disadvantage reflects how often the character's beliefs will be challenged or be dangerous.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' A character taking this Disadvantage should be a member of a group for which there is a commonly known stereotypical image.  For example, if the character is a brick, he resents it when people see him as a "big, stupid lug".  If he is black, he resents the "crack-head and criminal" stereotype almost as much as he hates the "lazy and shiftless" stereotype.  If he's gay, he resents the "flaming poofta" stereotype.  The character does not assume that everyone not of his particular group holds this stereotype... he merely hates the expression of it.  

The belief that everyone but your own group is biased against you is better simulated with [[Prejudiced Against (Group)]] or [[Racist]].  The character will also most likely seek to disavow the stereotype through his actions and statements.
''Uncommon, Moderate: 5 Points
Common, Moderate: 10 Points
Very Common, Moderate: 15 Points''


''Type:'' Psychological
''Description:'' This character is annoyed by rich and/or beautiful people.  This is most likely because the character is neither of these himself, and is envious of their advantages.  The character will behave rudely with any rich/beautiful person whenever he thinks he can get away with it.  Examples of possible behavior include speaking badly about them, providing poor service, spitting in their food, and doing harmful acts that cannot be traced back to him.  The frequency of this Disadvantage reflects how often the character interacts with the rich and beautiful.
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' The character is of the opinion that if everyone acted politely towards each other, things would be much more pleasant, and move more smoothly.  He therefore acts in this manner as an example, minding his manners at all times.  Even in the face of rudeness or combat, he will act in a respectful and courteous manner.  (Note, however that what constitutes respect and courtesy can vary from culture to culture.)  This Disadvantage should not be taken with any Psychological Limitation that causes the character to become rude or speak injudiciously.
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' This is a variation on [[Greedy]].  A character with this Disadvantage has a specific financial goal in mind.  Once that goal is reached, he plans to retire from what he is doing and live the good life.  His concern over money will end after that goal is reached, but until then, he will take any job or go after any payoff if it will help him reach his goal.  When he needs to, he can resist taking a bribe, following a scheme to get rich quick, or any other risky and/or potentially hazardous method of making money.  However, the player should make sure to take into account the amount of money being offered.  For example, a $20 dollar bribe won't really tempt a man who already is worth over $1 million, but $1,000 to someone who earns minimum wage can be very tempting.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character resists new ideas or things that aren't grounded by serious and time-tested tradition.  Their benchmark is "The old way is the best way."  Such a character feels that the way things have always been done is the best way, mainly because they've always been done that way.  This character is usually very conservative.
''Very Common, Moderate: 15 Points
Very Common, Strong: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' This character is a devout supporter of his monarch.  He will perform whatever actions are necessary (fight, vote, fund) to support the views and decisions of the monarch.  He will associate himself with other //Royalists//, and will oppose the plans and actions of his monarch's enemies.  This Disadvantage is only appropriate for games involving these types of plots, such as a King's Musketeers swashbuckling campaign.

The severity of this Disadvantage reflects how devoted the character is to these beliefs.  At Moderate, the character can be convinced to accept or support plans that run counter to his monarch, if the reasons are valid.  At Strong, the character will need to be convinced at length, and need to make an Ego Roll to go along with the plans, even if he believes they are the right thing to do.  At Total, only the most dire of circumstances have any chance at all of changing this characters support for his monarch.
''Occasionally, Minor: 5 Points
Occasionally, Major: 10 Points
Frequently, Minor: 10 Points
Frequently, Major: 15 Points
Very Frequently, Minor: 15 Points
Very Frequently, Major: 20 Points''


''Type:'' Social
''Description:'' The character is a member of a ruling family, such as King, Queen, Prince, or Princess.  In a true Monarchy, the character will be one of the most powerful people in the country, and everyone will be bound to obey him.  Outside the area of his family's rule, he will still often be treated with diplomatic respect, even by his enemies, who will realize they can use him as political leverage.

Some societies have Monarchies that do not actually rule, like modern day Great Britain.  In governments such as these, the royal family still serves a figurative role in the society and government.  Often, in this example, the royalty will be treated as celebrities.  A third variation of this Disadvantage is displaced Royalty.  Perhaps the character's family was thrown out of the country by revolution or war, and now they must live in a foreign country, awaiting the day they can regain power and return to their home.

The frequency for this Disadvantage is an indication of how recognizable the character is as a member of the Royalty.  The effects of this Disadvantage is an indication of how inconvenienced the character is, and can range from, everyone kneels when he enters the room, to there is a bounty for his capture in his home country.

The character should purchase the appropriate Perquisites to reflect the fact that he is the leader (or among the family of the leaders) of a sovereign nation.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character never takes the effects of his words and actions on others into account.  The character may or may not be actively cruel and unthinking in their words and actions (either one is a legitimate option).  It simply never occurs to him to care.

It is suggested that Player Characters not take this Disadvantage higher than the Moderate level, if at all.
''Very Frequently, Major: 20 Points''


''Type:'' Social
''Description:'' This character has fallen on hard times.  In the words of Aunty Entity, "one day cock-of-the-walk, the next day a feather duster".  He has done things that have caused him embarrassment and ruined his fortune and fame.  One example of this would be going bankrupt and losing all of ones possessions to debtors, which in certain societies, such as Victorian England, was devastating.  Another example is someone who was caught in a severe act of impropriety, such as a religious man caught with a prostitute.

Until the character can prove himself again, perhaps by regaining his fortune, or somehow compensate for his acts, he will be shunned and disapproved of by "proper" society.  And even among "improper" society, he will still be humiliated and mocked.
''Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' This character cannot face up to the consequences of his actions.  He would rather pack up and relocate than deal with the bad things he's caused.  He refuses to talk about such subjects, will not deal with those who try to force him to, and generally dodges when its time to pay the piper.  The character is not necessarily irresponsible; he merely hates to face up to responsibility.  For example, he will sleep around, and then deny to his dying day that any resulting children are his.  If at sometime in his past he was the cause of an accidental death, he will run rather than making amends.

This Disadvantage works extremely well with [[Feels Guilty About (Past Action Or Event)]].
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character will show no mercy in the pursuit of his goals, because his goals are more important than anything or anyone that happens to get in the way.  He will show no tenderness to his victims, will never be lenient, and will, quite appropriately, be viewed as a cruel person.  Under the appropriate circumstances, the character can make an Ego Roll to temporarily set aside this behavior.  But even then, he is likely planning how to recoup any potential losses.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character is [[Ruthless]], but only when in combat.  He is a vicious, bloody fighter who actively tries to injure his opponents as much as possible.  This is not necessarily out of some sadistic urge (but it looks like it).  The character [[Fights Dirty]], hits his opponents when they are down, and uses the most damaging attacks at all times (even on the most helpless of opponents).  Once his opponent is down, this character keeps attacking until the opponent is absolutely not a threat any longer.  Usually, this means until the opponent is dead or deeply unconscious.

Outside of combat, its possible the character is a total pussycat...
''Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' This character delights in cruelty, whether physical or mental.  He enjoys inflicting pain and suffering upon others.  This is usually associated with a sexual fetish, but is not necessarily so.  This character will hurt anyone he can, just because he likes to.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character wants to know a rational and scientific reason behind everything.  He doesn't accept what he sees as irrational or paranormal explanations; he also can't accept "it just happens".  He wants to know why things work, and how.  When he sees something he can't immediately explain, it eats at him until he can figure out a reasonable, scientific, explanation for it.  In order to resist this urge when the opportunity presents itself, the character must make an Ego Roll.  In addition, a character with this limitation is the guy who yells "Don't kill it!  We need to study it!" when the hero is about to blow away the monster that's already eaten half a dozen people.
''Not Concealable, Noticed And Recognizable, Unusual Senses: 5 Points''


''Type:'' Distinctive Feature
''Description:'' This Distinctive Feature indicates that the saliva, teardrops, skin tissue, urine, and semen of the character all contain the specific types of antigens, proteins, antibodies, and enzyme characteristics of their blood.  In short, their blood type can be determined through any of those substances and not just the blood.  In a rape case, for example, where the perpetrator is a secretor, potential suspects can be narrowed down through blood type analysis.

In campaigns set after 1985, blood identification analysis will have been pretty much replaced by DNA analysis, which is much more thorough and much more accurate than blood analysis.  Thus, in campaigns set in the "present day", this Disadvantage, while interesting, isn't worth any points.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' In the past, the character did or failed to do something that now fills him with shame.  As a result, he is now attempting to "balance the scales" by doing heroic and dangerous things.  If he has an opportunity to perform a great deed of heroism, he'll take it.  At the Strong level, the character can make an Ego Roll to realize that a particular act is suicidal or so low in chance of success that it's not worth it.  At the Total level, the character will go into the jaws of death anyway.  Note that the definition of "heroic act" is dependent on the campaign society.  For example, in a violent Wild West campaign, killing desperados would be considered heroic; in a four-color superhero campaign, it would not.
''Uncommon, Strong: 10 Points
Common, Strong: 15 Points
Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' The character is in search of something.  It could be a concept (a more just society, inner peace, true love, etc.), a person (his father, his twin brother whom he hasn't seen since they were both children, the person who destroyed his village and murdered his entire family, etc.) or an object (the Holy Grail, his missing soul, the sole remaining portal to his home dimension, etc.)  If a clue or opportunity comes up as to the location of the sought thing, or how to achieve it, comes up, the character will pursue it.  The frequency of this Disadvantage depends on how often opportunities to pursue the sought thing come up (broad concepts tend to be more frequent in occurrence than unique items, for example.)

In the case of a person or object, they can usually be definitively found, at which point this Disadvantage must either be bought off, or transformed into a different Disadvantage.  For example, //Seeks Person Who Destroyed His Village And Murdered His Entire Family// might become [[Hunts (Person Or Group)]] where the person is defined as Lord Dastardly, once it's established that Lord Dastardly was the culprit.  If the character is seeking a large set of items rather than one individual item, [[Compulsive Collector Of (Class Of Object)]] might be more appropriate.
''Uncommon, Strong: 10 Points
Common, Strong: 15 Points
Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' The character is in search of something.  It could be a concept (a more just society, inner peace, true love, etc.), a person (his father, his twin brother whom he hasn't seen since they were both children, the person who destroyed his village and murdered his entire family, etc.) or an object (the Holy Grail, his missing soul, the sole remaining portal to his home dimension, etc.)  If a clue or opportunity comes up as to the location of the sought thing, or how to achieve it, comes up, the character will pursue it.  The frequency of this Disadvantage depends on how often opportunities to pursue the sought thing come up (broad concepts tend to be more frequent in occurrence than unique items, for example.)

In the case of a person or object, they can usually be definitively found, at which point this Disadvantage must either be bought off, or transformed into a different Disadvantage.  For example, //Seeks Person Who Destroyed His Village And Murdered His Entire Family// might become [[Hunts (Person Or Group)]] where the person is defined as Lord Dastardly, once it's established that Lord Dastardly was the culprit.  If the character is seeking a large set of items rather than one individual item, [[Compulsive Collector Of (Class Of Object)]] might be more appropriate.
''Common, Minor: 10 Points''


''Type:'' Psychological
''Description:'' The character has been raised in an environment where he might be called upon to fight anyone at any time.  (Gladiators, duelists, etc.)  As a result, he has learned to quickly assess the fighting potential of any person he meets.  In addition, he will always hold himself in a position ready to fight when meeting a person whose intentions he does not know or is unsure of.  This is obvious to others, and those who do not have the same attitudes often find it frightening or insulting.  Depending on the society, the character may be shunned by civilians, or required to stay in certain areas of the town.  [[Always Goes Armed]] and [[Prefers To Go Armed]] work well with this Disadvantage.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character sees himself as the official, chosen, ordained and sanctioned protector of something.  This Disadvantage includes the character being [[Protective|Protective Of (Group, Person, Place, Or Object)]] of that which he seeks to protect.  The character is not necessarily the "official" protector of anything.  How the character became the "official protector", where the "ordainment" came from, and whether or not anyone else sees him as an "official protector" should be determined by the player and the GM.

While it is an interesting background note for the character to //See Himself As The Official Protector of Brooklyn Heights Between 35th Street And The Park//, it is just as interesting to have the only person who considers the character that to be the character himself.
''Very Common, Moderate: 15 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is a stronger variation of [[Annoyed By Incompetent People]].  This character has a hard time dealing with others people... especially when the other people in question are doing something which, in any way at all, hampers the character.  The "offense" may be small and slight, but the character will get annoyed at it anyway.  He sees almost everyone around him as a bumbling idiot.  In addition, anyone who could possibly (through stretches of the imagination) be considered to be interfering with the character in any way (even unintentionally or unknowingly) is targeted for anger and annoyance by the character.  The character can force himself to not react in this fashion when necessary.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character is [[Naive]] about human nature.  The character believes that people are either good, and therefore will not ever have a cause to do bad things, or they are evil, and therefore are never to be bargained with, trusted, or counted on.  He cannot think of any circumstance under which a good person would do something that might be defined as evil, nor one in which an evil person could be trusted and dealt with fairly.  These beliefs guide the character's actions in almost every aspect of his life.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is a limited version of [[Know It All]].  This character believes that he is an authority on one subject.  When dealing with that subject, he acts as if there is nothing else he can learn, and will freely correct what he sees as other people's mistakes when it comes to his chosen subject.  He will begrudgingly accept that someone else might know as much about his subject as he does, but will never acknowledge that someone else knows more.  The differing strengths indicate how badly the character reacts if shown up in his own area of "expertise".  This Disadvantage works well with [[Always Has An Answer]].
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' The character has a positive but not overestimated self-image.  As such, he acts with poise and calm assurance in almost every situation.  It's a little difficult for him to realize when he's overmatched or in over his head, but not as difficult as for those with more grandiose self-images.  Characters with this Disadvantage should not have other Psychological Limitations related to confidence or self-image.
''Uncommon, Moderate: 5 Points
Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' The character is unusually anxious about some potentially embarrassing situation that comes up every so often.  Examples include being naked in front of other people, attempting to ask someone for a date or being seen in public with a parent.  The character believes that something will happen that will expose him to ridicule or rejection.  He'll tend to avoid this situation whenever possible, but every so often must endure it.  This Disadvantage is often seen with characters who are [[Young]] or [[Immature]].
''Infrequently, Fully: 15 Points''


''Type:'' Physical
''Description:'' This character has some system of self-destruct (a small explosive device implanted inside of them, an override command which wipes the memory and permanently shuts the character down, etc.) which has an external trigger.  Robots, cyborgs, and even bioengineered super humans may be implanted with a self destruct device by their creators.  The self destruct button is usually placed in an area where everyday actions won't trigger it, and it may even be placed under a panel or under the skin.  It is also possible that the "button" isn't a mechanical activation switch at all; it could be code phrase given to the character by another, or a chemical injected or otherwise ingested by the character.

Once the self destruct button is triggered, the character immediately suffers a single-charge, single-target Hand Killing Attack 15d6 with no defense possible (including Damage Reduction).
''Very Common, Strong: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' This character looks out for himself and everyone else can "go to hell". Even when it comes to friends and family, the character will make sure he is taken care of before he looks out for them -- if he does. The character tends to operate on a "short-term view"; he does things to look out for himself now, and rarely looks to taking care of things in the future until the future comes. At the Strong level the character must make a successful Ego Roll in order to avoid acting in this manner. At Total, the character cannot avoid acting like this except in the most extreme of circumstances.
''Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' The character always puts others before himself, and works for the good of his family or community, rather than for his own benefit.  Any resources or abilities the character has will be put into the service of others.  The character may need to be ordered or even forced to rest or eat if others are still hungry or tired.  Like many 'positive' Psychological Limitations, there is a hypocritical version, [[Pretends to be Selfless|Pretending]], which represents a character who mimics the actions of a selfless person in order to fulfill an ulterior motive.
''Frequently, Slightly: 10 Points''


''Type:'' Physical
''Description:'' This character can walk on two legs, but must run on all fours.  His pelvis is slightly elongated from the typical butterfly shaped human pelvis.  Apes and monkeys are good examples of this Disadvantage.  When running on all fours, this character may not hold any objects in his hands.  All such objects must be holstered, stored, or otherwise put away.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character feels compelled to do what is expected of him by those in authority over him, regardless of the personal costs to himself and his loved ones.  This is a common Disadvantage for soldiers and policemen.  He would never betray, abandon, or allow harm to come to the person or organization he feels this about.  He feels duty-bound to do his best for them, even if he disagrees with their actions, motives, or goals.
''Very Common, Strong: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' While this Disadvantage is most appropriate for characters whose appearance is unusual, it is allowed for any character.  This character is overly concerned with the way he looks.  In the case of a character with an unusual appearance (such as a character with fur, or oddly colored skin), the character becomes almost paranoid that others see him as a freak because of the way he looks.  If the character's appearance is normal, he is overly concerned with looking clean, neat and well-dressed.  He becomes disturbed by such things as his hair being out of place, or his clothes not matching, or not being clean.  And heaven forbid he has a stain or a hole in his clothing.
''Very Frequently, Major: 20 Points
Very Frequently, Severe: 25 Points''


''Type:'' Social
''Description:'' The character is of a species that normally belongs to the "animal kingdom" and is not normally believed to be sentient by the majority culture of the campaign.  As such, he is treated like someone's cute, trained pet at best and as a scary beast to be hunted and killed at worst.

This Disadvantage is for sentient animals who are unable to mimic human speech.  If the character can speak, use [[Talking Animal]] instead.  Distinctive Features are not required for this Disadvantage; just because the animal can think doesn't mean that it doesn't exactly resemble their less brilliant cousins.
''Occasionally, Minor: 5 Points
Occasionally, Major: 10 Points
Occasionally, Severe: 15 Points
Frequently, Minor: 10 Points
Frequently, Major: 15 Points
Frequently, Severe: 20 Points
Very Frequently, Minor: 15 Points
Very Frequently, Major: 20 Points
Very Frequently, Severe: 25 Points''


''Type:'' Social
''Description:'' The character is an artificial life form with full self-awareness, in a society that does not fully accept such things.  At the minor level, the character is a second-class citizen, denied the right to vote, banned from certain jobs or areas, and subject to verbal abuse from humans.  At the major level, the character is treated as a slave or valuable property, and may be exposed to serious harm in their daily work.  At the severe level, sentient machines are feared and/or hated, and are treated as property at best, but more often as a threat to humanity.

In human societies, sentient machines that cannot talk will never rise above the Major severity level, and those that cannot speak or write (for example, an bulldozer that has suddenly gained intelligence, but no way to speak or print out text) will always be at the Severe level.  Various Physical Limitations and Distinctive Features related to being a machine are also appropriate, but not required.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character is the most coldly methodical of all murderers, rarely (if ever) killing in a moment of rage or on a whim.  This character plots out the murders he commits as carefully as the director of a film plots out the story.  The character carefully selects his victim, stalking them over time until an opportune time to strike presents itself.  Once in possession of the victim, he tortures them before killing out of some need to sadistically dominate them.

While it may seem that this Disadvantage would be include [[Attitude About Lethal Force (Casual Killer)]] as part of it's makeup, the opposite is actually true.  There is nothing casual about the murders committed by a //Serial Killer//.  A character that take this Disadvantage is automatically either a [[Psychopath]] or a [[Sociopath]] and thus cannot also take either of those Disadvantages.

The murders committed by this character generally follow these rules:

*The killings are separate, occurring with greater or less frequency over time (often following the cycle of the moon), sometimes lasting years and not stopping until the killer is taken into custody or dies. 
*The killing is one-on-one (as with "normal" homicides), as opposed to many-at-once. 
*There is very little or no connection between the killer and his victims other than the fact that they all somehow fit the killer's "target group".
*Although there may be a common pattern or victim trait in the killings that define a "target group" for the killer, serial murders rarely have a clearly defined or "rational" motive. 
*Serial murders often occur over a wide area (for example, in the case of Ted Bundy, he killed women in Washington, Utah, Colorado, Arkansas, and Florida before finally being apprehended). 
*The murders reflect redundant violence, a need by the character to inflict "overkill" violence on his victim.  This may be evidence of a pathological need to sadistically dominate their victim.
*//Serial Killers// almost always stab, strangle, or poison their victims, and do so slowly so as to inflict terror.  Some //Serial Killers// use guns, but it is rare, and even then only after torturing their victims first.

This Disadvantage is only appropriate for villains.  Any player who wants his character to have this Disadvantage should be barred from your games and watched closely.
''All the Time, Greatly: 20 Points''


''Type:'' Physical
''Description:'' This character is unable to easily move from his position.  The character is affixed somehow to a spot and has to be moved by others.  The possible reasons for this problem are many, from simply being so fat and overweight that the character's legs cannot support his weight any longer to being a member of a species that at some point in their development plant themselves in one spot and never move thereafter (like coral or sea-anemones).

The character is unable to move at all in combat and may be unable to do even combat level movement in non-combat situations.  Such characters never have a DCV higher than that of the hex they are in (DCV: 3) regardless of their Dexterity score, Skill Levels, and any Maneuvers they know.  In addition to the basic penalties, such characters are barred from buying a power with the Special Effects of a "super-dodge".

In futuristic science fiction settings, it is possible that technology might be available that would let a sessile character move about in at least a semblance of normalcy.  (For instance, Baron Harkonnen's anti-gravity harness from the novel //''Dune''// allowed him to move about at a walking pace, but no faster, despite the fact that he was too fat to support his own weight.)  In these cases the Disadvantage is reduced to All The Time, Slightly, and is worth only 10 Points.
''Frequently, Minor: 10 Points
Very Frequently, Minor: 15 Points''


''Type:'' Social
''Description:'' The character has too much sex appeal for his own good.  (Traditionally, this is a female role, but male characters can qualify as well.)  The character will be steered towards careers where an attractive appearance is mandatory, and will be presumed by many to only be successful because of his appearance and sex appeal.  He will be looked down upon by the prudish, and considered a rival or annoyance by those who aren't sexually attracted to him.  He is likely to be sexually propositioned far more than he's interested.

A character with this Disadvantage must have a relatively high Comeliness, and may have purchased extra Presence with the Power limitation "Only vs. People Sexually Attracted to Him (-1/2)".  He will also usually have [[Could Have Been A Model]] or [[Tangible Sexuality]].
''Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is a specific variation of [[Prejudiced Against (Group)]].  This character, who may be male or female is prejudiced against members of the opposite gender.  The character treats such people with scorn and derision, and takes the most stereotypical of views about them as the truth.

Slight Digression: The compiler of this database has received multiple emails from readers pointing out the "fact" that men are sexist, not women.  If you've bought into the politically-driven bullshit idea that only men can be //Sexist//, you're a moron, not to mention also a //Sexist//.  Watch TV sometime and count how many commercials show men to be idiots and women to be geniuses and then come back and talk to me about men being sexist, but not women.
''Occasionally, Minor: 5 Points
Occasionally, Major: 10 Points
Occasionally, Severe: 15 Points
Frequently, Minor: 10 Points
Frequently, Major: 15 Points
Frequently, Severe: 20 Points
Very Frequently, Minor: 15 Points
Very Frequently, Major: 20 Points
Very Frequently, Severe: 25 Points''


''Type:'' Psychological
''Description:'' The character's sexual tendencies or behaviors are considered "abnormal" by the society he lives in.  This can range from behaviors that are merely different to those considered downright repulsive.  At the Moderate level, the character can contain himself (and may in fact never actually perform the desired acts) at the cost of being horribly frustrated.  At the Strong level, the character will pursue the desired behavior whenever he thinks he can get away with it.  At the Total level, he will behave in his desired manner regardless of the risk.  The character may have the Social Limitations [[Harmful Secret]] or [[Known Sexual Offender]], depending on how well his predilections are known.

__''A WORD OF CAUTION:''__ Sexual matters are very sensitive; even the phrase "sexual deviant" is loaded with controversial connotations.  The GM should consider the maturity level and tone of the campaign very carefully before allowing a character with this Disadvantage.  It is recommended that Player Characters not take this Disadvantage.
''Infrequently, Slightly: 5 Points''


''Type:'' Physical
''Description:'' This character is below normal height.  The obvious problem with this is an inability to reach high objects.  The character has 1" of his Running sold back.  In addition, the character is generally perceived to be weaker and less physically impressive than he actually is, and can possibly be seen as being younger than he actually is also.  Any combat-oriented Presence Attack the character makes suffers a -1D6 penalty.

This Disadvantage is generally for a character who, while not of full stature, is greater than 3/4 human size.  If smaller is desired, down to greater than 1/3 Human size, the character should take [[Little Person]] instead.  Any smaller and the character should take one of the Size Packages found in the Revised 5th Edition Hero System book.
All the Time, Slightly: 20 Points
All the Time, Greatly: 25 Points
All the Time, Fully: 30 Points


''Type:'' Physical
''Description:'' This character has trouble keeping track of what's going on around him.  Any plan that has more than five or six steps he finds difficult to impossible to follow.  He easily looses track of things to which he is supposed to be paying attention, and is often surprised by what's going on several times in a short amount of time.  At the Slightly level the character would have to make an Ego Roll in order to pay attention to what he's doing or remember something for more than 10 to 15 minutes.  At Greatly, the Ego Roll suffers a -3 penalty.

At Fully Limiting, the character suffers from a condition called //Anterograde Amnesia//, and is totally unable to make new memories.  The character is unable to remember things that happen more than ten to fifteen minutes in the past, and must take elaborate steps in order to function (for example, the character might carry around stacks of photographs that tell him who people are, notes to himself that tell him where he lives, what his schedule is, what his phone number is, and so on).
''Infrequently, Slightly: 5 Points
Infrequently, Greatly: 10 Points''


''Type:'' Physical
''Description:'' This character can expect to die of natural causes earlier than the human average of 75 years.  This could be a side affect of the character's powers, or the result of having a non-human physiology.  If known, a shortened life span may cause the character to develop a sense of urgency as the potential end draws near.  The player should set the average age that this particular character would be expected to live.  It is possible that a character could live an additional 10-30% more years beyond this number.

Since most campaigns do not encompass enough time for a character to reach the end of their natural life span, this Disadvantage should only be taken as Infrequently, Slightly.  If the character is created with a starting age within the final 10% of his lifespan, then this Disadvantage could be taken as Infrequently, Greatly.  This is only a suitable Disadvantage if the Life Span is substantial shortened (at least a 25% reduction).

This Disadvantage should not be taken in combination with [[Ages Faster Than Normal]], which represents a character who specifically ages faster than other people, as opposed to this Disadvantage, which represents a character who simply does not live as long as other people.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' The character has little to no control of his anger, and in addition tends to express his loss of temper with physical force.  This makes it difficult for the character to hold down most jobs, and his love life is likely to be rocky.  This Disadvantage only covers quick flashes of violent temper.  If the character tends to stay angry and violent, he should also have an Enraged or Berserk Disadvantage to simulate this.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character has an uncontrollable urge to grab the glory whenever he can, whether or not he is justified in doing so.  In order to grab the glory, he will step on others (even his teammates) if he has to, will spin the facts, doctor reports, and do whatever is necessary to make himself look good.  He has no time for teamwork or cooperation; he's too busy making himself look good.

Should the character and his teammates fail at whatever they are doing, he will become angry with this teammates for "letting him down" and will make sure that none of the blame for the failure could possibly fall on his shoulders.

The lengths to which the character will go to put himself in a positive light depends on the strength of the Limitation and the character's other Psychological Limitations.  (For example, a //Showboat// who is also [[Law-Abiding]] would never consider breaking the law in order to make himself look good, but would do everything he could short of breaking the law.)  In general, at the Strong level the character must make an Ego Roll in order to avoid acting this way.  At Total, the character cannot stop acting like this except in the most severe of circumstances.

This Disadvantage includes [[Showoff]] and [[Conceited]], thus those two Disadvantages cannot also be taken with this one.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character does whatever he can to get people's attention on himself.  Not everything the character will do is done in this light, but anything that could possibly be considered attention-getting is done with just a little bit more panache and flair, with the intention being that the character wants others to see how well he does it.  The character is not necessarily [[Arrogant]] or [[Conceited]], but those Disadvantages do combine well with this one.  Likewise, the character is not necessarily a [[Showboat]].

At the Moderate level the character can force himself to stop acting in this manner when he must.  At Strong, the character must make an Ego Roll in order to avoid acting this way.
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character is uncomfortable in the presence of strangers.  The character has trouble speaking to strangers, and when he does speak, is barely articulate.  He tends to be a quiet individual, even when he does speak.  This character suffers penalties to his Interaction Skills involving people.  The specific penalty depends on the severity of this Disadvantage.

At the Moderate level the character is merely uncomfortable around strangers (especially around attractive or assertive ones), and suffers a -1 to the affected Interaction Skills.  At Strong, the character is very uncomfortable around strangers, and tends to be quiet even with friends, and suffers a -3 penalty instead.  At Total, the character avoids strangers whenever possible, is incapable of public speaking, and is barred from taking any skill that deals with the public (such as Bureaucratics, Oratory, Conversation, or Acting).  In addition, the character suffers a -6 to the affected Interaction Skills.

This Disadvantage must be bought off one level at a time.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character has a trademark that he leaves at the scene of each and every escapade.  This Disadvantage is only appropriate for those who work on the wrong side of the law or are in the habit of angering important or powerful people -- otherwise, it should be bought as a [[Quirk]].  An individual character's //Signature// may be trivial (such as leaving a flower at the scene of his crimes) or very elaborate (filling the area with blue balloons).  Regardless of the nature of the //Signature//, the character feels compelled to leave it.  A //Signature// ensures that the character's enemies and victims know who committed the crime; worse, it may lead to "copy-cat" crimes for which the character could be blamed, even though he did not commit them.
''Frequently, Slightly: 15 Points''


''Type:'' Physical
''Description:'' This character has a body which is vastly different from those of normal human beings.  The character's anatomy is different from that of normal humanity to the point of being almost unrecognizable by a paramedic or doctor.  Unless the person providing medical care has been trained in the character's anatomy, no medical skill used in an attempt to heal the character will work, and may actually harm the character if the attempt is failed (GM option).
''Concealable, Noticed And Recognizable, Commonly Used Senses: 10 Points''


''Type:'' Distinctive Feature
''Description:'' A character with this Distinctive Feature just looks goofy.  Maybe he's tall and attenuated and looks like a stork.  Maybe he's got ears that are so big you can use them as sunshades.  Maybe his eyes bug out and he's got buck teeth.  The character isn't necessariy ugly... he's just odd.

Whatever it is, the character is memorable just because of how funny-looking he is.
''Frequently, Strong: 15 Points
Frequently, Total: 20 Points''


''Type:'' Psychological
''Description:'' The character tends to pursue goals with a strong devotion, and is not easily distracted.  Once the character has decided what is important to him, he will work towards that goal with the minimum of time spent on other things he considers inessential.  Other Psychological Limitations will determine what sort of goals the character is single-minded about.
''Infrequent, Fully: 15 Points''


''Type:'' Physical
''Description:'' This limitation is usually restricted to characters who are less bouyant than normal (by being made of stone, by not having a normal human lung capacity, etc.)

This character cannot swim at all, and cannot even stay afloat on his own in water, regardless of how hard he tries.  Normal flotation devices such as a life vest or a "Mae West" flotation ring only serve to slow his plummet to the bottom.  Multiple such devices are needed to support the character, or a modest boat.

A character with this Disadvantage sells back all his Swimming movement, and cannot purchase any as long as he has this Disadvantage.  If he wishes to cross water deeper than he is tall, he must walk across the bottom.  Rules concerning holding one's breath and drowning apply as usual.
A Resource For Hero System Gamers
The Master List Of Limitations
''Very Frequently, Major: 20 Points
Very Frequently, Severe: 25 Points''


''Type:'' Social
''Description:'' The character, despite being a free-willed sentient being, is the property of another person. As such, he must obey any instructions given to him by his owner (or suffer severe punishments), and any decision that affects the character may be decided by his owner instead. At the Major level, the society's laws limit what can be done to slaves: there may be a mandatory manumission period, the slave owner might not be permitted to kill his slaves outright, etc. At the Severe level, there are essentially no limits to what the owner is permitted to do to his slaves. In many societies, slaves will also have a [[Brand]] or the equivalent.

If the slave escapes, this Disadvantage becomes [[Escaped Slave]].
''Frequently, Moderate: 10 Points
Frequently, Strong: 15 Points''


''Type:'' Psychological
''Description:'' Superficially, this Psychological Limitation resembles [[Sense Of Duty]]; in truth, the two Disadvantages are quite different.  The character feels that his position in life requires him to do certain things, even though he has no interest in doing them, or actively dislikes doing those things.  The character does volunteer work, serves in his country's military, attends religious services, and supports his family, not because these are good things to do, but because he feels obligated to.  The strength of the Disadvantage indicates how hard it is for the character to skimp on his duties.

Characters with this Disadvantage are likely to have [[Bitter]] or [[Chronic Complainer]] as well.
''Frequently, Greatly: 15 Points''


''Type:'' Physical
''Description:'' This character takes longer than normal to heal from any injury.  The character heals all Body damage at half his normal rate (round up).  In addition, in any Phase which he uses to take a Recovery, he recovers Stun at half rate (round up).  He still gets the full amount of Endurance back with a taken Recovery.  His Post-Segment 12 Recoveries are still at full effect.  The character also must spend double the normal time recuperating from incapacitation.
''All The Time, Greatly: 20 Points''


''Type:'' Physical
''Description:'' This character's reaction time is less than what it should be.  The character acts last in any given Phase, and suffers a -1 to all attack rolls.  In addition, any Dexterity Roll involving reaction time suffers a -2 penalty.
''Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' The character comes across to others as excessively suave and ingratiating, to the point of having an "oily" feel.  As such, people that react badly to insincerity or flattery will avoid the character, and instinctively distrust him.
''Very Frequently, Major: 20 Points''


''Type:'' Social
''Description:'' A character with this Distinctive Feature has a nearly palpable aura that makes people around them believe that the character is destined for a bad end.  Friends will regularly tell the character that "if he keeps this up, he's headed for an early grave", and they likely feel he'll take whoever is around him with him when he goes.  Few people willingly associate with the character, simply because of the creepy feeling they get around him, and he suffers a -3 penalty to all Interaction skills.

Note:  If the player wants his character to literally smell like a dead body, [[Odor (Social)]] should be taken instead.
''Concealable, Noticed And Recognized, Commonly Used Senses: 10 Points''


''Type:'' Distinctive Feature
''Description:'' A character with this Distinctive Feature is either a [[Smoker]] himself or lives with one.  The character's hair, clothing, and body carry the whiff of stale cigarette smoke wherever he goes.  Other people cannot notice the musty odor whenever he is around.
''Infrequently, Minor: 5 Points
Frequently, Minor: 10 Points
Very Frequently, Minor: 15 Points''


''Type:'' Social
''Description:'' The character habitually smokes tobacco, either for enjoyment or because he is addicted to it.  In addition, his society places some restrictions on this habit.  At the Infrequently level, there are limited places where the character is unable to smoke, usually clearly marked.  (Note that even in societies where smoking is completely accepted, there will be certain areas where it is prohibited for safety reasons.  They do not qualify for this Disadvantage.)

At the Frequently level, reasonably large areas are off-limits to smoking; or the character belongs to a social group that cannot legally smoke (for example, minors in 21st Century America).  At the Very Frequently level, smoking is only allowed in specific smoking areas, or in the privacy of one's home.  If the character's burnt substance of choice is actually illegal in the society, then use the Social Limitation Criminal (Illegal Drug User) instead.  Many smokers have Addicted to (Substance) as well.

If the society sets this Disadvantage at the Very Frequently level, then [[Smells Like Cigarette Smoke]] is a good choice for the character as well.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' The character does not like to confront problems, particularly physical ones, head on.  He believes the proper approach is silently, under concealment, and with his personal safety assured.  If given a choice between the front door and a loose board in the fence, the character will check to see that the board isn't trapped, then sneak in that way every time.

This is a traditional attitudes of thieves and the more subtle kind of spies, but has been known to apply to office workers and teachers.  Most characters with this Disadvantage buy high Stealth skills.
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is only appropriate to characters of the highest economic and social class.  This character tends to look down on everyone he does not consider a part of his own class.  He avoids those he finds to be "common", and if he can't avoid them, he bristles whenever he has to come into close contact with them.  The character acts condescending at best, and openly insulting at worst, towards those he considers to be "less" than him.
*[[Social Limitations A - B]]
*[[Social Limitations C - D]]
*[[Social Limitations E - F]]
*[[Social Limitations G - H]]
*[[Social Limitations I - J]]
*[[Social Limitations K - L]]
*[[Social Limitations M - N]]
*[[Social Limitations O - P]]
*[[Social Limitations Q - R]]
*[[Social Limitations S - T]]
*[[Social Limitations U - V]]
*[[Social Limitations W - X]]
''Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' The character is not just [[Shy]], but actually has a [[Phobia]] about dealing with other people.  He feels as though he is constantly being judged and found wanting whenever he meets or talks to other people, or even just seen in public.  Worse, he's aware that his fears are irrational, and believes that people will judge him even more harshly if they knew of his problem.

A character with this Disadvantage finds it monumentally difficult to apply for a job, have a romantic relationship, place an order in a restaurant, etc.  Even talking on the telephone or writing an email may seem too nerve-wracking sometimes.  A character with this Disadvantage should have no skills relating to interaction with other people; they might know the basics of such skills, but are unable to use them.

It is recommended that Player Characters not be allowed to take this Disadvantage, as it will make them nearly impossible to interact with.
''Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' The character is known to be cripplingly shy or to have a social phobia that prevents them from interacting with others comfortably.  Thus, they tend not to be invited to social gatherings, except by well-meaning and overbearing sorts who want to "cure" the character by the sink-or-swim method.  Also, the character's body language will tend to warn off the observant, who will recognize that he does not want to be approached.
''Occasionally, Minor: 5 Points
Occasionally, Major: 10 Points
Occasionally, Severe: 15 Points
Frequently, Minor: 10 Points
Frequently, Major: 15 Points
Frequently, Severe: 20 Points
Very Frequently, Minor: 15 Points
Very Frequently, Major: 20 Points
Very Frequently, Severe: 25 Points


''Type:  Social
''Description:''  A character with this Disadvantage lives in a society with a clearly defined social strata.  This Social Limitation reflects the restrictions and obligations of the class to which the character belongs, and it comes into play when the character interacts with those of other //Social Classes//.  Even in supposedly "classless" societies, this Disadvantage can have an effect (And if you don't think it can happen in America, consider the movie //Pretty Woman//; when Julia Roberts goes into the clothing store dressed in the manner of her true social level... that is, a streetwalking prostitute... she's given the bum's rush and shown the door; when she returns costumed by wealth, she's fawned over. That's the //Social Class// Disadvantage in operation.)
*[[Always Angry And Hostile (Social)]]
*[[Always Broke]]
*[[Angel Of Death]]
*[[Atavism (Social)]]
*[[Attainder/Corruption of Blood]]
*[[Bad Credit]]
*[[Badass Bookworm]]
*[[Biggest Fan]]
*[[Bigmouth/Braggart (Social)]]
*[[Bought And Paid For]]
*[[Bounty]]
*[[Cannot Drive Legally]]
*[[Certifiably Insane]]
*[[Chick Magnet]]
*[[The Chumley]]
*[[Chummy]]
*[[Civilians Just Don't Get It]]
*[[Clothes Are Shredded By His Powers]]
*[[Cocky (Social)]]
*[[Constantly Scrutinized By (The Media Or The Government)]]
*[[Constantly Shooting His Mouth Off (Social)]]
*[[Creepy]]
*[[Criminal Conviction]]
*[[Dead]]
*[[Debt]]
*[[Delicensed]]
*[[Dependent Upon Others For His Physical Needs]]
*[[Detached From Humanity (Social)]]
*[[Devil Hiding In Plain Sight]]
*[[Disciplines Of Faith]]
*[[Disowned]]
*[[Dull]]
*[[Easily Obligated To Others]]
*[[Easy To Read]]
*[[Embarrassing Hobby]]
*[[Emotionally Cold And Distant (Social)]]
*[[Escaped Slave]]
*[[Ethnicity]]
*[[Even The Guys Want Him]]
*[[Evil Twin]]
*[[Excommunicated]]
*[[Familial Social Obligations]]
*[[Familiar Face]]
*[[Family Connection]]
*[[Famous]]
*[[Fear Of Commitment]]
*[[Flamboyantly Homosexual]]
*[[Flunky]]
*[[Frightens Animals And Small Children]]
*[[Geek]]
*[[Gentile]]
*[[Gossip]]
*[[Harmful Secret]]
*[[Held To A Higher Standard]]
*[[Hideous (Social)]]
*[[Housing Problems]]
*[[Identity (Permanent Identity)]]
*[[Identity (Public Identity)]]
*[[Identity (Secret Identity)]]
*[[Illegal Immigrant]]
*[[Illiteracy]]
*[[Imaginary]]
*[[Impressively Obvious And Dangerous Powers]]
*[[In (Other Character's) Shadow]]
*[[Involuntary Duty]]
*[[Is A Contact For Many Others]]
*[[Jerk Magnet]]
*[[Jinx]]
*[[Just When I Thought I Was Out... They Pull Me Back In]]
*[[Kidnap Prone]]
*[[Killjoy]]
*[[Known Brown Noser]]
*[[Known Criminal]]
*[[Known Criminal Who Got Away With It]]
*[[Known Gossip]]
*[[Known Homosexual]]
*[[Known Liar]]
*[[Known Mentalist]]
*[[Known Racist]]
*[[Known Sexual Offender]]
*[[Legacy]]
*[[Life Debt]]
*[[Married]]
*[[Member Of A Dying Race]]
*[[Milquetoast]]
*[[Misplaced Notoriety]]
*[[Mistaken Identity]]
*[[Minor]]
*[[Mixed Blood]]
*[[Monstrous/Inhuman Appearance]]
*[[Mundane Background]]
*[[Name]]
*[[Nationality]]
*[[Nebbish]]
*[[Nerd]]
*[[Nine-To-Five Job]]
*[[No Credibility]]
*[[Noblesse Oblige (Social)]]
*[[Not Considered A Person]]
*[[Not Taken Seriously]]
*[[Nuisance]]
*[[Object Of A Stereotype]]
*[[Object Of Prejudice]]
*[[Obligated To (Person or Organization)]]
*[[Obnoxious Drunk]]
*[[Odious Cultural Habit]]
*[[Odious Personal Habit]]
*[[Odor (Physical)]]
*[[Official Reprimand]]
*[[On Call]]
*[[Owes A Favor]]
*[[Owes A Marker]]
*[[Pacifistic]]
*[[Parole/Probation Restrictions]]
*[[(People Who Are Attracted To The Character) Fall All Over (Him/Her)]]
*[[Persona Non-Grata]]
*[[Physically Incapable Of Interacting With Other People]]
*[[A Pig In A Tailored Suit Is Still A Pig]]
*[[Poverty]]
*[[Primitive]]
*[[Profession]]
*[[Publish Or Perish]]
*[[Reared Under Unusual Circumstances]]
*[[Recognized Area Of Expertise Or Skill]]
*[[Relic Of A Bygone Day]]
*[[Royalty]]
*[[Ruined/Fell From Grace]]
*[[Sentient Animal]]
*[[Sentient Machine]]
*[[Sex Object]]
*[[Smarmy]]
*[[Smell Of Death]]
*[[Smoker]]
*[[Social Anxiety (Social)]]
*[[Social Class]]
*[[Stalker]]
*[[Stranger In A Strange Land]]
*[[Stutterer]]
*[[Subject To Orders]]
*[[Subjugated]]
*[[(Supernatural Being) Masquerading As A Human]]
*[[Susan Lucci Disease]]
*[[Swears Like A Sailor]]
*[[Talking Animal]]
*[[Tool Of The Man]]
*[[Trapped In A Gilded Cage]]
*[[Treated Like Property]]
*[[Typhoid Mary]]
*[[Uncouth]]
*[[Unique]]
*[[Unregistered Superhuman]]
*[[Unwanted Family Connection]]
*[[Villian With Good Publicity]]
*[[Walking, Talking Stereotype]]
*[[Wanted Criminal]]
*[[Weirdness Magnet]]
*[[Well-Known Capabilities/Weaknesses]]
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character has a clear and lucid understanding about the world, with the exception being his view on how the world interacts with himself.  In general, a //Sociopath// can tell the difference between right and wrong or good and bad... he just doesn't care about the difference because in his mind, the normal rules of behavior don't apply to him.  He has his own set of rules that he applies to the world, and those are the only rules that matter.  Thus, the //Sociopath// is free to act pretty much as he wishes.  This Disadvantage thus precludes the character from having any sort of moral compunction against violence or criminal behavior.

This Psychological Limitation is similar to [[Psychopath]], but with some important differences.  Thus, the two Disadvantages should never be taken by the same character.  Obviously, this Disadvantage is only appropriate for villains.
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''Easily Concealed, Noticed And Recognizable, Commonly Used Senses: 5 Points''


''Type:'' Distinctive Feature
''Description:'' This character has difficulty speaking.  The exact nature of the problem differs from person to person.  Possibilities include speaking with a lisp, being unable to say certain words or phrases correctly in any consistent manner, is unable to pronounce certain letter combinations correctly (for example, constantly turning the R sound into the W sound), constantly speaking malapropisms, slurring words, and so on.

This disadvantage shouldn't be taken along with [[Stutters]]
''Very Common, Moderate: 15 Points''


''Type:'' Psychological
''Description:'' This disadvantage is only appropriate for Speedster characters in a superhero setting.  The character is so used to moving at high speed that he has a short attention span when it comes to the everyday events happening all around him at normal speeds.  He thus has a very low tolerance for the frustration caused by living in a world where, comparative to the character, everyone else moves so slowly.  He tends to get bored fairly easily, and if he fails his EGO roll might verbally lash out at the "slowpokes" all around him.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is most appropriate for characters who are children, though some of the worst cases may persist into young adulthood (Paris Hilton, anyone?).  The character is used to having his desires met and his whims respected, no matter how inconvenient it is for everyone around him.  Further, if his demands are not met, the character is likely to pout or even have a temper tantrum.  Often, the spoiled brat will continue complaining/threatening until mollified or something else catches his interest.

Many characters with this Disadvantage will also qualify for [[Minor]] or at least [[Young]], as well as having parents or a guardian who is the primary target of their demands; this may be a Follower or a Contact.  Spoiled brats are automatically [[Immature]], so should not also take that Disadvantage.
''Easily Concealable; Noticed And Recognizable; Commonly Used Senses: 5 Points''


''Type:'' Distinctive Feature
''Description:'' This Disadvantage represents a character who wears braces that are so glaringly obvious that they (the braces) are generally the first thing another person notices about the character.  The braces interfere with the character's speech, are eyecatching, and otherwise act as a "spotlight" for other people's attention.
''Infrequently, Greatly: 10 Points
Frequently, Greatly: 15 Points''


''Type:'' Psychological
''Description:'' This character has problems when in the presence of person with a serious injury, a dead body, or at the sight of blood.  Whenever the character is in such a situation, he must make a successful Constitution Roll or get sick to his stomach.  A character so afflicted suffers a -3 penalty to all Rolls until such time as the person is able to recover himself.  In a situation where the disturbing stimulus is overwhelming, the character may simply pass out.

The value of this Disadvantage depends upon how often the character will encounter such situations.
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character becomes nervous and uncomfortable when in front of large numbers of people.  In such situations, the character stammers, is visibly flustered, and sometimes visibly shakes.  At the Moderate level the character is capable of speaking normally in front of a crowd with some effort.  At Strong, he must make an Ego Roll in order to do so, and at Total, he cannot do so under any circumstances.  This Disadvantage works well with Easily Embarrassed and Shy.  It should not be taken with [[Social Anxiety]], as it is already included in that Disadvantage.
''Frequently, Minor: 10 Points
Frequently, Major: 15 Points''


''Type:'' Social
''Description:'' In some ways, this Disadvantage is similar to [[Biggest Fan]]; however, in this case, the //Stalker// follows the character with a darker intent.  A //Stalker// is psychotically obsessed with the character.  His goal is to find some piece of information about the character that only he knows.  This will allow him to have a personal link to his "hero".  While on the surface, his activities seem to mimic those of the Biggest Fan, the truth is that he is willing to go to any length to meet and become close to the character -- even going so far as to threaten or harm his loved ones.

Should the character somehow ever not live up to the //Stalker's// preconceived image of the character, he will decide to kill the character as punishment for disappointing him.  This Disadvantage is different from a Hunted in terms of threat level.  It is assumed that a //Stalker// is vastly less powerful than the character he is stalking, and is therefore only mildly a threat as a Hunter.  If the situation is different, the character should take a Hunted instead.
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' The character does not seek recognition for himself, but instead works to support someone else.  This could be due to admiration for that person, a recognition that the other person is more competent, or a result of the character's lower social standing.  Many characters with this Disadvantage also have [[Humble And Meek]], though [[Demure]] is also a possibility.
''Infrequently, Slightly: 5 Points''


''Type:'' Physical
''Description:'' This character cannot produce offspring through natural process.  The cause of this problem may be a birth defect, a physical injury, surgical sterilization, exposure to radiation or harmful chemicals, or whatever other reasonable cause the player chooses.  It is possible that a lengthy, costly, and possibly painful medical procedure may get around this to the point of allowing conception to take place.

Note that this Disadvantage should only be applicable to a player character in situations where it matters (for example, a dystopian science fiction setting where one's social status is determined by one's ability to reproduce, or something similar).
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' The character is in a position of authority over others, such as a teacher or a manager.  In addition, he believes that the best way to get the most work out of his students or subordinates is to be harsh and unyielding in his attitude towards them.  He tends to think that showing sympathy or kindness towards someone under his authority would be interpreted as a sign of weakness.  He does not accept excuses, and believes that the tasks he assigns should be the top priority of the person assigned to do them.

Many people with this Disadvantage also have [[Arrogant]], [[Cruel]], [[Old-Fashioned]], or [[Rigid Thinker]].
''Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' This character must have every detail of life meticulously accounted for.  This results in a great deal of time being spent dealing with obscure items that would otherwise never be noticed.  The character will be a burden to his associates, who must deal with his fussing about every little item.  The character must make an Ego Roll to participate in any impromptu plans, and will spend the entire time convinced it will fail.  If it does, he will blame it on lack of planning and forethought.

In regards to the details of a plan, this Disadvantage is similar to [[Must Have A Plan]].  But this Disadvantage pervades almost every aspect of the character's life.  In certain circumstances, it operates as [[Petty]], or even [[Chickenshit]].
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character is steadfast in his beliefs and will not be easily persuaded to ignore his principles.  He will not normally agree to any plans that run counter to his beliefs, and even when he does, he will participate reluctantly.  If the plans run counter to another Psychological Limitation the character has that isn't Total commitment, he must make an Ego Roll to even consider it.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' The character thinks it undignified to engage in excessive unnecessary emotion, or public display of emotion.  This does not mean that he isn't capable of feeling deeply, but he will attempt to keep a stiff upper lip where others can see him.  The character prefers to act and speak in a formal manner, and will avoid social gatherings involving wild movement or excessive emotion.  The strength of the Disadvantage determines how easy it is for the character to mellow out a bit.

Characters with this Disadvantage are often have the Reputations "Seen as a Cold Fish" or "Seen as a Snob".
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character is neither affected by or shows passion or feelings.  To others he will appear cold, aloof, and emotionless.  He is less likely to be affected by impassioned actions, such as seduction, but he is also less able to rally others to follow his cause.  Any attempts to sway this character with an Interaction Skill that uses emotion is made at a -3 penalty.  Any attempts by this character to do the same are also hampered by a -3 penalty, and any Presence Attacks made to rally support or convey a sense of urgency are at -1D6.  He may often offend people, because he does not take a person's feelings into account.  Vulcans, from Star Trek, are a good example of a an entire race expressing this Disadvantage in their personality.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character is neither affected by or shows passion or feelings.  To others he will appear cold, aloof, and emotionless.  He is less likely to be affected by impassioned actions, such as seduction, but he is also less able to rally others to follow his cause.  In addition, the character feels little need to converse.  Anyone wishing to hear his thoughts must draw them out of him, and he may occasionally be mistaken for a mute.  Since he appears emotionless, and seldom speaks, very few people will know or understand what the character is feeling.

Any attempts to sway this character with an Interaction Skill that uses emotion is made at a -3 penalty.  Any attempts by this character to do the same are also hampered by a -3 penalty, and any Presence Attacks made to rally support or convey a sense of urgency are at -1D6.
''Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' The character is obviously out of touch with the society he lives in, and those around him easily pick up on it.  Some people will shun or make fun of the character, others may pity him or try to take advantage of him.  The character must have a Psychological or Physical Limitation to define how he is out of step with the society he's in.  Possibilities include [[Out Of Touch With The Times]], [[Doesn't Understand Modern Technology]], and [[Doesn't Understand Modern Life]].
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character in general only looks out for himself.  However, if someone does him a favor, he pays it back.  Perhaps not immediately, but eventually.  He treats with respect those that treat him with respect, and treats fairly those who treat him fairly.  He will not betray someone he considers worthy of his loyalty.  Those who aren't worthy are fair game, however.
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character who is //Stubborn// wants to do what he wants to do and tends to not listen to the advice of others.  He has his mind made up and no amount of logic or reason can make him change it.  Once the character has made a decision, he sticks to it come hell or high water.  He's not [[Capricious]]... the character can and will think long and hard about what he wants to do before he does it.  Nor is he necessarily [[Obdurate]], since, amazingly enough, emotional appeals that have nothing to do with logic can sometimes make him change his mind.  Its just that generally, once he has made up his mind, its made for good.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character believes that most of the people around him are not worthy of his time or attention.  His friends (who, remarkably, are all very similar to him) count, and anyone in authority over him counts as far as that authority extends, but no one else does except in how they can assist the character.  The character expects the "nobodies" to be grateful of his attention, and is befuddled (and even offended) if his attitude toward them makes them angry.  (The character's attitude is "It's not my fault they're losers".)

The character must make an Ego Roll in order to treat a person he normally considers a "nobody" like a "real person" instead of as just another drone to be used and discarded.
''Very Common, Strong: 20 Points''


''Type:''  Psychological
''Description:'' This character is a smug, conceited, and usually pompous person, often with an inflexibly conservative or reactionary attitude.  He will have a hard time getting along with others, particularly any he perceives to be below his station.  This Disadvantage is best used for a character that is either an aristocrat or bureaucrat.
''Infrequent, Greatly: 10 Points''


''Type:'' Physical
''Description:'' This character suffers from a stammer or similar speech impediment in which the flow of speech is disrupted by involuntary repetitions and prolongations of sounds, syllables, words or phrases, and involuntary silent pauses or blocks in which the [[Stutterer]] is unable to produce sounds.  The term "stuttering" is most commonly associated with involuntary sound repetition, but it also encompasses the abnormal hesitation or pausing before speech and the prolongation of certain sounds, usually vowels.

Despite popular perceptions to the contrary, stuttering does not affect and has no bearing on intelligence. Apart from their speech impediment, people who stutter may well be 'normal' in the clinical sense of the term. [[Low Self-Esteem]], nervousness, and stress therefore do not cause stuttering per se, although they are very often the result of living with a highly stigmatized disability and, in turn, exacerbate the problem.

In general, the character suffers a -2 to any Skill Roll involving the spoken word, and has trouble communicating quickly when it counts (such as during combat situations) or when under duress to produce answers quickly.  However, it should be noted that stuttering is a variable disorder, which means that in certain situations, such as singing or talking to pets or children, the problem might disappear entirely while in others, such as talking on the telephone or speaking before an audience, the problem might become even more severe than when talking to a single person.  For example, country music singer Mel Tillis is well known for breaking into "conversational song" to complete sentences when being interviewed, for example, during which times his rather noticeable stutter entirely disappears. 

The character may, though he is not required to, also take [[Stutterer]] and [[Stutters]].
''Ocassionally, Major: 10 Points''


''Type:'' Social
''Description:'' This character suffers from a stammer or similar speech impediment.  Most Interaction Skills (especially Oratory and Persuasion), as well as several Professional Skills, are next to impossible for the character to perform without penalty.  In addition, most strangers will treat the Stutterer as if he were an idiot (though having a [[Stutter]] does not in any way impact the person's intelligence, and indeed historically several well-known //Stutterers// were noted for being geniuses of one kind or another; Sir Isaac Newton perhaps being the best example).

They (the strangers) will go to great lengths to explain things to the character (whether he needs them to or not), will condescend to him, and will most often finish his sentences for him.  Alternately, the character can withdraw, only speaking rarely, and thus is seen by most strangers as closed, stand-offish, and moody.  

The character may, though is not required to, also take [[Stutters]] and [[Stutter]].
''Concealable, Noticed And Recognizable, Commonly Used Senses: 10 Points''


''Type:'' Distinctive Feature
''Description:'' A character with this Distinctive Feature suffers from a stammer or similar speech impediment.  Because of this problem, his attempts at speech, especially "public speaking", are almost always long and drawn out, and sometimes seem over-exaggerated.  This tends to stand out in people's minds.

The character may, but is not required to, take [[Stutter]] and [[Stutterer]].
''Very Frequently, Major: 20 Points
Very Frequently, Severe: 25 Points''


''Type:'' Social
''Description:'' The character belongs to an organization, such as the military, that effectively has control over every aspect of his life, and can send him into harm's way at a moment's notice.  He can refuse orders, but only if willing to accept severe punishment.  The severity rises to Severe if the character is sent on suicidal missions or the equivalent on a regular basis.  Note that most organizations that inflict this Disadvantage have very strict rules about what sort of people are allowed to join; many Physical and Psychological Limitations may be disallowed.
''Very Frequently, Major: 20 Points
Very Frequently, Severe: 25 Points''


''Type:'' Social
''Description:'' The character's homeland has been conquered by a foreign country, which now rules it.  As such, the natives are at the mercy of the invaders.  They may be forbidden to have weapons, practice their religion, leave their homes at night, etc.  Defiance of the new authorities is likely to result in imprisonment or death.  Often, the natives are forced to labor for their new masters, give them tribute and be taken to the invaders' homeland as [[Slaves|Slave]].

At the Major level, the occupation is under "the rule of law."  The subjugated people have some rights, (to a trial before being shot, for example) and the occupiers are restricted from committing certain acts against them.  At the Severe level, the occupiers' rules allow them to do anything they feel like to their subjects, such as hunting them for sport, casually murdering them in their sleep, or creating such charming customs as //Prima Nocte//.
''Easily Concealed, Noticed And Recognizable, Commonly Used Senses: 5 Points
Concealable, Noticed And Recognizable, Commonly Used Senses: 10 Points''


''Type:'' Distinctive Feature
''Description:'' There is something just... off... about the character with this Disadvantage.  No one can put their finger on it, precisely, but its definitely something about the way the person looks.  Maybe their ears are just a little too big, or a little too small.  Or maybe their eyes are just a little too far apart.  Or maybe too close together.  Or maybe he doesn't blink at all, or often enough.  Or their skin could be an odd shade... too pale or too yellow or slightly orange.  Or their teeth just a tad too big or too sharp...

The character isn't truly and noticeably odd... but just odd enough to stick in someone's mind.

This disadvantage is commonly used to represent a character who is almost human, but not quite.  An alien being hiding "in plain sight" on Earth, a shapeshifter who can't quite get human features correctly but is almost there, or an android officer on a starship, are all good examples of characters who would take this Distinctive Feature.
''Uncommon, Strong: 10 Points
Uncommon, Total: 15 Points''


''Type:'' Psychological
''Description:'' This character cannot help but assist an attractive member of the opposite sex (or same sex if so inclined).  This often results in the character agreeing to do things that he would not normally do -- he just can't help himself.  If the pretty face happens to be attached to an evil soul, then this character may find himself being used as a pawn in someone's game.
''Uncommon, Moderate: 5 Points
Uncommon, Strong: 10 Points
Uncommon, Total: 15 Points''


''Type:'' Psychological
''Description:'' This character can't help himself from helping someone in distress, even if the person is not actually in distress.  All that is necessary is that the person have a story portraying themselves in distress.  Even when the character knows that the person in distress isn't actually in trouble, he will still want to help.

This is not the same as [[Charitable]].  While the two Disadvantages are very similar, this one implies that the character has no common sense regarding his feelings of charitability.  At the Moderate level he can suppress this urge when necessary.  At Strong, the character must make an Ego Roll to do so, and at the Total level he cannot do so except in the most dire of circumstances.
''Frequently, Greatly: 15 Points''

This character is somehow easier to knock around than normal.  Any attack which strikes him does 2x it's Body count for the purpose of figuring Knockback.  Example: Punchingbag Man has //Suffers Double Knockback// as a Physical Limitation.  Boxing Glove Man hits him, doing 14 Stun and 4 Body, which is applied to his defenses normally.  To determine the Knockback the 4 Body is doubled to 8, then the Knockback Dice are rolled, resulting in a 5.  Punchingbag Man goes flying back 8 - 5 = 3". 
''Uncommon, Moderate: 5 Points
Uncommon, Strong: 10 Points''


''Type:'' Psychological
''Description:'' This character has urges making him want to kill himself.  These urges are usually strongest at times of stress or depression, and it is at this time that the character comes closest to actual ending his own life.  This Disadvantage should not be taken at a Frequency greater than Uncommon.  The character would be almost constatly in dange of ending his own life.  It should also not be taken stronger than Strong.  A character who is "totally" //Suicidal// would have already managed to end his own life.  This Disadvantage works well with [[Depression]] and [[Pessimist]].
''Uncommon, Moderate: 5 Points
Uncommon, Strong: 10 Points''


''Type:'' Psychological
''Description:'' This character believes in one or more common superstitions.  This belief guides the character's actions and attitudes at such times as the superstition applies.  Most superstitions are based on actions and consequences.  If the character does some specific action, or doesn't do it, he will either benefit or be penalized.  Other superstitions proclaim that some object or action is lucky or unlucky.  The specific superstitions the character believes in is up to the player.  The possible examples are almost infinite.  Some possible examples include:

*A black cat crossing your path means bad luck.  So is walking under a ladder. 
*Breaking a mirror gains the character seven years of bad luck. 
*Spilling salt is bad luck, unless you throw a pinch of it over your left shoulder. 
*Four leaf clovers are good luck.  So are rabbit's feet. 
*Hanging a horseshoe over your door will bring good luck to everyone in the house, unless you hang it so the horns of the shoe point downward (thus allowing the "luck to run out"). 
*Anything numbered 13 is just looking for trouble. 

At the Moderate level the character can force himself to override his normal feelings.  At Strong, the character cannot avoid acting in such a manner except by making an Ego Roll.
''Very Frequently, Minor: 15 Points''

A character with this Social Limitation consistently produces a high standard of quality in their work.  Regardless of what that work actually is, the character does it efficiently, proficiently, and in such a manner that, if it were any other character, they'd receive a plethora of accolades and awards.  Unfortunately, this never happens for this character.  Rather, the character suffering from //Susan Lucci Disease// is passed over for recognition time and time again, regardless of how well-qualified they are for it.  The character might well be nominated for special recognition, but will never actually win.  This sort of misfortune continues despite the fact that its very likely the character's co-workers are quite aware of the quality of the character's work.

This Disadvantage is named for soap-opera actress Susan Lucci, who plays Erica Kane on the ABC soap "All My Children".  Ms. Lucci was nominated for a Daytime Emmy Award in the "Best Actress in a Drama Series category every year from 1978 to 1999.  Due to her consistently being passed over for the award, she became synonymous with being nominated but never winning.  After eighteen failed nominations in a row, it came as a shock to both her and the viewing audience when she finally won it in 1999.  Since then, she has won several more times, but hers is still the longest streak of nominations without a single win in the history of the Emmy Awards.
''Infrequent, Slightly: 5 Points
Frequent, Slightly: 10 Points
All The Time, Slightly: 15 Points''


''Type:'' Physical
''Description:'' This character catches colds and the flu easily, and is frequently stuffed up and groggy.  The illnesses are always more annoying than threatening, but they are almost constantly there.  The GM should, at whatever interval he chooses, roll to see whether or not the character is ill.  At the Infrequent level the character catches cold on a roll of 8 or less.  At Frequent, the character becomes ill on an 11 or less.  And at All The Time, the roll is 14 or less.  How long the character takes to get well is also up to the GM.
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character doesn't trust people who are not part of his own "group".  The character is not necessarily [[Prejudiced|Prejudiced Against (Group)]] against those who aren't part of his group; group; rather, the character wants to keep an eye on them and expects the worst from them.  He will be slow to trust them.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is most appropriate for male characters.  This character feels that an exciting and adventuresome life is the only life to live.  The character regularly trades jibes with friends, but accepts no insult from strangers.  He lives to sweep women off their feet (and does so with style, of course) with poetry and flowers.  The character will accept any challenge, no matter what the odds.  He fights aggressively and confidently.  In order to avoid acting in this manner, the character must make an Ego Roll.

This Disadvantage works well with [[Fearless]] and [[Showoff]].
''Frequently, Minor, Not Limiting In Some Cultures: 5 Points''


''Type:'' Social
''Description:'' With this Disadvantage, the character habitually uses language that the majority culture of his society considers profane and/or obscene.  As a result, he is looked down upon by those who use more sedate language, and is unwelcome in polite society.  Indeed, his potty-mouth ways may get him slapped at times.  This is not a Disadvantage in areas where everyone talks like that, however (the military, certain professional kitchens, etc.).
''Uncommon, Strong: 10 Points
Uncommon, Total: 15 Points
Common, Strong: 15 Points
Common, Total: 20 Points
Very Common, Strong: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' This character has some specific action or goal that they have dedicated themselves to accomplishing.  The exact goal is up to the player, and should be chosen with advice from the GM.  When the character is given a chance to pursue his goal, he will take it.  The action or goal can be almost anything; however, if the action or goal is revenge, [[Seeks Revenge|Seeks (Concept, Person, or Object)]] should be taken instead.

The Frequency of this Disadvantage is determined by how much of the character's life he devotes to the pursuit of his goal.  At Uncommon, the character actively pursues the goal, but does not allow it to interfere with his regular life.  At Common, the character spends a great deal of time on it, but most of his life is still spent on other things.  At Very Common, the character spends most of his time in an attempt to fulfill the goal.  At Strong, the character can force himself to not pursue a chance at accomplishing his goal if he makes an Ego Roll.  At Total, the character feels compelled to take such opportunities in all but the most dire of circumstances.
''Very Common, Moderate: 15 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is similar to [[Quiet And Withdrawn]].  However, while the character is quiet and tends only to speak when he has something important to say, he isn't like this because he is shy.  Rather, he simply prefers not to speak and finds people who speak only to hear their own voice annoying (at best).  The character tends to keep his opinions to himself, doesn't joke around, and is content to let others find their own opinions about things.  However, he can force himself to stop this behavior when necessary.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character has a tendency to speak before he thinks about the ramifications of what he is about to say.  He doesn't necessarily mean to be cruel (though this is a possibility); he simply doesn't think before speaking.  Roughly put, a character with this Disadvantage says what he thinks, regardless of who might be hurt by what he's about to say.
''Infrequently, Greatly: 15 Points''


''Type:'' Physical
''Description:'' This character is somehow bonded to one of his focuses:  he is the weapon and the weapon is him.  As such, the character feels every iota of damage suffered by the device in combat.  The link is such that any damage that gets past the device's defenses is also applied to the character -- with no defense (including Damage Reduction).  This Disadvantage is only appropriate for a character who gains one or more abilities through an appropriate Focus, Battlesuit, or Cybernetic device.  However, this Disadvantage may not be appropriate for all Foci/Battlesuits/Cybernetics.  As always, the GM has the final decision.
''Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' This character can be counted on at all times.  When he gives his word, he keeps it.  And he fulfills his responsibilities to the letter (if not more).  The character feels compelled to take care of everyone who depends on him.  In addition, he cares about the consequences of his actions.  He is driven by his own moral sense to leave the world better than he found it, especially if it was he who made it worse.  Should the character accidentally be the cause of someone else's misfortune, he will feel compelled to either repair the situation or make up for it.  The character must make an Ego Roll in order to avoid acting in this manner.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character feels deeply accountable for his responsibilities.  Because of this, he is often weighed down with this burden and may become distraught with guilt if he perceives he has failed, regardless of whether or not anyone else does.  The player should describe what it is the character feels he is responsible for, and it should be very broad in nature, such as eradicating worldwide hunger or finding a cure for cancer.  The character is always serious about his responsibilities, and works diligently to reach his lofty goals.
''Uncommon, Moderate: 5 Points
Uncommon, Strong: 10 Points''


''Type:'' Psychological
''Description:'' This character talks... about anything, everything, and nothing.  The character talks without thinking about it.  Whether or not the character talks about what is going on or just babbles to hear his own voice is up to the player.  At the Moderate level the character can force himself to shut up when he has to.  At Strong, the character can shut himself up when he has to, but will resume speaking in a minute or two unless he makes a successful Ego Roll.
''Very Frequently, Minor: 15 Points
Very Frequently, Major: 20 Points
Very Frequently, Severe: 25 Points''


''Type:'' Social
''Description:'' The character is an intelligent animal that can communicate by human speech, in a society where such creatures are hardly common (if any others exist at all)..  At the Severe level, talking animals are basically unknown in the society, and the usual reaction is to dissect them for scientific research or burn them as demons.  About the best the character can hope for is to have a protective owner who will keep his secret.  At the Major level, talking animals are not unknown, but are still quite rare and have no voice (pun intended) in their own treatment.  They're treated as property at best, but usually valuable property.  At the Minor level, talking animals have some rights, but are definitely second-class citizens.  At this level, it no longer enough for the animal to talk to make a living, they'll actually need a job.

Distinctive Features are not necessary for this Disadvantage; many //Talking Animals// look exactly like their mute brethren.
''Infrequently, Slightly: 5 Points''


''Type:'' Physical
''Description:'' This character is taller than is normal, and is significantly taller than is average.  Because of this, the character is uncomfortable is tight spaces (such as elevators, buildings with low-ceilings, compact cars, etc.)  He has difficulty finding clothing that fits, and even when he does usually must pay higher prices for it.  Shower heads are usually positioned so that, when running, the water spray strikes him right in the belly.  In addition, the character is intimidating to those around him, whether he wants to be or not.  Any Persuasion roll gains a +1 bonus, but all other Interaction Skills dealing with people suffer a -1 penalty.

If the character is taller than 6' 6", use [[Giant]] instead.
''Not Concealable, Noticed And Recognized, Commonly Used Senses: 15 Points''


''Type:'' Distinctive Feature
''Description:'' A character with this Distinctive Feature oozes sex from their very poors, catching the attention of everyone around them.  When he walks by, every woman takes leave of his senses and devolves into a steaming mass of awed.  In a cartoon, when they see this character, steam will shoot from their ears, their hearts beating so fast you can see them.  Even when he's not trying, he can turn people on.

The chracter should have a high Presence score to reflect his ability to affect others without trying.  Amazingly enough, it //''isn't''// required that the character have a high Comeliness score.  One of the best examples of this Distinctive Feature from television is Cosmo Kramer, played by Michael Richards on Seinfeld.  Physically not that attractive, but when it came to attracting women he was a god.

[[Even The Guys Want Him]] goes well with this Disadvantage.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' The character is most comfortable when cooperating with others in a group.  He has no problem with taking a leadership role, but only if the rest of the team agrees to it.  The character finds it difficult to work on their own, unless it is contributing to the group effort, and will try to avoid situations where his desired course of action contradicts what the group wants to do.  Characters with this Disadvantage do not get on well with [[Loners|Loner]] and those who disrupt the workings of the team.
''Infrequently, Fully: 15 Points''


''Type:'' Physical
''Description:'' This character has one of several fatal diseases or conditions.  It is assumed that the disease or condition is not one immediately lethal (such as the Ebola virus), but rather is one that gradually kills it's victims.  The character is hampered by the effects of the disease/condition and will eventually die from it's effects.  (The GM should decide when the disease finally catches up to the character; such events should be dramatic and used as great role playing material.)  The exact nature of the disease is up to the player, and the exact effects of the disease should be determined by the GM.  Some examples include:

*''AIDS:'' The character suffers the effects of multiple and recurrent opportunistic infections.  AIDS does not actually kill its victims; rather, it destroys the infected person's immune system and thus opens the door for any number of potentially dangerous diseases.  The most common cause of death among AIDS sufferers is pneumocystis pneumonia (a bacteria that almost every human being carries in his lungs and is normally immune to).  AIDS can take 8 to 10 years to kill the character.  (Note that having AIDS is different from merely being HIV+).
*''Alzheimer's Disease:'' With Alzheimer's Disease, the character progressively suffers memory loss, language deterioration, impaired visio-spatial skills, and poor judgment, all the while suffering no loss of motor function.  This condition usually doesn't begin until after the character is 65 or older, but the disease's onset may occur as early as age 40.  This disease is hard to diagnose, because the early symptoms (forgetfulness, loss of concentration, etc.) resemble the natural signs of aging, and can also result from such varying causes as fatigue, grief, depression, illness, the use of alcohol or certain medications, and simply having too many things to keep track of all at once.  Alzheimer's Disease can take anywhere from 10 to 30 years to kill the character.
*''Friederich's Ataxia:'' With this disease, the character's brain stem is slowly disintegrating.  As a result, he suffers a slow degradation of his motor control.  The character slowly, (over a matter of 10 to 30 years, depending on how quickly the disease accelerates) and in stages, loses his ability to walk steadily, then stand up straight without help, then stand at all under his own strength.  His hands first become shaky, then lose the ability to manipulate objects with any sort of finesse, and then finally stop being under the character's control at all.  His speech gets more and more slurry and distorted until finally the character speaks in nothing but gibberish.  Eventually, the character's brain loses its ability to control and communicate with his body and the character dies of suffocation.
*''Terminal Cancer:'' The character suffers uncontrollable and malignant tissue growth in one or more of his body's systems.  A character who has some form of terminal cancer suffers irregular bouts of intense pain, dizziness, nausea, and weakness before dying.  Cancer generally takes one to two years to kill the character.

There are many other possibilities.  Regardless of the disease, it is suggested that the GM, while keeping this Disadvantage an active part of the character's existence, not push it too much without discussing it with the player first.  If the choice made for this Disadvantage to be an infectious disease, [[Carrier Of/Infected With (Infectious Disease)]] should also be taken (chosen as Infected, not just being a Carrier).
''Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' A character with this Social Limitation is generally seen as a hulking bruiser who very likely can't tie his shoes without assistance.  He's big and dumb-looking, and others will assume he isn't capable of much conscious thought beyond who to hurt next.

The truth, of course, is that the character is intelligent, highly educated, and urbane.  You just can't convince strangers of this fact.  His friends might know the character has three PhDs, but all the general public sees is the rough exterior.

This Disadvantage is named after Chumley the Troll, from Robert Aspirin's //Myth Adventures// series.  The character has two PhDs and the soul of a poet, but is forced to pretend to be a muscle-headed moron in order to find work, as no one expects a troll to be smart. 
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage is a strong believer in the idea that the ends justifies the means.  So long as the character is working towards a goal and making progress, then they are willing to accept a variety of actions.  The character may use additional force, threats or bluffs, or expose themselves to questionable actions in pursuit of their goal.

The character isn't necessarily [[Amoral]].  There may be limits to exactly how far the character is willing to go (and these limits will be reflected by the character's other Psychological Limitations).  But within those limits, anything that brings the character's goal closer to completion is acceptable, regardless of who gets hurt or what price is paid.
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' This character has little respect for an important person, such as a relative or co-worker who holds a valued place in the character's life.  The character believes, either rightly or wrongly, that the person is a loser who does not deserve the characters respect.  The reason the person is a loser (or why the character thinks so, regardless of whether or not its true) should be determined by the player.  It could be because of an addiction, mental problems, or just being unlucky.  The character may often be involved with helping the person, which often only increases the characters lack of respect.  Depending on how involved the person is going to be with the player, he could also count as a Dependent NPC.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' Mostly found among command staff, boards of directors, planning commissions and other places far from the "action." This character is concerned with the overall conduct of the war or campaign, not the niggling details.  Thus, the cost to individuals of his plans isn't important to him, and may not even enter his mind.

This character often comes across to those below him as out of touch and perhaps even mad.   Disadvantages often seen with this include [[Ambitious]], [[Aristocratic/Regal Attitude]], [[Cold And Calculating]], [[Elite Attitude]], and [[The Ends Justify The Means]].
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character is always cracking wise and making jokes -- bad jokes.  What could be a slightly irritating if sometimes endearing habit is ruined by the fact that the character's sense of humor needs a lot of work.  He tells jokes that are too long to be funny, or are too convoluted, too obvious, or simply in bad taste.  Every once in a while, the character will make a joke that is honestly and truly funny.  Invariably, however, these occasions only occur when humor is vastly inappropriate, like at a funeral.  When they are appropriate, the character wasn't meaning to be funny, and is the only person to not get the joke.

At the Moderate level the character is able to curb his urge to be funny when he has to.  At Strong, he can curb his urge to be funny when he has to, but will resume cracking jokes moments later unless he makes an Ego Roll.
''Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' This is a specialized combination of [[Megalomania]] and [[Delusional]].  Due to the character having godlike powers (in comparison to those around him), he believes that he actually is a god.  He insists on being worshipped, or at the very least deferred to as though he is a god.  He will treat other "gods" as his equals and expect the same treatment from them.  As long as the character is catered to, he may well be benevolent, at least to his followers, but most characters with this problem tend towards the smiting solution to disbelief or opposition.

If the character does not have a sufficient power level to justify his apparent godhood, then he is merely [[Delusional]].  If the character actually *is* a god, but can't prove it, use [[Imaginary]] instead.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' With this Psychological Limitation, the character believes he is much more dangerous and physically capable than he really is.  The character won't back down from a physical challenge, especially one which deals with arguments, fistfights, or other tests of physical prowess, even though he's got very little chance of succeeding.  This Disadvantage is sometimes called //''Barney Fife's Disease''//.

If the character really is as dangerous as he thinks he is, but just can't get the idea across to others, [[Badass Bookworm]] should be taken instead.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' With this Disadvantage, the character tends to focus on matters that are only important to him.  When the character is experiencing personal hardships, he tends to focus on those more than anything else.  If what is important to the character is not what is important to everyone else, then the character must make an Ego Roll to divert his attention away from his personal concerns.  More likely, he will disregard everyone else, and take care of his matters.  This could cause times when he places his cohorts at risk because of his selfish nature.  This Disadvantage is the opposite of [[Sense Of Duty]], and they should not be taken together.
''Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' This character feels he is much too important or special or rich to be held by the rules of society.  Such rules are in place to keep the common man in his place, but the character is so gifted, it should be obvious to all that he is above any rules.  The character will often do things that offend others, such as search a house without a proper warrant, or jump in line to buy the last ticket to a popular show.  The character must make an Ego Roll to prevent himself from doing an action that he knows is against the rules.  This Disadvantage works well with [[Arrogant]].  When taken by a wealthy character, this Disadvantage could easily be called //''Screw The Rules, I Have Money!''//.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character gets a rush from putting himself in dangerous situations and then getting out of them unharmed.  He may do this because he secretly has a Deathwish, or he may have another, deeper reason.  The character is attracted to the danger and excitement of it all.  This Disadvantage is appropriate for all of the characters who go parachuting off of skyscrapers; who attempt to circle the globe in hot air balloons; who bungie-jump off 400 foot high bridges just so they can stick their heads in a running river.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' A character with this Psychological Limitation sees chaos and disorder as a chance to reach his creative potential.  He is an expert at turning chaos into order.  The character doesn't necessarily [[Enjoy Chaotic Situations|Enjoys (Action, Circumstance, Or Situation)]] or [[Prefers Chaos And Disorder]], but he isn't afraid to seize a chaotic opportunity, especially if its one tailored to achieving his goals with no wasted effort.
''Infrequently, Slightly: 5 Points''

''Type:'' Physical
''Description:'' This Physical Limitation represents a character who cannot sense or judge the passage of time accurately.  Past, present, and sometimes even the future (depending on the powers and abilities of the character in question) blur together indistinguishably, which may affect his ability to remember things or to logically predict the future.  He suffers a -2 penalty to appropriate INT rolls and to relevant Skill rolls (such as Deduction and Navigation).  He also suffers a -1 OCV in combat since part of fighting well is remembering how your opponent moves and trying to predict what he will do next.
''Infrequently, Greatly: 10 Points''


''Type:'' Physical
''Description:'' This character is permanently 1 foot tall or shorter.  Normal existence with other people and the world at large is almost impossible, as everything is built on a scale that is gigantic to him.
''Frequently, Greatly: 15 Points''

For whatever reason (perhaps his body hasn't fully adapted to his new powers, or perhaps he's out of shape), the character tires easily, and takes longer to recuperate from getting tired than other character's do.  He suffers a -2 penalty on STR and CON rolls pertaining to physical exertion (such as holding a heavy object off the ground).  If he Pushes, the character must spend 150% of the normal Endurance cost for such an action.  Worst of all, when he wishes to take a Recovery (or has to), he must use two Full Phase Actions in order to do so.
__''Distinctive Feature''__

Creepy Child
Humanoid Animal
Tattoo



__''Psychological''__

Aspires To Be A Master Villain
Big And Dumb As A Man Can Come
<nowiki>Brown-Noser</nowiki>
Can't Stand Bullies
Doesn't Care Who Gets Hurt
Doesn't Know The Meaning Of The Word Fear
Doesn't Know The Meaning Of The Word Quit
<nowiki>Drama-Queen</nowiki>
Easy
Eye For The Ladies
Familiar With Each Of The Seven Deadly Sins
Likes The Finer Things In Life
Likes To Have A Good Time
Lothario
Loyal To (Other Character)
Melodramatic Sense Of Vengeance
Must Harass Authority Figures
Must Maintain His Image
Never Say Die
Not Really As Hardcore As He Wants You To Think
Ostentatious
Quiet And Shy
Rude
Snob
Tough Guy
Unreliable
Will Not Give Up



__''Social''__

Distaff Counterpart
Held Up As An Icon/Paragon
Held Up As A Role Model
Known <nowiki>Brown-Noser</nowiki>
Leisure Suit Larry
No Known Address
<nowiki>Sell-Out</nowiki>
''Infrequently, Slightly: 5 Points''


''Type:'' Physical
''Description:'' This character cannot recognize individual qualities in sounds.  The most obvious result of this is that the character cannot carry a tune in a bucket.  This doesn't mean that this character cannot recognize a song if he heard it (he's still capable of recognizing lyrics, for example), but rather is unable to reproduce it.  The character also cannot tell whether a sound if flat or sharp.
''Frequently, Minor, Not Limiting In Some Cultures: 5 Points''


''Type:'' Social
''Description:'' With this Social Limitation, the character is seen as a representative of the status quo.  Because of this, he's often considered a pawn of the establishment (that is, the government, large corporations, and other authority figures in general, such as the police).  In a culture where these authority figures are considered oppressive and corrupt, the character is seen as being guilty by association.  As such, he is viewed with suspicion and doubt by those with cause to fear or hate "the Man".
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' A character with this Psychological Limitation is overly and overtly friendly, never settling for a handshake when a hug and kiss will do.  It may also manifest in relation to physical objects, such that the character is always touching, stroking or fondling something, especially if they have never seen such before.
''Concealable, Noticed And Recognizable, Commonly Used: 10 Points''


''Type:'' Distinctive Feature
''Description:'' A character with this Distinctive Feature somewhere on his body (usually on his face).  Rather than simply making him look like he lost a fight, the bruising makes the character look tough, capable, and dangerous.  The character avoids the crass, low-class appearance caused by [[Bruises Easily (Distinctive)]] through looking like a [[Billy Bad-Ass]].
''All the Time, Greatly: 20 Points''


''Type:'' Physical
''Description:'' This character is plagued by involuntary tics:  rapid, sudden movements or vocalizations that occur repeatedly in the same manner.  The tics are either simple (where the movements or vocalizations are completely meaningless; for example, a person might repeatedly scrunch their eyes closed, or emit short grunts at random) or complex (where the movements or vocalizations appear to be meaningful and intentional; for example, a person might repeatedly count to ten, or clap their hands together a certain number of times).

This genetic disorder appears in almost 99% of the men who carry the gene for it, while appearing in only 70% of the women who carry the gene.  A character with this Disadvantage is also likely to suffer from [[Attention Deficit Disorder]], [[Disinhibition]], learning disorders such as [[Dyslexia]], and various sleep disorders.

It is possible that any activity involving tension or stress may set off a tic.  The person may attempt to hold back the tic with a successful Ego Roll, but needs to roll again each minute to continue to hold it off.  Once a tic is set off it will go for anywhere between a few seconds to upwards of an hour.  During this time, the character is automatically at half their DCV and DECV, and has an OCV and OECV of zero.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' The character gets a perverse sort of entertainment out of manipulating his victims physically and emotionally, and tends to draw out the process as long as possible to heighten his pleasure.  He'll deliberately give a person minor but disabling wounds, ask a group of hostages, "which one of you should I kill first?", allow victims to believe that he's letting them go only to renege moments later, etc.  While the character usually only does this when he has the upper hand, he may draw out the process long enough for rescue to arrive, or underestimate his victim.

This Disadvantage is often combined with [[Bully]] or [[Serial Killer]].  This Psychological Limitation is suitable only for villains.
''Uncommon, Strong: 10 Points
Uncommon, Total: 15 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character adheres to the doctrines or practices of a specific tradition that should be identified during character creation.  The character will be opposed to and outspoken about any deviation from this tradition.  Examples of this include the Orthodox Jew who strictly follows the rules outlined in the Torah, or a baseball fan who refuses to watch any games that include a designated hitter.  Deviating from the tradition may or may not have repercussions, which depend upon what the tradition is.

At the Strong level, the character must make an Ego Roll to temporarily deviate from one of his traditions.  At the Total level, the character would rather die than break with his traditions.  At the Uncommon level, the tradition does not occur often, such as the baseball enthusiast example.  At the Common level, the tradition is a part of the character's everyday life.  Note that it is possible to have this Disadvantage at Very Common, but such a character would be so wrapped into this tradition, they would probably never be involved in anything else, such as an <nowiki>Ultra-Orthodox</nowiki> Jew that spends everyday praying at the Wailing Wall and studying the Torah.
''Frequently, Slightly: 10 Points
Frequently, Greatly: 15 Points
Frequently, Fully: 20 Points''


''Type:'' Physical
''Description:'' This character has received an organ transplant, either from a suitable donor or a cybernetic facsimile.  However, the character's body has rejected the donor organ and will attack the new organ with white blood cells until the new organ is destroyed.  The character will have to receive regular medical attention and will be dependent on drugs to slow the body's natural defensive reaction.  Because the body is obsessed with destroying the transplant, the character is often left tired, weak, and more susceptible to other illness.  Strength and Constitution Rolls should suffer either a -2, -4 or a -6 penalty, depending on the severity of this Disadvantage.

At the Slightly level, this Disadvantage would indicate a transplant that can be treated with scheduled drug treatment, but otherwise does not interfere with the character's general well being.  At Greatly, this indicates that more severe medical treatment, such as a blood transfusion, is needed.  The character would expect to be unavailable for a substantial amount of time to receive the treatment.  And at the Fully level, it indicates that the character must have continual medical attention in order to survive.  The character should be considered bed-ridden or otherwise hampered by cumbersome medical equipment.

It would be appropriate for a character with this Disadvantage to also take Dependence for any necessary medicine.  Failure to receive necessary medical treatments would cause further damage to the donor organ, weakening the character more.  Buying off this Disadvantage would indicate the character's body finally accepting the organ, or could represent a new implant that the body accepts more successfully.
''Frequently, Minor: 10 Points''


''Type:'' Social
''Description:'' The character has escaped from poverty thanks to either marrying a wealthy person, or accepting a wealthy person's patronage for his artistic endeavors.  Thus, he is living a life of luxury.  The catch is that the wealth remains in the hands of the patron, and in order to continue enjoying this lifestyle, the character must behave as the patron wishes.  (This Disadvantage is only worth points if the character wants to do something the patron would disapprove of, such as having sex with someone else.)

The character should purchase a Wealth level commensurate with the patron's generosity; this Perquisite is lost (the points for which must be spent elsewhere) if the character is kicked out by the patron, and this Disadvantage then becomes Destitute until the character finds a new source of money.
''Very Common, Moderate: 15 Points
Very Common, Strong: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' The character sincerely believes that the body he currently inhabits is not the one he is supposed to have; it is the wrong skin tone, age, gender or even species.  As such, he never feels comfortable in his own skin, and if there is any way to achieve his "true form," then he will attempt to have it happen.  This is in most past societies treated as a form of delusion, but in more fantastic settings this belief may be literally true.  This Psychological Limitation would also include pre-operative transexuals.

At the Moderate level, the character can behave in accordance with the social norms attached to his physical body, though he is likely to be miserable doing so.  At the Strong level, the character will behave according to his "true self" whenever it's possible, even if it's dangerous to do so.  And at the Total level, the character will never act in accordance with his body's appearance except out of absolute biological necessity.

The character may have Social Limitations appropriate to what his body appears to be.  This Disadvantage is not suitable for characters with obviously monstrous or transformed bodies.  [[Considers Himself To Be A Monster]] is more appropriate for such characters.
''Very Frequently, Major: 20 Points''


''Type:'' Social
''Description:'' For whatever reasoin, a character with this Social Limitation is considered a second class citizen who does not share the rights and privelages of other types of people.  He cannot own anything in his own right, and another person must be responsible for his behavior.  He might not actually be a [[Slave]] in the legan sense, but for all intents and purposes he isn't considered a "real person" when it comes to civil rights.  For example, a woman in a highly patriarchal country is considered the "property" of her husband, while children are considered the property of their parents.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This is one of the classic Mad Scientist Disadvantages.  This character believes that the pursuit of science is so important that idiotic and inconsequential concerns like "morality" and "public safety" are secondary.  Thus, they see nothing wrong with experimenting on human beings, even if the human beings in question don't know they are being experimented on.

This Disadvantage works well with [[Megalomania]], [[Holds "Mortals" In Contempt]], and [[Obsessed With Succeeding With His Experiments|Obsessed With (Person, Object, Or Goal)]].
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character believes that he is somehow above the greater mass of humanity.  Because of this belief, he feels that he can use, abuse, and discard normals pretty much as he wants.  The character will manipulate normals into the positions he wants, use them for his own goals, and then dispose of them at a whim.  To this character, normals are replaceable resources -- they exist to serve his needs.  This Disadvantage works well with [[Megalomania]] and [[Holds "Mortals" In Contempt]].
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' The character feels uncomfortable when people are looking at him or paying attention to him.  He will tend to dress in a very drab manner, avoid speaking except when spoken to, and act in a manner designed not to draw attention.  This Disadvantage overlaps with [[Shy]], but is less crippling than [[Social Anxiety]].
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character believes in shooting first, shooting some more, maybe shooting once or twice just to  make sure, and then asking questions later... if he gets around asking questions at all.  He regards violence as the best way to resolve most problems.  In any situation, if violence is a possible course of action, he wants to use it.  There

There is a subtle difference between this Disadvantage and [[Worf's Lament]]; a character with [[Worf's Lament]] is still capable of diplomacy... he just doesn't like using diplomacy when a good shooting will solve the problem.  For a character who is //Trigger-Happy//, however, any solution other than "shooting it" is stupid and a waste of time.

The character is not necessarily a [[Casual Killer|Attitude About Lethal Force (Casual Killer)]], but with his attitude toward violence, he should not be overly emotional about killing.  This Disadvantage works well with [[Hair-Trigger Temper]].
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' A character with this Psychological Limitation enjoys starting strife and causing problems.  His idea of fun is tipping over the applecart and ruining someone's day. The character isn't merely [[Mischievous]], because he really is out to cause someone some heart-ache. The character may have other Psych Limits that indicate a specific target for his malice, but otherwise is willing to give pretty much anyone a headache, just for kicks.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character feels that everyone is basically honest and kind.  They feel no apprehension with asking total strangers for help, or for helping out "strangers in distress", and never suspect that another person could be planning to harm them.  At the Strong level the character must make an Ego Roll in order to act in any way suspicious of others.  At Total, Only the most dire of circumstances will enable the character to make an Ego Roll.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Disadvantage believes that those individuals who hold positions of authority in his society could only have reached those positions due to their intelligence, their competence, and their knowledge of how things should be.  As such, individuals who are in authority should be trusted to do the right thing.  Even when a person in authority is shown to be corrupt, misguided, or even stupid, a character who //Trusts Those In Authority// will find some excuse or justification to support his continual trust in the authority figure.

Characters with this Psychological Limitation tend to not believe adverse information about those in authority, sometimes to the point of accusing those persons who supply the adverse information of being "traitors" or "disloyal".  To this character, a dissident is nothing more than a [[Troublemaker]].

At Common, Strong, the character can be convinced otherwise, as long as there is a mountain of concrete evidence.  At Common, Total, the character has "drank the Kool-Aid" and thus cannot ever be convinced that those in authority should not be trusted, regardless of the evidence.
''Uncommon, Strong: 10 Points
Uncommon, Total: 15 Points''


''Type:'' Psychological
''Description:'' This character always tells the truth, and always keeps his word.  In addition, he does his best to get others to act in the same way.  He assumes that those around him are honest (but will not necessarily allow those who aren't to take advantage of him... he's not necessarily [[Naive]]).  The character isn't necessarily [[Honest]] in other things: the character could be a thief, for instance, but he's a thief who never breaks his word.  At the Strong level the character must make an Ego Roll is he actually wishes to speak an untruth or to break his given word.  At Total, the character wouldn't ever consider such actions except in the most dire of circumstances.
''Uncommon, Strong: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character has some sort of connection with another character, usually a villain.  This connection is a very close one, and for some reason compels the character to ignore whatever immoral or illegal activities the other character is up to.  What the connection is, and the reason the character turns a blind eye, are up to the player.  The character does have a limit, however.  There should be some moral line across which the character will not let the other go.

A classic example of this would be a hero cop whose brother is a member of the mafia.  As long as the brother doesn't cross some moral line (for example, committing a crime in his jurisdiction, killing someone, selling drugs, or exploiting children or women), the character will hesitate to interfere with the brother's life.  If the character encounters his brother after the latter has robbed a bank, he may demand the money from him so it can be returned to the bank, but will let his brother go rather than capture him and turn him over to the police.  If the brother has crossed "the line", the cop arrests him without hesitation.

The frequency of this Disadvantage depends upon how often the character encounters the other person.
''Frequently, Major: 15 Points
Frequently, Severe: 20 Points 
Very Frequently, Major: 20 Points
Very Frequently, Severe: 25 Points''


''Type:'' Social
''Description:'' The character is known to the authorities to be the carrier of a virulent and communicable disease, such as typhoid.  As such, he is under strict regulations designed to prevent the spread of the disease, and can be imprisoned (or even executed!) if he does not obey these rules.  In games set before the 20th Century, this Disadvantage is known as //Leper// instead (even if the disease in question isn't leprosy).  Most characters with this Disadvantage have [[Carrier Of/Infected With (Infectious Disease)]] as well, but they aren't required to.  Some diseases may also cause Distinctive Features.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' A more intense, gender-specific version of [[Sexist]], this Disadvantage is only appropriate for female characters.

This character believes that women are superior to men physically, psychologically, and most especially morally and ethically.  They believe that all men are sexist animals and closet rapists who wish to put women into the classic "barefoot and pregnant bondage" of yesteryear and prevent women from advancing to the level they rightfully deserve.

This Disadvantage automatically includes [[Misandronist|Misandrony/Misogyny]].  In some cases, they take this to ridiculous extremes, such as the attempts by some to "feminize" the English language with pronouns like "hir", or making the statement that "All heterosexual sex is rape."  (This last statement... the one about all heterosexual sex being rape... was actually made in the real world by a so-called "women's activist" named Andrea Dworkin.  I am not making this up.)  In other cases, they go so far as to state that the only use for men is to propagate the species.

It is highly suggested that a GM not allow any player character to take this Disadvantage.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' The character finds it difficult to impose his presence or opinions on others, particularly if he thinks they will react negatively.  He will seldom speak out on an issue, or interrupt a conversation.  He will often endure much emotional or physical suffering rather than speak up.
''Frequently, Slightly: 10 Points''


''Type:'' Physical
''Description:'' A character who is //Unathletic// is physically inactive and weak.  They perform poorly at athletics and sports, regardless how hard they make the attempt.  Such a person't physical skills or capabilities are limited.  They aren't necessarily klutzes or unhealthy... but they are uncoordinated and weak when it comes to physical exertion.  Characters with this limitation suffer a -3 to all rolls involving raw Strength or involving any skill roll related to athletics or physical skill.
''Infrequently, Slightly: 5 Points
Frequently, Slightly: 10 Points
All The Time, Slightly: 15 Points''


''Type:'' Physical
''Description:'' This Disadvantage could be considered a very mild form of [[Allergy]], or a very limited form of Susceptibility.  A character with this Disadvantage finds a certain specific environment physically irritating; while in such an environment, the character cannot be at ease because of the discomfort he is feeling.

The character will most likely hesitate before entering the environment, and once in it will want to leave as soon as he possibly can.  The character never actually takes damage from the environment in question, but can become irritable and distracted.  This causes the character to suffer a -1 penalty to any Skill, Stat or Combat Roll he attempts while in the specified environment.

[[Uncomfortable In (Environmental Condition)(Psychological)]] can also be taken.  In that case, it represents an environmental condition the character finds psychologically disturbing rather than physically irritating.
''Uncommon, Strong: 10 Points
Common, Strong: 15 Points
Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' This character finds some environmental condition strongly disturbing.  He doesn't like entering areas where that condition prevails, and once there wants to leave as quickly as he can.  The exact condition is up to the player.  In order for the character to enter an area he finds uncomfortable (or stay in such an area once there) he must make a Ego Roll.

Note that [[Uncomfortable In (Environmental Condition)(Physical)]] can also be taken.  However, that involves an environment which is somehow detrimental or toxic to the character, but only to the point of it being an irritant.
''Common, Total: 20 Points''

''Type:'' Psychological
''Description:'' A character with this Psychological Limitation must also have other Psychological Limitations that define some sort of ethical code (typically a [[Code Of Honor|Code Of Conduct]]) that defines him to the point that, without it, he is nothing.  As such, when it comes to his personal code, the character refuses to negotiate, or grant concessions.  He never gives in when it comes to his ethical sense, even if such compromise might be the right thing to do in the long run.
''Occasional, Minor: 5 Points
Frequently, Minor: 10 Points
Very Frequently, Minor: 15 Points''


''Type:'' Social
''Description:'' The character, due to a lower-class or foreign upbringing, is unacquainted with the refined manners and etiquette of polite society.  As such, his mannerisms, clothing and word choices mark him out in a distinctly unfavorable manner.  Upper-class people often look down on the uncouth, and they are frequent targets of snobs.  Characters with this Disadvantage are not allowed to buy High Society or related skills.  The frequency of this Disadvantage should be set by the GM based on how often the character will be dealing with the upper classes.
''Infrequently, Slightly: 5 Points''


''Type:'' Physical
''Description:'' With this Disadvantage, the character unusually thin, almost to the point of being emaciated.  His Comeliness will generally be less than 14, as most people view the character as emaciated regardless of the actual attractiveness of the character.  The character may not have a Body Characteristic higher than 15.  He is also at a -2 to any Disguise or Shadowing roll.

It is suggested the character also take [[Unusually Thin]].
''Concealable, Major Reaction, Commonly Used Senses: 15 Points''


''Type:'' Distinctive Feature
''Description:'' A character with this Disadvantage is more attractive than any human being has any right to be.  Generally, there is some unusual cause for his extreme beauty, such as the character being an angelic (or sometimes demonic...) being, or perhaps being an alien of some sort.  In any case, the character's appearance is so strikingly beautiful that it literally causes people to stop as they take the character in.  The character in question should buy his comeliness to at least 24.

This Distinctive Feature is the polar opposite of [[Hideous (Distinctive)]].
''Infrequently, Slightly: 5 Points''


''Type:'' Physical
''Description:'' This character isn't stupid; rather, he has never been formally schooled (or if he has gone to school, he never really paid attention to it).  Common Sense and experience guide the character's actions rather than formally taught knowledge.  The character may only take those skills which require no formal classroom training to learn.  This prohibits the character from taking any Science Skill, and can never learn any Language Skill better than "conversational" (and can never rid himself of his native accent).
''Concealable; Noticed And Recognizable; Commonly Used Senses, Not Distinctive In Some Cultures: 10 Points''


''Type:'' Distinctive Feature
''Description:'' A character with this Distinctive Feature has a specific accent that is generally held to belong to the lower classes by the educated elite.  For such people, an //Uneducated Accent// is the mark of a poor upbringing, and thus a poor origin.  If the person with the accent is wealthy and accomplished, he or she is generally considered to be "new money" and thus just one step away from being a part of the great unwashed.

The Reputation //Seen As A Hick// goes well with this disadvantage.
''Frequently, Minor: 10 Points
Frequently, Major: 15 Points
Frequently, Severe: 20 Points''


''Type:'' Social
''Description:'' The character is the only one of his kind.  For example, the last member of an alien species whose home planet was destroyed, or the only successfully created sentient machine, the secret of whose construction has been lost.  Some people will pity him, others wish to study him or have him on display.  At the Severe level, all the others of his kind were killed deliberately, and he will be slain himself if discovered.  If the character is not able to disguise his nature, the frequency is raised to Very Frequently, adding five points to it's value.  A character with this Disadvantage may have Distinctive Features related to the kind of being he is the only one of, and could easily be [[Lonely]].
''Frequently, Major: 15 Points''


''Type:'' Social
''Description:'' This Disadvantage is only appropriate in campaign worlds where individuals with paranormal abilities are required by law to register with the government.  It reflects the fact that the character, for whatever reason, is in violation of said laws.  The character may or may not officially be a Wanted Criminal, but any conspicuous use of his abilities will very likely get him in trouble -- especially if the media or police are there to witness the "disturbance."
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''

''Type:'' Psychological
''Description:'' This character is constantly second-guessing himself.  He isn't confident in his own talents and abilities, and thus hesitates before acting.  He worries about whether or not he will succeed, and he worries about the consequences of his actions and their effects on others.  This is not the same thing as [[Worrier]].
''Concealable, Noticed And Recognizable, Commonly Used Senses: 10 Points''


''Type:'' Distinctive Feature
''Description:'' A character with this Distinctive Feature is notably skinny to the point of looking malnourished.  Other people see the character as unhealthy; those who care about him will constantly urge him to "eat something", while those who don't simply find him disgusting to look at.  Either way, he sticks in people's minds.
''Frequently, Minor: 10 Points
Frequently, Major: 15 Points''


''Type:'' Social
''Description:'' The character is known to be related to a notorious criminal or other infamous person, and people judge him based on this fact.  At the Minor level, police will sometimes harass the character, he may be snubbed by polite society, and criminals may think the character can be used as an "in" to contacting the infamous relative.  At the Major level, the character is assumed to be a criminal as well, and may be targeted by the infamous relative's enemies.  The relative may be a Contact or a Hunted.
''Frequently, Greatly: 15 Points''


''Type:'' Physical
''Description:'' This character's body has an unusual shape.  The character may have wings, spines, spikes, or may be permanently hunched into a digitigrade stance.  Whatever the case, the character finds it difficult to use most types of furniture, and has a hard time fitting into small spaces.  The character can't sit in movie theatre seats, plane seats, etc. for long periods of time if at all.
''Frequently, Slightly: 10 Points''


''Type:'' Psychological
''Description:'' This character is not only less than intelligent, but he is born into an upper class family, and has had a somewhat sheltered and pampered life.  That sheltered life sometimes gets him into trouble, as the character assumes that the life he has lead is the standard by which all lives are judged.  Thus, this character might think that three-card-monte is a legitimate game, everyone has a maid and a butler, and might not understand that the pretty girl next to him is a prostitute.  This character may not take any skill relating to "Street Smarts", nor may he have an Intelligence score higher than 8.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character makes sarcastic and scathing remarks whenever he is uncomfortable, confused, or frightened.  He usually directs the sarcasm at the cause of his distress, though in times of extreme stress he may tend to lash out at anyone around him.

This Disadvantage works well with [[Never Lets Anyone Get Close]] and [[Loner]].
''Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:''  A character with this Psychological Limitation is [[Cruel]] or [[Corrupt]], and enjoys nothing more than causing chaos, destruction, and pain.  He works to create these situations in a careful, intricate way.  He has no friends... just victims and people he hasn't got around to victimizing yet.

This is not the "noble foe" who, though his aims are dark is still [[Honorable]].  On the contrary, this is the "do whatever it takes to get the job done, even if it means slitting his own mother's throat to provide blood for the demon sacrifice" type of villain.  The character cannot be redeemed as there is no shred of decency or good in him; there is no "coming back to the side of light" for this character, because he was never on the side of light in the first place.

Just as the name of this disadvantage implies, this Psychological Limitation is only appropriate for villains.
''Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' This character is proud of the fact that he is good looking.  He has trouble resisting looking at himself when he passes a mirror, and is always careful to make sure that not a hair is out of place.  The character takes extra time to make sure his appearance is impeccable, and literally freaks out when it isn't.

This Disadvantage is appropriate only for those characters with high Comeliness scores (16 and up).
''Very Common, Strong: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' With this Psychological Disadvantage, the character truly becomes insufferable when it comes to his own appearance, to the point of being arrogant about it.  He gives off a palpable attitude that he should be treated as somehow special or important simply because he is good looking.  He believes that people who aren't as good looking as he is (especially people who are actually homely or plain) are less special or important than himself because they don't look as good.

This Disadvantage is appropriate only for those characters with high Comeliness scores (16 and up).
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' This character believes that money has more of a social value than it actually has.  He may think that a wealthy person is smarter than others, or just an all round better guy.  This mindset may cause problems while investigating crimes, or dealing with corporations.  The character may believe that he is better than people who have less money than he does.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A person with a //Vigilante Mentality// ignores due process of law and enacts his/her own form of justice upon criminals when they deem the response of the authorities to be insufficient.  This goes beyond merely capturing criminals and turning them over to the police. Rather, a person with this Psychological Limitation sets themselves up to be judge, jury, and executioner.

The character is spurred to perform "vigilante justice" upon a criminal by the belief that either the criminal in question escaped punishment entirely (by "getting off on a technicality" or by "being above the law") or that the punishment they did receive was vastly insuffient.
''Occasionally, Major: 10 Points''


''Type:'' Social
''Description:'' This Disadvantage is only appropriate for Criminal Masterminds and other villains who stay behind the scenes.

A character with this Social Limitation is one of the most frustrating opponents a hero can face.  On the surface, a //Villain With Good Publicity// works within the system and commands a great deal of admiration and respect from Joe Citizen.  Behind the scenes, however, they supervise all manner of nastiness.  Even the good guys (specifically the player characters) might be fooled... at least at first... unaware that the man behind the recent crime spree or city-wide mayhem is someone so publically good-hearted and trustworthy.

Even when the heroes know the truth about the //Villain With Good Publicity//, their efforts to stop him are still stalled by the fact that no one else does. Attempts to arrest the //Villain With Good Publicity// will be met with harassment lawsuits, breaking and entering or assault charges, or just bad press. The heroes may even be falsely painted as villains in the public eye; why else would they be "attacking" someone so "obviously legitimate"?

If the heroes manage to turn up actual evidence that something is up, and assuming it survives the Criminal Mastermind's crack legal team (or survives the Mastermind's attempts to spin it to look like honest behavior), the Mastermind is in trouble.  He will most likely lose everything; not just the respect of the "honest citizens" (as well as his fortune and his business), but will also be nothing in the eyes of the criminal element. 

This Social Limitation is similar enough to [[Devil Hiding In Plain Sight]] that both should not be taken on the same character.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character has a plan for the future that affects masses of people.  He doesn't necessarily [[Want To Make The World A Better Place|Wants To Make The World A Better Place]].  Rather, he wants to make the world match his vision, regardless of what that vision is.  If the character is a raging psychotic, for example, the vision might be of a seething hellhole.  On the other hand, an idealist may have a vision of a world with no war, no hunger, and no strife.  The vision that the character follows consumes his life and directs his actions.  Almost everything the character does is directed towards bringing the character's vision to life.
''Uncommon, Moderate: 5 Points
Uncommon, Strong: 10 Points
Uncommon, Total: 15 Points
Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points
Very Common, Moderate: 15 Points
Very Common, Strong: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' The character has taken a //Vow// to either do, or avoid doing, a particular thing.  This is above and beyond any [[Code of Conduct]] the character may possess.  The frequency of the Disadvantage reflects how limiting the vow is:  "Always Wear Black" is far less limiting than "Never Accepts Healing Magic."  The commitment level is how seriously the character takes the vow; some people take vows very lightly, others will never break them.

If it is known that the character has taken a very limiting //Vow//, he may have a Reputation to that effect, which will become the negative Reputation "Oathbreaker" if he fails to live up to it.
''Very Frequently, Minor: 15 Points''


''Type:'' Social
''Description:'' The character belongs to a group that is the subject of a stereotype, and embodies it.  As a result, he is unable to avoid any negative reactions associated with that group.  Characters with this Disadvantage tend to not realize just how well they embody their stereotype, and thus tend to become puzzled when other people react to them.
''Frequently, Major: 15 Points
Very Frequently, Major: 20 Points
Very Frequently, Severe: 25 Points''


''Type:'' Social
''Description:'' The character is not merely known to be a criminal, but one whom the police or other law enforcement agencies are actively hunting for serious crimes.  His picture is displayed on post office walls and broadcast on television; the newspapers have frequent updates on the search for this dangerous individual.  There's even a small reward for information leading to his capture and/or conviction.  (A large reward would be the [[Bounty]] Disadvantage instead.)  At the Severe level, the fugitive is considered so dangerous that a "shoot on sight" policy has been adopted.  The character should also take a Hunted by the appropriate agency.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character is somehow incapable of living a normal, everyday life.  The reasons for this are up to the player, but possibilities include a widespread belief that the character's secret identity is dead, the character is being pursued by a nefarious agency bent on killing, imprisoning, or otherwise exploiting the character, or the character is now monstrous in form.  Regardless of the reason, the character wishes things were the way they once were and will actively strive to recreate his old life, or at least try to live as if nothing was wrong.  The character must make an Ego Roll in order to stop acting in this manner for a short time.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' The character has decided to model his life and behavior on a famous or notable person whose traits he admires.  He will attempt to gain skills and experiences similar to his role model, wear a hairstyle and clothing as similar to the role model's as possible given the social climate, and mimic his role model's positive character traits.  He may or may not also take on his role model's negative character traits, depending on whether he recognizes them as such.  The character does not think he actually is the role model, that would be [[Delusional]].

For example: Marie <nowiki>DuCharme</nowiki> has 'Wants To Be Joan of Arc'.  She studies military tactics, riding and swordsmanship, becomes a devout Catholic and a patriot of France.  She also dresses in trousers, but that isn't considered all that unusual in 21st Century France.  Marie avoids being prejudiced against the English, as they aren't really France's enemy any more, and has [[Republican Ideals]] rather than being a [[Royalist]], because that's the new legitimate government.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' The character feels that he's been under-rated and has the potential to be much more if he ever got the chance.  He'll suggest himself for whatever he considers to be the most important role in any plan, and sulk if he's shunted off to the sidelines or overlooked.  At the strong level, the character will attempt to take an important role regardless of what other people think.  This Disadvantage works well with [[Nebbish]].
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' The character feels that he is not given the respect he deserves, and will take steps to correct it.  Unfortunately, such steps often result in the character getting *less* respect.  

Many characters with this Disadvantage have other Disadvantages that make it harder for others to take them seriously, such as [[Bad Fashion-Sense]], [[Name]], [[Silly-Looking]], a Reputation for being a loser, and so on.  Villainous characters with this Disadvantage may also have a Enraged/Berserk: When Not Taken Seriously.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character, for whatever reason, hates his superpowers.  He wants to become "normal" again, and will do almost anything to achieve this.  (The character may have other Psychological Limitations which put boundaries around what the character will and will not do in pursuit of this goal.)  The character doesn't necessarily dislike using his powers when necessary, but will never do so for anything other than serious reasons.  When given a chance to rid himself of his powers, or even if given a lead on how to do so, the character will take it.
''Uncommon, Moderate: 5 Points
Uncommon, Strong: 10 Points''


''Type:'' Psychological
''Description:'' This character has it in for another character.  He wants to show the character up in the most humiliating way possible.  The reasons for this urge are up to the player.  The character seeks to show everyone else that the other character is an incompetent buffoon, or isn't worthy of public acclaim, etc.  And to do so he seeks out embarrassing information, attempts to put the character in embarrassing situations, etc.  Whenever given a chance to humiliate the other character, he will take it.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' The character believes that he is a good leader, or at least would be if he were allowed.  He will always volunteer to be leader, or to take on leadership responsibilities.  At the moderate level, he can accept not being the leader, if necessary, but won't like it.  At the Strong level, he's prone to acting as though he were the leader despite his actual position in the group.  At the Total level, use [[Must Be Leader]] instead.
''Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is a variation on [[Visionary]].  This character directs his actions toward improving conditions around the world.  Social changes, environmental changes, whatever it takes.  The character will take what actions are necessary in order to make improvements.  The character may have other Psychological Limitations which will control how far the character will go to achieve this goal.  What, precisely, will make the world better is up to the player, and will differ from character to character.  For instance, it could be argued that both Ghandi and Hitler had this Disadvantage: Ghandi wanted to make the world a better place by fostering understanding and peace, while Hitler wanted to make the world a better place by removing the "undesirables" from the human population.
 
__''Short Digression:''__ Before I go on, and before someone tries to use the last paragraph as "proof" that I am an <nowiki>Anti-Semite</nowiki> or a racist or whatever, let me state that I personally believe Hitler was a fucking nutball who deserves to be where he is: in one of the deepest pits of Hell.  I stand by my point, however: by his own twisted definition, he was out to make the world a better place.

The Strength and Frequency of this Disadvantage determines how and when he will pursue his goal of world improvement.  At the Moderate level the character will take all opportunities he can except when necessary not to.  At Strong, he will do so unless he makes an Ego Roll.  And at Total, he will never pass up a chance to improve the world except under the most dire of circumstances.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' The character was in his youth a person of renown in a physically-oriented field of endeavor.  But that's all in the past now.  Now he is old, and younger, stronger, cooler people occupy the center stage.  But maybe, just maybe, there's one last burst of glory in his old bones.  The character with this Disadvantage wants to "go out on a high note"; he's on the lookout for "last hurrahs" and adventures that need an experienced hand who doesn't have to come back.

The Age Disadvantage at the 40+ or 60+ level is mandatory for this character (and thus, so is the Normal Characteristic Maxima Disadvantage).  Various minor Physical Limitations representing the ravages of time are also appropriate.  Some characters with this Disadvantage will have the Reputation "Used To Be Somebody", but others will have Reputation "Past His Prime".
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Types:'' Psychological
''Description:'' This character feels that the human race is surely headed for disaster unless something is done.  What precisely needs to be done, and how far the character will go in pursuit of this goal is determined by the player and by the character's other Psychological Limitations.  Typically, the character believes that he knows better than anyone else what is good for the "common man"; anyone who disagrees is either misguided or ignorant of the facts.  Generally, the character believes that anyone who still disagrees with the character's goal after the "real situation" has been explained is being willfully obstinate.

Usually, the character will fixate on one of the "problems" of modern society:  war, pollution, overpopulation, hunger, disease, lack of morals, lack of education, racism, etc. and focus his efforts thusly.  The character will take any opportunities he is offered to pursue his goal.
''Uncommon, Moderate: 5 Points
Common, Moderate: 10 Points
Common, Strong 15 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is not usually literally true; a character who did not have any childhood at all is generally better served by taking the Social Limitation, [[Doesn't Understand Modern Life]] or the like.

Generally, a character with this Disadvantage had a difficult or unhappy childhood, and feels that he is well shot of that time of his life.  He does not like children in general, and hates the noise and mess associated with them.  He will not voluntarily associate with children outside of social obligations, and may take pleasure in working against projects designed to benefit children.

In many campaigns, this is considered an Uncommon Disadvantage; but if the campaign features Player Characters who are underage, the frequency rises to Common.  At the Moderate intensity, the character can put up with children and their needs if it is truly necessary; at the Strong level of commitment, the character will not give up his prejudices so easily.

Often, a character with this Disadvantage will have Wealth or social status-related Perks, and may even have pets as <nowiki>DNPCs</nowiki>.
''Frequently, Slightly: 10 Points''


''Type:'' Physical
''Description:'' This character has a limited amount of strength in their hands.  Any contest of strength that involves the character using their hands suffers from -10 Strength.  Examples of affected maneuvers could include grabs initiated by the character, attempts to pull people or things, or attempts to resist someone taking something from the character's hands.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character has a harder time defending himself from any form of persuasion or mental influence than normal.  He is one who almost always gives in to temptation, and is usually considered a pushover.  It's not that he wants to believe all sales pitches and hooker come-ons -- he just can't help himself.  Usually, a Player has a good amount of latitude over how their character responds to NPC's using Interaction Skills upon them... not so with this Disadvantage.

Also, all Presence Attacks and Mental Powers (other than purely damage-causing Powers, like Ego Blast) used against the character are treated as if the character has a x1.5 Vulnerability to them.  If the character can make an Ego Roll, he can temporarily "shore-up" his willpower and regain control of his character's actions with regards to hostile Interaction Skills, and will take regular effect from Presence Attacks and Mental Powers.
''Frequently, Greatly: 15 Points''


''Type:'' Physical
''Description:'' This character cannot be helped by standard medical care.  Something in their makeup means that they require something else.  Note that this doesn't mean that all standard medical procedures are useless when applied to the character, but rather than the character's chemical makeup makes some common medications useless, or even dangerous for the character.

Depending on the character's concept, the character may merely need medical supplements to be healed.  Other character concepts may require special equipment, strange chemicals, and difficult procedures for medical care to work.  Anyone attempting to use a medical skill to heal the character suffers a -6 penalty to their roll.
''Infrequent, Greatly: 10 Points''


''Type:'' Social
''Description:'' Strange things happen to and around this character.  This is not a truly threatening Disadvantage, but it is a continuous nuisance.  The character constantly finds himself dealing with odd circumstances and (relatively) odd people.  New-Agers and Psychics tend to encounter the character with incredibly frequency, oddball pairs of FBI Agents searching for the truth bump into him on a daily basis, and so on.  The reasons for the character having this Disadvantage are up to the player.
The original Master List, the Master List of Psychological Limitations, was conceived and started by a guy named Chris Maka.  Unfortunately, he not only never finished the list, he disappeared almost completely from the Internet shortly after starting it.

I found his nascent list and decided it was too good a resource to just let die.  So we completed it.  Then we added the other types of Limitations (Physical and Social), since they seemed like a good idea, too.  Since then, thousands of people have made use of these lists.  Feel free to do the same.  If you can think of anything that should be on this list that isn't, feel free to contact us so we can add to it.  As a postscript, Chris Maka contacted us and said that he was glad someone finished the list.  Always nice to hear that we are doing a good job.


''A Short Note On Pronouns:'' The Master Lists uses the male pronouns as standard unless speaking about a Disadvantage that is specifically intended for female characters.
''Frequently, Major: 15 Points
Very Frequently, Major: 20 Points''


''Type:'' Social
''Description:'' The character's skills, powers and weaknesses are known to either a large section of society, or to nearly everyone.  As a result, everyone who is likely to meet or battle him will know exactly what he can do and how to defeat him.  This Disadvantage is primarily for "cookie-cutter" monsters who are all virtually the same, but could also be useful for a super-being whose powers/weaknesses are particularly well-studied and reported on (Superman being the best comic-book example; nearly everyone on Earth in the DC Universe knows what he can do, and knows he's vulnerable to Kryptonite).  Naturally, the character should have several other Disadvantages to be well-known.
''Common, Moderate: 10 Points
Very Common, Moderate: 15 Points''


''Type:'' Psychological
''Description:'' This character will stretch, but not quite break, the truth.  He expands on details, improves them, and presents the final product as the truth.  Depending on the character, the exaggerations will be obvious or subtle.  In either case, the character does not mean harm by his exaggerations; he simply cannot help himself.  In most cases, the character will exaggerate his or her own capabilities or experiences.  Other times, the exaggerations will be descriptive (for example, he will speak of "hundreds of goons, all carrying guns" when in truth it was six of them).
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character believes in the military philosophy of "never leaving a man behind", when those men are under his command.  He accompanies his men into dangerous situations and if they are injured gets them out again.  In addition, he watches out for the welfare of his men in other situations:  if they are arrested, he bails them out and arranges legal representation.  If they get into a bar fight, he watches their backs.

In games where the character is on a team that doesn't use ranks, or is not the highest ranking team-member, this Disadvantage is instead named //''Will Never Abandon His Teammates''//.
''Uncommon, Total: 15 Points''


''Type:'' Psychological
''Description:'' This character holds some secret about himself so tightly that he will never, under any circumstance, admit it to others.  Even if caught in the secret, he won't admit it, but rather will contrive some hastily-constructed explanation.  He actively hides the secret, and will sometimes take odd steps to "throw people off the scent" of the secret.  (An obvious example would be a homosexual man marrying and having children in order to hide the fact that he prefers sexual relations with men.)  The character may have other Psychological Limitations which determine the limits of how far he will go to avoid letting anyone know his secret.
''Uncommon, Strong: 10 Points
Uncommon, Total: 15 Points''


''Type:'' Psychological
''Description:'' This character has some connection with a specific opponent (for heroes, this means a villain; for villains, this could be either a rival villain or a hero) that causes the character to avoid harming the other person.  He will not necessarily stand idly by and let the opponent act unopposed, but he cannot bring himself to cause physical, mental, or emotional harm to the other person.
''Common, Total: 20 Points''

''Type:'' Psychological
''Description:'' If a choice has to be made between the character's wealth, health or even life; and the lives of others, the character will choose to save the other person.  Every time.  This is wider-ranging than [[Protective Of Innocent Bystanders|Protective Of (Group, Person, Place, Or Object)]] since the character will sacrifice himself even for people he doesn't like, or who are his enemies, if they are not the ones causing the life-endangerment.  In campaigns where life-threatening situations such as combat are rare, lower the frequency of this Disadvantage to Uncommon (which reduces it's value by five points).
''Uncommon, Total: 15 Points''

In a situation where the mission's success or failure depends on the personal sacrifice of the character, the character will make that sacrifice, regardless of the cost to himself.  This isn't confined to combat missions; a medical researcher with this Disadvantage will gladly infect himself with an "incurable" disease if it will help him find a cure.

This Disadvantage is not the same thing as [[Death Wish]] or [[Suicidal]]; the character has no particular desire to die, he just accepts it as a risk of the mission.  If the character is regularly sent on suicidal missions, increase the frequency to Common (which adds five points to it's value).
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This is a stronger version of [[Sense Of Duty]].  The character will never refuse to take on any mission given to him by his superiors, regardless of its nature.  No matter how menial, dangerous, suicidal, revolting, annoying, time consuming, costly, mis-thought, or boring the mission is, this character will see it through to the best of his abilities.

It is possible that the character will have other Psychological Limitations which alter the character's attitudes about the mission (such as a character with a [[Code vs. Killing|Attitude About Lethal Force (Code vs. Killing)]] being ordered to assassinate someone).  In this case, the character will attempt to think around a solution which makes both of his Psychological Limitations and his superiors happy (such as helping the assassination target go into hiding).  Even then, he will only consider not fulfilling the mission if it conflicts with one of his other Psychological Limitations.
''Very Common, Strong: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is similar to [[Talkative]], but worse.  The character is always talking, does not whisper, and does not seem to have the filter between thoughts and words that normal people do.  If no one else is nearby, the character will address thin air.  Other Psychological Limitations could affect what subjects are talked about.

At the Strong level, the character may make an Ego Roll to shut up for a minute or two if it is absolutely necessary, and usually only because he's been threatened with physical harm (//Yes, I can shut up.  In fact, I'm shutting up right now.  This is me, shutting up.  Quiet as a mouse, I am.  Did you know that mice can... URK!//).  At the Total level, the Ego Roll is at -5, and then only in the most dire circumstances.

This Disadvantage is not recommended for player characters.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' For whatever reason, this character refuses to strike another being with his hands or with a hand-held weapon.  He is not necessarily against combat (although that may be); he simply refuses to strike another person in hand-to-hand combat.  The character would have no problem with using a ranged weapon.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character will absolutely not give up unless killed or rendered unconscious.  He will keep fighting, keep trying to escape, keep trying to rescue endangered civilians, etc., until he can no longer physically make the attempt (and even then, he will keep trying if not prevented from doing so).  No matter how injured he is, or how much potential danger he is putting himself in, he will not give up.  Ever.
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character will only fight to protect himself or those in his care.  He will only use reciprocal force (meaning, he only uses as much force as he is attacked with), and will encourage others to either not start fighting or to cease fighting once it has begun.  At the Strong level the character must make an Ego Roll to be able to start a fight himself.  At Total, he would never do this except under the direst of situations.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character is so dedicated to another person or a group of persons that he would die to protect them.  The other person's welfare is the character's primary concern, and the character will take whatever steps are necessary to provide for and protect the object of his dedication.  Only the direst of situations can possibly dissuade the character from this dedication.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' This character is willing to do just about anything once.  Eating strange (and possibly dangerous) things, going to strange (and possibly dangerous) places, and doing strange (and possibly dangerous) things are all part of this character's every day life.  The character may freely decide that he doesn't like something once he's tried it, or even decide that he likes something and then later change his mind.  But if he's never done something, he is willing to.

The character may have other Psychological Limitations which conflict with his willingness to try new things.  In this case, the character is free to refuse to do something.  For example, a character who has both [[Acrophobia|Phobia]] (the fear of heights) and [[Will Try Anything Once]] can freely refuse to go skydiving, even if he never has gone and a friend suggests it to him.
''All the Time, Greatly: 20 Points''


''Type:'' Physical
''Description:'' This Disadvantage is only appropriate to <nowiki>High-Tech</nowiki> Science Fiction settings, and is not recommended for Player Characters.

The character with this Disadvantage is a person who has undergone brain surgery to implant a wire into the pleasure center of his brain.&nbsp;The character then uses a small battery powered circuit called a droud to run a trickle of electricity into his brain.&nbsp;The droud fits into a socket placed at the back of the character's head, just above the neck.  A typical charge lasts for half an hour, though a skilled electrician can modify it to run for upwards of six hours.

While the electricity is running (or while "living under the wire", in //Wirehead// slang), the character suffers a -3 penalty to any Skill, Combat, Characteristic, or Perception Roll which takes the least amount of concentration.  Indeed, the character is so wrapped up in the pure, unadulterated bliss given to him by the current that he can suffer great loss and shock without any reaction other than a blank smile.  While under the wire, the character will ignore any and all physical needs, including food, water, or having to go to the bathroom unless he is either directed by someone else, or he makes a successful Ego Roll.  At the end of each period of current, the character suffers [[Depression]] at the Strong level and stays that way until the next current session.

Current addiction is a never-ending problem for the character, as nothing in the world can beat having the pleasure center of your brain directly stimulated.  There is a well-known story regarding an experiment involving direct current stimulation of the pleasure center.  In it, a psychologist implanted a wire into the skull of a monkey, then gave the monkey control over how often current would be applied.  The monkey supposedly starved to death with his hands on the current button.  This Disadvantage //''cannot''// be bought off.  Ever.  It is a permanent addiction.  Removing the wire doesn't change this.

As this Disadvantage combines elements of both [[Addicted To (Substance Or Activity)]] and [[Depression]], neither can be taken by a character who is a //Wirehead//.  While it is true that //technically// the character could possibly be addicted to something other than the wire, the pure high that the wire grants a character generally burns any desire for anything else out.
''Uncommon, Moderate: 5 Points
Uncommon, Strong: 10 Points
Uncommon, Total: 15 Points
Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points
Very Common, Moderate: 15 Points
Very Common, Strong: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' This character tends to make witty or sarcastic comments at totally inappropriate moments. It is not that he isn't sensitive to the seriousness of a situation, or that he doesn't respect the circumstances. Humorous remarks are simply how he deals with stress.  The character is different from someone who [[Thinks He's A Comedian]] in that his remarks are actually funny.

At the Moderate level, the character can stop making these comments if he needs to. At Strong, he must make an Ego Roll to do so, and at Total he cannot stop at all, since the direst of circumstances only make him joke that much more (even if his life is on the line). At the Uncommon frequency, the character only makes these comments at very stressful times. At Common, the character has a hard time not making witty remarks during any sort of stressful or confrontational moments. And at Very Common, the character is constantly making wisecracks.

Surprisingly, this Psychological Limitation also works well with [[Pessimist]], [[Depression]], or [[Fatalistic]].
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' This character enjoys being with many women (not necessarily at the same time), with no intention of actually committing to any of them.  He may well make promises to them, but will never keep a promise of marriage (or even monogamy).  This is not to say that he is a cruel, uncaring bastard.  The character may well love every woman he dallies with -- but a dalliance is all she will ever be to him because sooner or later he will find someone else.  In addition, he may treat his "current fling" as if she were a work of art to be cherished:  showering her with gifts and flowers, taking her to dine at the finest restaurants, etc.  The character can suppress his "natural urges" when necessary.

When applied to a female character who has these attributes regarding men, it is known as //Man-Eater//.
''Uncommon, Total: 15 Points
Common, Total: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' The character believes in something or someone, so passionately that no matter what happens, they will keep believing.  Examples include //Won't Give Up On Communism As A Viable Form Of Government//, //Won't Give Up On His Black Sheep Brother//, //Won't Give Up On The High School Choir//, etc.  Even if the object of this Disadvantage completely betrays the character, he will continue to believe that with just a little more effort, everything can be made right again.
''Common, Moderate: 10 Points
Common, Strong: 15 Points''


''Type:'' Psychological
''Description:''  This character believes that actions speak louder than words, and that the best way to troubleshoot is to shoot the trouble, and doesn't understand why those around him disagree.  This Disadvantage does not mean that the character won't ever try on talking through a problem, or that he has poor interpersonal skills.  It simply means that he will be in favor of the more aggressive option when trying to resolve problems.  This Disadvantage is sometimes also known as //Prefers Force to Diplomacy//.

There is a subtle difference between this Disadvantage and [[Trigger-Happy]]; a character who is [[Trigger-Happy]] is incapable of diplomacy... he considers talking things out to be a waste of time, especially when a hail of bullets is just as effective at solving the problem.  A character with //Worf's Lament// is capable of diplomacy... he just prefers to get his gun off.
''Very Common, Strong: 20 Points
Very Common, Total: 25 Points''


''Type:'' Psychological
''Description:'' This is a harsher version of [[Hardworking]].  The character has lost contact with his original goals in working, and now works as an end in itself.  He cannot bear to be "unproductively" idle, and spends most of his waking hours at his job.  If he has a hobby, it is one that he works very hard at.  A //Workaholic// character may neglect his family and friends for weeks or months at a time, and usually is a prime candidate for illnesses relating to stress and overwork.  Often, the character hates his job and mourns that he "cannot" spend more time on his personal life and loved ones, but feels that he is too essential in his position to take time off, or fears that he will be fired if he dares show weakness.

At the Strong level, the character can be forced to relax just a little bit and deal with his personal life; at the Total level, even that seems impossible.
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is only appropriate for characters who have particularly hazardous or insidious superpowers.  It is most effective with characters whose powers are based around mental, poisonous, or radioactive concepts.  The thought that his powers might be accidentally harming others nags at this character.  He is careful of how and when he uses his abilities, and hesitates before using them in what he considers to be an indiscriminate fashion.
''Common, Strong: 15 Points''

''Type:'' Psychological
''Description:'' This character doesn't just worry, he worries about everything.  Whether his car is going to need to be fixed, whether his wife loves him, whether his kids are doing drugs, whether he's going to lose his job over a mistake he made.  He doesn't worry about improbable of unlikely events (like a meteor striking and killing him).  He does worry about plausible events that might have unpleasant consequences.  The character must make an Ego Roll in order to stop worrying about a particular matter.  However, this lack of worry is temporary.  The character always eventually begins worrying again on that subject (and continues to worry about all the other subjects).
''Common, Moderate: 10 Points''


''Type:'' Psychological
''Description:'' This character likes to meet strangers, to learn new languages, to see new places, and to explore new cultures.  He doesn't necessarily dislike his neighbors, his own language, or his own culture.  He just thinks that the cultures of other lands are fascinating, nearly to the point of obsession.  However, the character does retain control of his fascination, and can modify his behavior if he needs to.  The character can either be fascinated with all foreign cultures, or "specialize" in a single culture.  For example, an //Anglophile// is a person fascinated with British culture, while a //Sinophile// is fascinated by Chinese culture.  A person who dislikes meeting strangers, learning new languages, etc. would be [[Xenophobic]].
''Common, Strong: 15 Points
Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' A character with this Psychological Limitation possesses a great fear and contempt for strangers, especially foreigners and people from a culture other than their own.  While similar, this isn't the same thing as being [[Racist]]; the //Xenophobic// person doesn't differentiate between the color of a person's skin... its all about the cultural origin of the other person.  Disliking a black person who just happens to be from France because they are French is //Xenophobic//, but to dislike them because they are black is [[Racist]].

Some //Xenophobes// are non-specific; they dislike people from all other cultures but their own.  Others are quite specific; they have nothing against most foreigners, but hate and fear people from one particular nation or culture.

A person who is //Xenophobic// is rarely physically aggressive against the objects of their hatred, but such attitudes can result in political campaigns for cultural or linquistic purification, isolationism, and a general aversion to foreign "entanglements".

In science fiction campaigns, being //Xenophobic// might refer to a fear or hatred of extraterrestrial cultures or beings.  In this, it is possibly closer to being [[Racist]] than it would be normally, especially when dealing with mono-ethnic political bodies.
''Very Common, Strong: 20 Points''


''Type:'' Psychological
''Description:'' This Disadvantage is appropriate only for a character who is still either a child or a teenager.  He is still immature to some extent, and doesn't fully understand the responsibilities of adulthood.  He is determined as to his goals and opinions, and intolerant of those who disagree with him.  He tends to be inexperienced, enthusiastic, and overconfident, not to mention impulsive and compulsively sarcastic.

This character is usually impatient, rarely thinks ahead for more than a few days, and has a very selective sense of tact (meaning that he is tactful with his parents -- sometimes -- but rarely with anyone else).  In order to avoid acting in this manner, the character must make an Ego Roll.
''Common, Strong: 15 Points''


''Type:'' Psychological
''Description:'' The character's youthful strength and lack of experience give him the belief that anything is possible if he just tries hard and long enough.  He isn't very good at telling when a task or opponent is beyond him, and often will try long beyond the point where it's obvious he failed.  A character with this Disadvantage tends to become depressed or sulky if he fails, but quickly recovers to vow to try again.

Many characters with this Disadvantage will qualify as a [[Minor]] at the less restrictive level; this sort of attitude doesn't usually kick in until the late teens, when a person starts coming into his full physical power.
''Common, Total: 20 Points''


''Type:'' Psychological
''Description:'' This character colors everything he sees, hears, and experiences through the lens of his intense religious beliefs.  He believes that those who follow other faiths are merely misguided (at best) or evil (at worst).  Arguing with him about the merits of his faith is useless, since he knows he is right... and since you are arguing with him about God's Own Truth, you are obviously going to hell, so why should he listen to you anyhow?  When given the chance, he will try and convince "nonbelievers" to convert to his own view.

The character is also perfectly capable of performing acts that are in general considered immoral or illegal if those acts further the aims or beliefs of his faith.  Examples from the real world would be Christians who murder doctors and bomb abortion clinics, Muslims who drive truckloads of explosives into Jewish schools, or Jews who treat Palestinians with the same loving care the Jews themselves were treated to in Europe for so long.

*//''Short Digression Before Anyone Get's Their Panties In A Wad''//: During an interview on NPR, the head of the Jewish <nowiki>Anti-Defamation</nowiki> League once stated that "the only way to solve the "Palestinian Problem" is rounding the Palestinians up and putting them in concentration camps".  I am not making this up, so don't start sending me hate mail talking about my supposed "anti-semitism".

While it is certainly possible to be a //Zealot// about any religion, this Disadvantage is most appropriate for followers of Christianity (especially Roman Catholicism, Southern Baptism, and Mormonism), Islam, and Judaism.  For some reasons, the followers of other religions never seem to get this bad.

By definition, this Disadvantage includes [[Devout]]; thus, it can't be taken in addition to this Disadvantage.