Jan 24, 2023 3:16 am
There is also a master list of all Character Disadvantages at the end. It's a rough list for now.
Characters are not just a collection of abilities for attack and defense. Their flaws add to their appeal just as much (if not more) than their deeds. A character with a newspaper editor hounding him, a sickly aunt, no love life, and the worst luck imaginable is possibly the most recognized character in the history of literature. Why? Because while we can’t identify with being able to fly through the air or have bullets bounce off our skin, we can identify with sick relatives, late bills, and no date on Saturday night. The more we identify with the protagonist of a tale, the more engaging that tale becomes.
Maximum Disadvantages
No character should have more than 10 DSR in disadvantages total, and no single disadvantage can be above 5 DSR. This can be discussed if it is imperative to your character's personality however.
Disadvantage Ratings and Character Disadvantages during play
The first time a disadvantage actively hinders your character during a scene, you immediately recover a number of Action Points equal to the DSR of that Disadvantage; however, you cannot ever have more Action Points than your current maximum (6 plus one-half your character level+one-half your ranks in Wits). You also gain a number of experience points equal to 10 x (DSR + your Level) at levels 1-5, 20 x (DSR + your Level) at levels 6-10, 50 x (DSR + your Level) at levels 11-17, and 100 x (DSR + your Level) at levels 18-20.
Removing Disadvantages As a character rises in level, he might wish to reduce his flaws, or even remove them entirely. A character must announce when he gains a level that he is attempting to remove a disadvantage. To reduce the DSR of a disadvantage by one, the character must then succeed at an appropriate skill check as set by the GM, with a DC of 15 plus the DSR of the disadvantage he is attempting to reduce. This check receives a modifier of +5 to –5 depending on how well the reduction of the disadvantage has been role-played in the campaign. In special circumstances, where the GM feels the reduction of the disadvantage is especially appropriate or especially inappropriate, she may even declare the attempt automatic, or that the attempt is impossible. Remember, however, that this disadvantages system provides no "up front" benefits. A character recovers Action Points equal to the DSR when a disadvantage appears in play, meaning that if the DSR is reduced, the character will receive a diminishing benefit. For this reason, the GM is encouraged to be lenient when determining if a disadvantage may be reduced.
Trading Disadvantages In some cases, a disadvantage is simply not working out in the game. In cases such as this, the GM should allow the character to trade in one enemy for another, at the same DSR.
The three disadvantages in all caps apply to psionics only.
Characters are not just a collection of abilities for attack and defense. Their flaws add to their appeal just as much (if not more) than their deeds. A character with a newspaper editor hounding him, a sickly aunt, no love life, and the worst luck imaginable is possibly the most recognized character in the history of literature. Why? Because while we can’t identify with being able to fly through the air or have bullets bounce off our skin, we can identify with sick relatives, late bills, and no date on Saturday night. The more we identify with the protagonist of a tale, the more engaging that tale becomes.
Maximum Disadvantages
No character should have more than 10 DSR in disadvantages total, and no single disadvantage can be above 5 DSR. This can be discussed if it is imperative to your character's personality however.
Disadvantage Ratings and Character Disadvantages during play
The first time a disadvantage actively hinders your character during a scene, you immediately recover a number of Action Points equal to the DSR of that Disadvantage; however, you cannot ever have more Action Points than your current maximum (6 plus one-half your character level+one-half your ranks in Wits). You also gain a number of experience points equal to 10 x (DSR + your Level) at levels 1-5, 20 x (DSR + your Level) at levels 6-10, 50 x (DSR + your Level) at levels 11-17, and 100 x (DSR + your Level) at levels 18-20.
Removing Disadvantages As a character rises in level, he might wish to reduce his flaws, or even remove them entirely. A character must announce when he gains a level that he is attempting to remove a disadvantage. To reduce the DSR of a disadvantage by one, the character must then succeed at an appropriate skill check as set by the GM, with a DC of 15 plus the DSR of the disadvantage he is attempting to reduce. This check receives a modifier of +5 to –5 depending on how well the reduction of the disadvantage has been role-played in the campaign. In special circumstances, where the GM feels the reduction of the disadvantage is especially appropriate or especially inappropriate, she may even declare the attempt automatic, or that the attempt is impossible. Remember, however, that this disadvantages system provides no "up front" benefits. A character recovers Action Points equal to the DSR when a disadvantage appears in play, meaning that if the DSR is reduced, the character will receive a diminishing benefit. For this reason, the GM is encouraged to be lenient when determining if a disadvantage may be reduced.
Trading Disadvantages In some cases, a disadvantage is simply not working out in the game. In cases such as this, the GM should allow the character to trade in one enemy for another, at the same DSR.
[ +- ] Disadvantage Master List
The three disadvantages in all caps apply to psionics only.
Disadvantage | DSR | Description |
Achilles Heel | DSR 3 | |
Addiction | Variable | |
Age | Variable | |
Allergic Reaction | Variable | |
Alter Ego | ||
Anxiety | DSR | Your anxiety makes it difficult to rest and recover. You have Disadvantage on Recovery saves. |
Chosen One | Variable | |
Code | Variable | |
Computer Illiterate | DSR 1 | You are completely lost when it comes to computers, or anything Computer Related. You cannot take ranks in Computers. If an Occupation has Computers as a Professional skill, you not only do not gain ghost ranks in Computers. It is highly recommended that you take an Aversion and/or a Fear related to computers. You gain an Action Point when this actually inhibits your character during a scene. Note: This does not mean you cannot use a Typewriter, Television, Radio, or even basic Cellphones. This only relates to Computers, and computer likes devices, like PDAs. |
Curse | Variable | |
DAMAGING | DSR 2+ | |
DEADLY | DSR 4 | |
Dependent | Variable | |
Disability | Variable | |
Enemy | Variable | |
Hideous Appearance | Variable | |
Illness | Variable | |
Inefficient Sleeper | DSR 3 | You need to sleep longer to gain the benefits of a Standard Rest. |
Debt | Variable | You have a monetary debt, and can't keep up with the payments, meaning that you end up facing repo men, the courts, the mob, etc. At the start of a scene, the GM rolls a d20. On a roll of 20 or higher on a d20 (modified by the DSR), the debt collector(s) become involved in the Scene, or otherwise makes the scene even more difficult; if there is no reasonable way for them to be involved, they will either take or destroy property worth an amount depending on a value derived from the Debt's DSR or greater (see end of this entry); if even this isn't possible, your Wealth score is reduced by the DSR, possibly putting it into the negatives. Characters investigating you can also learn of your Debt with a Gather Information check from the Streetwise skill (DC 25 – the DSR). DSR to item taken/destroyed cost: 1=10, 2=15, 3=20, 4=25, 5=30 |
Jinxed | DSR 1 | |
Lack of Situational Awareness | DSR 3 | You cannot make an Instinct check to avoid being Surprised when combat begins; instead you are always Surprised during the first round of combat, even if your side went first. |
Limitation | DSR 5 | |
Nemesis | Variable | |
Obsession | DSR 5 | |
OUT OF CONTROL | DSR 5 | |
Phobia | Variable | You have a deep & irrational fear of something. How badly this fear will affect you is determined by the DSR of the disadvantage. Make sure you select a fear that will actually appear during adventures, or you will never get an Action Point award for the disadvantage. DSR 1 (Mild Phobia): When confronted by your fear you must make a Resolve save (DC 15) or Unnerved for 10 rounds (1 minute). The character may make a new saving throw every 10 rounds. DSR 3 (Strong Phobia): When confronted by your fear you must make a Will save (DC 20) or become Shaken. DSR 5 (Severe Phobia): When confronted by your fear you must make a Will save (DC 25) or become Panicked. |
Rival | Variable | |
Secret | Varies | See entry below for more information. |
Shady Reputation | DSR 2 | You have some skeletons in your closet. You suffer a –4 penalty on Deception and Persuasion checks when dealing with a single Allegiance. |
Vulnerability | DSR 3 |