Role Playing Games

Physical Limitations A-K

Abnormally High/Low Body Temperature
Infrequently, Slightly 5pts.
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 80° 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 75° Fahrenheit.

Achilles Heel
Infrequently, Greatly 10pts.
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.

Ages Faster Than Normal
Uncommon, Strong 10pts. / Uncommon, Total 15pts. / Common, Strong 15pts. / Common, Total 20pts.
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 imparing 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.

Airhead
Frequently, Slightly 10pts.
This character (stereotypically female) 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.

Albino
Infrequently, Greatly 10pts.
This character has no natural body pigment. His hair and skin are white, and his eyes are pink. He may seem either attractive or ugly, but an average appearance is impossible when choosing a Comeliness score for this character. He will always be remembered, and cannot easily blend in with a crowd. He 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.) He is also required to take the Distinctive Feature: Albino when taking this Disadvantage.

Alien Physiology Requires Special Medical Care
Infrequently, Greatly 10pts.
This Disadvantage is only appropriate to extraterrestrial characters. 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.

Allergy
Infrequently, Slightly 5pts. / Infrequently, Greatly 10pts. / Infrequently, Fully 15pts. / Frequently, Slightly 10pts. / Frequently, Greatly 15pts. / Frequently, Fully 20pts.
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.

Amnesia
Infrequently, Slightly 5pts. / Infrequently, Greatly 10pts. / Frequently, Slightly 10pts. / Frequently, Greatly 15pts.
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 a Secret Identity), generally Amnesia causes the character to forget one of his identities.

Animal Intelligence
Common, Total 20pts.
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.

Asthma
Frequently, Greatly 15pts.
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.

Astigmatic
Frequently, Greatly 15pts.
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.

Atavism
Infrequently, Slightly 5pts. / Frequently, Slightly 10pts.
This 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. Atavism can also be taken as a Social Limitation by characters who are a part of a racist society likely to hold to the "genetic inferiority" theory.

Attention Deficit Disorder
Frequently, Slightly 10pts. / Frequently, Greatly 15pts.
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, due to the many controversies surrounding it.

Bad Back
Frequently, Slightly 10pts. / Frequently, Greatly 15pts. / Frequently, Fully 20pts.
This character has somehow injured his back. During strenuous physical labor (including Hand-to-Hand 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.

Blind
All The Time, Fully 25pts.
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 (? 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.

Body Of (Unusual Substance)
All The Time, Slightly 15pts.
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 approprite (like for excess weight or having reduced tactile sensations).

Brown Thumb
Infrequently, Slightly 5pts.
This character manages to kill every plant given into his care. Flowers, crops, shrubs, cacti -- even mushrooms and fungus wither and die when the character tries to keep them alive. Nothing the character does helps the plant in question in any way, and indeed sometimes seems to actually speed the death of the plant. However, he is still readily capable of generating a thriving colony (unintentionally) on something left too long in the refrigerator.

Bruises Easily
Infrequently, Slightly 5pts.
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, any Presence Attacks based on fearsomeness will suffer a 1 die penalty.

Can Only Recover From BODY Damage In A Suitably Equipped Repair Shop
Frequently, Greatly 15pts.
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 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.

Cannot Cross Running Water
Frequently, Greatly 15pts. / Frequently, Fully 20pts.
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.

Cannot Enter A Home Without First Being Invited
Frequently, Fully 20pts.
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. Though 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 also works well with Repelled by Religious Symbols or Objects.

Cannot Feel Or Experience Emotions
All The Time, Slightly 15pts.
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 they are 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.

Cannot Learn
Frequently, Fully 20pts.
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.

Cannot Naturally Heal Damage Caused By (Special Effect)
Infrequently, Greatly 10pts. / Frequently, Greatly 15pts.
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 Greatly to All The Time, making it worth five more points. (Silver weapons are normally rare, but everyone *knows* that they hurt werewolves, for example.)

Cannot Swim
Infrequently, Slightly 5pts.
The character flounders (and then sinks and drowns) 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. It is suggested that the character take the Psychological Limitation Panics When In Deep Water, or something similar, to simulate his reaction to being unable to keep his head when in such water.

Carrier Of/Infected With (Infectious Disease)
Frequently, Greatly 15pts.
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.

Catalepsy
Infrequently, Fully 15pts. / Frequently, Fully 20pts.
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 Talent "Simulate Death" 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, or worth less in settings with "life-force detectors". This Disadvantage is often combined with a negative Reputation or the Harmful Secret Social Limitation, as it really freaks some people out.

Chronic Dental Problems
Infrequently, Slightly 5pts.
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 spend an excessive amount of money on fixing these problems.

Clumsy Hands
Frequently, Greatly 15pts.
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.

Cold Blooded
Frequently, Greatly 15pts.
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.

Colorblind
Infrequently, Slightly 5pts.
A character with this Disadvantage cannot see any colors at all. 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.

Crushing Grip
Infrequently, Greatly 10pts.
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.

Cursed
Frequently, Greatly 15pts.
This is like Unluck, but worse. If anything bad happens to the party, it happens to this character first and worst. If anything good happens, it misses him. And any time the GM feels like hosing the character, he can. It is possible, if a bit suicidal, for the character to take both this Disadvantage and Unluck.

Damned
Infrequently, Fully 15pts.
The character has made a deal with a supernatural being (usually evil) that pledges the character's soul to said supernatural being (or its superiors) upon the character's death or the fulfillment of certain other conditions. 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.

Deaf
All The Time, Greatly 20pts.
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.

Diabetes (Type 1)
Infrequently, Greatly 10pts. / Infrequently, Fully 15pts.
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. 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 for 5 points. A character wishing to take Type 2 Diabetes should just take the Dependency.

Dies If He Uses (Specific Power)
Infrequently, Fully 15pts.
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.

Dietary Restriction
Frequently, Slightly 10pts.
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 possible variations include:

Doesn't Understand Modern Life
All The Time, Slightly 15pts. / All The Time, Greatly 20pts. / All The Time, Fully 25pts.
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. Examples include when to not cross a street, how to drive a car, what a telephone is for, how to summon emergency help, etc. 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).

Doesn't Understand Modern Technology
Frequently, Greatly 15pts.
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.)

Dwarfism
Frequently, Greatly 15pts.
The character with this Disadvantage is very short and small. A Dwarf 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 dwarves 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 notmally, 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.

Dyslexia
Frequently, Greatly 15pts. / Frequently, Fully 20pts.
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 imparement, 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.

Ectothermic
Frequently, Slightly 10pts.
A character with this Disadvantage is cold-blooded; he cannot regulate his own body temperature. He may be sluggish at temperatures above or below his normal body temperature, and is at increased risk of heat prostration or hypothermia. In conditions of extremely high heat or cold, the character suffers a -3 penalty to all to-hit rolls and Characteristic checks. Also, such characters suffer double damage from such natural hazards as heat and cold if they do not take precautions.

Environmental Requirements
Frequently, Fully 20pts.
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 Dietary Restrictions, this character is 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. Also, in cases like Environmental Requirement: Can Only Breathe Water, the character is still required to purchase the appropriate Life Support power. 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.

Epilepsy
Frequently, Greatly 15pts. / Frequently, Fully 20pts.
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. During a seizure, the character can take no actions. In the case of grand mal seizures, the character suffers 3d6 Stun damage as well.

Farsighted
Infrequently, Greatly 10pts.
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 Frequently, Greatly: 15 Points.

Fated
All The Time, Slightly 15pts. / All The Time, Greatly 20pts. / All The Time, Fully 25pts.
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. Usually, the reason why the character wants otherwise can be defined in a Psychological Limitation; for instance, a character with Ophidiophobia (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.

Feeling His Age
Frequently, Slightly 10pts.
The character is getting up in years, and doesn't quite have the endurance or resistance to disease he once did. As such, he is -1 on all Constitution Rolls. This Disadvantage can only be taken by a character who also has taken the Normal Characteristic Maxima Disadvantage. This is because the character also has to take the Disadvantage Age: 40+ or Age: 60+.

Feels No Pain
All The Time, Greatly 20pts.
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.

Frequent Nightmares
Infrequently, Slightly 5pts. / Infrequently, Greatly 10pts. / Infrequently, Fully 15pts. / Frequently, Slightly 10pts. / Frequently, Greatly 15pts. / Frequently, Fully 20pts.
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 InFrequently, once every two or three days for Frequent), and the intensity of the nightmares.

Giant
Frequently, Greatly 15pts.
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. In that case, try the Physical Limitation Heavy instead.

Gimp Leg
Frequently, Slightly 10pts. / Frequently, Greatly 15pts.
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.

Gravity Intolerance
Infrequently, Greatly 10pts. / Frequently, Greatly 15pts.
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.

Hard Of Hearing
Frequently, Slightly 10pts.
This character has suffered some sort of hearing loss. He can hear, as long as the source of the sound is loud enough or close enough. Otherwise, all Hearing Perception Rolls are at a -3 penalty.

Heavy
Frequently, Greatly 15pts.
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.

Heavy Sleeper
All The Time, Slightly 15pts.
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.

Hemophiliac
Infrequently, Greatly 10pts.
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.

Hive Mind
All The Time, Greatly 20pts.
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:

Hormonal
Infrequently, Slightly 5pts. / Infrequently, Greatly 10pts.
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 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.

Horrible Hangovers
Infrequently, Greatly 10pts.
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.

Hunchback
Infrequently, Greatly 10pts.
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.

Hyperactive
Frequently, Greatly 15pts.
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.

Illiterate
Frequently, Greatly 15pts.
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 InFrequently, Greatly, for 10 Points.

Insomnia
Frequently, Slightly 10pts.
This is a character who 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).

Instinctive Intelligence
All The Time, Greatly 20pts.
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.

Invertebrate
Infrequently, Greatly 10pts. / Infrequently, Fully 15pts.
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 of a 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).

Karmic Ties
Infrequently, Slightly 5pts. / Frequently, Slightly 10pts.
This Disadvantage is taken by two or more characters to represent a kind of fate that binds them together, 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 or Frequent Nightmares relating to their previous lives.

Klutz
Infrequently, Slightly 5pts. / Frequently, Slightly 10pts.
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.