Role Playing Games

Physical Limitations L-S

Lack Of Spatial Sense
Infrequently, Slightly 5pts.
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.

Late Maturation
Infrequently, Slightly 5pts.
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 Life Support: Longevity has been purchased, in which case it may be the explanation of the Late Maturation.

Light Sleeper
Uncommon, Moderate 5pts. / Uncommon, Strong 10pts. / Uncommon, Total 15pts.
The character who only lightly enters dreamland is uncomfortable in new surroundings, enough that they do not rest. Sounds of the city to country folk, or country sounds to the city bred 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 (GMs 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 limit the recovery of Body over time.

Limited Intellect
Infrequently, Slightly 5pts. / Infrequently, Greatly 10pts. / Infrequently, Fully 15pts.
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 Slight 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 Great level they may be unable to grasp a class of related items like the inability to handle fractions or to remember appointments. At Full, 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.

Limited/No Physical Sense
Frequently, Greatly 15pts.
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.

Low Pain Threshold
Infrequently, Slightly 5pts. / Infrequently, Greatly 10pts. / Infrequently, Fully 15pts.
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 Slight 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 Great, 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 Full 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.

Machine Intelligence
Infrequently, Greatly 10pts.
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 punchline 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.

Manchurian Candidate
Infrequently, Slightly 5pts. / Infrequently, Greatly 10pts. / Infrequently, Fully 15pts.
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 days 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.

Mere Mortal
All The Time, Greatly 20pts.
A character with this Disadvantage takes double the amount of Body damage from any attack. This represents a character who is a true normal.

Mesothelioma
Infrequently, Greatly 10pts. / Frequently, Greatly 15pts. / Frequently, Fully 20pts.
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.

Migraines
Infrequently, Slightly 5pts. / Infrequently, Greatly 10pts. / Frequently, Slightly 10pts. / Frequently, Greatly 15pts.
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.

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

Must Sleep After Casting Powerful Magics
Infrequently, Greatly 10pts.
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.

Must Use Powers At Full When Excited/Agitated
Frequently, Slightly 10pts.
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.

Mute
All The Time, Fully 25pts.
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.

Narcolepsy
Infrequently, Fully 15pts. / Frequently, Fully 20pts.
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.

Near Human Intelligence
Frequently, Slightly 10pts.
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 Near Human 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.

Nearsighted
Infrequently, Greatly 10pts.
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.

Needs Reading Glasses
Infrequently, Slightly 5pts.
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.

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

Night Blindness
Infrequently, Greatly 10pts. / Frequently, Greatly 15pts.
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.

No Arms
All The Time, Greatly 20pts.
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.

No Hands
All The Time, Greatly 20pts.
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.

No Legs
All The Time, Greatly 20pts.
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.

No Physical Body
All The Time, Fully 25pts.
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. 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.

No Sense Of Smell/Taste
Infrequently, Slightly 5pts.
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.

Nocturnal
Frequently, Slightly 10pts. / Frequently, Greatly 15pts. / Frequently, Fully 20pts.
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.

Obsessive/Compulsive Disorder
Uncommon, Total 15pts. / Common, Total 20pts. / Very Common, Total 25pts.
The character is obsessed with an idea, usually an unpleasant one, such as disease, injury or death. To ward off this obsession, the character performs compulsive ritualistic actions, often of a cleansing or avoidance nature. For example, the character may wash his hands multiple times, physically check that every lock in a building is locked or count to ten before saying anything. 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.

Odor
Infrequently, Slightly 5pts.
This character has persistent body odor, or chronic halitosis, or possibly even chronic flatulence. 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. This Disadvantage should also be accompanied by the Social Limitation: Odor.

Off-Switch
Infrequently, Fully 15pts.
This Disadvantage is appropriate only for characters who are androids/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).

One Arm
Frequently, Greatly 15pts.
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.

One Eye
Infrequently, Greatly 10pts.
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 Distinctive Feature: 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.

One Hand
Frequently, Slightly 10pts.
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.

One Leg
Frequently, Fully 20pts.
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.

Overweight
Infrequently, Slightly 5pts.
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.

Painfully Sensitive
Infrequently, Slightly 5pts. / Infrequently, Greatly 10pts. / Infrequently, Fully 15pts.
There are three categories of Painful Sensitivity: Light, Sound, and 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.

Paraplegia
All The Time, Greatly 20pts.
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.

Permanently Altered By Intrusive Cybernetics
Infrequently, Slightly 5pts.
Obviously, this Physical Limitation is only appropriate for those characters who gain their powers from 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.

Poor Balance
Frequently, Greatly 15pts.
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.

Poor Eyesight
Frequently, Greatly 15pts.
This character has trouble seeing clearly. He's not necessarily Farsighted or Nearsighted, but rather his vision is generally dim and blurry. Any Sight-Based Perception Rolls the character must make suffer a -2 penalty.

Poor Memory
Frequently, Greatly 15pts.
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.

Poor Traction
Frequently, Greatly 15pts.
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.

Powers Damage Character's Surroundings
Frequently, Fully 20pts.
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.

Pregnant
All The Time, Greatly 20pts.
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.

Quadriplegia
All The Time, Fully 25pts.
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 incontenent (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.

Rapid Aging
Infrequently, Slightly 5pts.
This character is aging at a faster rate than normal, and can thus expect a shorter life span as a result. 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.

Recurring Amnesia
Frequently, Fully 20pts.
This is a variation on the Physical Limitation Amnesia. In this case, not only has the character forgotten all details of life prior to the original cause of the Amnesia, he also no longer has the ability to retain learned information beyond a certain point. What this means is that every time the character wakes up, he has forgotten everything after that certain point all over again, and must relearn it every day.

Reduced Leap
Frequently, Slightly 10pts. / All The Time, Slightly 15pts.
For whatever reason (usually having to do with the structure of the character's legs, or his ability to use them), 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.

Reduced Sense Of Hearing
Frequently, Slightly 10pts. / Frequently, Greatly 15pts.
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 constaly 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.

Reduced Sense Of Sight
Frequently, Slightly 10pts. / Frequently, Greatly 15pts.
This character suffers some problem with their visual acuity other than focus or color (those are different Disadvantages). Such problems can include not noticing objects and creatures that are not moving, or perceiving less difference between color values (for example, seeing in 256 colors while the rest of the world sees in 532), or seeing objects (and people) as blocky, rough-edged objects or just outlines. At the Slightly level, the character suffers a -2 to all Sight Perception Rolls. At Greatly the character suffers a -4 penalty.

Reduced Sense Of Smell/Taste
Infrequently, Slightly 5pts. / Infrequently, Greatly 10pts.
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.

Reduced Sense Of Touch
Infrequently, Slightly 5pts. / Infrequently, Greatly 10pts.
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 dificult 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.

Repelled By Mirrors
Infrequently, Fully 15pts.
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 also works well with Cannot Enter a Home Without First Being Invited, Repelled by Religious Symbols or Objects, and possibly also Cannot Cross Running Water.

Repelled By Religious Symbols Or Objects
Infrequently, Fully 15pts.
This is one of the classic "Vampire" Disadvantages. This character feels compelled to back away from a symbol of a faith which thinks of this character as evil, and itself as good (i.e., a point-downwards pentagram symbol doesn't usually affect vampires). 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 person of faith, however, can cause the vampire to scramble backwards quickly. 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 also works well with Cannot Enter a Home Without First Being Invited, and possibly also Cannot Cross Running Water.

Requires Lots Of Food
Frequently, Slightly 10pts.
The character requires more food than is normal for his physical size, a minimum of at least twice the usual portion. If he cannot get such an amount of food, the character will suffer in the same way as a normal member of his species does during starvation. And his food bills are enormous. In campaigns where there's a famine on, or food is otherwise extremely scarce, this Disadvantage becomes Greatly limiting, adding five points to it's value. Some characters with this Disadvantage also have the Physical Limitation Overweight, but it is not mandatory. The equivalent Disadvantage for vehicles is "Gas-Guzzler."

Secretor
Frequently, Slightly 10pts.
This character exudes body fluids or excretions, in significan amounts. These secretions all contain large amounts of DNA markers, also. It is hard for this character to disguise the fact that he was ever in a specific place. A forensic scientist can easily tell if a certain Secretor has been in an area by the clues they leave behind. Anything that leaves the character's body contains a DNA marker, including blood, urine, feces, tears, saliva, sweat and mucuous.

Self-Destruct Button
Infrequently, Fully 15pts.
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. Once the self destruct button is triggered, the character immediately suffers a Hand Killing Attack 10d6 with no defense (including Damage Reduction).

Semi-Upright
Frequently, Slightly 10pts.
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.

Sessile
All The Time, Greatly 20pts.
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 him to being a member of a species that at some point in their development plant themselves in one spot and never move thereafter. The character is unable to move at all in combat and may be unable to do even combat level movement in noncombat 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. Also, such characters are barred from buying a power with the Special Effects of a "super-dodge".

Short
Infrequently, Slightly 5pts.
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 ¾ Human size. If smaller is desired, down to greater than ½ Human size, the character should take Dwarf instead. Any smaller and the character should take one of the Size Packages found in the Revised 5th Edition Hero System book.

Short Attention Span
All The Time, Slightly 15pts. / All The Time, Greatly 20pts. / All The Time, Fully 25pts.
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. And at Fully, 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).

Short Life Span
Infrequently, Slightly 5pts. / Infrequently, Greatly 10pts.
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.

Significantly Different Anatomy
Frequently, Slightly 10pts.
This character has a body which is vastly different from those of normal human beings. Examples include aliens and characters who are made of some substance other than normal flesh and bone. 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).

Sinks Like A Stone
Infrequently, Fully 15pts.
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 plumet to the bottom. Multiple such devices are needed to support the character, or a modest boat. This character 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.

Slow Healer
Frequently, Greatly 15pts.
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 additon, 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 douple the normal time recuperating from incapacitation.

Slow Reactions
All The Time, Greatly 20pts.
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 Hand-to-Hand attack rolls. In addition, any Dexterity Roll involving reaction time suffers a -2 penalty.

Speech Impediment
Frequently, Slightly 10pts. / Frequently, Greatly 15pts.
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.

Squeamish/Easily Nauseated
Infrequently, Greatly 10pts. / Frequently, Greatly 15pts.
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.

Sterile
Infrequently, Slightly 5pts.
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 lenghty, costly, and possibly painful medical procedure may get around this to the point of allowing conception to take place.

Stigmatic
Infrequently, Greatly 10pts.
This Disadvantage is only appropriate to characters who are deeply, devoutly religious. The character periodically suffers from wounds which mirror those that were suffered by Jesus Christ as described in the New Testament of the Bible. These wounds are painful and bloody, but are never fatal. Specifically, the wounds are large punctures of the wrists and feet, whip-like lacerations on the back, punctures and scratches of the scalp, and a stab wound in the side. Generally, this character will suffer only one of the manifestations (most commonly punctures of the wrist). Rarely, two or three manifestations will occur. No Stigmatic in recorded history has ever suffered more than three.

Stutters
Infrequently, Greatly 10pts.
This character suffers from a stammer or similar speech impediment. The character suffers a -2 to any Skill Roll involving the spoken word, especially when under stress (such as addressing a large number of people). The character may, though he is not required to, also take the Social Limitation: Stutterer.

Suffers Double Knockback
Frequently, Greatly 15pts.
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 the Physical Limitation 'Suffers Double Knockback'. 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".

Susceptibility To Illness
Infrequently, Slightly 5pts. / Frequently, Slightly 10pts. / All The Time, Slightly 15pts.
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 Frequently, 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.