Role Playing Games

Physical Limitations T-Z

Takes Damage When (Focus) Is Damaged
Infrequently, Greatly 10pts.
This character is somehow bonded to the focus: he is the weapon and the weapon is him. As such, the character feels every iota of damage suffered by the device in combat. The link is such that any damage that gets past the device's defenses is also applied to the character -- with no defense (including Damage Reduction). This Disadvantage is only appropriate for a character who gains one or more abilities through an appropriate Focus, Battlesuit, or Cybernetic device. However, this Disadvantage may not be appropriate for all Foci/Battlesuits/Cybernetics. As always, the GM has the final decision.

Tall
Infrequently, Slightly 5pts.
This character is taller than is normal, and is significantly taller than is average. Because of this, the character is uncomfortable is tight spaces (such as elevators, buildings with low-ceilings, compact cars, etc.) He has difficulty finding clothing that fits, and even when he does usually must pay higher prices for it. Shower heads are usually positioned so that, when running, the water spray strikes him right in the belly. In addition, the character is intimidating to those around him, whether he wants to be or not. Any Persuasion roll gains a +1 bonus, but all other Interaction Skills dealing with people suffer a -1 penalty. If the character is taller than 6' 6", try Giant instead.

Terminally Ill
Infrequently, Fully 15pts.
This character has one of several fatal diseases or conditions. It is assumed that the disease or condition is not one immediately lethal (such as the Ebola virus), but rather is one that gradually kills it's victims. The character is hampered by the effects of the disease/condition and wll eventually die from it's effects. (The GM should decide when the disease finally catches up to the character; such events should be dramatic and used as great role playing material.) The exact nature of the disease is up to the player, and the exact effects of the disease should be determined by the GM. Regardless of the disease, it is suggested that the GM, while keeping this Disadvantage an active part of the character's existence, not push it too much without discussing it with the player first. If the choice made for this Disadvantage to be an infectious disease, the Carrier Of/Infected With (Infectious Disease) Physical Limitation should also be taken (chosen as Infected, not just being a Carrier). Some examples include:

Time Collage
Frequently, Slightly 10pts.
This Physical Limitation represents a character who cannot sense or judge the passage of time accurately. Past, present, and sometimes even the future (depending on the powers and abilities of the character in question) blur together indistinguishably, which may affect his ability to remember things or to logically predict the future. He suffers a -2 penalty to appropriate INT rolls and to relevant Skill rolls (such as Deduction and Navigation). He also suffers a -1 OCV in combat since part of fighting well is remembering how your opponent moves and trying to predict what he will do next.

Tiny
Infrequently, Greatly 10pts.
This character is permanently 1 foot tall or shorter. Normal existence with other people and the world at large is almost impossible, as everything is built on a scale that is gigantic to him.

Tires Easily
Frequently, Greatly 15pts.
For whatever reason (perhaps his body hasn't fully adapted to his new powers, or perhaps he's out of shape), the character tires easily, and takes longer to recuperate from getting tired than other character's do. He suffers a -2 penalty on STR and CON rolls pertaining to physical exertion (such as holding a heavy object off the ground). If he Pushes, the character must spend 150% of the normal Endurance cost for such an action. Worst of all, when he wishes to take a Recovery (or has to), he must use two Full Phase Actions in order to do so.

Tone Deaf
Infrequently, Slightly 5pts.
This character cannot recognize individual qualities in sounds. The most obvious result of this is that the character cannot carry a tune in a bucket. This doesn't mean that this character cannot recognize a song if he heard it, but rather is unable to eeproduce it. The character also cannot tell whether a sound if flat or sharp.

Tourette's Syndrome
All The Time, Greatly 20pts.
This character is plagued by involuntary tics: rapid, sudden movements or vocalizations that occur repeatedly in the same manner. The tics are either simple (where the movements or vocalizations are completely meaningless; for example, a person might repeatedly scrunch their eyes closed) or complex (where the movements or vocalizations appear to be meaningful and intentional; for example, a person might repeatedly count to ten). This genetic disorder appears in almost 99% of the men who carry the gene for it, while appearing in only 70% of the women who carry the gene. A character with this Disadvantage is also likely to suffer from ADHD, Disinhibition, learning disorders such as dyslexia, and various sleep disorders. It is possible that any activity involving tension or stress may set off a tic. The person may attempt to hold back the tic with a successful Ego Roll, but needs to roll again each minute to continue to hold it off. Once a tic is set off it will go for anywhere between a few seconds to upwards of an hour. During this time, the character is automatically at half their DCV and DECV, and has an OCV and OECV of zero.

Transplant Reject Syndrome
Frequently, Slightly 10pts. / Frequently, Greatly 15pts. / Frequently, Fully 20pts.
This character has received an organ transplant, either from a suitable donor or a cybernetic facsimile. However, the character's body has rejected the donor organ and will attack the new organ with white blood cells until the new organ is destroyed. The character will have to receive regular medical attention and will be dependent on drugs to slow the body's natural defensive reaction. Because the body is obsessed with destroying the transplant, the character is often left tired, weak, and more susceptible to other illness. Strength and Constitution Rolls should suffer either a -2, -4 or a -6 penalty, depending on the severity of this Disadvantage. At the Slightly level, this Disadvantage would indicate a transplant that can be treated with scheduled drug treatment, but otherwise does not interfere with the character's general well being. At Greatly, this indicates that more severe medical treatment, such as a blood transfusion, is needed. The character would expect to be unavailable for a substantial amount of time to receive the treatment. And at the Fully level, it indicates that the character must have continual medical attention in order to survive. The character should be considered bed-ridden or otherwise hampered by cumbersome medical equipment. It would be appropriate for a character with this Disadvantage to also take the Dependence Disadvantage for any necessary medicine. Failure to receive necessary medical treatments would cause further damage to the donor organ, weakening the character more. Buying off this Disadvantage would indicate the character's body finally accepting the organ, or could represent a new implant that the body accepts more successfully.

Uncomfortable In (Environmental Condition)
Infrequently, Slightly 5pts. / Frequently, Slightly 10pts. / All The Time, Slightly 15pts.
This Disadvantage could be considered a very mild form of Allergy, or a very limited form of Susceptibility. A character with this Disadvantage finds a certain specific environment physically irritating; while in such an environment, the character cannot be at ease because of the discomfort he is feeling. The character will most likely hesitate before entering the environment, and once in it will want to leave as soon as he possibly can. The character never actually takes damage from the environment in question, but can become irritable and distracted. This causes the character to suffer a -1 penalty to any Skill, Stat or Combat Roll he attempts while in the specified environment. The Psychological version of this Disadvantage can also be taken. In that case, it represents an environmental condition the character finds psychologically disturbing rather than physically irritating.

Underweight
Infrequently, Slightly 5pts.
With this Disadvantage, the character is noteably skinny to the point of looking malnourished. His Comeliness will generally be less than 14, as most people view the character as emaciated regardless of the actual attractiveness of the character. The character may not have a Body Characteristic higher than 15. He is also at a -2 to any Disguise or Shadowing roll.

Uneducated
Infrequently, Slightly 5pts.
This character isn't stupid; rather, he has never been formally schooled (or if he has gone to school, he never really paid attention to it). Common Sense and experience guide the character's actions rather than formally taught knowledge. The character may only take those skills which require no formal classroom training to learn. This prohibits the character from taking any Science Skill, and can never learn any Language Skill better than "conversational" (and can never rid himself of his native accent).

Unwieldy Body Shape
Frequently, Greatly 15pts.
This character's body has an unusual shape. The character may have wings, spines, spikes, or may be permanently hunched into a digitigrade stance. Whatever the case, the character finds it difficult to use most types of furniture, and has a hard time fitting into small spaces. The character can't sit in movie theatre seats, plane seats, etc. for long periods of time if at all.

Weak Grip
Frequently, Slightly 10pts.
This character has a limited amount of strength in their hands. Any contest of strength that involves the character using their hands suffers from -10 Strength. Examples of affected maneuvers could include grabs initiated by the character, attempts to pull people or things, or attempts to resist someone taking something from the character's hands.

Weird Biochemistry Requires Special Medical Care
Frequently, Greatly 15pts.
This character cannot be helped by standard medical care. Something in their makeup means that they require something else. Note that this doesn't mean that all standard medical procedures are useless when applied to the character, but rather than the character's chemical makeup makes some common medications useless, or even dangerous for the character. Depending on the character's concept, the character may merely need medical supplements to be healed. Other character concepts may require special equipment, strange chemicals, and difficult procedures for medical care to work. Anyone attempting to use a medical skill to heal the character suffers a -6 penalty to their roll.

Weirdness Magnet
Infrequently, Greatly 10pts.
Strange things happen to and around this character. This is not a truly threatening Disadvantage, but it is a continuous nuisance. The character constantly finds himself dealing with odd circumstances and (relatively) odd people. New Agers and Psychics tend to encounter the character with incredibly frequency, FBI Agents searching for the truth bump into him on a daily basis, and so on. The reasons for the character having this Disadvantage are up to the player.

Wirehead
All The Time, Greatly 20pts.
This Disadvantage is only appropriate to High-Tech Science Fiction settings, and is not recommended for Player Characters. The character with this Disadvantage is a person who has undergone brain surgery to implant a wire into the pleasure center of his brain. The character then uses a small battery powered circuit, called a droud to run a trickle of electricity into his brain. The droud fits into a socket placed at the back of the character's head, just above the neck. A typical charge lasts for half an hour, though a skilled electrician can modify it to run for upwards of six hours. While the electricity is running (or while living under the wire, in Wirehead slang), the character suffers a -3 penalty to any Skill, Combat, Characteristic, or Perception Roll which takes the least amount of concentration. Indeed, the character is so wrapped up in the pure, unadulterated bliss given to him by the current that he can suffer great loss and shock without any reaction other than a blank smile. While under the wire, the character will ignore any and all physical needs, including food, water, or having to go to the bathroom unless he is either directed by someone else, or he makes a successful Ego Roll. At the end of each period of current, the character becomes Depressive at the Strong level and stays that way until the next current session. Current addiction is a never-ending problem for the character, as nothing in the world can beat having the pleasure center of your brain directly stimulated. There is a well-known story regarding an experiment involving direct current stimulation of the pleasure center. In it, a psychologist implanted a wire into the skull of a monkey, then gave the monkey control over how often current would be applied. The monkey supposedly starved to death with his hands on the current button. This Disadvantage cannot be bought off -- it is a permanent adiction. Removing the wire doesn't change this. As this Disadvantage combines elements of both Addicted to... and Depressive, the latter cannot be taken, and the former cannot be taken in regards to The Wire (but can still be taken in regards to another substance or activity).