Role Playing Games

Psycholigical Limitations A-B

Absent Minded
Common, Moderate 10pts. / Common, Strong 15pts.
This character is forgetful of, or confused by, anything not related to what he is working on or focused on at the moment. Obviously, the classic absent-minded professor springs to mind. There are two basic levels to this Disadvantage. The 10 point version (Common, Moderate) means the character acts absent minded, but can remember routine occasions and things (like bathing, eating, and such) without having to make an Ego Roll. The 15 point version (Common, Strong) would normally mean that the character would have to make an Ego Roll to remember those sort of basic things without some sort of external reminder.
Alternately, a GM could treat the Common, Strong version in such a way that the character would only have to make an Ego Roll to remember non-regular occurrences, such as delivering a telephone message to someone or when precisely it was that they were getting married that afternoon.

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

Acts Stereotypically (Nationality)
Common, Strong 15pts.
This character acts in a manner which can only be called stereotypical for his nationality. He fulfills, in all particulars, the common image of his countrymen. For example, if the character Acts Stereotypically American, he is boisterous, obnoxious, and believes that you needn't learn other languages -- because if you talk slow enough and loud enough they'll understand you anyway.†If he Acts Stereotypically French, he's surly, hates Americans, smokes constantly, womanizes, and snubs anyone who speaks French with an accent. If the character Acts Stereotypically Australian, he drinks beer by the gallon (and that's just for breakfast), considers a good fistfight to be a casual recreational activity, and dresses and talks like Crocodile Dundee. The possible list, while not endless, is certainly long (the possible examples for this Disadvantage are not infinite, but there are a lot of them.) Obviously, this Disadvantage is only appropriate for characters of a nationality which has a stereotype. In other words, this Disadvantage doesn't work if you want to try to be "Stereotypically Namibian" because Namibia doesn't have a widely recognized stereotype in film and media.)

Addicted To (Substance or Activity)
Common, Moderate 10pts. / Common, Strong 15pts.
This character has an unreasonable compulsion to ingest a substance (alcohol, nicotine, heroine, etc.) or perform an activity (gamble, play video games, have sex, etc.). A Frequency of Uncommon means that the addiction is not yet a serious problem for the character, and it only rarely affects the character's daily performance. A Frequency of Common means that the addiction is a very real problem, and the character's daily performance is seriously affected. A player character should not take this Disadvantage with a frequency of Very Common, as this would mean that the character spends most of his active life filling the addiction. Similarly, an addiction that has a Frequency less than Uncommon is not a true addiction, but rather is merely a bad habit.

Adrenaline Junky
Common, Total 20pts.
This character tries to be "on" 100% of the time. They are addicted to the rush brought on by stressful or exciting situations and have forgotten how to relax.†Such characters are often moody and fall into an emotional slump if not stimulated. He will tend to feel guilty for taking time off from work, and procrastinate until the last moment in order to motivate themselves. When they take time out to eat, its done quickly and "on the go"; they just don't have time to "slow down" and eat like normal people. If there is a job to do, family and friends may become neglected as the character focuses on the work at hand. For such a character, solving problems and "getting things done" gives him a sense of personal importance and meaning. Because he finds standard means of relaxing and recreating to be "boring", he will often seek out dangerous and "extreme" recreational activities -- those which will stimulate the character into the stress-based rush that he craves.

Adventurous And Funloving
Common, Moderate 10pts. / Common, Strong 15pts.
This character is the ultimate tourist. He tends to wander around looking for new ways to get into trouble. A new sport? Try it, especially if its dangerous.†A new dance club? Let's go, and so what if its in the middle of a neighborhood where murder is as common as breathing. They will try anything that sounds like fun at least once. At the Moderate level the character can still abide boring days, but at Strong, anything other than going balls-to-the-wall after some sort of fun is intolerable. This Disadvantage is similar to Adrenaline Junkie, but is actually quite different. The character's idea of fun, after all, might be finding and exploring new art galleries or sculpture gardens.

Afraid Of (Power)
Uncommon, Strong 10pts.
This character either possesses a Power that is beyond his ability to control or is so deadly that the character dare not use it. In any case, before the character can use the power in combat he must make an Ego Roll and either be in danger himself, or have someone he cares about in danger. He will avoid using the Power when out of combat, but after sufficicent cajoled and assurances that it's safe (and an Ego Roll), he can be convinced to use it "just this once".

Aggressive In Combat
Common, Strong 15pts.
This character might not be a killer, or even someone prone to injuring opponents, but he does want to defeat his enemies as quickly as possible. With that in mind, this character will use his attack powers at full strength, unless it is obvious that doing so will maim or kill his opponent (assuming the character has a compunction against doing so). The character will attack full out at first, and then tone his later attacks down to what his opponent can take. He isn't necessarily interested in pulping his opponent -- just beating him, and quickly. Obviously, this Disadvantage is incompatible with Attitude About Lethal Force - Code vs. Killing. In addition to not pulling his punches, he will attack the opponent who seems the most dangerous first. He will also be reluctant to flee a fight if it is going badly for his teammates, and will want to chase a fleeing opponent. He will not hide behind cover and snipe at his foes, but rather will move up on them and attack. This Disadvantage is not the same thing as Reckless in Combat; he won't take foolish chances. However, he will also not be over-cautious.

Aliterate
Common, Moderate 10pts. / Common, Strong 15pts.
The character can read, but chooses not to. Often this is associated with a mild but undiagnosed eyesight problem, mild dyslexia or a really bad school experience. At the moderate level, the character simply does not read for entertainment or informational purposes, but will still read mandatory materials. At the strong level, the character actively avoids reading anything except in the direst of circumstances. This Disadvantage is only worth points in campaign settings where the majority of people are literate and information is conveyed in print. Other Disadvantages the character might have include: Proud of His Ignorance, Distrusts "Eggheads" and Educated People, and Couch Potato.

Aloof And Superior
Common, Moderate 10pts.
The character keeps himself apart from others, and tends to condescend to them when he is forced to communicate. He may not actually think himself superior to others, but he acts as though he is, and likes to keep people at arm's distance. For close friends or in situations where being aloof simply isn't working, the character can forego the attitude temporarily.

Always Angry And Hostile
Very Common, Moderate 15pts. / Very Common, Strong 20pts. / Very Common, Total 25pts.
This character is always complaining, always taking things the wrong way, always seeing offense, and always one inch away from giving you a fat lip. Such characters do not have many friends (if any at all), and most of his associates think he is a boor. This Disadvantage is really only appropriate for NPCs and Villains (especially low-intelligence bricks -- the type of brick that is little more than a superstrong thug). If a player character takes this Disadvantage, it is strongly recommended that it not be taken above the Minor level, representing a character whose temper is always on the surface, but one who could put a damper on it if needed. Otherwise, at the Major level, the character is often blowing their top. This Disadvantage is often taken along with the Psychological Limitation of the same name, and at roughly the same severity level.

Always Announces What He's About To Do In Combat
Common, Total 20pts.
This Disadvantage is a standard for overblown, grandstanding villains. The commitment on this Disadvantage is Total because the character in question does it without thinking about it. The only way to stop is to buy the Disadvantage off completely. Characters who suffer from this Disadvantage don't have to announce their every action (in other words, they don't have to speak like "Now I'm going to throw my Martial Kick at your head! Then I will Martial Punch you in the face!"), but rather has to announce whenever they change targets ("Now that I've defeated Puma Princess, you're next, Box Boy!") or decides to stop fighting to do something else ("Bah! This fight is pointless! I'll activate my superbomb, teleport away, and be finished with the lot of you!"). Characters with this Disadvantage are incapable of being subtle or sneaky in combat, for obvious reasons.

Always Aware of the Public's Perception of Him
Common, Strong 15pts.
A character with this Disadvantage is conscious of his standing in the eyes of the community, and wants that perception to be positive. He will hesitate to undertake any action that damages his reputation or alters the way the public feels about him unless other Psychological Limitations apply. It is possible for the character to have a limited form of this disadavantage for the same points (examples of such limited forms would be Always Aware of the Black Community's Public Perception of Him or Always Aware of Teenager's Public Perception of Him or even Always Aware of the Movie-Going Public's Perception of Him).

Always Calm And Collected
Common, Strong 15pts. / Common, Total 20pts.
This character always has himself together, never panics, and never gets overly emotional, even when its appropriate to do so. While this can, in some instances, be a good thing (keeping his head in stressful situations, for instance), most of the time other characters find him to be distant, unfeeling, and cold. Of course, the character isn't really Emotionless, but rather is so used to keeping himself composed that expressing any strong emotion (hate, grief, love, lust, fear, etc.) is difficult for the character, and when he does do so, he tends to sound like he's reading memorized lines from a script rather than saying how he feels. At the Strong level the character must make an Ego Roll in order to avoid acting in this manner. At Total, the character can only force himself to act otherwise in times of great exigency.

Always Defers To (Other Character of Group Of Characters)
Common, Strong 15pts.
The character greatly respects a person or group, either because of their achievements or their position. As a result, he will always let them speak first and foremost, listen to what they have to say, give them preferential treatment, etc. The character is not bound to follow the deferred to person's orders, but certainly will give them all the consideration they deserve.

Always Fights Fair
Common, Strong 15pts. / Common, Total 20pts.
This character has a limited Code of Honor that prevents him from taking advantage of others in combat. The character will not fight someone who is obviously no match for him, and will only use weapons against armed opponents (and even then, he will only use a comparable weapon to the one his opponent is using). The character will never attack without warning, will never attack noncombatants, will not "fight dirty", and won't hold hostages against the opponent giving up rather than fighting. At the Strong level, the character must make an Ego Roll in order to force himself to use "dishonorable tactics". At Total, the character will not do so except in the most dire of circumstances.

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

Always Has An Answer
Common, Moderate 10pts. / Common, Strong 15pts.
This character cannot resist answering other people's questions, even when they weren't directed at him. He is not trying to be a Know It All; he will not attempt to give an answer when he doesn't have one. He simply feels compelled to share whatever knowledge he has with those around him. In addition, the character often shares trivial information with others. He doesn't do this to make himself look intelligent or knowledgeable, but rather simply because he knows something and wants other people to know it. At the Moderate level, the character can force himself to not act in this manner when necessary. At Strong, he must make an Ego Roll to do so.

Always Obeys Orders
Very Common, Strong 20pts. / Very Common, Total 25pts.
This character does what he's told by those appointed in positions of authority above him without hesitation and without question. This is a Disadvantage that should only apply to characters who are a part of a military or paramilitary organization (such as his nation's Army, or Intelligence organizaion, or Law Enforcement.) Since almost all of their daily activities are dictated by their organization, the Frequency of this Disadvantage is Very Common. Most characters who take this Disadvantage should take it at Strong level, since a character with Total commitment is basically a fanatic with little to no will of his own. This Disadvantage should not be taken at the Moderate level; Feels Loyalty to His Superiors should be taken instead.

Always Polite And Forgiving
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
This character goes above and beyond in their goal to treat others kindly. The unflappable type of person to take this Disadvantage takes turning the other cheek as the law even when they feel they have been treated unfairly. While a person with this Disadvantage may often times assume the best of others, that is not always the case. However, when an excuse is given or an occasion arises where someone needs to be forgiven they will unfalteringly step up to the plate and say and mean those words that need to be heard. This Disadvantage should always be taken at the Common frequency. Uncommon isn't true to character, and Very Common is excessive. A Moderate commitment means that the character can be too easily persuaded not to forgive or be polite. A Strong commitment means that even if he believes that the person was doing something morally questionable, and is convinced that there was a better course of action, he still must make an Ego Roll to resist forgiving or being polite to the individual. A Total commitment means that the character will never be rude or hesitate to forgive even the most undeserving of individuals.

Always Questions Orders
Common, Moderate 10pts. / Common, Strong 15pts.
This Disadvantage only applies to characters who are a part of a military or paramilitary organization. The Frequency of this Disadvantage is always going to be Very Common, because this organization is going to be a large part of the character's life. However, it should never be taken at the Total level, since such a character would very soon find himself constantly disciplined for insubordination. This character always reviews the orders he is given and compares them to his own personal standards of what sensible and proper orders should be. This is not Refuses To Follow Orders; the character can and will go along with what his superiors tell him to do. However, he will ask questions, make comments, and possibly offer other alternatives before doing so. A character with the Moderate level can rein in his urge to question orders if he has to; a character with the Strong level must make an Ego Roll to do so.

Always Questions The Morality Of His Own Actions
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
This character always wants to do the right thing. To this character, the end never justifies the means. If a plan to defeat Dr. Destructo means using people or hurting them in some way, this character won't go along with it without much heel-dragging and deep thought. This doesn't mean that the character can't be talked into doing something of questionable morality, particularly if some greater good really would be served. It does mean, however, that he won't go along with it without some serious soul-searching, discussion, and deep thought. The character will resist (and probably resent) being pushed into something that might be morally questionable without thinking about it or talking it out first. If a player wishes for his character to take this Disadvantage, the GM should allow it only if he is sure the player actually can and will play the Disadvantage correctly. If the player's idea of "questioning the morality of his own actions" boils down to:
Player 1: "I don't know if we should do this. It doesn't seem right somehow." Player 2: "But this will let us beat Dr. Destructo." Player 1: "Okay, you've convinced me. Let's do it."
Then some other Disadvantage would probably be better for his character. A character who takes this Disadvantage really needs to be convinced that there isn't a more honest, morally upright, way to accomplish whatever the current goal is. This Disadvantage should always be taken with the Common Frequency. Uncommon isn't true to character, and Very Common is excessive. A Moderate commitment means that the character can be persuaded, given a little time. A Strong commitment means that even if he believes in the reasons for doing something morally questionable, and is convinced that there really is no other, better course of action, he still must make an Ego Roll to go along with it. A Total commitment means that the character won't go along with a morally questionable course of action unless the stakes are high enough (such as "If I don't do this, every person on the planet will die").

Always Takes The Path Of Least Resistance
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
This character feels that it is not his duty to go any further out of the way than absolutely necessary to complete a task, goal or order. Getting from point A to point B should always come at minimal sacrifice to the character. Because of their consistent attitude towards getting things done as quickly and easily as possible, this character may be perceived as lazy or cowardly, even if he actually isn't. This Disadvantage should always be taken with the Common frequency. Uncommon isn't true to character, and Very Common is excessive. A Moderate commitment means that the character can be persuaded, given time, to go out of their way to accomplish something. A Strong commitment means that even if he believes that the person is right and that it would be more effective to go through an obstacle or two, he still must make an Ego Roll to resist taking the path of least resistance. A Total commitment means that the character will neven go out of his way to do anything extra in accomplishing his goal, commitment or duty.

Ambitious And Manipulative
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
This character wants to succeed, and is willing to do almost anything to do so. They are inherently competitive with anyone they perceive (rightfully or not) as rivals for advancement. They are adept at getting people to do what they want them to do. They use many different ways to do this: cajoling, bribery, casual persuasion, or whatever. Mostly, in fact, they do this without even thinking about it. Player characters should not take this Disadvantage above the Strong level, and it is recommended that they not take it above Moderate. At Common, Moderate, the character wants to get ahead, but won't intentionally hurt others to do so. At Common, Strong, the character is willing to sacrifice others to his own ambitions, but is capable of taking the needs of those who are close to him into consideration with an EGO Roll. At Common, Total, the character cares very little about what happens to other people if they are between him and his goal. In all cases, his manipulative nature will put people into his rival's way, and not care about the results past what inconvenience it causes for his them.

Amnesia
Common, Strong 15pts. / Common, Total 20pts.
This character has suffered something so painful and traumatizing that he blocks out all memory of that event and his life prior. He may be able to remember certain personal details (like his name), but won't remember anything else. Friends, family, his home, his job; nothing will be familiar to him. At the Strong level, the character must make an Ego Roll in order to remember something about his past life. At Total, he cannot do so except under the most dire of circumstances. This Disadvantage should not be bought off except when accompanied by extensive role-playing, and should be a momentous occasion in the life of the character. It should be noted that Amnesia can also be taken as a Physical Limitation; however, as a Physical Limitation it would imply actual brain damage instead of the blocking out of psychological trauma. If the character maintains more than one identity (for example, a superhero with a Secret Identity), generally Amnesia causes the character to forget one of his identities.

Amoral
Common, Total 20pts.
This character simply doesn't consider morality issues when he is deciding his actions. Right and wrong don't matter; to this character, such concerns are silly, unimportant, or make-believe ideals that are followed by others. He cannot be persuaded by appeals to his sense of decency. To put it simply, he believes that whatever happens, happens, that the ends justify the means, and that the strongest and smartest wins. This character should also have at least one other Disadvantage which explains what his motivations and goals are, since ordinary right and wrong don't figure into his plans. For instance, the character may have Must Protect Northern Ireland From English Aggression along with Amoral, which tells us that the character will use any means necessary to drive the English out of Northern Ireland, and will not consider the rightness or wrongness of any action in the pursuit of that goal.

Amorous
Common, Moderate 10pts. / Common, Strong 15pts.
A character with this Disadvantage takes to heart the old song, "Love The One You're With." While the details vary, he will take most opportunities to hit on members of the appropriate sex that he finds attractive. At the Moderate level, the character can restrain his impulses without too much difficulty, and generally reacts good-naturedly when his passes are deflected. At the Strong level, however, the character goes from a friendly wolf, who might be thought charming even to those who are not particularly interested in his attentions, to a lounge lizard, being more persistent, less charming, and also less likely to be nice when turned down. Levels outside those listed above turn this Disadvantage pathological, turning the character into a stalker, and should be simulated by taking the Hunts (Person or Group) Disadvantage instead. It is recommended that Player Characters not take this Disadvantage at the Strong intensity.

Anarchist
Very Common, Moderate 15pts. / Very Common, Strong 20pts.
This character distrusts all authority, wants to be able to do anything he wants (although he may have other Disadvantages which cause the character to limit his own actions), and he resists any interference from the government (which he views as unnecessary at best and a criminal dictatorship at worst) to the best of his ability (and again, within the limits of his other Disadvantages). The character is generally uncooperative with any government functionary, especially one whose duties lie in the area of regulation or law enforcement. He tends to talk back to cops, and has no respect for other forms of civil servants. And he downright hates anyone having anything to do with collecting taxes. Perhaps the only civil servant he can abide is a mailman. At the Moderate level, the character can cooperate and follow orders when necessary. At Strong, the character must make an Ego Roll in order to do so.

Annoyed By Incompetent People
Uncommon, Strong 10pts.
This character cannot stand people who are less than able at whatever it is they are doing. Checkout clerks who can't work a register, delivery people who drop things, movie concession people who are slow, workers at fast food restaurants who get drive through orders wrong. All of these cause the character to get irate and usually verbally angry. In order to remain calm and not make a spectacle of himself, the character must make an Ego Roll.

Antagonistic And Mean
Common, Strong 15pts.
This character is not only Antisocial and Bad-Tempered, but actively seeks out arguments and fights. He picks on people, especially those who won't fight back. However, he is not a Bully. A Bully will back off if the victim fights back. This person hopes and dreams that his victim fights back, just so he can kick the shit out of the wimp. A character with this Disadvantage actively tries to piss off other people; he is intentionally rude, purposefully inconsiderate, and enjoys getting into fights and arguments. This Disadvantage is not appropriate for player characters.

Antisocial
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
This character is simply not very polite or friendly, and is that way all of the time. He may not be actively rude or insulting, and he may not go out of his way to insult or antagonize other people -- in fact, he may go out of his way to avoid talking to other people entirely. Player Characters should only take this disadvantage at the Moderate level, which means that the character can behave and act nice if he really had to. An intensity of Strong would be too annoying for group interaction, as he would have to make Ego Rolls to see if he had to be nice to someone, and Total would mean that the character couldn't be nice at all. Villains, however, have no such restriction and can take this Disadvantage at higher point levels.

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

Apathetic
Common, Moderate 10pts.
This character doesn't care about anything or anyone. In fact, the character doesn't seem to have much passion about anything, nor does he show compassion towards others. The character most often appears to be simply along for the ride. Player Characters should only take this Disadvantage at Common, Moderate, for much the same reasons as Antisocial. At that level, the character can care about specific concerns or people, but usually he doesn't, and he has a difficult time expressing concern when he does feel it.

Aristocratic/Regal Attitude
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
This character speaks and acts as if he were royalty. He is stand-offish but polite, proper at all times, speaks impeccably, and expects his commands to be followed. To other characters, he is obviously Stuck Up and feels he is "too good" for other people. This may or may not be true, but it is not hard to believe it about the character. He is also seen as bossy (and this one is true). At Moderate, the character can resist his urge to act in this manner when necessary. At Strong, the character must make an Ego Roll in order to do so. At Total, he may only drop this attitude in dire emergencies.

Arrogant
Very Common, Moderate 15pts.
This character thinks and acts as if he were better than everybody around him. He may not necessarily be unfriendly or rude about it, but he has an attitude of assumed superiority. This is different from Conceited, in that Conceited is an attitude of "I am just so much better than you are!", and this Disadvantage is an attitude of "I am just so good!" Player characters should only take this Disadvantage at the Moderate level for similar reasons as the Antisocial disadvantage.

Arrogant And Flamboyant
Very Common, Strong 20pts.
This character thinks and acts as if he were better than everybody around him. He may not necessarily be unfriendly or rude about it, but he has an attitude of assumed superiority. In addition to being Arrogant, a character with this Disadvantage is also Flamboyant, shoving the "fact" of his superiority in everyone's face by being as flashy as possible while showing off as much as possible. Even in the face of overwhelming opposition, the character will show no fear but will rather act as if the opposition simply doesn't matter because they aren't anywhere near as good as the character.

Arrogant And Overconfident
Very Common, Moderate 15pts. / Very Common, Strong 20pts.
This character thinks and acts as if he were better than everybody around him. He may not necessarily be unfriendly or rude about it, but he has an attitude of assumed superiority. In addition to being Arrogant, a character with this disadvantage is also Overconfident and believes himself to be more powerful, intelligent, or competent than he really is. The character uses this "inflated" view of himself when gauging potential threats, deciding plans, and combating villains. This can be a tricky Psychological Limit to play. The character should have to make an Ego Roll in order to act cautious in all but the most life-threatening situations. If the roll fails, the player shouldn't consider the danger inherent in the situation, but rather should act as if he knew he could handle it. (Who knows? maybe he can!)

Arrogant And Unfriendly
Very Common, Moderate 15pts. / Very Common, Strong 20pts. / Very Common, Total 25pts.
This character thinks that he is better than everyone else, and he is rude about it. He won't simply say, "I think you'd better let me handle this"; he'll say, "I think you'd better let me handle this because you obviously aren't up to it." The character also acts like he doesn't enjoy interacting with his inferiors, (i.e. almost everyone else in the world) and he doesn't. Player characters should only take this Disadvantage at the Moderate level for similar reasons as the Antisocial Disadvantage.

Ashamed Of His Poor Education
Uncommon, Moderate 5pts. / Common, Moderate 10pts. / Common, Strong 15pts.
The character either did poorly in school, had to drop out early or for some reason was never able to get the usual education of the society. Moreover, he feel ashamed of this fact. Characters with this disadvantage will avoid situations where their lack of knowledge will be put on display, and feel uncomfortable around people who have much better educations. They will usually choose occupations that don't require formal learning. The Uncommon, Moderate level should be used for characters who live in societies where formal education is rare, or who spend most of their time with other uneducated people. The Common, Moderate level reflects most modern societies, or the uneducated person who has daily contact with the more educated (a janitor at an university, for example.) The character may feel uncomfortable around the more educated, but is able to function. At the Common, Strong level, the shame becomes much harder to bear, and the character must make an Ego Roll to associate with or talk to more educated people, or to display his ignorance. Frequently-occurring Disadvantages associated with this Psychological Limitation are the Physical Limitations Illiterate, Dyslexic, Poor, Destitute, and Distinctive Features: Uneducated Accent. A lowered Intelligence score is not necessary, but will often be assumed by other characters. The functional opposite of this Disadvantage is the Psychological Limitation Proud of his Ignorance.

Attention Seeker
Very Common, Moderate 15pts.
This character cannot resist putting himself in the spotlight. He insists on taking center stage whenever he can do so without getting into trouble. He will sometimes go to great lengths to ensure the attention that he craves, such as: creating complex plans that prominently feature himself as the center of the action, always speaking up first or making jokes at the expense of others just to get a cheap laugh, and often exaggerating or saying gregarious things just to make himself appear better than he really is. This is different from Showoff in that this character is really quite willing to share the spotlight with whoever else might want to be there with him. The character believes that there's more than enough glory to go around, and that there's absolutely nothing wrong with the fame and glory being shared equally -- as long as the character gets his share too, everything is fine.

Aversion To (Condition Or Circumstance)
Uncommon, Strong 10pts. / Common, Strong 15pts. / Very Common, Strong 20pts.
This character has a strong feeling of repugnance for some condition or circumstance. He seeks to avoid that situation as strenuously as possible. The character must make a successful Ego Roll in order to force himself to enter into such a condition or circumstance. The specific condition or circumstance is up to the player. The point value of this Disadvantage depends on how common the situation is. For example, Aversion to Going Out When Its Warmer than 100? Fahrenheit (37.8° C) is obviously going to be worth more in a campaign set in Phoenix, Arizona than in a campaign set at the South Pole.

Avoids Emotional Commitments
Common, Total 20pts.
This character dodges any sort of emotional connection with another human being. They aren't very good at it, or find such relationships painful, or don't want to get another human being hurt, and so on. The character will not have any emotionally oriented DNPCs or Rivalries, as he is incapable of truly forming such relationships.

Avoids Long Term Commitments
Uncommon, Strong 10pts.
This character is unwilling to enter into any serious relationship (romantic, business, etc.) that lasts longer than a few months (at most). He doesn't want to be "dragged down by entanglements", and feels that the easiest way to do this is to avoid the entanglements entirely. If he dates at all, the character tends to date either many people at once or one person after another for a few weeks each. He tends to live in cheap motels rather than apartments, pays cash for everything (and never has credit cards). If he owns a car, he bought it with cash. The character makes no promises that cannot be fulfilled quickly. And if he does make promises that cover the long term, he invariably breaks them. In order to enter a long term commitment (regardless of what type), the character must make an Ego Roll.

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

Avoids The Press
Very Common, Moderate 15pts.
This character cannot tolerate putting himself under the scrutiny of the media. He feels that his business is his own and retains his right to privacy. This same person may subject themselves to publicity to promote themselves or something that they believe in, but it is strictly in a professional manner. This person would insist on taking the greatest precautions when going into anything that might draw the attention of the media. This person may actually think twice before entering a burning building to save the damsel in distress if there is a camera crew nearby, at the very least they'll try to enter as inconspicuously as possible.

Avoids Using Powers
Common, Moderate 10pts. / Common, Strong 15pts.
This character, for whatever reason, dislikes using his powers, and tries to avoid situations where he needs to or is forced to do so as much as possible. The specific reason why the character feels this way is up to the player. At Moderate, the character can force himself to use his powers when necessary, but never does so for casual reasons. At Strong, he must make an Ego Roll in order to do so.

Bad Tempered
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
This character is never completely in control of his emotions. In moments of stress, anger, or fear, he tends to react with hostility, rage, and violence to the cause of his feelings. This is not to say that the person is always angry, all of the time. (For that, the character should take Always Angry and Hostile. Rather, it is only when things are going wrong that the character's anger is unleashed. Characters who take this Disadvantage at the Moderate level can calm themselves down with a little effort and not react in this manner. Characters who take it at Strong must make an Ego Roll to do so. Characters who take it at Total can never force themselves to calm down. It is suggested that player characters not take this Disadvantage at the Total level.

Believes "The System" Does Not Work
Common, Moderate 10pts. / Common, Strong 15pts.
The character has lost faith in social institutions, such as the legal, political or medical system. He does not believe that the guilty will be convicted and the innocent exonerated, that good leaders will be elected or appointed; or that doctors are really doing their best to cure their patients. Depending on his other attitudes, the character may become a vigilante, a criminal, a rebel or simply apathetic. At the moderate level, the character can still work inside the system when necessary; there are parts of it that still function adequately. At the strong level, the character finds it much more difficult to keep in line. In the character is vocal about his beliefs, he may also have the Social Limitation Seen as a Troublemaker.

Believes (Focus) Is All-Powerful
Common, Strong 15pts. / Common, Total 20pts.
This Disadvantage is only appropriate for characters who rely on some sort of Focus. The character is so impressed with the Focus's power that he believes that no one can stop it. When using the Focus, the character is gleefully Overconfident, believing he can take on the world, and win, because of the object's power. He may not necessarily think he is using the object to its best effect, but if so will consider that to be his fault and not the fault of the object. The Focus may or may not actually be All-Powerful. That is a decision best made by individual GM's. At the Strong level, the character can only consider the risks of a situation after making an Ego Roll, while at Total commitment, the character will only do so in the most dire and world-shaking of circumstances. This is, of course, assuming the character is wielding the Focus at the time; if not, the character may act in any way he sees fit (including hiding and running) This Disadvantage is one found often among the characters from DC Comic's Green Lantern title, where the phrase "The power ring is the most powerful weapon in the universe" is bandied about regularly. This Disadvantage is a combination of Overconfident and Impressed With (Focus's) Abilities and thus should not be taken in combination with either of those Disadvantages. It may be taken in combination with Believes He Is Unbeatable, since belief in one's self and belief in one's tools are two different things.

Believes He Can Do No Wrong
Common, Total 20pts.
This character believes that he never makes a mistake. To this character, his every action is planned and on purpose. He never acknowledge the consequences of his actions, since he believes that there can be none. The character can possibly be forced to see that not everything he does is right in extreme circumstances. This does not mean that the character is necessarily Amoral. He could have a defined code by which he lives, and might even try very hard to live by that code. However, he sees the consequences of his actions as "necessary evils".
Example: Blasterman, a well known superhero, has this Disadvantage. While fighting his arch-nemesis, Evilman, Blasterman's powerful energy beams strike the home of a family of four. The home burns down with everything the family owns in it. Blasterman's probable reaction would be one of "Sacrifices had to be made to stop the Villain". By no means will he feel responsible for helping the family replace their home and belongings.
The character will act in this manner at all times except during the most extreme of circumstances. This Disadvantage works well with Arrogant, Conceited, and Overconfident.

Believes He Has A Great Destiny To One Day Fulfill
Uncommon, Total 15pts. / Common, Total 20pts.
The character has come to believe that he is not just an ordinary person; that someday he will have a special, important role to play in the world. This may be a specific task that he is to perform, or just a generalized "I have a destiny." Often, this is the result of a prophecy or fortunetelling. At the uncommon level, the character believes that this destined event will come about regardless of his own actions up to that point, and doesn't feel the need to move things along. At the common level, the character believes that his destiny is thwartable by the actions of others, and acts to prevent that. Characters with this disadvantage often have other Psychological Limitations that determine how far they're willing to go to fulfill their destiny.

Believes He Is Destined To Rule (Area)
Common, Strong 15pts. / Common, Total 20pts.
The character believes himself to be the rightful ruler of some piece of real estate. This can be as small as a postage-stamp country, or as large as the universe. This would be fine, except that other people disagree. For example, the character might have several long-lived relatives between him and the throne, or be out of the line of succession altogether. Alternatively, the character may have no claim to rulership outside his own head, which is very likely with the larger areas. At the strong level, the character may force himself to not attempt to attain his rightful position, with extreme difficulty. At the total level, the character will never give up trying. Many characters with this disadvantage also have Megalomania, but it is not required.

Believes He Is Sanctioned By A Higher Power
Common, Total 20pts.
This character believes that everything he does is acceptable because he has been sanctioned by a higher, supernatural authority (which could be God, the Devil, Darkseid, Galactus, or whatever). The character may or may not have additional Psychological Limitations defining his religion's code of conduct. If he does, as long as his actions do not violate that code, he will believe that everything he does is good, just, and in all ways perfectly alright. This Disadvantage works well with Zealot.

Believes He Is Unbeatable
Common, Total 20pts.
This Disadvantage is the ultimate form of Overconfidence. The difference between the two is that a character who merely has Overconfidence acknowledges, begrudgingly at least, that there is a chance (however small) that he could lose. He just doesn't think it will happen. However, a character who Believes He Is Unbeatable does not, and will not, acknowledge that any such "fact" exists at all. He knows how powerful he is, how skilled a combatant he is, and how much of a Billy Bad-Ass he is. No one can take him down, ever. At least, this is what the character believes. If the character is ever actually defeated (especially if the character is easily defeated), he must make an Ego Roll or drop into a depressive funk. In such a state, the character's DCV is penalized by -3, and he is lazy and careless. This funk lasts for an indeterminate time (depending on circumstances, GM whim, and the interaction of other characters). At the end of this time, the character returns to normal, sure that his defeat was a result of "a fluke" or "the law of averages" (the rationale being "Even people as good as I am will lose once! But its just not going to happen again!"). If the Ego Roll is successful, the character goes right past the depressive stage to the "massive denial and justification" stage.

Believes In (Group Or Cause), Right Or Wrong
Very Common, Strong 20pts.
This character has a group or a cause that they believe in -- they would do almost anything to further the aims of that group or cause. They would gladly give their lives in the service of it, and tend not to believe any derogatory information leveled at the focus of their belief. Even when presented with hard evidence that the group or cause they believe in is less than ideal, they will not accept it unless a successful Ego Roll is made. This Disadvantage cannot be taken at a Frequency less than Very Common. It also should not be taken any stronger than Strong -- use Fanatic instead. If the Group in question is a country or a government (the two are not necessarily the same thing -- one could believe in one's country but not one's government), the character should take Fervent Patriot instead.

Believes In The Basic Goodness Of Mankind
Very Common, Strong 20pts.
This character believes that the overwhelming mass of humanity are decent, good-hearted people who will help each other when needed. They believe that you can always count on the kindness of strangers, and that other people mean no harm generally. Such characters are easily manipulated by the more cynical or criminal elements, as they are openly trusting of others with no real source for the trust. Even the most obvious of "bad elements" will be trusted by this character. In order to show anything other than trust toward others, the character must make an Ego Roll. If the roll fails, he trusts the other character to do the right thing, regardless of any other circumstance or factor. And if the other character doesn't live up to his expectations, the trusting character rationalizes such unfriendly behavior away. This Disadvantage works well in combination with Cheerful Charlie and Naive.

Bestial
Very Common, Strong 20pts.
This character is marked by animalistic instincts and urges. Such a character has no sense of modesty, does not recognize etiquette or protocol (and most likely doesn't even know the meaning of those words), polite manners (such as using utensils while eating), and likely does not consider personal hygiene a high priority. The character also has a lack of patience when it comes to getting what he wants, and will not hesitate to get violent or intimidating to get it. A Bestial character often has no sense of compassion, and feels no pity for the sick, the weak, or the dying. Indeed, the character may well feel that a sick associate is hindering him somehow and thus will "hurry him along" toward death just to be rid of the nuisance, though this is by no means the rule.

Bigmouth/Braggart
Uncommon, Moderate 5pts. / Uncommon, Strong 10pts.
This character is constantly shooting his mouth off about his own accomplishments. He doesn't actually mean any harm by this; his bragging is usually a sign of an insecurity complex. On the other hand, he may be bragging because he is full of himself. And lastly, he may be bragging simply because he is Talkative and lacks any other subject of conversation. (The decision of which is up to the player.) At Moderate, the character can keep himself from bragging when necessary. At Strong, the character cannot do so except under the most extreme circumstances. Surprisingly, this Disadvantage works well with both Unsure Of Self and Overconfidence (though not both at the same time).

Bitter
Common, Moderate 10pts.
This character is disappointed and unpleasant about something in his life. He is not necessarily unfriendly or antisocial, but has a very negative worldview and feels that life keeps screwing him over (and over, and over, and over). Some characters are quietly bitter, while others feel the need to let everyone around them know how bitter they are at least once per adventure.

Bloodlust
Common, Strong 15pts.
This character wants to see his opponents dead or very incapacitated. He will make killing blows in battle, put an extra shot into a down foe just to make sure, will attack guards that could have been snuck past, etc. He must make an Ego Roll in order to accept a surrender, to not grievously harm an opponent, and to not try and kill a disabled opponent. This character is not necessarily Murderous or a Casual Killer. Rather, he is simply ruthless. He saves his animosity toward "legitimate" targets: criminals, enemy soldiers, etc. GM's should limit this Disadvantage to hardened vigilantes and shadowy fringe characters. It is most appropriate for Dark Champions characters.

Brash
Common, Strong 15pts.
The character is overconfident in social situations. As such, he treats everyone as his equal, regardless of social standing, and speaks his mind without fear (or tact). The character often comes across as being cocky or arrogant.

Brash And Impulsive
Common, Strong 15pts.
This character often makes decisions without thinking them through. He tends to physically deal with situations, instead of mentally. Instead of receiving key information from a suspect, he might get a sore fist and a reprimand. This character receives a -3 penalty to all Interaction Skills.

Bully
Common, Strong 15pts.
This character enjoys picking on anyone smaller or (in the character's perception) weaker than he is. In fact, doing so is so natural to him that he must make an Ego Roll in order to not do it. A Bully will seldom pass up an opportunity to intimidate or threaten someone smaller or weaker. In combat, he tends to attack the nearest, smallest opponent first. It should be noted that most bullies are actually cowards at heart, and will avoid a fair fight if they can help it.