Role Playing Games

Psycholigical Limitations C

Callous
Common, Moderate 10pts.
A character with this Disadvantage isn't bothered by disturbing scenes or emotional situations. Emotional reactions just get in the way of objectives. He might eat a hotdog at a bloody crime scene, or punch out a villain in a nun suit in front of a busload of school children. Others might not understand this character and see him as having an "I don't care" attitude. In situations where strong emotional responses are normal and the character is with a group of people, he receives a -2 penalty on any Presence-based skills.

Calm And Philosophical
Common, Moderate 10pts.
This character sees the world differently from most other people. He is always looking for the hidden meanings and lessons of life. A building fire might not be bad if you're the oak tree that grows from its ruin. Buddhist monks are good examples of people with this Disadvantage. However, others might not approve of philosophical statements during stressful times, and could react strongly to one being uttered.

Cannot Look Weak
Common, Strong 15pts. / Common, Total 20pts.
This character can't stand the thought of looking weak in front of others. He can refuse a challenge from someone he knows to be less powerful than himself. Which is what seperates this Disadvantage from Cannot Turn Down A Challenge. However, the character will not turn down a challenge from someone of roughly the same or greater power -- unless it is obviously suicide, in which case the character will have to find some other way to defeat his opponent and redeem himself. A character with this Disadvantage will not complain about fatigue, pain, or injury, and will never surrender without a fight. He is also particularly easy to needle or taunt about being afraid.

Cannot Resist Taunting His Opponents In Combat
Common, Moderate 10pts. / Common, Strong 15pts.
This character loves mocking his opponents in combat. The Moderate level is Likes To Taunt Opponents In Combat, which means that the character can stop taunting people whenever he wants too. A character with the Strong level must make an Ego Roll to stop taunting, unless he knows that not stopping will most likely get himself killed. There is no Total commitment version of this Disadvantage because a character who taunts all of his opponents all of the time will very shortly be a dead character.

Cannot Resist Tinkering With Machines
Common, Moderate 10pts. / Common, Strong 15pts.
The classic "gadgeteer" Disadvantage. A character with this Disadvantage simply cannot keep his hands off of anything mechanical. He wants to check out any device or machine he encounters to see how it works and how it was put together. Taking this Disadvantage with a Moderate commitment means that the character naturally gravitates towards any machines or gadgets that happen to be about, but can force himself to stay focused on something else, or to keep his hands off if he has to. The Strong commitment means that the character has to make an Ego Roll to stay away from anything mechanical, unless doing so violates a stronger Psych Limit. For instance, Gadgetman, with a total commitment Protective of Normals is not going to tinker with a rocket sled if his teammates are busy coming up with a plan to rescue a bunch of hostages. A character with this Disadvantage at the Total commitment level can't keep his hands off machinery unless one of his other Total commitment Psych Limits is in violation.

Cannot Stand By And Let Evil Occur
Common, Strong 15pts. / Common, Total 20pts.
A character with this Disadvantage feels compelled to act to resist what he sees as evil whenever confronted with it. The character may have other Psych Limits which more clearly define what the character sees as "evil" (as opposed to what the character sees as merely "wrong"). For example, while the character might see torture and murder as "evil", he may see theft as being merely "wrong". The character will always act to oppose the evil, heedless of the consequences. If doing so means violating laws, he will break them without hesitation. If doing so means endangering his own life, the character sees this potential sacrifice as only fitting. At Strong commitment, the character can force himself to not act in the face of evil if he makes a successful Ego Roll. At Total commitment, he cannot do so except in the most dire of circumstances. This Disadvantage works well with Devoted To Justice and Incorruptible.

Cannot Stand The Sight Of His Own Face
Common, Total 20pts.
This is the classic "Doctor Doom" Disadvantage. The character's face is somehow horribly disfigured and the character can't stand the sight of it. Such a character will always have his face covered by some sort of hood or mask. The GM (or player, in the unlikely event his Disadvantage is taken by a player character) should decide ahead of time what the character's reaction will be if he is somehow forced to view his own face. He could be stunned (in the game mechanics sense of the word), he could go berserk, or something else entirely could happen. In most cases, this Disadvantage will be taken in conjunction with Distinctive Features. It could be just as interesting to have a character with this Disadvantage, but without the character's face actually being messed up. In this case, its "all in his head".

Cannot Strike A Woman
Uncommon, Strong 10pts. / Uncommon, Total 15pts.
This Disadvantage can obviously only be taken by a male character. With this Psych Limit, the character simply cannot bring himself to strike a woman. It is listed as Uncommon because for the most part, female opponents are outnumbered by male opponents 3:1. If female villains are more common than that, the frequency goes up from Uncommon to Common, making it worth five more points.

Cannot Tell A Lie
Uncommon, Total 15pts.
This Disadvantage means that the character simply cannot bring himself to say anything he believes to be untrue, and is not going to lie by omission, either. The only circumstances under which he would consider telling a lie is when another of his Total commitment Psych Limits is in violation (Protective of Normals is a classic example), and even then he must make an Ego Roll.

Cannot Think For Himself
Common, Strong 15pts. / Common, Total 20pts.
A character who Cannot Think For Himself isn't literally unable to think for himself, but rather has trouble making important decisions without the advice of others. In the case of extremely important decisions, the character may need to have another person make it for him. Basic decisions (such as "what to wear", "what to eat", etc.) can be made by the character with no problem. Anything more complicated than that (such as "which restaurant to go to" or "which movie to see") and the character begins to have problems. If taken at the Strong level, the character can make a decision on his own if he makes an Ego Roll. If taken at the Total level, the character can only make up his mind in the most critical of situations.

Cannot Turn Down A Challenge
Common, Strong 15pts. / Common, Total 20pts.
This character will always accept any contest, wager, or open challenge of competition, especially if there are stakes involved. However, the stakes don't really matter, its the thrill of competing that the character loves. The character will be even quicker to accept the challenge if the opponent taunts him while doing so. At Strong commitment, the character can make an Ego Roll to refuse the challenge. At Common Total, the character cannot refuse the challenge unless one of his other Total commitment Psychological Limitations is in violation, and even then he must make a successful Ego Roll.

Capricious
Uncommon, Strong 10pts.
This character changes his mind, and his actions, on a whim. He begins projects, then drops them for no reason. He makes plans, then changes them without warning. He also is horrible at keeping appointments, meeting deadlines, or actually holding up to any sort of responsibility at all. In order to act in a consistent of responsible way, the character must make an Ego Roll.

Casual Killer
Common, Strong 15pts.
A Casual Killer has no compunctions about killing. He will kill quickly and without hesitation or a second thought. It is part of his nature. He feels no remorse for his victims and has no issue with other people who use lethal force (in fact, he expects other people to use lethal force). This does not mean that he kills randomly and with no thought about consequences; it just means that when killing is called for (in his opinion), he kills. It is strongly recommended that Heroes not be allowed to take this disadvantage, as it makes for a cold blooded and brutal character.

Cautious Long-Term Thinker
Common, Moderate 10pts.
The character has a goal that will take a long time to accomplish, one that could easily be foiled by rashness in the here and now. Thus, he considers all actions in the light of his long-term goals, and tends to be very conservative in his thinking. Such a character is more likely to be an economist or a bank officer than an adventurer, but sometimes they are forced into action by circumstances. This Disadvantage goes well with Must Have a Plan. It is seldom seen with Adrenaline Junkie or Impatient.

Charitable
Common, Moderate 10pts.
This character feels compelled to help his fellow man when his fellow man is in trouble. He will do what he can to make others comfortable, safe, and healthy. This usually means things like donating money to charity's, working in a soup kitchen, paying the medical bills of the poor, and other charitable acts. This Disadvantage is not the same as Sucker For A Sob Story, who is someone who cannot help himself, and can easily be taken advantage of. Instead, A character with this Disadvantage won't help a person if the "sob story" is false or can be proven to be so. In addition, he will not necessarily inconvenience himself in order to help out another.

Cheap/Spendthrift
Common, Moderate 10pts.
This character simply hates to spend money unless it is absolutely necessary. He may not necessarily be a Miser, and he may not necessarily be Greedy, but it's unlikely that he will eat at a fancy restaurant if a Denny's is available. It is also unlikely that he would ever lend anyone any money, even a friend. And of course, the character will see no reason to spend money on name brands if a generic is available.

Cheerful Charlie
Common, Moderate 10pts.
This character is a person who never has an ill word about anyone, greets everyone with a cheerful "Good morning/afternoon/evening";. He always has a pleasant comment or amusing anecdote. The character isn't necessarily an Optimist (although most are), and they aren't necessarily Naive (although that is common as well). They just have a brighter view of the world than most.

Childishly Naive
Common, Total 20pts.
This character tends to be too trusting, and has a simplistic view of reality. Everything is seen in in terms of black and white: this is good, that is bad. Good is rewarded, bad is punished. Things I want are all good, things I don't want are all bad. Unfortunately, the world is rarely every black and white, and the character is usually very disappointed when he finds this out. However, he never seems to learn from it. This Disadvantage is probably too annoying for other characters to be taken by a player character. It might be an interesting Disadvantage for a powerful NPC hero (or villain) who was raised in a sheltered environment. Alternately, the character could be Childishly Naive and Prone to Temper Tantrums for the same amount of points. In this case, the character has all the problems of being Childishly Naive, but also have little patience -- anything they want, they want right NOW! The character is more than disappointed when he finds out that not everything revolves around him, and is prone to throwing a temper tantrum when things don't work out the way desired. This Disadvantage is also probably too annoying for other characters to be taken by a player character. It might be an interesting Disadvantage for a powerful NPC hero (or villain) who was raised in a sheltered environment.

Childlike View of the World
Common, Strong 15pts.
This character tends to place everyone into one of two categories: those who are "nice" and thus to be trusted without reservation, and those who are "not nice" and thus are not to be trusted ever. The character will go along with the "nice" people, doing what they say with little or no doubt that the nice people are wholly truthful and well meaning. Similarly, the character will never cooperate, trust, or believe "not nice" people, resisting anything they say or do even if common sense would dictate otherwise. The character classifies other people as "nice" or "not nice" with but a moment's interaction; a person being able to change his classification needs weeks and months of interaction with the character. Essentially, the character is required to make an Ego Roll to notice when a "nice" person is being untrustworthy (such as when the nice man who lives next door asks you to take this package to a certain address and make sure that it doesn't get opened, especially by the police), or when a "not nice" person should be trusted (such as when the angry security guard who threw the character out of the building tries to get the character out of oncoming traffic).

Chronic Complainer
Common, Strong 15pts.
This person finds something about everything to complain about. He is never really happy with anything. If he wins a million dollars in the lottery, his first thought isn't "I'm rich!" but "Damn it! Now I'm going to have to pay a ton of taxes". When he's recognized for some achievement, his first thought is "God, I hate standing in front of people and having to make a thank-you speech". He's not necessarily a Pessimist; because he doesn't always expect the worst possible outcome to occur. Rather, he always finds the cloud to go with every silver lining. When the character is in a situation that is "worth complaining about" (meaning an actual unpleasant circumstance), this Disadvantage turns more into Crybaby. The character can force himself to stop complaining if he makes a successful Ego Roll.

Chummy
Common, Strong 15pts.
This character is so friendly that he's become a burden to his friends. Other people watch out for the character on their Caller ID, because if they pick up the phone they'll be on the line with the character for hours. If the character is seen first, others will melt into the woodwork to avoid becoming part of the character's day until all hours of the morning. This is the friend who does not go home. The friend who thinks everyone wants company all the time. At no time does he realize that he's being a pain in the ass, and at no time does he inconvenience others intentionally. Its just the way he is. The character can avoid acting in this manner with an Ego Roll.

Civic Minded And Responsible
Common, Strong 15pts.
The character believes in the good of the community in which he lives. As such, he takes an active interest in civic affairs and works to improve local conditions. He will not litter, and do his best to prevent property damage. Characters with this Disadvantage often volunteer their time and talents to the community without thought of reward.

Clueless
Common, Moderate 10pts. / Common, Strong 15pts.
This character tends to ignore important facts about his situation, going with his first instinct and opinion regardless of other data. Generally, this phenomena occurs in social situations; the character isn't a total incompetent and can do his job well when required (though this is hardly the rule. A character who takes this Disadvantage at the Strong level can be truly dangerous to others as well.) Its just that the character is so intent on pursuing his course that he fails to notice things (for example, at a party the character might be so intent on picking up the beautiful redhead next to the punch bowl that he never catches the hint that she's married to the character's boss). At the Moderate level the character can notice important details that contradict his preconceived notions if he absolutely has to. At Strong, the character must make an Ego Roll in order to be able to do that, and even then requires the facts to be wrapped in a brick and thrown in his face.

Cocky
Common, Moderate 10pts.
This Disadvantage is similar to both Overconfident and Arrogant, but has important differences to both. A character with this Disadvantage becomes so proud of their recent successes that they believe that they not only will win, but also not get hurt by the outcome of most events, and thus aren't overly worried even when they should be. This character will not be Overconfident in all situations -- just those in which he recently had some measure of success (for example, if during a fight between the character's team and a villain team, disabling one opponent will cause the character's Cockiness to spring to the fore, even though during the strategy session before the fight the character admitted that the combat would be tough going).

Code Of Conduct
Common, Total 20pts.
This character is sworn or otherwise dedicated to a set of beliefs which his native culture considers to be good and just. The specific tenets of this should be clearly defined by the player and accepted by the GM before the character is played (or, in the case of NPCs or villains, the GM should have a clear definition of the code before he brings that character into play). Not all Codes of Conduct are going to be the same, because what is considered noble and honorable differs from culture to culture.
There are many possible codes. This Psychological Limitation ends up giving the character several restrictions that would otherwise be considered separate Psychological Limitations. The character may not take both Code of Conduct and those other Disadvantages, even though the point total for all of the individual Disadvantages is higher if they are combined. A Code of Conduct, while actually encompassing several lesser Psychological Limitations, is worth less points because it also carries a measure of distinction and respect. For example, while villains may taunt a character who has a Code of Conduct, others will admire and look up to such a character for his solid principles. Some examples of various Codes of Conduct would include:

Code Vs. Killing
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
This Disadvantage is perhaps the superhero Disadvantage. If your character doesn't have it, you should be thinking long and hard as to why not. A character with this Disadvantage absolutely refuses to consider lethal force as a valid option except under the most dire of circumstances (such as "kill or the planet dies" or "kill one to prevent a million deaths"). They dislike people who are willing to use lethal force, and will actively (and if necessary, physically) try to prevent them from doing so. If the choice comes down to using lethal force to stop an opponent and letting him escape, a character with this Disadvantage would let the opponent escape. This does not necessarily mean that the character is a coward or a weak fighter. Against a foe noted for his resistance to harm, the character will use his attacks to the best of his ability. Against unknown opponents, he will pull punches, use lower power attacks, or start out with entangles and similar non-damaging powers. And please note that it doesn't have to be a Killing Attack to count as a lethal attack -- a large enough "regular" attack can still be lethal.

Cold And Aloof
Common, Moderate 10pts. / Common, Strong 15pts.
This character keeps himself apart from others. He is not necessarily grim or overly private, but he never shows concern for others (even if he is actually feeling it) and never gets too involved in others. The character tends to work alone; although he will certainly cooperate with a team of heroes, he will never actually join. 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 in order to do so. This Disadvantage works well with Loner and Grim and Humorless.

Cold And Calculating
Common, Moderate 10pts. / Common, Strong 15pts.
A character with this Disadvantage has no concern for others with regards to the execution of his own schemes. He treats others like pawns, and if necessary is ready to sacrifice them. He uses whatever means he deems necessary to get ahead, and treats everyone he meets as a potential cog in his machine. In short, he does what is necessary. 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 in order to do so. The character may have other Psychological Limitations which determine to what lengths he is willing to go. It is suggested that the character not also have a Code vs. Killing.

Collapses In The Face Of Torture
Uncommon, Total 15pts.
This Disadvantage means exactly what it says: the character has no tolerance for inflicted pain or torture, and will immediately surrender if faced with it. The character may, at first, try to bluff his way out about what he does or does not know, but if it looks like torture is actually going to be applied, he'll tell his captors everything they want to know, and some things they don't. This Psychological Limitation is not the same as Coward In The Face of Pain, which is for a character who can and will pursue courses of action that may turn out to be painful. Rather, a character with this Disadvantage cannot stand the thought of someone intentionally causing him pain.

Combat Paralysis
Common, Total 20pts.
This character tends to "freeze" in combat situations. This is not the same as being a Coward; The mind is willing, but the body is weak. In any situation in which personal harm seems imminent, the character must make an Ego Roll to avoid losing his action for that phase. If a character freezes, a separate roll must be made at each of the character's phases following the freeze (with a cumulative +1 bonus to the roll per phase). Having friends present adds another +1 to the roll.

Committed To (Cause Or Goal)
Uncommon, Total 15pts. / Common, Total 20pts. / Very Common, Total 25pts.
This character has something in his life to which he is dedicated. The specific goal is up to the player, but it should be some appropriately dramatic goal. For example, Committed to Destroying Viper or Committed to Rebuilding Saint Michael's Cathedral After Its Destruction by Mechanon are appropriate goals. Committed to Collecting All the Episodes of M.A.S.H. isn't. The Frequency (Uncommon, Common, or Very Common) of this Disadvantage depends on how often the character encounters opportunities to pursue it, as determined by the GM.

Compelled To (Perform Specific Unusual Action)
Uncommon, Total 15pts. / Common, Total 20pts. / Very Common, Total 25pts.
A character with this Disadvantage has an unreasonable urge to perform some specific action that could be considered unusual. The list of possible actions is almost infinite, but some examples would include Compelled To Attack Polluters, Compelled To Steal Gems And Jewelry, or Compelled To Bring His Own Silverware To A Restaurant. The reasons behind this compulsion, as well as the exact details of it, are up to the player. The Frequency of the compulsion depends on how often the compulsion would come up. For example, if the GM's campaign deals with environmental issues and the players are a team of environmentally conscious heroes, Compelled To Attack Polluters may well be a Very Common Disadvantage. The character can resist the compulsion only in the most extreme of circumstances.

Completely Devoted To (Group Or Cause)
Very Common, Strong 20pts. / Very Common, Total 25pts.
This is the stronger version of Feels Loyalty to His Superiors, and should only be taken by characters who are a part of a military or paramilitary organization. This Disadvantage is very similar to Fervent Patriot, except that the character is not necessarily overly loyal to his home nation (though the two Disadvantages can easily be used on the same character). A character with this Disadvantage feels that the object of his devotion (be it a person or an agency) can do no wrong. He will never question orders that come from them, and he would be willing to die fulfilling those orders or protecting his superior. In addition, a character with this Disadvantage will not put up with another person bad-mouthing the object of his devotion, and has little patience for those who are not as devoted as he is.

Compulsive Carouser
Common, Moderate 10pts. / Common, Strong 15pts.
A character who is a compulsive carouser cannot resist the urge to party. He or she will drink as much alcohol as they can, will try almost any mind-altering substance without a thought, and isn't particularly picky about their choice of romantic partners. A character with this Disadvantage likes the music loud and the woman (or men) hot and easy. At the Moderate level of commitment, the character can avoid acting in this manner if necessary. At Strong, he must make an Ego Roll in order to do so.

Compulsive Collector Of (Class Of Object)
Uncommon, Moderate 5pts. / Uncommon, Strong 10pts. / Uncommon, Total 15pts. / Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts. / Very Common, Moderate 15pts. / Very Common, Strong 20pts. / Very Common, Total 25pts.
A character with this Disadvantage cannot resist owning and acquiring a certain type of object. The specific type of object the character collects is up to the player, but can be nearly anything (from diamond necklaces to swords to beer cans). The frequency of the Disadvantage is determined by how rare or difficult to acquire the type of object is. Items which can be found almost anywhere and cost virtually nothing would be Very Common or Common, while items which can only be found at certain specific locations and cost hundreds of thousands of dollars would be Uncommon. For example, diamond necklaces aren't that rare, but they are expensive; thus they'd be Uncommon. Beer cans are neither rare nor expensive, so they'd be Very Common. Baseball cards aren't always expensive, but they can be rare; depending on the card they'd either be Very Common, Common, or Uncommon. Swords tend to be both rare and expensive; they'd be Uncommon. The GM must decide what frequency a particular type of object warrants. Regardless of the frequency, the strength of the Disadvantage determines how difficult it is for the character to control his urge to collect. At Moderate, the character is an enthusiastic but still casual collector, and when necessary can turn down an opportunity to expand his collection. At Strong, the character will always take an opportunity to expand his collection, and must make an Ego Roll in order to control this urge. At Total, the urge to collect cannot be controlled except in the most dire of circumstances.

Compulsive Gambler
Common, Strong 15pts.
A character with this Disadvantage simply cannot say no to a game of chance. As long as there is the slightest chance that the character will win, he will make a bet. The actual form of gambling does not matter; slot machine, sports bet, poker game, or even the lottery all call to the character. In order to avoid joining the game, the character must make a successful Ego Roll.

Compulsive Liar
Common, Total 20pts.
This Disadvantage can also be called Pathological Liar. A character with this Disadvantage does not lie about everything, but he does lie frequently. He lies about just about anything, for no real reason at all. Its not that the character is devious or cunning; for whatever reason, he lies about almost everything, oftentimes seemingly at random, in the same way that a character with Kleptomania takes things without thinking about it. The lies themselves need not be obvious or outrageous. In fact, they are usually completely plausible, and as often as not they will be based on some kernel of truth. The danger of compulsive lying is that the character begins to believe some of his own lies after a while. A player or GM can focus this Disadvantage somewhat by specifying what it is that the character lies about. For instance, a character could be a Compulsive Liar About His Own Past Exploits. In this case, the character wouldn't necessary lie at all in his everyday life, but when talking about his past, he will lie without even thinking about it. He may even believe that what he is saying is how it really happened, if there is no one present to contradict him.

Compulsive Spender
Common, Strong 15pts.
This person cannot hold on to money. If he sees something on sale that he is even vaguely interested in, he'll stop and spend. If he sees anything that he's vaguely interested in being sold at a discount, he'll by double (thus negating the value of the discount). This character is almost guaranteed to be living with maxed out credit cards. Note that this is not the same as Lives Beyond His Means or being Destitute. The character doesn't necessarily spend more money than he has, nor is necessarily poor. But he's constantly spending money. A successful Ego Roll is needed for the character to resist this urge.

Compulsively Generous
Very Common, Strong 20pts.
A character with this Disadvantage cannot resist helping others out. If a panhandler approaches, the character will give him every cent of cash he has on hand, and if he has no cash on hand will go to an ATM. When the girl scouts sell cookies, he'll buy a case. If the neighbor's car breaks down, the character will go help fix it, even volunteering to pay for some of the parts if needed. The character never hesitates to pick up hitchhikers, and will always offer a ride to someone who needs it. This Disadvantage could be considered a more extreme version of Charitable, but differs from that Disadvantage in that a Charitable character won't necessarily inconvenience himself in order to help others. Put another way, a Charitable person would share his umbrella in a rainstorm, while a person who is Compulsively Generous would give a total stranger not only his umbrella but his raincoat, even if it means he got soaked to the bone. The character isn't necessarily a Sucker for a Sob Story though the two Disadvantages do work well together. Nor is he necessarily a Compulsive Spender. Simply put, the character feels that the only appropriate action when he sees someone in need is to help out. This trait could well become known, and thus exploited, among the character's associates. The character can resist this urge with an Ego Roll.

Compulsively Sarcastic
Common, Moderate 10pts. / Common, Strong 15pts.
A character with this Disadvantage is sarcacastic on a whim, having a cutting remark for every situation, regardless of what the situation is. His remarks are not intentionally cruel, but they are always stinging. The level of wit involved in the characters sarcasm is up to the player, but the wittier the better. At the Moderate level, the character can control his urge to be sarcastic when necessary. At Strong, he can only do so if he makes a successful Ego Roll. This Disadvantage works well with Cynical, Loner, and Pessimist.

Conceited
Common, Moderate 10pts.
A character with this Disadvantage not only has an inflated vision of himself, he also believed that others aren't as talented. This is different from Arrogant, which is having an attitude of "I am just so good!" Rather, a character with this Disadvantage has the attitude "I am just so much better than you are!" He believes that he is of a special class, and there are others who just aren't in that class. In order to not believe or feel that way about others, he must make a successful Ego Roll.

Confused In Combat
Common, Strong 15pts.
A character with this Disadvantage is so flustered and confused by the chaos of combat that they make near constant tactical errors, and are often a hazard to their friends and allies in a fight. They are unable to come up with workable combat plans, and would be unable to follow it even if they did come up with one. Quite often, the character will simply give up on trying to fight, find cover to hide behind, and do his best to not become a target. The character always acts last in any given combat phase, and even then can only make Half Moves. The character can force himself to act rationally in combat with an Ego Roll; in this case, the character can make a Full Move, but still takes his action last. It is recommended that Player Characters do not take this Disadvantage, as it tends to get annoying. It works well with Coward In The Face Of Physical Violence.

Considers Himself A Monster
Common, Total 20pts.
This Disadvantage is only appropriate for a character whose powers or appearance permanently separate the character from normal humanity (for instance, a character who is permanently on fire, or a character who is permanently 9 feet tall with green warty skin). This character who wallows in self-pity over his "exile" from the greater mass of humanity. He holds himself apart, doesn't go out in public if he can help it, and generally is aloof with others. However, the truth is that the character longs to take part in normal life, but feels that he cannot due to his condition. The character will only do so after long sessions of role-playing and with help and counseling from his friends. The character can force himself to go out when it is necessary (like to buy food or to fight a supervillain), but mostly he stays by himself at home. Other than this, the character will only venture out on casual occasions (meaning when its not necessary) in the most extreme of circumstances. This Disadvantage works well with Loner and Antisocial.

Considers Other People's Psyche's To Be Toys
Common, Strong 15pts. / Common, Total 20pts.
This Disadvantage is really only appropriate for villains. It assumes that the character in question has some form of mental powers, most likely related to Mind Control. A character with this Disadvantage doesn't consider other people's minds to be sacred or deserving of privacy and couldn't care less about the pain, degradation, or embarrassment that invading their minds might cause. This Disadvantage shouldn't be taken at less than Common, Strong. A telepath who considers other people's psyche's to be toys at a Common, Moderate level is merely an asshole.

Conspiracy Nut
Common, Moderate 10pts. / Common, Strong 15pts.
A person with this Disadvantage believes that some ominous agency (government, aliens, UN, Illuminati, etc.) is behind the occurrence of any significant event. He will rationalize any information to prove that this agency was responsible for the event. At the Moderate level, the character is very distrustful of the conspiring agency. He will be very guarded when dealing with them, will collect information to support his claims, and will be either amusing or annoying to those around him. At the Strong level, the character feels he needs to prove the conspiracy, and will spend time collecting what he believes is evidence of the conspiracy. He will make this information public through whatever means he has, such as websites, books, and radio shows. It is entirely possible that the conspiracy the character believes is actually true. However, for this Disadvantage to be of value, general society should find the conspiracy outlandish, and view him as a kook. Instead of buying this Disadvantage at Total commitment, Paranoia should be used to reflect that level of suspicion by the character.

Constantly Fishes For Comments
Common, Moderate 10pts.
This character is looking to hear proof of approval from other people. This usually comes about out of some feeling of superiority, insecurity, or from a feeling that the character's efforts go unnoticed. Whatever the reason, the character is always trying to lead others into situations where they complement him or praise him. The character can avoid acting in this manner when necessary. This Disadvantage works well with several others, including Overconfident, Unsure of Himself, Arrogant, Conceited, Feels Under-Appreciated, and Young.

Constantly Shooting His Mouth Off
Common, Moderate 10pts. / Common, Strong 15pts.
This character lacks conversational tact. If it comes into his head to say something that might get him in trouble, he goes ahead and says it. Threats, boasts, insults, propositions, all drop from his lips with constant ease. This is not the same as Talkative or Will Not Shut Up; if the character has nothing to say, he won't say it. This Disadvantage incorporates parts of Bigmouth/Braggart, Compulsively Sarcastic, Flirtatious and Thinks He's a Comedian. At the moderate level, the character can rein in his tongue if he thinks about it. At the strong level, he must make an Ego Roll, or spout off anyway.

Constantly Suspicious of Other People's Motives
Uncommon, Strong 10pts.
A character with this Disadvantage does not trust the reason why other people do what they do. The character believes they have some secret agenda driving their decisions. The character will have a hard time working with others, and will be suspicious of anyone who "volunteers" for anything. He will constantly be trying to deduce the real motive driving others, and will be hesitant to trust anyone. This Disadvantage is similar to Paranoia, though not as strong.

Control Freak
Common, Total 20pts.
This character feels that he must be in control of everything at all times. They have no confidence in anyone else's abilities or decisions, and because of this believes that they must either do everything themselves or use hands-on, step-by-step supervision to get things done. Characters with this Disadvantage tend to try to direct the lives of those around them. They will never allow someone else to take control of things except in the most extreme circumstances.

Corrupt And Greedy
Common, Total 20pts.
This Disadvantage is a more serious version of Greedy. A character with this Disadvantage lusts for wealth and has no aversion to the means to gain it. Such a character is willing to do anything to increase his own net worth. "Secondary" considerations, such as loved ones and friends, will not matter next to the ultimate goal. The character will literally, "sell his own mother" to get what he desires. He couldn't care less who he hurts or betrays on his way to the top of the financial heap. This Disadvantage works well with Cheap/Spendthrift and Miser. However, it is too similar to Greedy to be bought with that Disadvantage. Reputation is also a good Disadvantage to pair with this one, as it does not take much for people to learn about the character's nature after a few betrayals.

Counter-Phobia
Common, Strong 15pts. / Common, Total 20pts. / Very Common, Strong 20pts. / Very Common, Total 25pts.
A character with this unusual Disadvantage has a Phobia; He is intensely and unreasonably afraid of something. However, unlike most phobics, this character intentionally places himself in circumstances in which he encounters the object of his phobia because he prefers to feel scared than otherwise. The Frequency is determined in the same way as for a Phobia. The character will take any opportunity to provoke his phobia when such opportunities are offered. At Strong commitment, the character must make an Ego Roll in order to force himself away from scaring himself. At Total, the character can only do so under the most dire of circumstances.

Coward
Common, Strong 15pts. / Common, Total 20pts.
This character is an old-fashioned, standard-issue fraidy-cat. Someone who is a Coward In The Face Of Pain can still engage in dangerous or scary actions as long as he has been convinced that, despite the thrilling nature of his actions, he won't get hurt. A Coward In The Face of Physical Violence won't run out and fight Dr. Destroyer, but he still will work with other characters behind the scenes to oppose the villain (perhaps to help them sneak into his hidden base, or by hacking the villain's computers). Instead, this person would be hesitant to do even that much, fearing he might be injured, or that Dr. Destroyer would find out and come looking for him. Depending on commitment level of the Disadvantage and a certain amount of common sense, a Coward will find it difficult (if not impossible) to do anything which might conceivably have a negative impact on the character's life. At the Strong commitment, it might not be too bad for a player character (in a non-superhero game), but at Total commitment it would probably be far too annoying to the other player characters.

Coward In The Face Of Pain
Common, Strong 15pts. / Common, Total 20pts.
This character is afraid of getting hurt. He can easily take risks that don't involve getting injured (playing the stock market, for instance, or bungee jumping). However, when it comes to the possibility of injury, the character starts to worry and becomes hesitant. At the Strong commitment, the character can pursue a course of action he knows will result in his getting hurt if he makes a successful Ego Roll. Player Characters in a superhero setting should not take the Total form of this Disadvantage, as it would be too annoying for other players and is drastically unheroic.

Coward In The Face Of Physical Violence
Common, Strong 15pts. / Common, Total 20pts.
A character with this Disadvantage will, when he finds himself in a situation which could get him beaten up or killed, will leave as soon as possible. The character will not freely and of his own will enter such a situation. This character will avoid getting into a fight for as long and as hard as he possibly can, even to the point of accepting non-violent abuse from someone in order to avoid having to fight. At the Strong commitment, a character could make himself fight if he needed to, with a successful Ego Roll. At Total, he would never be able to make himself fight. Player characters in a superhero setting should not take the Total form of this Disadvantage, as it would be too annoying for other players.

Craves Approval
Common, Strong 15pts.
The character has a strong need to be liked and approved of, and needs frequent reassurance that this is the case. If deprived of approval, he becomes depressed or angry, and will attempt to regain it. The character can often be tempted to do unwise things with the promise of renewed approval. Other Psychological Limitations will determine how far he is willing to go.

Craves Attention
Common, Strong 15pts.
A character with this Disadvantage wants others to pay attention to him. The reason for this desire is up to the player. The character may have other Disadvantages which determine what lengths he will go to in order to get this attention; however, they will almost always be willing to go to great lengths in order to garner the attention. The character can avoid acting in this manner if he makes a successful Ego Roll. This Disadvantage works well with Gloryhound, Lonely, and Constantly Fishes For Complements.

Craves Respect
Common, Strong 15pts.
The character has a strong need to be respected, and to be treated with the deference due his position. If not given sufficient respect, he becomes depressed or angry, and will attempt to regain it. The character can often be tempted to do unwise things with the promise of renewed respect. Other Psychological Limitations will determine how far he is willing to go.

Craves Respect And Credibility
Common, Strong 15pts.
The character has a strong need to be respected, and to be treated with the deference due his position. In addition, he needs to be seen as knowledgeable and truthful. If not given sufficient respect, or treated as ignorant/lying, he becomes depressed or angry, and will attempt to regain it. The character can often be tempted to do unwise things with the promise of renewed respect or credibility. Other Psychological Limitations will determine how far he is willing to go.

Cruel And Brutal
Very Common, Strong 20pts. / Very Common, Total 25pts.
A character with this Disadvantage is predisposed to hurt people in very violent ways. The pain of others and the opportunity to domineer over others pleases them. At the Strong commitment, the character must make an Ego Roll not to take an opportunity to hurt another person. At Total, the character cannot resist the urge, and will never pass an opportunity to hurt anyone he views as weaker than himself. Note that this character is not interested in actually killing people, just making them hurt. Part of the attraction is seeing fear in people's eyes.

Cruel Streak
Very Common, Strong 20pts. / Very Common, Total 25pts.
A character with this Disadvantage goes far beyond just being mean. They are naturally predisposed to inflict pain (either physical or emotional -- or even better, both at once) on others. At the Strong commitment, the character can only force himself to not take an opportunity to hurt another person if he makes a successful Ego Roll. At Total, the character simply cannot help himself and thus will never pass up such an opportunity. Note that this person is not interested in actually killing a target; a dead person feels no pain, after all. It goes without saying that this Disadvantage is inappropriate for heroic characters.

Crybaby
Common, Total 20pts.
This Disadvantage is basically a more intense version of Chronic Complainer. Any time that things go against the character in any way, the character begins complaining, whining, and in some cases actually breaking down into tears. The character isn't necessarily a Pessimist, as he doesn't always expect the worst possible outcome to occur. Its just that when things do go wrong, the Crybaby gets overemotional about it.

Crystal Crackpot
Common, Strong 15pts.
This character believes in some form of New Age nonsense. The exact details of the player's New Age leanings are up to the player, but could include beliefs in gemstone therapy, Chakra manipulation, astrology, ESP, the Living Earth movement, mediums and spiritualism, clairvoyants and fortune telling, past lives and reincarnation, numerology, Scientology and Dianetics, the "descent from Atlantic" theory, the morass of cherry-picked beliefs known as "New Native American Mysticism", Wiccanism and witchcraft, semi-pantheistic paganism based on what the character thinks is authentic Norse religion, a "paganistic" monotheism based on the worship of a nameless, faceless "goddess" figure, UFOlogy, and so on.

Cultural Taboo
Uncommon, Strong 10pts. / Common, Strong 15pts. / Very Common, Strong 20pts.
This Disadvantage represents a character who comes from a culture which has some strong, ingrained cultural prohibition. Examples would include the Hebrew restrictions on diet and activity (no eating pork, no working on the Sabbath, etc.), the Islamic restrictions on diet and activity (no eating pork, no drinking alcohol, etc.), and so on. (While the examples given are for a real-world campaign, fantasy campaigns could have other taboos). The character accepts the taboo as normal, and under most circumstances would never dream of violating it. In order to force himself to willingly break the taboo, he must make an Ego Roll.

Curious
Common, Strong 15pts.
A character with this Disadvantage cannot resist checking out anything that is mysterious or unusual. He will stop and take a moment to examine the item or occurrence, and can sometimes even forget what he was otherwise doing. There is no Moderate commitment form of this Disadvantage because any adventurer worthy of the name is at least moderately curious in any given situation. A character with Total commitment quickly becomes annoying.

Cyberpsychosis
Uncommon, Strong 10pts. / Uncommon, Total 15pts.
This Disadvantage is only suitable for settings where cybernetic implants are common, but not fully understood. (For example, a gritty cyberpunk setting.) It's caused by an imperfect interface between the human(oid) brain and mentally-controlled cybernetic implants. Under stressful conditions, feedback from the implants can affect the emotional and logical centers of the brain. The most common symptoms are a lack of concern for human life, excessive aggressiveness and an inflated sense of invulnerability. At the strong level, the character can still override his new urges with an Ego Roll. At the Total level the character can only be "brought down" by proper medical care and rest. This may be bought with a Beserk: When Cyberpsychosis Kicks In, but this is not recommended for heroic characters. Other appropriate Disadvantages include: Distinctive Features: Exposed/Obvious Cybernetics, Permanently Altered by Invasive Cybernetics, and a negative Reputation: Cyberpsychotic.

Cynical
Common, Strong 15pts. / Common, Total 20pts.
The old joke says that when a Cynic smells flowers, he immediately looks around for the funeral. A character with this Disadvantage has a hard time believing in virtue and altruism in others. He believes that when you boil things down to their basics, people only do things that are in their best interests, and everyone has an ulterior motive for everything. This character mistrusts "random acts of kindness", as they make him wonder what the other person wants from him. he tends to be sneering, sarcastic, and have a hard time taking earnest endeavors seriously. he can also be rather self-righteous, especially when his cynicism is proven right. At the Strong level of commitment, the character must make an Ego Roll in order to avoid acting in this manner. At Total, the character cannot do so except under the most extreme of circumstances.