Role Playing Games

Psycholigical Limitations D-F

Death Wish
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
A character with this Disadvantage wants to die, but can't seem to bring himself to commit suicide (in this, it is different from Suicidal). What he does instead is take foolish risks, go willingly (and sometimes blindly) into danger without considering the risk to himself, and engage in risky behavior designed to kill himself. The character is not necessarily thoughtless when it comes to other people's lives (and it is often the danger to others that keeps the character from allowing himself to get killed). However, when the character is presented with a life-threatening situation, the character feels compelled to dive right in without consideration for the risk. At a Moderate commitment, the character may suppress his urge to die if necessary. At Strong, the character must make an Ego Roll to do so, and at Total commitment, the character cannot do so except in the direst of circumstances.

Deceitful
Common, Strong 15pts.
A character with this Disadvantage lies, cheats, and steals for the sheer enjoyment of it. He backstabs those around him on a whim, but usually with some goal in mind. He is certainly capable of telling the truth if it serves his purposes, but prefers to play mind-games on those around him. This Disadvantage is different from Deceptive, because that character deliberately and maliciously misleads (and out-and-out lies to) other people, hoping to do them harm. Instead, this character is not necessarily malicious, and tends to omit details and presents information in an intentionally misleading (but still factual) fashion. Admittedly, this is a fine line. This Disadvantage is not appropriate for Player Characters. It should not be taken with a Moderate commitment because any villain, given enough motivation (and lacking any other Disadvantage that prevents it) will be Deceitful when necessary. Likewise, Total commitment should not be taken, becasue the character would eventually garner a reputation as a liar and a cheat, and thus be unable to interact with others in any other fashion. Taken at Common, Strong, it represents a character who lies and cheats for the fun of it, but still is honest enough to deal with others when necessary.

Deceptive
Occasionally, Minor 5pts. / Frequently, Minor 10pts / Frequently, Major 15pts. / Frequenly, Severe 20pts.
This person clouds the truth, hides information, and generally tries to make other people have the wrong impression. He may not necessarily lie; he can omit details, give facts in confusing context, and of course, simply refuse to supply any information at all. He is not necessarily malicious, tending more to omit details and present information in an intentionally misleading (but still factual) fashion, whereas a Deceitful person will deliberately and maliciously mislead (and out-and-out lie to) other people, hoping to do them harm. Admittedly, this is a fine line. It is recommended that player characters not take this Disadvantage at more than Common, Moderate.

Delusional
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.
This character believes in one or more things that are patently and proven to be, not true. The delusions held by the character can be divided up into four basic categories: Quirks, Minor, Major, and Severe. Quirky beliefs (such as believing that the Earth is really flat and all those NASA pictures are faked) are taken at the Uncommon level. Minor delusions (such as believing that Jerry Falwell really does have regular conversations with God, just like he says) are taken at the Common level. Major delusions (such as believing that the New World Order is secretly plotting the Communist takeover of the United States, despite the general worldwide self-destruction of Communism) are taken at either the Common or Very Common level, and Severe delusions (such as believing that you are Napoleon or Jesus Christ) are taken at the Very Common level. It is suggested that Player Characters take this Disadvantage no stronger than Common, Moderate.

Demands Only The Best
Very Common, Strong 20pts.
This character is very particular in his tastes. He eats only in the best restaurants, buys only the best clothing, and the gear he uses is of the finest quality. The character tends to spend more than is common on most items, though this is not a universal rule since "most expensive" doesn't always translate into "best" (for example, the best cheeseburger on the planet can be acquired at a palm-frond roofed stand on Captiva island in the Bahamas for $1.20 American... must less than any similar item found in a fast food restaurant in the states).

Depressive
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
This character has a dark and unpleasant view of himself and the world he lives in. The character is often glum, listless, and tired. He rarely sees the point in expending effort toward any end, and will often fall into fits of crying, screaming, or binge-eating, and often do nothing for hours on end. This Disadvantage is different from Pessimist (although the two are often found together) in that Low Self-Esteem is part and parcel of Depressive). It should be noted that not all people who are Depressive are also Suicidal. At the Moderate level, the character is able to "shake off" his depression and act in a normal manner when necessary. At Strong, he can only do so with a successful Ego Roll, and at Total, he cannot do so except in the most dire of circumstances. It is suggested that Player Characters not take this Disadvantage at more than the Moderate level.

Despondent After Going Berserk/Enraged
Uncommon, Strong 10pts. / Common, Strong 15pts. / Very Common, Strong 20pts.
This Disadvantage is only appropriate for characters who have the Berserk or Enraged Disadvantage. A character with this Disadvantage is embarrassed and horrified at the fact that he loses control to the point of mindless violence. After recovering from his Berserk or Enraged state, the character must make a successful Ego Roll; if the roll is failed, the character falls into a bleak despair during which he dredges up memories of every bad thing he might ever have done while in such a state. The frequency of this Disadvantage depends on the Berserk/Enraged Disadvantage. If the Berserk/Enraged triggers on an 8 or less, this Disadvantage is Uncommon. At 11 or less, it is Common, and at 14 or less this Disadvantage is Very Common.

Detached From Humanity
Common, Moderate 10pts.
This character has held himself apart from normal society for so long that he no longer knows how to correctly interact with anyone outside of his daily experience. Because of this detachment, he no longer reacts appropriately, does not communicate well, and doesn't get pop culture references that have become general knowledge. Worse for the character, he has become so used to this "condition" that he really isn't interested in learning how to fit in. The character can force himself act correctly when necessary.

Determined To Rule "The World Of Man"
Common, Total 20pts.
A classic "Master Villain" Disadvantage, this Disadvantage indicates a character who is different from the average "Wants To Rule The World" mastermind in that the character considers himself different, and therefore set above, normal humanity. The character uses this difference to legitimize his claim to ruling the world. Characters with this Disadvantage should be aliens, "gods", extra-dimensional travelers, mutants, or otherwise different from "normal humans" (or even "normal superhumans"). Obviously, this Disadvantage is appropriate only for NPCs.

Devoted To (Person Or Organization)
Common, Strong 15pts. / Common, Total 20pts.
A character with this Disadvantage will do anything to make the object of his devotion happy, will do anything the other character says, and wishes to protect the character to his utmost ability. The character may have other Disadvantages with affect how far the character will go to make happy or protect the other. At the Strong level, the character must make an Ego Roll in order to purposefully do something that makes the object of his affection angry, that goes directly against the other characters wishes, or that endangers the other character. At Total, the character cannot do so except in the most extreme of circumstances. In addition, if this Disadvantage is taken at Common, Total the character can make an Ego Roll to disobey one of his other Total strength Psychological Limitations if it serves the purposes of this Disadvantage. (In other words, a character with both Attitude About Lethal Force - Code vs. Killing and this Disadvantage at the Total level, could make an Ego Roll in order to kill someone who was threatening the object of his affection, should such action be necessary.)

Devoted To Justice
Very Common, Total 25pts.
A character with this Disadvantage puts the ideals of justice (or his conceptions of them) above anything else. Most of the actions in his life, and all actions taken as a crime fighter are made with the idea of increasing the "amount" of goodness in the world, or always doing the "right thing". This does not mean that everything the character does is the right thing -- the character can be mistaken, confused, or simply have odd ideas about what constitutes justice.

Devoted To Talion
Very Common, Total 25pts.
This Disadvantage is summed up as a belief in the Biblical "an eye for an eye, a tooth for a tooth" code of justice. A character with this Disadvantage believes that the evil a person does must be returned in kind. "Making the punishment fit the crime" is the motto of this character. As can be expected, very few such characters also have the Attitude About Lethal Force - Code vs. Killing. This tends to make this Disadvantage inappropriate for Player Characters.

Devout
Common, Strong 15pts. / Common, Total 20pts.
A character with this Disadvantage acts in accordance to his religion (or rather, in accordance to his own interpretation of his religion) at all times. He may (or may not, depending on the religion) spend time trying to convert his companions to his own beliefs, and will most certainly argue with people over the accuracy of his faith when the question arises (except, of course, when proselytizing and argument about faith are inappropriate for the character's religion). At the Strong level, the character must make an Ego Roll in order to purposefully violate one of the tenets of his faith. At Total, the character cannot do so except under the most dire of circumstances. This Disadvantage is not necessarily identical to Zealot.

Disdain For (Group, Person, Object, Nation, Or Concept)
Uncommon, Strong 10pts. / Common, Strong 15pts. / Very Common, Strong 20pts.
This character believes that the object of their disdain is beneath their consideration. Their initial reaction to anything involving the object of their disdain is a sneer and a derogatory comment. Disdain for a group means that the character immediately dismisses the value or contribution of the group to society. The views of the group are ridiculed out of hand, regardless of their merit, and the actions of the group are always suspect. Please note that if the group is a racial group, the character should take Racism instead. A specific person who is the target of disdain gets treated in the same was as a group of people, but in this case the disdain is of smaller focus. Disdain for an entire nation often expresses itself similarly to Racism, with the addition that the character sneers at elements of that nation's culture, its cuisine, the mode of dress worn by the natives, and things made there. Inanimate objects (or classes of inanimate objects) are considered to have no value whatever and are often casually destroyed by the character if such an option is possible. The character looks down his nose at anyone who treats the object with anything but disdain. Disdain for a concept is a little more concrete. The character simply refuses to credit the concept with any sort of value, regardless of what that concept is. This usually flows over into disdain for those who value the concept. "Welfare is a waste of money. All it does is encourage the poor to sit at home, doing drugs" is just as valid an example of Disdain for a Concept as is "Opposition to welfare is a sign of being heartless and cruel. Those who oppose welfare are selfish rich bastards who want to keep everyone else down".

Disillusioned When The Real World Is Not Black & White
Common, Moderate 10pts. / Common, Strong 15pts.
As the name implies, a character with this Disadvantage has a very simple and clear cut view of how the world works, and becomes upset when he is forced to realize that the world very often isn't always black and white. It should be mentioned that this Disadvantage applies to more situations than when the players must team up with a villain, or are forced to let a villain go on orders from the government due to a plea bargain. It also applies to such situations as when a popular sports hero, viewed as a role model by the character, is arrested for murder. Or when the character's girlfriend says "I love you, but I don't want to marry you. "A character with the Moderate level may get upset and have trouble concentrating during such times, while a character with the Strong level must make an Ego Roll in order to continue operating normally in such situations. The latter character will be much more vocal about his dislike for the situation and may even do something rash to "correct" it.

Dislikes (Group, Person, Object, Nations, Or Concept)
Uncommon, Strong 10pts. / Common, Strong 15pts. / Very Common, Strong 20pts.
For a character with this Disadvantage, there is something for which he feels utter loathing. The feeling is not as powerful as a hatred, and in general, the character can stand to be in close contact with the object of his dislike when such is necessary. A character who dislikes something will generally take active steps to avoid the object of his dislike, and will only voluntarily enter into a situation where they can't do so if such action is necessary. The object of the dislike could be almost anything: a specific person, a type of character, big business, a type of behavior, having to perform a specific task, etc. The possibilities are nearly endless. The different levels of frequency depends on how often the character will come into contact with the object of his dislike. This Disadvantage should not be used to represent Prejudice or Racism.

Distrustful
Common, Strong 15pts.
A character with this Disadvantage simply doesn't trust other people. He will always check his sources, second-guess directions from the map they have, and make a pain of themselves by always asking multiple times. If someone helps him, he'll question their motives. If he gets something for free, he'll suspect there's something wrong with it or perhaps there is a catch to the gift. The character is not a Pessimist -- its just that when dealing with other people, he always watches his back. The character can force himself to act otherwise only with a successful Ego Roll.

Distrusts (Person Or Group)
Common, Strong 15pts. / Very Common, Strong 20pts.
A character with this Disadvantage distrusts the members of a group, or even aspecific person. He doesn't necessarily dislike that person or group (although he may), but rather views them with suspicion. The character always thinks they are up to something, but he isn't quite sure what.

Doesn't Know (Secret About Himself)
Common, Total 20pts.
With this Disadvantage, there is some important fact about the character that is a secret, and it is so secret that even the character himself is unaware of it. The exact nature of the secret is up to the player, but the possibilities are many and varied. Perhaps the character is actually the child of a well-known hero/villain. Perhaps the character is actually an alien, and his parents never told him. Perhaps the character was grown in a lab and given false memories about his background. Regardless of the secret, the character is unaware of it. There should be some reasonable, if not necessarily easy way, for the character to eventually find the secret out. However, such revelation should be the end result of many long and intense role-playing sessions.

Doesn't Know How To Relax And Have Fun
Uncommon, Moderate 5pts.
The character has difficulty "loosening up" and enjoying himself. It's not as bad as being Grim and Humorless, but can be a problem in social situations. Often, characters with this Disadvantage will use alcohol or drugs to lower their inhibitions to "have fun."

Doesn't Quite Trust His Powers
Common, Moderate 10pts.
The character believes his powers to be unreliable for some reason. He will be reluctant to put himself in a situation where his life is dependent on his powers working correctly, and will take precautions against their failure or flareup. For example, a character who doesn't trust his ability to fly might carry a parachute around just in case. It is appropriate for the character's powers to have Activation Rolls, or Requires A Skill Roll, but it is not mandatory. After all, there may be nothing at all wrong with his powers...

Doesn't Scare Easily
Common, Moderate 10pts. / Common, Strong 15pts.
A character with this Disadvantage is rarely afraid of anything and will often be seen in a dangerous situation, even after seeing what sort of harmful effect that situation has had on others. The character is not blind to danger -- he just feels that he and his companions can handle whatever is to come. A character with the Moderate level can be convinced to back away from overwhelming danger, but will do so reluctantly. With the Strong level, he must make an Ego Roll in order to do so, and even then he will always be the last one to pull back.

Doesn't Understand Self-Sacrifice
Uncommon, Total 15pts.
This Disadvantage indicates a person who is so selfish that they are honestly mystified when those around him express any sort of unselfishness. The character plans on dying in bed, a long time from now, and generally won't lift a finger to help another person if doing so might expose him to danger. Likewise, he intends that long life to be rather comfortable, and will not discomfort himself in order to help others. The character is willing to share excess with his friends, but when it comes to sharing the basics, he refuses, always covering his own bases first. In addition, the character will try to stop those he considers friends from putting themselves at risk for others. Its not that he's cruel, its that he just doesn't understand why his friends would do that. The character is unable to change this behavior except under the most dire of circumstances.

Doesn't Want Another Relationship
Uncommon, Moderate 5pts. / Uncommon, Strong 10pts.
The character's last relationship ended in death or a painful breakup, and he's still feeling the aftereffects. As such, he doesn't want to start a new relationship, either because the same thing could happen again, or because no new love could hold a candle to the lost one. He will avoid the dating scene, resent being "set up" with possible partners, and be brusque with people who seem to be romantically inclined. At the moderate level, the character can choose to be polite in these situations, even if he's unhappy with them. At the strong level, the character must make an Ego Roll to stay in a situation that seems to be heading towards relationship territory.

Doesn't Want To Be A Hero/Villain
Very Common, Strong 20pts.
The character wants a normal, non-adventuring life. He may or may not mind having special powers or skills, but using them to fight/commit crime is definitely off the agenda. Unfortunately for the character, someone or something is forcing him to be a hero or villain. Typical scenarios include a "stage parent" who nags their offspring into action, a set of powers that comes with irresistable compulsions, a bomb implanted in the character's neck that will detonate if he disobeys the agency, etc. If an opportunity comes up to be released from this situation, the character will go for it, no matter how unlikely. The character should also have Disadvantages that explain why he is a hero/villain despite his preferences.

Domesticated
Very Common, Strong 20pts.
This Psychological Limitation only applies to animals. Creatures with this Psychological Limitation have become accustomed to living in captivity and having their basic needs taken care of for them. Domesticated predators still eat meat, but have no idea how to hunt for it. They lack most of the "natural fear" animals feel toward those other creatures who predate them. A Domesticated animal is nearly helpless when left on its own in the wild.

Dreamer
Common, Moderate 10pts. / Common, Strong 15pts.
The character tends to "have his head in the clouds." He has goals that he wants to reach, but tends to just dream about them, rather than come up with a concrete plan to achieve them, or actually do the work. He tends to buy lots of lottery tickets, stand around hoping to be struck by an empowerment bolt and lie down to think a lot. At the moderate level, the character can focus on short-term objectives if he really wants to. At the strong level, the same actions require an Ego Roll. The character should not have such Psychological Limitations as Hard-Working or Must Have a Plan, but Optimist is very appropriate.

Driven By Family History To Become A Hero/Villain
Common, Strong 15pts. / Common, Total 20pts.
A character with this Disadvantage is the descendant (usually son/daughter or grandson/daughter) of a famous hero or villain, and feels compelled to follow the "family tradition" because of this legacy. At the Strong level, the character's heart isn't truly into what he is doing (for one reason or another, he just doesn't want to be a hero/villain, but feels he has to be lest he let his family down). At Total, the character is enthusiastically pursuing the "family tradition". Note that it is possible for the character to be a hero whose parent is a supervillain, and vice-versa. The character may have other Disadvantages regarding his devotion to family history.

Driven To Be The Best
Common, Strong 15pts.
The character is primarily motivated by wanting to excel at a particular endeavor. The world's best card player, detective, martial artist. He will devote large amounts of time and effort to improving himself and retaining his edge. If the character is outdone in his chosen field, he will consider taking back his preeminent position to be his top priority. Other Psychological Limitations will determine how far the character is willing to go to become the best. Gunslinger Mentality works well with this Disadvantage.

Driven To Pull His Weight
Common, Strong 15pts.
The character is primarily motivated by wanting to be a valuable, reliable member of any group he belongs to. He will devote large amounts of time and effort to learning his job skills and coordinating with the other members of the group. If the character is unable to pull his weight due to circumstances (for example: illness, or being sidelined by a superior) he will become depressed or angry. Characters with this Disadvantage might also have Workaholic or Hates Slackers.

Eager To Please
Common, Strong 15pts.
The character gets a big kick out of making other people happy. He'll go out of his way to do things to delight and please them, even when this might be against his own best interest. For example, he might go out in a boat in heavy seas to catch a fish that the king has expressed a taste for, not for reward, but because it would make the king happy. The character must make an Ego Roll to fail to perform an action that will please others, or to disappoint someone he likes.

Easily Distracted
Very Common, Strong 20pts.
A character with this Disadvantage has a great deal of trouble concentrating. As such, the Power Limitation "concentration" should not be purchased on any power. The character is distracted almost constantly by the world around them, by things such as butterflies, birds, passing vehicles or persons. The character can manage to concentrate, if needed, with a successful Ego Roll.

Easily Embarrassed
Very Common, Strong 20pts.
A character with this Disadvantage becomes embarrassed at any time in which it is even remotely possibly that people are thinking bad things about the character. The character becomes embarrassed if his shoes are untied, if a food stain the size of a pin head is on his shirt, even if someone else says something snide. Almost any circumstance can embarrass the character. This Disadvantage works well with Shy and Stagefright.

Easily Flattered
Uncommon, Strong 10pts.
This character takes the faintest praise as high flattery. He revels in any good word anyone says about him, and thus holds the flatterer in higher esteem than might otherwise be normal for the situation. The character must make an Ego Roll in order to resist the flattery. This Disadvantage works well with Arrogant, Egotistical, and Megalomania.

Easily Flustered
Uncommon, Strong 10pts.
A character with this Disadvantage gets confused easily, especially in chaotic situations. When things start moving quickly and several things happen at once, the character starts to lose track of details and what's supposed to happen. Eventually, the character will have no idea what exactly is going on. The character must make an Ego Roll in order to not lose track of the situation and get confused.

Easily Panicked
Uncommon, Strong 10pts.
In times of intense stress, a character who is Easily Panicked loses his cool almost immediately. When frightened, threatened, or otherwise put under harmful stress, this character falls to pieces. The character must make an Ego Roll in order to keep his cool during a dangerous situation.

Effete
Common, Strong 15pts.
This Disadvantage is only appropriate for male characters. He acts in a manner that can only be described as "less masculine" than other men. Always prim and proper, he always dresses impeccably (or tries to), is familiar with the finer things in life, speaks lightly, and would never dream of engaging in any activity that would actually make him perspire. He is not precisely effeminate, but rather considers the "stereotypical masculine male" to be a brute to be looked down on rather than admired. This character is usually not homosexual, but may be perceived as such by others. Good examples of characters with this Disadvantage would be Doctors Frasier and Niles Crane, from the sitcom "Frasier", Basil Fawlty from "Fawlty Towers", and Les Nessman from "WKRP In Cincinnati". The character must make an Ego Roll in order to do anything that might be considered "rugged" or "testosterone-filled", unless he does so in an effete manner.

Egotistical
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
This is a character who thinks the world revolves around him. The character will assume that he will win any award he is a candidate to win, that he deserves special treatment simply because he is who he is, and believes that no one else's problems are more important than his. At the Moderate level, the character can force himself to consider others or to place others before his own wants if necessary. At Strong, the character must make an Ego Roll to do so, while at Total commitment the character won't consider the wants or needs of others except in the direst of circumstances. Taking this Disadvantage higher than Moderate is not recommended for Player Characters, as it would tend to make the character annoying to the other players.

Elite Attitude
Common, Total 20pts.
A character with this Disadvantage feels superior to others. This may be shown as expressed social, moral, or ethical superiority on the part of the character. The character may expect to be treated with better courtesy, or addressed differently, or may speak or act in a denigrating manner towards others. This Disadvantage should always be discussed by the GM prior to being taken to determine if the manner in which it manifests will or will not be disruptive to the game.

Emotionally Unstable
Common, Total 20pts.
A character with this Disadvantage has difficulty with their emotions. Their difficulty is not a lack of emotion, but an over demonstrative emotional state. They are subject to erratic swings of emotion, from one moment to the next. The character should be subject to an emotional change dependent on the stressful situations they encounter, including combat, other Disadvantages, or cues from the GM.

Emotionless
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
This character either actually doesn't feel emotions, or suppresses them (as the Vulcans from Star Trek). Regardless of which case is true of the character, others tend to regard him as cold, unfeeling, and sometimes inhuman. At the Moderate level, the character can express emotion when it is socially necessary. At Strong, the character must make an Ego Roll to do so. At Total commitment the character can possibly express emotion in the most dire of circumstances, depending upon which case of this Disadvantage is true.

Ends Justify The Means
Common, Total 20pts.
A character with this Disadvantage is a strong believer in the idea that the ends justifies the means. So long as the character is working towards a goal and making progress, then they are willing to accept a variety of actions. The character may use additional force, threats or bluffs, or expose themselves to questionable actions in pursuit of their goal.

Enjoys (Action, Circumstance, Or Situation)
Common, Moderate 10pts.
A character with this Disadvantage structures their free time around a certain activity. Whether it's a Saturday afternoon dedication to American football, or the devotion needed to watch Rugby at 3AM, the character will make uncomfortable changes in their schedule to enjoy their hobby. The character, however, is not so enamored of the activity that they permit it to interfere with their work or other 'required' activities.

Exhibitionist
Common, Moderate 10pts. / Common, Strong 15pts.
A character with this Disadvantage believes in the "Body Beautiful", and seeks out opportunities to practice this philosophy. At the Moderate level, the character looks for appropriate venues and like-minded people, generally taking a "its okay among consenting adults" attitude. At Strong, this Disadvantage can become pathological, as the character indulges in exposing himself during inappropriate situations or with unwilling participants. To not indulge his behavior in inappropriate situations, the character must make an Ego Roll. And even then, would only modify his behavior reluctantly. Player characters should avoid Total severity, and think twice about Strong severity.

Explosive Temper
Common, Strong 15pts. / Common, Total 20pts.
This is used to simulate a character whose temper has no "throttle". (Or, in other words, they go immediately from "mildly annoyed" to "just shy of berserk", with no intermediate steps.) Such a character will resort to violence easily and quickly soon after "going off". This character might be one of the easiest-going, patient people alive, and yet when they finally get mad, they immediately lash out physically. This sets it apart from the Disadvantage, Hair-Trigger Temper. At the Strong level the character can restrain himself with an Ego Roll, while at Total, the character cannot restrain himself except in the most dire of situations.

Fanatic
Very Common, Total 25pts.
This person believes so strongly in an ideal, country, code, religion, or cause that it is the most important thing in their life. They may or may not die for it, but they are always willing to do so. He puts the object of his fanaticism ahead of everything else. If the character is fanatical about a code of conduct, he adheres to that code rigidly. If he is fanatically devoted to a leader, he obeys that leader without question. This Disadvantage is a step beyond Completely Devoted to (Group or Cause). Note that a fanatic does not have to be either mindless or evil. Kamikaze pilots, Moslem terrorists, Christian fundamentalists and Patrick Henry ("Give me liberty or give me death") are all examples of fanatics. This Disadvantage should not be used to represent either Prejudice or Racism.

Fastidious
Common, Moderate 10pts.
A character with this Disadvantage has a strong attention to detail, and a tendency to require perfection. They may insist that all notes or memos be typed, rather than written, purely for a neatness factor. In general, their appearance is always neat and precise, and they may tend to favor more formal attire. However, they do not allow their quest for perfection to interfere with normal life or activities. A character with this Disadvantage may also have Obsessive Compulsive Disorder, or Insists on Perfection.

Fatalistic
Uncommon, Total 15pts. / Common, Total 20pts. / Very Common, Total 25pts.
This Disadvantage can best be summed up as "super-pessimism". Like a character who is a Pessimist, this person believes that nothing will work out. And in addition, they always believe that the results of everything not working out will be much more severe than can possibly be imagined. Such characters rarely have a concern over their own welfare due to a deep belief that they are a dead man anyway. In some of these characters, this attitude evolves into a variation on the Japanese proverb "If you know you are going to die, you can do anything." They are not necessarily Fearless, but are willing to take great risks and face great dangers. Despite what it appears, this Disadvantage does not work well with Depressive. However, it does work well with Fearless.

Fearless
Common, Strong 15pts. / Common, Total 20pts.
Such a character risks himself without a thought to his own survival. He takes no consideration of the odds against him, or what might happen to him if he fails. He simply does what he does with no fear. Such a character wouldn't hesitate to enter a burning building, or skydive off of a skyscraper, or go toe to toe with a foe when he knew he was outmatched. At the Strong level, the character must make an Ego Roll in order to consider the potential danger. At Total commitment the character is completely oblivious to danger in all but the most dire of situations, and even in those he must make an Ego Roll.

Fears (Circumstance Or Situation)
Common, Moderate 10pts. / Common, Strong 15pts.
A character with this Disadvantage has a fear of a circumstance or situation occurring to them. This is not a Phobia (which would be purchased as such). A character who Fears (Circumstance or Situation) will attempt to avoid or prevent that circumstance or situation from occurring, but will be able to tolerate it should it occur. Examples for this type of situation could include rejection from significant others, over-spending on accounts, or loss of a favorite item. The character will take steps to make sure this does not occur, but will not obsess to such a degree that it disturbs the character's normal life or activities.

Fears (Result Of Action)
Uncommon, Strong 10pts. / Common, Strong 15pts. / Very Common, Strong 20pts.
The character has an irrational fear that something bad will happen if he performs a certain action. For example: Fears He Will Die If He Enters the Jungle of Death. He will avoid performing this action at nearly any cost, including ridicule or punishment. Even if he performs the action once and nothing bad happens, he will assume he just got lucky and refuse to push his luck by a repetition. The GM should adjust this Disadvantage's point total to match the likeliness of this action being required in the campaign. Characters with this Disadvantage may also be Superstitious. It also works well with Bigmouth/Braggart.

Feeds Off The Adulation And Adoration Of "Normals"
Common, Strong 15pts.
The character considers himself "above" mere humans, but instead of wishing to control them, merely wants their praise and worship. He does not literally need this adulation, but will feel disappointed and eventually distraught if he does not receive it. If this adoration is lost, he will go to great lengths to get it back. If the character physically needs adulation and adoration, use a Dependency instead. Many characters with this Disadvantage will have other Psychological Limitations relating to their perceived superiority.

Feeling His Age
Uncommon, Moderate 5pts.
The character is getting up in years, and sometimes believes that he is too old to continue in his present career path. He is often tempted to comment on this subject when new, young people join his organization, or when a situation goes beyond his physical capabilities. He may be tempted to invest time and money in ways of staving off the aging process. The Age: 40+ or Age: 60+ Disadvantage is appropriate, but not mandatory. It's an attitude rather than a fact.

Feels Contempt For (Concept, Object, Person, Or Group)
Common, Strong 15pts.
This character looks down on the object of their contempt, thinking that the object is stupid, ill-advised, crude, or just plain bad. The possible targets for the character's contempt are almost limitless. Whatever the character focuses his or her dislike upon, he treats it with an utter lack of respect. This is not necessarily the same as Hates (Group, Person, Object, Nation, or Concept). The character doesn't wish harm upon the object of his contempt, and isn't likely to do any real harm. Rather, the character with be sarcastic about the subject, poke fun at it at every opportunity, belittle it, and take every opportunity to show those around him how little he thinks of the object of his contempt. The character can force himself to not act in this manner with a successful Ego Roll.

Feels Guilty About (Past Action Or Event)
Common, Strong 15pts.
A character with this Disadvantage had some terrible occurrence happen in their past. Either they themselves were the cause of the occurrence or they were the victim of it. Either way, the character feels responsible and thus guilty for it. This feeling need not be rational. In some cases, this Disadvantage could be defined as Survivor's Guilt (in which many people close to the character did not survive some event, but the character did, and for this the character feels guilt). In order to avoid feeling in this manner when reminded of the past, the character must make a successful Ego Roll. This works well with a variety of other Disadvantages, like: Runs From Responsibility, Feels He Must Prove Himself, Must Overcome Failure To Protect (Loved One), Depressive, Seeks Revenge, Prone To Depression, Grim and Humorless, Moody, and Flashbacks of (Traumatic Experience) During (Situation).

Feels He Must Prove Himself
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
This character thinks he has to prove that he's brave enough, strong enough, capable enough, etc. Whether he has to prove it to himself or others is up to the player. In order to prove himself, the character takes risky chances. However, he is not Reckless; he recognizes that the chances he takes are risky, but is compelled to take them because how else can he prove himself? At the Moderate level the character can force himself to not take risks in this manner when necessary. At Strong the character must make an Ego Roll in order to do so. At Total commitment, the character cannot do so except in the most dire of circumstances.

Feels Indebted To (Other Character)
Common, Strong 15pts. / Common, Total 20pts.
This character owes another character (whether NPC or PC) a debt due to the other character's actions in the past. What caused the debt is up to the player. The character may feel that he owes so much to the other person that he is compelled to assist them whenever possible (and within his other Psychological Limitations). At the Strong level, the character must make an Ego Roll in order to refuse to help the other character when asked. At Total, he cannot do so except in the most extreme of circumstances.

Feels Loyalty To His Superiors
Very Common, Moderate 15pts.
This is the "mild" version of both Always Obeys The Orders Of His Superiors and Completely Dedicated To (Agency or Person). Like those two Disadvantages, it is most appropriate for a character who is a member of some paramilitary or military organization. A character with this Disadvantage would, under normal circumstances, never dream of disobeying an order or violating the policies and regulations of the organization he works for, but under unusual circumstances could do so without making an Ego Roll.

Feels Need To Prove Himself
Common, Moderate 10pts.
This character never shows off or grabs the glory, because he knows who he is and what he is capable of. Taunts and personal challenges from other characters regarding his abilities and skills run off of the character like water from the proverbial duck's back. This is not to say that the character could not perform, and perform well, when challenged to do so. Its just that unless succeeding in the challenge is important in some way, shape, or form, the character finds it childish and unnecessary. This Disadvantage works well with Self-Assured, but should not be taken with Bully or Bigmouth/Braggart.

Feels That Any Criticism Is True, Whether It Is Or Not
Common, Total 20pts.
This is a variant of Low Self-Esteem. A character with this Disadvantage believes that every bit of criticism about himself is true. He has a hard time holding onto a positive self-image in the face of critical appraisal. However, unlike someone with Low Self-Esteem, this person will accept complements and believes praise about himself as well. Note that obviously ridiculous criticism will not be believed, but jokingly made sarcastic remarks not meant as criticism will be.

Feels Underappreciated
Common, Strong 15pts.
This Disadvantage is another variant on Low Self-Esteem. However, rather than the character having a low opinion of himself, he perceives that others have a low opinion of him and resents it. A character who Feels Underappreciated feels that, no matter how hard he tries or to what degree of excellence he acts, his efforts go unnoticed. This causes resentment on the character's part toward those he feels are under-appreciating him. The character can avoid these feelings if he makes a successful Ego Roll. This Disadvantage works well with Young.

Fervent Patriot
Common, Total 20pts.
A character with this Disadvantage believes in his country and would do almost anything to further its aims. They would gladly give their lives in the service of it, and tend not to believe any derogatory information leveled at their country. Even when presented with hard evidence that their country is less than ideal, they will not accept it unless the circumstances are extremely dire. Note that the character's patriotic feelings are not necessarily directed toward the government of his country (though this may well be a part of it).

Fights Dirty
Very Common, Strong 20pts.
This character believes that a fair fight is a fight he wins; to that end, he'll do what he must in order to guarantee that he does win the fight. The character will take any advantage he can in combat, and will exploit any weakness his opponent might possess. Low blows, insults, striking from surprise, blinding an opponent, using weapons against an unarmed foe -- all are considered useable tactics by this character. Note that a character cannot take both this Disadvantage and Not Above Using Dirty Tricks.

Filters Everything Through The Lens Of His Political Beliefs
Common, Total 20pts.
A character with this Disadvantage shapes his or her entire worldview around politics. Every situation and decision is given a political response. The character will decide which TV shows and movies to watch, which foods to eat, which people to associate with, which music to listen to, which books to read, which clothes to wear, which political and social causes to follow -- all from the standpoint of "is this appropriate according to my political opinions?"

Filters Everything Through The Lens Of His Religion
Common, Total 20pts.
A character with this Disadvantage shapes his or her entire worldview around religion. Every situation and decision is given a religious response. The character will decide which TV shows and movies to watch, which foods to eat, which people to associate with, which music to listen to, which books to read, which clothes to wear, which political and social causes to follow -- all from the standpoint of "is this appropriate according to my religion?"

Flamboyant
Common, Strong 15pts.
This character always adds a little extra panache to whatever it is he does. Its not enough, for instance, for the character to dress well. He has to dress well and stand out. (For instance, the character might wear an all-white tuxedo, complete with top-hat, tails, and cane, to a formal event.) The character is always a tad showy. He speaks large, makes large gestures, and has a hard time being sedate while in public. This Disadvantage works particularly well with Effete when applied to male characters. In order to avoid acting in this manner, the character must make an Ego Roll.

Flashbacks Of (Traumatic Experience) During (Situation)
Uncommon, Strong 10pts. / Common, Strong 15pts. / Very Common, Strong 20pts.
A character with this Disadvantage collapses into hysteria during a certain situation because the situation harkens back to a period in the past during which the character suffered a horrifying, painful, or otherwise traumatic experience. For example, a character could have Flashbacks Of Child Abuse When Yelled At or Flashbacks Of Rape When In Close Quarters With Men. The Frequency of this Disadvantage depends on how common the situation causing the flashback occurs. Regardless of Frequency, the character must make an Ego Roll in order to overcome the feelings the flashbacks cause and act normally.

Flatland Phobia
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
This Disadvantage is appropriate only for characters in a science fiction setting where space travel is cheap, easy, and common. A character who suffers from this Disadvantage is psychologically unsuited for space travel. The sheer empty vastness of space unnerves the character. While on planets other than the one he was born and grew up on, the character finds that he doesn't sleep well, can't ever truly relax, and cannot get over the fact that something -- the smell of the air, the precise color of the sky, the look of the plants, the animals, the gravity -- just isn't "right". The character is not necessarily a Xenophobe. He may get along just fine with alien beings -- its alien environments that the character has trouble dealing with. At the Moderate level, the character can force himself to act normally in an alien environment; even so, he is distracted and edgy, suffering a -2 penalty to all Skill Rolls unless he makes a successful Ego Roll at +5. At Strong, the penalty is -4, unless a successful Ego Roll is made; in that case the penalty is -2. At Total commitment, the penalty is -6 unless he makes a successful Ego Roll at -5; in which case the penalty is -4. Note that Ego Rolls are not Skill Rolls.

Flattered By All The Attention
Uncommon, Moderate 5pts. / Common, Moderate 10pts.
The character is unused to having people notice or praise him. As such, he finds it a pleasant change, and tends to let the attention go to his head. He can be persuaded to act in irresponsible ways to continue to get attention and praise. The frequency of this Disadvantage should be chosen by the GM based on what level of celebrity the character suddenly has. Other Disadvantage that work well with this one are Young, Naive, and Feels Underappreciated.

Flustered By (Circumstance)
Common, Moderate 10pts.
A character with this Disadvantage is easily confused or disoriented by a target circumstance or situation. This may disrupt concentration, cause a delay in action, or restrain a character from a certain choice of action. As the character becomes flustered, they must evaluate the changed situation. This does not prevent them from acting, and does not require any roll to overcome. A character with this Disadvantage may also take complementary Psychological Limitations to reflect a fear of an occurrence, or a Physical Limitation to reflect an allergy which might cause them to be flustered. (For example: A character allergic to stinging insects, may be flustered by having to move through wilderness.)

Focuses On Current Activities To The Exclusion OF All Else
Very Common, Strong 20pts.
This Disadvantage might also be called Total Concentration. A character with this Disadvantage tunes the rest of the world out when he concentrates on something. Any activity that is not done in an offhand, casual manner is focused on like a laser beam. All else is suddenly considered unimportant and secondary, even such basic tasks as eating and sleeping. In order to force himself not to focus in this manner, or to redirect his attention once he has become focused, the character must make an Ego Roll.

Follower
Common, Moderate 10pts. / Common, Strong 15pts.
This character looks to others for leadership when leadership is needed. He will give his opinion on what should be done, but leaves the decision-making to others. When others look to the character for leadership, he feels uncomfortable with it and will tend to rely on the advice of the others for every decision. (In cases like this, sometimes the character will appoint another the "de facto leader" and use his advice as the decision itself, even while retaining the "figurehead" position of leader.) At the Moderate level, the character can force himself to make decisions and actually lead when necessary. At Strong, the character must make an Ego Roll in order to do so.

Follows Chain Of Command
Common, Moderate 10pts.
A character with this Disadvantage follows the structured hierarchy around him. If there is no structure, the character may or may not 'assume command' dependent on whether they are a leader or follower type. The character will look to those who have established authority and will accept instruction from those in authority. The character may assume that those in authority 'know better' as a result of experience or wisdom. This Disadvantage works well in combination with Follower, Trusts Those in Authority or Subject to Orders.

Forgetful
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
A character with this Disadvantage forgets those things that he is not dealing with at the moment. He can't remember phone numbers, people's names, directions, etc. without writing them down -- and even then he might not remember where he wrote them down. Very important information (like the names of his wife and children, where he works, etc.) are not forgotten -- just things he doesn't deal with every day. At the Moderate level, the character can force himself to remember these things when necessary. At Strong, the character must make an Ego Roll in order to do so. And at Total commitment, he cannot do so except in the most extreme of circumstances. This Disadvantage is different from Absent-Minded in that a character who is Absent-Minded forgets things when distracted, while this character forgets things at any time.

Free-Spirited
Common, Moderate 10pts.
The character is very independent in personality; he doesn't like being tied down to one place, one group or one relationship. He'd much rather be footloose and fancy-free. Such a character has no problem coordinating with a group (unless he has other Psychological Limitations preventing him) but is not inclined to take orders or to join permanently. Characters with this Disadvantage should not also take Psychological Limitations that make them loyal to a single person, group or place.

Free-Spirited And Willful
Common, Strong 15pts.
The character is very independent in personality; he doesn't like being tied down to one place, one group or one relationship. In addition, he very much resents being told what to do. He has a great deal of difficulty coordinating with others, especially if they try to exert authority over him. Characters with this Disadvantage will often take other Psychological Limitations appropriate to a "loner."

Frugal
Uncommon, Moderate 5pts.
This is a variation on Cheap/Spendthrift; the character isn't precisely cheap, but rather prefers to do more with less. He is willing to spend money when necessary, and in some cases prefers to buy the best (and possibly most expensive). However, he also prefers not to spend a lot of money when its not strictly necessary. The character can avoid acting in this manner when necessary.