Role Playing Games

Psycholigical Limitations G-L

Giddy Teenage Girl Syndrome
Common, Strong 15pts.
In general, this Disadvantage should be restricted to very young female characters. The character suffers from a comically exaggerated behavioral pattern, or rather everyone else around her does. The character with GTGS is almost always perky and hyperactive, though she can suddenly swing to another mood and back again on a dime. She is given to fits of giggling and nonsensical outbursts, understood only by other giddy teenage girls. Often, the character will attach themselves to a "best friend" or "boyfriend", completely oblivious to the other person's opinion of them. Giddy Teenage Girls are often found in shopping malls, fast food restaurants and boy band audiences. Most characters with this Disadvantage are also eligible for the Social Limitation Minor.

Girl/Guy Crazy
Very Common, Moderate 15pts.
The character has a strong and distracting interest in the opposite sex. This Disadvantage is essentially a milder or less developed version of Lechery. He will take any opportunity to look at, meet, or discuss the objects of his interest. But it is not necessary for him to actually *interact* with the opposite sex. Many characters with this Disadvantage are also Young or Immature; he could also be Shy.

Gives Too Much Importance To What Other People Think
Frequently, Greatly 15pts.
A character with this Disadvantage finds the opinions of others much more important than his own opinions. Its' mantra of "Well, what do you think?" affects every part of this characters life. This could be caused by overbearing parents, or not wanting to take responsibility for his actions. If a friend or coworker suggests that the character do something a different way (go through the back door instead of the front door of a building), then on a roll of 8 or less, the character will do as told. This only applies to non life threatening situations.

Glories In Destruction
Common, Strong 15pts. / Common, Total 20pts.
This is a character who enjoys breaking things and hurting people. They gain an emotional rush from destroying property and causing injury. They are not necessarily killers, but are not adverse to killing people, either. At the Strong level, the character must make an Ego Roll to avoid using their powers to destroy when given a chance. At Total, the character cannot do so except under the most dire of circumstances. This Disadvantage is only appropriate for villains.

Glory Hound
Common, Total 20pts.
A character with this Disadvantage cannot resist putting himself in the spotlight. He insists on taking the greatest risks, creating complex plans that prominently feature himself as the center of the action, will always pose for photos and sign autographs, and will stick around after the villains are caught on the off-chance that a reporter will want to talk to him. This Disadvantage is sort of an advanced form of Overconfident, thus a character should not be allowed to take both.

Glutton
Uncommon, Moderate 5pts. / Uncommon, Strong 10pts.
This is someone who is overly fond of food and drink. Given the chance, the character will eat until he is stuffed. He will have "snack foods" tucked away in convenient locations, and is most likely overweight. A character taking this Disadvantage at the Moderate level can pass on food or drink when the situation requires. Taking it at Strong requires an Ego Roll to do so. In general, characters with this Disadvantage have always been portrayed as messy, disgusting, morbidly obese slobs who one would not want to be close to for any length of time. Note that this is not necessarily the case with all characters. This is not a terrible weakness, but it is an obvious one.

Greedy
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
A character with this Disadvantage lusts after wealth. Such a character is willing to do almost anything to increase his own net worth. "Secondary" considerations such as loved ones and friends don't necessary matter next to the ultimate goal. A character taking this Disadvantage at the Moderate level is able to control his urges, and will not attempt to profit from the misery of others, or toss people aside in his pursuit of wealth. At Strong, the character must make an Ego Roll to do the same. A character whose greed is Total couldn't care less who he hurts on his way to the top of the financial heap. Those characters who have this Disadvantage at the Strong level must make an Ego Roll in order to resist taking a bribe, following a scheme to get rich quick, or any other risky and/or potentially hazardous method of making money. The GM is free to assign bonuses or penalties to this roll depending on circumstance and the amount of money (for example, a $20 dollar bribe won't really tempt a man who already is worth over $1 million). This Disadvantage combines well with Cheap/Spendthrift and Miser, though the combination need not always be present.

Grim And Humorless
Common, Strong 15pts. / Common, Total 20pts.
A character with this Disadvantage never sees humor in anything. This is not the same as No Sense of Humor. A character with that Disadvantage just doesn't get it, whereas this character gets the joke but simply feels that he has better things to do with his time than waste it making lame attempts at humor, and that so do you, so get on with it already. In addition to humor, the character feels that he has better things to do than indulge in any sort of frivolous behavior at all, such as any activity in which sentiment is expressed. At the Strong level the character must make an Ego Roll in order to have anything vaguely like an appropriate reaction to humor. At Total, the character never laughs, or even smiles, regardless of what is going on.

Gullible
Common, Strong 15pts. / Common, Total 20pts.
A character with this Disadvantage tends to believe everything he is told. Such a character is easily tricked, and usually easily taken advantage of. Of course, the real disadvantage to this Disadvantage is that no matter how many times the character is taken in, he never seems to learn. At the Strong level, an Ego Roll is necessary for the character not to believe what he is told. This roll should be made only in a situation where the player feels that what the character is being told is untrue or is designed to trick the character. At Total, there is no roll except when what the character is being told is patently and obviously nonsense.

Gunslinger Mentality
Common, Strong 15pts.
This Disadvantage is only appropriate for characters who have a reputation as great fighters. The character feels compelled to challenge any other renown fighter to a duel (not necessarily to the death) to see who is the better fighter. If the other fighter refuses, the "gunslinger" will do almost anything short of engaging in physical violence (and some less ethical "gunslinger" types won't stop at that) to goad the other into fighting.

Hair-Trigger Temper
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
A character with this Disadvantage gets angry at the drop of a hat. The slightest irritation sets him off into a rage. Such a character tends to get into fights easily, is never happy with his lot in life, rarely has successful relationships, and never has any true friends. At the Moderate level the character can suppress his anger enough to get along peaceably with others, no matter how maddening he finds them. At Strong, the character must make an Ego Roll in order to do so. At Total, the character cannot interact peaceably with those who may irritate him except under the direst of circumstances. Note that this is not the same thing as an Explosive Temper.

Hard Charging
Common, Strong 15pts.
The character has an aggressive attitude towards any project he is involved with. If he has a choice of approaches to a problem, he will strongly prefer a direct charge at full speed or the equivalent. Characters with this Disadvantage tend to eschew subtlety and patience.

Hardworking
Common, Moderate 10pts.
A character with this Disadvantage can be considered a workaholic. This character regularly spends long hours on work projects, often neglecting loved ones. This can lead to failed marriages, and unhappy children. This character receives a -2 penalty to any roll related to his personal or family relationships.

Has A Crush On (Other Character)
Common, Moderate 10pts.
The character has a romantic interest in another person. This is similar to In Love With (Other Character), but has not yet deepened into that category. Crushes are often not requited, and are marked by unrealistic assessments of the relationship's potential. Crushes are a short-term Disadvantage, and generally are "bought off" quickly, replaced by a crush on someone else, or deepen to In Love With (Other Character).

Has Complete Trust In (Group Or Person)
Common, Total 20pts.
A character with this Disadvantage trusts another character enough to put his life in the other's hands. He willingly and commonly confides in the other, believes the other will never betray him, and can put himself in danger knowing that the other character will back him up. The character will never, ever have the slightest doubt about the other character, even if shown evidence that a betrayal of some kind has taken place. (The character will rationalize the evidence away.) Whether or not the other character is worthy of that trust is not up to the player.

Hates (Group, Person, Object, Nation, Or Concept)
Uncommon, Total 15pts. / Common, Total 20pts. / Very Common, Total 25pts.
For a character with this Disadvantage, there is something for which he feels the utmost hostility and contempt. In general, a character who hates something will take active steps to avoid the object of his hatred, and will never voluntarily enter into a situation where they can't do so. If absolutely forced to deal with the object of their hatred, the character will do so unwillingly, and under great and vehement protest. The object of the hatred 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 hatred. This Disadvantage should not be used to represent Prejudice or Racism.

Headstrong
Very Common, Moderate 15pts. / Very Common, Strong 20pts. / Very Common, Total 25pts.
A character with this Disadvantage is stubbornly bent on having his own way. Once the character decides on a course of action, he sticks to it regardless of what anyone else does or says. While he won't insist on ridiculous courses of action, if his idea makes any sort of sense at all, he will want to follow it instead of someone else's idea, and will try to persuade others that his is the plan to use. At the Moderate level the character can give up his own plan or idea in favor of someone else's when necessary. At Strong, the character must make an Ego Roll in order to do so. At Total, the character cannot do so except in the most dire of circumstances. If at any time he is following the plans or ideas of others in contradiction to his own, he will gripe and complain the entire way. Refusal to follow the plans in contradiction to his own would be Headstrong and Impulsive, at the same point totals. In this case, the character makes no attempt to argue his own ideas, and simply proceeds on his own way regardless of what others say or do.

Hedonist
Common, Strong 15pts.
This character believes that pleasure is the only proper goal of moral endeavor. Their credo is "If it feels good, do it". He indulges in his own choice of vices, and is willing to try other people's vices as well. The character may have other Disadvantages which will restrict how far he will go in the pursuit of pleasure. In order to suppress his urge to pursue pleasure in all of its forms, the character must make an Ego Roll.

Hesitates In Combat
Common, Strong 15pts.
A character with this Disadvantage has to think about what he's going to do in a fight before he actually does it. This is not the same as Confused In Combat, as the character may be perfectly able to follow a battle plan, or even formulate one himself. However, he unconsciously takes the time to actually think about what he's about to do instead of just going ahead and doing it. 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 without thinking about it with an Ego Roll; in this case, the character can make a Full-Move.

Hidebound
Common, Strong 15pts.
A character with this Disadvantage is typically stubborn, narrow minded, and prejudiced. Common beliefs for this type of character are that women have their place, and minorities should do manual labor. These characters never hide their feelings and proudly let people know his opinions whenever possible. They receive a -3 penalty to any Interaction skills when interacting with people he believes are beneath him.

Highly Competative
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 strives to win any contest he is in, regardless of the nature of the contest, and regardless of whether or not he has any chance of winning. Because this character can choose not to enter the contest in the first place (but once in is in to win) this is different from Cannot Turn Down A Challenge. The frequency of this Disadvantage depends upon what the character considers a contest. At Common, the character becomes competitive in only the "normally obvious" competitive situations. At Very Common, the character becomes competitive in any situation that could possibly be called a contest.

His Word Is His Bond
Uncommon, Total 15pts.
The character is devoted to keeping his promises. Once he has "given his word", the character will keep it, regardless of obstacles and distractions. If he is rendered incapable of keeping his word, the character will be embarrassed, despondent, and in some societies suicidal. Naturally, such a person does not give his word lightly, and will try to avoid situations where he's forced to give his word unjustly. This Disadvantage is often part of a Code of Conduct; if so, it doesn't count twice. If the Disadvantage is known, the character may have a positive Reputation relating to it (or a negative Reputation if he's been caught breaking promises.)

Holds "Mortals" In Contempt
Common, Strong 15pts.
This is another Disadvantage that is appropriate to a villain, and only when the character in question is immortal, is phenomenally powerful (in the Mechanon/Doctor Destroyer range), or otherwise feels he has some form of extraordinary birthright. Because of this, the character believes himself to be superior to "mere mortals" whose weakness and inferiority he considers to be an offensive fact of life. This Disadvantage should not be taken at the Moderate level -- Arrogant should be taken instead.

Holds Society In Contempt
Common, Strong 15pts.
This Disadvantage represents a character who cares little (if at all) for societies rules. He doesn't like the establishment, and has no respect at all for traditional authority figures (even if such attitudes get him into trouble). The character will verbally or physically assault symbols of such authority, and derides those who don't share his views. A character with this Disadvantage is usually a proponent of ultimate social freedom -- as long as he gets to define what "freedom" means. It is recommended that Player Characters not be allowed to take this Disadvantage.

Homebody
Uncommon, Moderate 5pts.
A character with this Disadvantage tends to stay at home whenever possible. This character may stay home on a Saturday night reading, painting, or playing videogames. This often leads to a poor social life. Due to poor social skills, a Homebody character receives a -3 penalty to any Interaction skill rolls.

Homesick For (Home Area)
Common, Moderate 10pts.
This Disadvantage is only appropriate for a character whose permanent residence is not where he is originally from. The character longs to return to his home, but cannot do so easily for one reason or another (which the player should specify). If given a chance to return home, even if temporarily, the character will take it unless it is necessary that he doesn't.

Honesty
Very Common, Strong 20pts. / Very Common, Total 25pts.
This Disadvantage is another Code of Conduct, but it deserves its own entry. A character with Honesty obeys the law, doesn't lie, and keeps his word. In addition, he does his best to get others to act in the same way. In an area with little to no law, the character will act as if the laws of his home were in force. He assumes that others around him are honest (but will not necessarily allow those who aren't to take advantage of him -- he's not Naive. The character may fight (or even start a fight, if he does it legally). He may even kill in a legal duel or in self-defense. Murder is, of course, out of the question. If jailed for a crime he did not commit, but treated fairly and assured of a just trial, he will not even think of an escape attempt. If taken at the Strong level, the character must make an Ego Roll to do anything that could possibly considered illegal or dishonest. At the Total level, he will never do anything even remotely dishonest, regardless of the consequences. A character who always tells the truth but doesn't always follow the law should take Truthful instead.

Humble/Self-Effacing
Common, Strong 15pts.
The character believes that work should be done, and done well, for its own sake, rather than to be rewarded or to stroke one's ego. He is uncomfortable with ttaking more credit than he is due, or being excessively praised. Indeed, he will go out of his way to avoid undue notice, and to give praise to those he feels more deserving. The hypocritical version of this Disadvantage is Pretends to be Humble/Self-Effacing, which represents someone who is trying to gain praise by seeming to not want it. This Disadvantage should not be taken with Bigmouth/Braggart, Attention Seeker, or Gloryhound.

Hunts (Person Or Group)
Uncommon, Strong 10pts.
For whatever reason, this character is in pursuit of some person or group. Generally, the character is doing so in order to cause some harm to the object of his pursuit, but this is not strictly necessary. The character expends a great deal of energy and time in this pursuit, placing a strain on the rest of his life. Very often a character with this Disadvantage will also have Seeks Revenge. The character should have some defined emotional reason to be Hunting (Person or Agency) to the detriment of their own career or personal life.

Hyperactive
Very Common, Moderate 15pts. / Very Common, Strong 20pts.
This character is always on the go. He never seems to sit still, and when forced to he fidgets. Not being constantly busy and not being in constant motion is a very uncomfortable situation for him. At the Moderate level the character can sit still without fidgeting if necessary (even though the sitting still never lasts). At Strong, the character must make an Ego Roll to be able to sit still without fidgeting (and it would last even less time).

Idolizes (Person)
Uncommon, Strong 10pts. / Common, Strong 15pts. / Very Common, Strong 20pts.
The character has a strong case of hero worship towards another character. The character sees his idol as the pinnacle of her profession, and attempts to model himself after the idol's supposed positive traits. The character will buy products the idol endorses, follow any advice the idol gives and attempt to see/meet the idol at any opportunity. As far as the character is concerned, the idol can do no wrong. The frequency of the Disadvantage depends on how often the character will get to interact with his idol. If the interaction is fairly rare, or at a distance, then it is Uncommon; if the two meet fairly often (for example, they both work at the same company), it is Common. If the idol is attacked, the idolator must defend the idol; if the idol fails to live up to the idolator's ideals, the character will be confused and saddened. Typical Disadvantages found with this one include Disillusioned When the Real World Isn't Black & White, Naive, and Young.

Ignorant Of His Own Incompetance
Uncommon, Strong 10pts. / Uncommon, Total 15pts. / Common, Strong 15pts. / Common, Total 20pts.
The character has a weak point in his skill set, but for some reason cannot seem to tell that this is so, and refuses to stop trying to use those skills. If the area of incompetency is not directly related to the character's job or physical well-being, then the frequency is Uncommon. (Example: A school headmistress who insists on torturing her students with concerts of her inhumanly bad opera singing.) If the incompetency is directly related to the character's job, or their survival, then the frequency is Common. (Two examples: The military officer who is great at looking spiffy in his uniform, and riding a horse, and having tea with Duchesses, but has no tactical sense whatsoever; or the officer who is tactically brilliant, but has no people skills and is unable to fathom why cobras keep turning up in his bedding.) Usually, the character with this Disadvantage is also unable or unwilling to evaluate the level of competency of others in the indicated skills. Any obvious failures by the character will be blamed on outside factors, or incompetence/treason on the part of the character's subordinates. At the Strong level, the character can sometimes be persuaded to delegate duties associated with his incompetent skills to a competent assistant; at the Total level, he won't even consider this compromise. Characters with this Disadvantage should buy Contacts, Perks or Wealth to explain how they got the job, and why they haven't already been fired.

Immature
Common, Moderate 10pts.
This character tends to act in a manner totally inappropriate for his age. Childish tantrums, taunting, petty grudges, wild antics, and rampant exuberance are all part and parcel for this Disadvantage. This should never be taken stronger than Common, Moderate; otherwise the character becomes annoying. The character can act mature when necessary. This Disadvantage is often found alongside of Young, though they are not dependent upon each other.

Impatient/Impulsive
Common, Moderate 10pts. / Common, Strong 15pts.
This Disadvantage represents a character who hates to wait. He tends to do things at the spur of the moment, and never hesitates or shows any sort of sense of timing. He wants what he wants, and he wants it right now, and having to wait only makes him irritated. In addition, the character often acts without thinking. To this character, a plan is something that gets in the way. Talking things over before acting is not only boring, it is stupid. He knows what to do, and is going to do it, right now. At the Moderate level the character can force himself to avoid acting in this manner when necessary. At Strong, the character must make an Ego Roll in order to do so. At Total, the character cannot do so except in the most extreme of circumstances. This Disadvantage works well with Headstrong, Stubborn, Young, and Immature.

Impressed With (Focus') Abilities
Common, Strong 15pts.
This Disadvantage is only appropriate for a character for whom at least some of their abilities work through a focus. The character is constantly amazed by what the focus can do. If he designed and built the focus, it works far better than he planned. If he didn't, he can't believe he is lucky enough to be able to use it, and is constantly surprised at what it can do. In order to act in any way blasČ about the focus, the character must make an Ego Roll.

In Denial About (Fact Or Incident)
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.
In Denial About (Fact or Incident) Uncommon, Moderate: 5 Points / Uncommon, Strong: 10 Points / Uncommon, Total: 15 Points / Common, Moderate: 10 Points / Common, Strong: 15 Points / Common, Total: 20 Points / Very Common, Moderate: 15 Points / Very Common, Strong: 20 Points / Very Common, Total: 25 Points Type: Psychological Limitation A character with this Disadvantage refuses to admit the truth about a fact or incident, and will refute or excuse any evidence presented that contradicts his opinion. The reason for the denial is usually because the subconscious mind is trying to protect the character from some traumatic memory. The frequency of this Disadvantage is based on how often the truth about the fact or incident is presented to the character. For example, if the character is in denial about Bruce Lee being dead, it would most likely be an Uncommon experience that this belief would be challenged. However, if the character refuses to believe that his wife is dead, he will probably have to confront his denial more often. The intensity reflects the character's response when presented with irrefutable evidence of the truth. If Moderate, the character may fall into a depressive funk, as he tries to come to grips with the truth, but can still function. At Strong, the character falls into a deep depression, and must make an Ego Roll to functional normally. At Total, the character falls into a deep depression, and he withdraws within himself as his mind tries to deal with the repressed feelings. This Disadvantage is similar to Delusional with the main difference being that a character in denial knows the truth at a subconscious level and is only trying to avoid the pain associated with the truth, whereas a Delusional character honestly believes his false thoughts.

Inconsiderate
Very Common, Moderate 15pts. / Very Common, Strong 20pts.
The character fails to take outside considerations into account when making decisions. The feelings of others, the safety risks involved, legal restraints, none of these things come up in the decision process for him. It's not that the character doesn't care about those outside factors, it's that a speedy decision is the primary goal so far as he's concerned. At the Moderate level, the character can slow down and think of all the factors involved in a decision. At the Strong level, he must make an Ego Roll to force himself to take outside factors into consideration.

Incorruptible
Uncommon, Total 15pts.
This Disadvantage is only appropriate for heroic PCs or NPCs. A character with this Disadvantage is a pillar of moral principle. He would never consider taking a bribe, being influenced by power, or be afraid to carry the fight for justice to the highest levels if need be. Unfortunately, this Disadvantage also means that, on questions of law enforcement and justice, the character never makes compromises. He would never offer a criminal a plea bargain in order to gain information. Anyone who offered him anything that could remotely be considered a "bribe" (regardless of the friendliness and harmlessness of the gesture) would be arrested. He would never look the other way, even if doing so meant stopping a greater evil.

Incurious
Common, Moderate 10pts. / Common, Strong 15pts.
The character is capable of learning new things, and changing his beliefs based on new information. He just has no interest in putting any effort into doing so. He considers himself perfectly capable of operating on the information he has, and tends to take what he's told at face value. At the moderate level, the character does not seek out new information unless it is vital to his safety or employment. At the strong level, the character does not seek out new information unless the situation is dire. Many characters with this Disadvantage also have Aliterate or Proud of His Ignorance.

Indecisive
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
A character with this Disadvantage has a hard time making decisions when presented with more than one option. The character lacks the ability to discern or prioritize the different options, and will delay his decision until the options are removed by outside forces, someone else makes the decision for him, or forced to pick, which may very well be random. The intensity of this Disadvantage reflects the impact it has on the character's life. At the Moderate level the character has a hard time deciding on things that have little affect on his well being, such as what to have for dinner, or what movie to go see. At Strong, the character's inability to make a decision extends to all areas of his life, and could be life threatening. The character can make an Ego Roll to see if he makes the correct decision, otherwise, his decisions should be made randomly. At Total, the character does not have the ability to make up his own mind, and when having to decide for himself, must decide randomly.

Indiscreet/Gossip
Uncommon, Moderate 5pts. / Uncommon, Strong 10pts.
A character with this Disadvantage likes to talk about other people. Without really thinking about it, the character will relate to people he talks to the deepest, most embarrassing secrets about his friends, comrades, strangers... it doesn't really matter who they are, he talks about them. This tends to cause other characters to not fully trust the character (or at least edit what they around him). The character does not do this out of a sense of malice (though this is certainly possible). Rather, he doesn't really think about it: he just talks. This is also not to say that the character cannot be trusted with a truly important secret. This person won't necessarily blab a national security matter to anyone on the street. However, other characters may well think so. At the Moderate level the character can resist the urge to spread really juicy news when necessary. At Strong, the character cannot do so unless he makes an Ego Roll.

Inferiority Complex
Very Common, Strong 20pts.
This is a character who always assumes that nothing they do is as good, worthwhile, or noticeable as the actions of another person. They may otherwise have a good view of themselves, but feel that when compared to others, they don't "measure up". They sometimes don't understand why other people think highly of them (but rarely discourage complements... they like hearing them even if they don't believe them). To repress the urge to depreciate his own contributions, the character must make an Ego Roll.

Ingrained Upbringing
Very Common, Total 25pts.
Since childhood, a character with this Disadvantage has been raised with certain beliefs and behavior that are now a part of his very essence and innermost being. As a result, it is near impossible for the character to change or challenge this installed worldview. For example, in the movie "Logan's Run", the entire society is raised to believe that once a person reaches a certain age they must die, in order to preserve that society. The entire story is about how the main characters challenge that worldview, and how drastically it changes their lives. The player and GM must work together to create an appropriate worldview for the character. However, it must be understood that a character with this Disadvantage will be near useless when his worldview is challenged, and it will be very difficult for this character to function far from his home society.

Insatiably Hungry For Power
Common, Total 20pts.
This character could be described as "Super-Ambitious". He stops at nothing to increase his power over others. Even if he has reached a high level of power (such becoming a corporate CEO, President of the United States, Pope, or King of his own Nation), he will attempt to gain even more power. This is the standard Psychological Limitation for those Villains who hold the "I know I am a king but I want to be a god" philosophy. Even if the character were to actually become a God, he would still want to become more powerful. The character can pass up a chance to gain personal power if one is presented by making an Ego Roll. This Disadvantage is only appropriate for villains.

Insensitive
Common, Strong 15pts.
A character with this Disadvantage is not responsive to the needs or feelings of others. As a result, his actions are often tactless and perhaps viewed as cruel. The character may not actually be a cruel person, but he definitely lacks the ability to interact on an emotional level with others.

Insists On Perfection
Common, Total 20pts.
The character does not settle for second-rate effort from himself or anyone else. His own actions must approach perfection, and so must everyone else's. A slight sloppiness, a moment of inattention, a sour note; any of these are sufficient to ruin his appreciation. At best, the character disdains those who do not strive for perfection in everything they do, as he does; depending on his other Psychological Limitations, he may insult, attack or even kill those who fail to live up to his expectations. Naturally, the character should have high skill rolls in his chosen field. Other Disadvantages he may have are Arrogant and Conceited.

Intolerant
Uncommon, Moderate 5pts. / Uncommon, Strong 10pts. / Common, Moderate 10pts. / Common, Strong 15pts. / Very Common, Moderate 15pts. / Very Common, Strong 20pts.
This Disadvantage indicates that the character dislikes and distrusts some (or all) people who are different in some way from himself. Applicable differences include skin color, religious beliefs, sexual orientation, gender, or political affiliation; the possible differences are numberless. The exact details are up to the player. This Disadvantage should not be taken at the Total level; instead the Disadvantage Prejudice should be used. A character who is Intolerant treats the object of his intolerance with coldness and hostility. At the Moderate level, the character can suppress this reaction when needed, but can (and will) revert at the drop of a hat. At Strong, he must make an Ego Roll to interact peaceably with the object of his dislike. It is suggested that player characters not take this Disadvantage at a level stronger than Common, Moderate.

Irrationally Attracted To (Other Person)
Uncommon, Strong 10pts. / Common, Strong 15pts. / Very Common, Strong 20pts.
A character with this Disadvantage feels a strange and unexplainable attraction for a person to whom he would otherwise not feel attracted (if the person to whom the character is attracted is someone for whom the character would feel attraction normally, use In Love With (Other Person) instead). The reason why the character wouldn't be attracted normally is up to the player. Perhaps the other person is disliked (or even hated) by the character. Perhaps the character is heterosexual, but feels attracted to a person of the same sex. Whatever the case, the object of the attraction is not someone the character would normally consider, and the character can only control his feelings of attraction if he makes an Ego Roll. The Frequency of the Disadvantage is determined by how often the character encounters the object of this attraction.

Irritable
Uncommon, Strong 10pts. / Common, Strong 15pts. / Very Common, Strong 20pts.
A character with this Disadvantage is easily exasperated. The slightest annoyance tends to provoke impatience, displeasure, or anger. The character can make an Ego Roll to suppress this reaction. However, it is generally hard to hide irritability. People tend to avoid irritable people, so the character may have few friends. The frequency of this Disadvantage reflects how irritable the character is, and how easily the character becomes exasperated.

Irritable And Inconsiderate
Uncommon, Strong 10pts. / Common, Strong 15pts. / Very Common, Strong 20pts.
Very similar to Irritable -- a character with this Disadvantage is easily exasperated. The slightest annoyance tends to provoke impatience, displeasure, or anger. The difference with this Disadvantage is that the character cannot avoid overtly displaying his displeasure when annoyed. People tend to avoid irritable people, especially inconsiderate ones, so the character will very likely have few friends. The frequency of this Disadvantage reflects how irritable the character is, and how easily the character becomes exasperated.

Is Trying To Buy His Way Into Heaven
Uncommon, Strong 10pts.
This Disadvantage is only appropriate to a very religious person. He does good deeds because he believes that this is the way to insure a pleasant afterlife. He is not necessarily a nice person otherwise; he may be snide, condescending, and even insulting. But he does good deeds in the belief that God expects him to. This does not stop the character from being rude while "helping" others. In addition, the character may help one charity group, then refuse to give to another because he has already "done what he could" for charities. This Disadvantage works very well with Arrogant, Cynical and Prejudiced Against People With Different Religious Views Than His.

Jealousy
Uncommon, Total 15pts.
With this Disadvantage, the character has an automatic bad reaction towards anyone who seems smarter, more attractive, more competent, wealthier, or more personable than he is (even if its only in the character's mind). The player determines The exact nature and exact focus of these feelings. This Disadvantage does not necessarily require that the character also take the Rivalry Disadvantage, as the person can be jealous of different people at different times, and the person who is the subject of the jealousy does not necessarily consider himself a rival. A character will resist any suggestion or plan proposed by this "rival". The "rival" will also be the butt of disparaging remarks made by the character. In some instances, this character will even attempt to sabotage the "rival".

Judgemental
Very Common, Strong 20pts. / Very Common, Total 25pts.
A character with this Disadvantage often judges others' behavior and actions harshly. Because of this, others will view him as cold, mean, pompous and over-critical. Many may feel intimidated by the character, or angry that he thinks he has the right to judge them. At the Strong level the character can make an Ego Roll to recognize his behavior and modify it accordingly. At Total, the character is not aware of, or cares, that his actions are not well received by those around him, and can only modify his behavior in the most extreme of situations.

Justice Not Law
Common, Strong 15pts.
This character believes that it is more important that "justice is done" than the letter of the law be followed. He is willing to go out of his way to ensure this quality of justice, and will often break laws to achieve the desired result. He is generally willing to let the law take its course in matters where justice is not at stake, however. This Disadvantage is included in Vigilante Mentality, and characters should take one or the other.

Keeps (Fact About Himself) A Secret
Uncommon, Moderate 5pts. / Uncommon, Strong 10pts.
A character with this Disadvantage has a secret he wants very few (if any) other people to know about. The secret can be about almost anything, but shouldn't be silly or minor. (Silly secrets should instead be applied using a Quirk.) The strength of this Disadvantage determines who the character might tell, and how often. At Moderate, the character has probably told (or will probably tell) at least one person, if it was necessary or important at the time. At Strong, the character probably hasn't told anybody, and must make an Ego Roll in order to do so. This Disadvantage should not be used to simulate a Secret Identity.

Keeps His Mind So Open That Anything At All Can Fall Into It
Common, Strong 15pts.
A character with this Disadvantage is so receptive to new arguments and ideas that he has trouble committing to any single position. It will be hard for the character to support any morally based argument, since he will be equally agreeable to the opposition's argument. The character will be viewed as indecisive, and it will be next to impossible for the character to serve in a leadership role. When presented with a new argument, the character should make an Ego Roll to resist changing his opinion on the subject. This Disadvantage does not mean that the character is unintelligent, only that he is able to see all sides of an argument a bit too easily. The character can still dismiss any argument or idea that is completely outlandish.

Kleptomania
Uncommon, Strong 10pts. / Uncommon, Total 15pts.
A character with this Disadvantage feels a compulsion to steal things. He doesn't necessarily feel compelled to steal valuable items, but rather will steal anything he can get away with: keys, pencils, books, candy bars, loose change, etc. He will very rarely steal items he can't fit into his pockets. If presented with an opportunity to steal something and not get caught, the character will do so. If this Disadvantage is taken at the Strong level the character can make an Ego Roll to suppress this urge. At Total, it is all but impossible for the character to stop.

Know It All
Very Common, Strong 20pts. / Very Common, Total 25pts.
This character believes that he knows more than you about everything. He doesn't necessarily assume that he is smarter than everyone else, but he acts as if he is, and he most certainly acts as if he knows more than everyone else. Even in a situation where the character is being shown tangible proof that he is not as knowledgeable as he says he is, he continues to act as if he were. At the Strong level, he can make an Ego Roll in order to suppress the urge to act like this. At Total, he can't do so except in a dire situation.

Law Abiding
Common, Moderate 10pts.
This is a milder form of Honest. The character believes that laws exist for a good reason, and that society works better when the laws are obeyed. As such, he will attempt to follow the laws of the society, even when they are inconvenient for him. In "lawless" areas, the character will follow the laws of his home area to the extent possible. However, the character also knows that the law is imperfect, and sometimes it is necessary to break rules in dire situations.

Lazy
Uncommon, Moderate 5pts. / Uncommon, Strong 10pts. / Uncommon, Total 15pts.
This character is adverse to doing anything that he feels is not "fun", and he will do "fun" things with the minimum of effort. Everything he does, in fact, is with minimum effort. The character does his best to avoid work - especially hard, physical labor - at all costs. If forced to do work, he does a half-assed, half-hearted attempt at the job, and may or may not finish, depending on how closely he is supervised. At the Moderate level the character can force himself to do a better job through concentration. At Strong, the character must make an Ego Roll to do so. At Total, he never puts any effort into anything he does. It is suggested that a player character not take this Disadvantage above the Moderate level.

Lecherous
Very Common, Strong 20pts.
A character with this Disadvantage suffers from an unusually strong desire for sexual contact of any sort. Whenever in more than the briefest contact with the member of the opposite gender (or same, depending on the character's tastes), he must make an Ego Roll to avoid making some sort of lewd pass, using whatever wiles or skills he can bring to bear. The attractiveness of the other person can modify this roll. (Meaning that the character is a horndog, but he still has standards.) Note that a Lecherous character may change his or her standards of attractiveness, depending upon the situation. (Lecherous drunks, for instance, are notorious for having "beer goggles".)

Life Is A Party
Common, Strong 15pts. / Common, Total 20pts.
This character's whole goal in life is to have a good time. He spends much of his time either looking for or attending fun filled events. Work, health, and family are all secondary to the need to have fun, and as a result they often suffer. Invitations for a fun time are seldom passed up, and he would always prefer to be around other party animals. Anyone who does not share his excitement in the life style is a "stick in the mud". At the Strong level, the character can turn down an opportunity to go partying, and do something "un-fun" with an Ego Roll. At the Total level, partying always wins out, often at the cost of job and friends. As usual, if the circumstances are dire enough, it may be possible to resist the partying instinct. This Disadvantage tends to expose the character to other destructive behavior, and thus is complimentary to Addicted to (Substance or Activity), Compulsive Carouser, and Hedonist.

Likes (Group, Person, Object, Nation, Or Concept)
Uncommon, Strong 10pts. / Common, Strong 15pts. / Very Common, Strong 20pts.
For a character with this Disadvantage, there is something to which he feels an attraction. The feeling is not as powerful as a love. In general, a character who likes something will take active steps to be in contact with the object of his liking, and will only voluntarily enter into a situation where they can't do so if such action is necessary, and make an Ego Roll. The object of the like 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 literally endless. The different levels of frequency depends on how often the character will come into contact with the object of his liking.

Literal Minded
Common, Strong 15pts. / Common, Total 20pts.
The character does not have the ability to understand metaphor or wordplay. He takes any speech or printed matter according to its most common face value. This Disadvantage is most often found in artificial or supernatural beings, such as robots and djinni. At the strong level, the character can learn, if taught, specific instances where the speaker or writer is not being literal, and deal with them correctly thereafter. At the total level, the character never learns. This is often combined with Always Follows Orders for a servant who is absolutely faithful, but difficult to instruct properly.

Little Man Syndrome
Common, Strong 15pts. / Common, Total 20pts.
This Disadvantage is only appropriate for male characters who are shorter than 5' 7" (1.7 meters) tall without actually being a dwarf. The character is so sensitive about his lack of height that he sees "short jokes" in casual comments and feels he must prove his masculinity by being bad-tempered and pugnacious. He starts fights at the drop of a hat (especially with men who are taller than he is), and believes unconsciously that women can't be attracted to him because he is short. If someone actually does use a short joke in his presence, or treat him in any of the ways he fears they want to, the character tends to become apoplectic with rage. At the Strong level the character can avoid reacting in this manner by making an Ego Roll. At Total, he can only avoid his bad reaction in the most extreme of circumstances.

Lives Beyond His Means
Common, Moderate 10pts. / Common, Strong 15pts.
This character enjoys the finer things in life. He likes owning expensive things, wearing fine clothing, and eating in the best restaurants. Unfortunately, he doesn't actually have the money to afford the life style he has chosen. Because of this, the character is constantly broke, has creditors hounding him, and sometimes (if the character did something really dumb) has loansharks gunning for him. At the Moderate level the character can force himself to live within his income if absolutely necessary. At Strong, the character must make an Ego Roll in order to do so. This Disadvantage is not appropriate for characters who purchase the Wealth Perquisite.

Lives For The Hunt
Uncommon, Total 15pts.
This Disadvantage is appropriate only for those street-level characters who are vigilantes, bounty hunters or assassins. The character hunts (and possibly kills) other people and loves doing so. If he's an assassin, he's not satisfied with merely killing his target; if he's a bounty hunt, the capture and pay is a secondary consideration. The character's primary motivation is the chase; letting the target know that he is being hunted and running him down. Perversely, should the character ever become the subject of a hunt himself, he becomes frustrated, angry, and unstable. "The hunter becomes the hunted" is the bane of this character's existence. The character can only resist engaging in an elaborate hunt for his target in the most extreme of circumstances. This Disadvantage is not recommended for Player Characters.

Lives Up To His Image
Common, Moderate 10pts.
The character has a reputation which he is at pains to maintain. This is not necessarily a positive Reputation; a criminal might desire to maintain his image as a ruthless killer, for example. If it does not conflict with his other Psychological Limitations, the character will act in the way his desired reputation would dictate. The character must take a positive or negative Reputation to represent the image being lived up to.

Lonely
Very Common, Moderate 15pts.
This character feels that he has no true friends or companions. Even though he may be a part of a team or other organization, the character cannot actually relate to his co-workers (or at least feels that he can't), and as such feels that he is all alone in life. This feeling has caused him to become depressed and sad, affecting almost everything he does. He tends to hold himself away from others as a result, and is sometimes seen with pity by those around him. The character tends to assume that he will be left out of any group activity, and believes that no one really wants to associate with him if given a choice. The character can force himself through force of will to avoid these feelings of lonesomeness for a time, if necessary.

Loner
Common, Strong 15pts.
This character prefers to work by himself, without any help from others. There could be many reason why the character feels this way: he may think that his goals are too dangerous to involve anyone else; he may feel that other people aren't competent enough to work with him; or he may feel that others may try to stop him once they see how he operates. (And any of these reasons can amount to other Psych Limits.) A loner has no true friends. He may have trusted acquaintances with whom he can talk and gain momentary assistance from, but he never actually lets them into his private world. He keeps his own secrets, and even those people who think they are his friend don't know everything. The character will grudgingly accept help if it is forced onto him, but he will not seek it out unless he makes an Ego Roll. If help is forced onto him, he must make an Ego Roll in order to actively cooperate with the helpers. Note that he will never actively refuse their help... but he will discourage it. This Disadvantage works well with Uses Sarcasm As A Defense Mechanism.

Longs To Be With His Family
Uncommon, Moderate 5pts.
The character is separated from his family, and wants to return to them. He will attempt to contact his family whenever the opportunity arises, save money for trips home, and feel for others who are away from home. For this Disadvantage to be worth points, returning to the family should be extremely difficult or impossible under normal circumstances.

Looks Out For Himself
Common, Strong 15pts.
This Disadvantage is a milder form of Selfish. Unlike that Disadvantage, this one is for a person who will (and does) look out for others; he simply takes care of himself before any others. In cases where the character has to choose himself over others, he will choose himself unless he makes an Ego Roll.

Loud And Obnoxious
Common, Moderate 10pts. / Common, Strong 15pts.
This character is boisterous, and has a tendency to get on other people's nerves with his boisterousness. He talks too loudly, laughs too loudly, dresses too loudly, chews with his mouth open, makes inappropriate jokes at inappropriate times, and rarely considers the fact that he is acting in a boorish manner. At the Moderate level the character is not necessarily uncaring about other people's feelings -- he just rarely realizes how much of a jerk he is being at the time unless someone points it out to him. (He apologizes a lot later, usually.) When he has to, he can force himself to act in a polite manner. At Strong, the character usually fails to see that he is acting like an ass, even when someone points it out to him. It takes an Ego Roll for the character to realize he is acting like a jerk, and possibly modify his behavior.

Love Makes Him/Her Stupid
Common, Strong 15pts.
This Disadvantage is similar to Sucker For A Pretty Face; whenever the character falls in love, his common sense takes a vacation. He'll do anything his beloved suggests, with little regard to how foolish or dangerous it may be. This character also generally doesn't have good enough taste to avoid falling in love with partners who won't exploit this. If the beloved's suggestions violate another Strong or Total Psychological Limitation, the character gets a bonus to his Ego Roll to not follow the suggestion. Excessively bad results will often result in the character no longer being in love. A variant found in "mature themes" campaigns is Sex Makes Him/Her Stupid, where the character loses common sense when pursuing coitus, without necessarily loving the partner.

Lover's Distraction
Common, Strong 15pts.
The character's first reaction to any dangerous situation is to ensure that his loved one is safe. This goes beyond the normal protectiveness towards loved ones, and applies even if there's no realistic risk to the other person. Opponents who know of this weakness will often threaten the loved one to gain precious seconds to escape or complete their plan. If the character's other Psychological Limitations are triggered at the same time, the character may be able to temporarily concentrate on something or someone other than the loved one. The loved one is often a DNPC, but does not have to be. If the campaign seldom presents physical danger, or the loved one doesn't show up often, reduce the frequency of this Disadvantage to Uncommon.

Loves (Groups, Person, Object, Nation, Or Concept)
Uncommon, Total 15pts. / Common, Total 20pts. / Very Common, Total 25pts.
For a character with this Disadvantage, there is something to which he feels an intense attraction. In general, a character who loves something will take active steps to be in contact with the object of his love, and will only voluntarily enter into a situation where they can't do so in the direst of circumstances. The object of the love 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 depend on how often the character will come into contact with the object of his love.

Low Empathy
Very Common, Moderate 15pts. / Very Common, Strong 20pts.
The character has no problem understanding or expressing his own emotions, but has difficulty with other people's emotions. He doesn't easily guess how other people feel about a situation, and finds the concept of people having *different* emotional reactions to his own baffling. If he is in love with someone, that person should love him back. If he is greedy, he will assume everyone else is primarily motivated by greed, no matter what they say in public. If the character kills an abusive husband, he will be confused by the wife's grief. Didn't he just do her a favor? He might conclude that other people's emotions are unfathomable, or even that people whose emotional reactions are drastically different from his own are insane. At the moderate level, the character can sometimes sit down and work out why another person is showing a particular emotion, "putting himself in the other person's shoes," step by step. At the strong level, the character will consider it a waste of time to even try to understand.

Low Self-Esteem
Very Common, Moderate 15pts. / Very Common, Strong 20pts. / Very Common, Total 25pts.
This character refuses to believe anything good about himself. He tends to believe that he is a screw-up, that nothing he does will succeed, and that no one would ever like a guy like him. The dedication to this Disadvantage determines how bound and determined the character is to seeing only the worst about himself. At the Moderate level the character tends to think that his mistakes are worse than they are, but otherwise has a generally good view of himself. At Strong, the character must make an Ego Roll to believe anything but bad things, and at Total, the character is almost depressingly down on himself. A character shouldn't take both this Disadvantage and Pessimist; he should take Depressive instead.

Loyal To The Cause
Very Common, Strong 20pts.
The character belongs to a cause that is one of the most important things in his life, and will work for the good of the cause at every opportunity. Examples: "Bring peace to the Middle East," "Prevent the slaughter of unborn children," "Throw out the Saxon invaders," "Destroy all monsters," etc. The character is convinced beyond all doubt of the rightness of his cause; however he is capable of understanding that certain actions taken in the name of the cause would hurt the cause, rather than help it. Thus he will uphold the "good" of the cause over merely promoting the cause. And because the character is loyal to the cause, rather than to its leaders, he will quickly turn against any leader he sees as harmful to the cause. (Example: Bob is Loyal to the Cause of "prevent the slaughter of unborn children." He's perfectly willing to legally protest outside clinics, urge his legislators to pass laws to aid the cause, and argue himself blue in the face with people who disagree with his position. But he knows that violence will make the cause look hypocritical, so he will shoot down such ideas whenever they come up, and even turn in fellow cause members who attempt to kill abortion providers, even if they are the head of his group.) What tactics the character is willing to use on behalf of the cause are often modified by his other Psychological Limitations.

Lust For Knowledge
Uncommon, Total 15pts.
This character might best be described as a "bookworm". The character has a love of learning that most teachers would give their right arm to have in a student. He is always reading, doing research, or otherwise collecting information. He doesn't collect trivia: the things he learns are subjects of interest, and he puts serious research time into it. This is the character's primary interest. When given a chance to learn things and research a topic, he does, except in the most extreme of circumstances. If the character encounters something unknown to him and interesting, his first response is to study it. (This is the classic Psychological Limitation for a scientist in a monster movie. This character will be shouting at the hero "You can't kill the creature! We need to study it!" while the creature in question is busily eating the extras and supporting actors). The character is rarely skilled in the social arena, since he spends most of his time in the library or the laboratory. The character can force himself to deal with anyone but his research (for when he is not actively in the lab, he is thinking about it, or talking about it) in the most extreme of circumstances.