Role Playing Games

Psycholigical Limitations M-N

Macho
Common, Strong 15pts.
This Disadvantage is only appropriate for male characters. A character with this Disadvantage always acts in an exaggeratedly masculine fashion. He speaks loudly, acts domineering toward women, and believes he is a sexual dynamo. The character is disgusted by "fags" and "dykes", and will accept no insult to what he sees as his personal honor. The character sees nothing wrong with sleeping with many women, even if he is married. (However, should his wife sleep with other men, he would become infuriated and try to take some measure of "appropriate" retribution against the other man -- his wife he would simply beat once and forgive.) The character must make an Ego Roll in order to act in any other manner.

Mad As A Hatter
Very Common, Total 25pts.
This is the classic "Joker" Disadvantage, and represents a character who is not only insane, but is fucking bonkers on top of it. A character with this Disadvantage does random and possibly odd things for any reason or for no reason at all. His mind is so disconnected from reality that he sees no reasons behind anything, and wants none. He is capable of killing or sparing, on a whim, and often engages in seemingly random actions for inconceivable reasons. He speaks nonsense and non sequitur, and prefers it that way. The character cannot act in a rational manner, even when world-threatening circumstance requires it. Player Characters should not be allowed to take this Disadvantage.

Makes Friends Easily
Common, Strong 15pts.
This character tends to befriend anyone he meets who shows him even a modicum of respect, politeness, and courtesy. This is not to say that he actually becomes friends with the other person (such things require, at the least, the cooperation of the other), but rather will consider the other person friendly and trustworthy enough to become a friend. He will always be open and friendly with others unless they have shown some reason for him not to be; but on first meeting, his impulse is to be friendly. In order to avoid acting in this manner, the character must make an Ego Roll.

Makes Jokes In Combat
Common, Moderate 10pts.
The character's reaction to the stress of combat is to unleash a steady stream of humor. This may or may not be at the expense of his opponents, or even topical to the particular combat. More serious-minded characters find this very annoying, and the humorist is often the first person targeted. The character can keep his mouth shut if he has to, but it won't last for long. In campaigns where combat is extremely rare, the frequency of this Disadvantage drops to Uncommon, reducing the value by 5 points. This Disadvantage should not be taken in conjunction with Cannot Resist Taunting His Foes in Combat, Thinks He's a Comedian, or Wiseguy. The character with this Disadvantage may be seen as a joker, but only in certain circumstances.

Manic
Very Common, Total 25pts.
This Disadvantage might well be called Super-Hyperactive. This character has seemingly endless energy. He seems to bounce off the walls, can't ever sit still, talks too loudly and constantly, and seems to move from one mood to another in the blink of an eye. The character can only force himself to slow down or stop in the direst of circumstances, and even then can only force himself to act as if he were Hyperactive instead.

Manic-Depressive
Common, Strong 15pts.
This character suffers from tremendous mood swings that affect his ability to face the world. When in "manic" phase the character believes that his life is perfect and there is nothing he cannot do. When in "depressive" phase the character believes that his life is miserable and there is nothing he can do. At the beginning of each play session roll 1d6; on a 1-3 the character is in manic phase, 4-6, he is depressive. After 5 hours of game time roll 3d6, a result of 10 or less indicates a mood swing. Over the next hour his mood will shift to it's opposite and remain in this state for at least 5 hours. Manic characters are +1 on all Skill, Stat, Perception, and Combat to-hit die rolls, depressive characters are at -1 to all of the same. Player characters should take this Disadvantage only at Common, Strong. Any stronger and the character becomes completely incapacitated. Any weaker and its no Disadvantage at all.

Manipulative
Frequently, Major 15pts.
The character enjoys making other people "dance to his tune", using emotional and psychological manipulation to get them to do what he wants. This can be on a large scale, as a politician who sways legislative bodies to vote for his pet bills, or on an individual scale, as a mother who uses her illnesses to guilt her children into humoring her whims. The distinguishing characteristic is that the character never just asks someone to do something, he manipulates them into doing something. This is such an ingrained habit that the character finds it difficult to force himself to be straightforward. Ambitious And Manipulative includes this Disadvantage, so they should not be taken together. Other Psychological Limitations will modify how far the character is willing to go in his manipulations. It is a good idea for the character with this Disadvantage to buy high Presence-based skills.

Masochistic
Uncommon, Moderate 5pts. / Uncommon, Strong 10pts.
This character enjoys being hurt. He actually gets pleasure from being mistreated (either physically or mentally). The character actively seeks out opportunities to be hurt, and frequently (and willingly) enters abusive relationships just to take advantage of it. At the Moderate level, the character can suppress his natural urge to seek out pain and injury when necessary. At Strong, In order to suppress his natural urge toward wanting to be injured, the character must make an Ego Roll.

Mass Murderer
Common, Total 20pts.
This is the worst possible kind of Casual Killer. This character kills others because he can and because its easy, not particularly because he's got a reason that, to him, justifies killing many people. Unlike a professional assassin (who may technically qualify as a Mass Murderer), a character with this Disadvantage kills for any reason or no reason. He doesn't necessarily kill everyone he meets -- but he might if so inclined. He most certainly kills (or attempts to kill) anyone who irritates, hampers, or actually harms him. There are exceptions to this; He may even be in a passionate and caring relationship with someone not connected to the object of his rage. This character is not necessarily Psychopathic/Sociopathic, though this is possible. Also, he is not a Serial Killer, as they behave quite differently. This Disadvantage is only appropriate for villains. The murders committed by a character with this Disadvantage frequently follow these rules:

Maternal/Paternal Complex Towards (Person)
Common, Strong 15pts.
This character has Maternal or Parental feelings towards another character. The other character should be younger and less experienced than the character with this Disadvantage. The character believes that it is his or her duty to protect, teach, guide, and advise the younger character, offering the benefits of his/her higher age and experience. The other character is free to accept such treatment or not, as appropriate for the character. In addition, should the younger character become injured or is killed, the character with this Disadvantage will take it upon himself to seek revenge. At the Strong level, the character must make an Ego Roll in order to avoid acting in this manner. At Total, the character cannot do so except in the most extreme of circumstances.

Meek And Demure
Common, Moderate 10pts. / Common, Strong 15pts.
The character behaves quietly and modestly in social situations. Traditionally, this behavior was expected of women, and thus is stereotypically assigned to them, but a male character may also have this Disadvantage. The character will avoid speaking first, or in a raised voice, will avoid dressing in flashy or revealing clothing and will always show deference to those of higher social standing. People with this Disadvantage often come across as shy or timid. At the moderate level, the character can force himself to act in a more attention-seeking manner when necessary ("If I don't do something fast, that man will leave!"); at the strong level, it's much more difficult (requiring an Ego Roll.) The character should not have any socially aggressive Psychological Limitations such as Bigmouth/Braggart or Lecherous. The hypocritical version of this Disadvantage is Pretends to be Meek and Demure.

Megalomania
Very Common, Total 25pts.
Another classic villainous Disadvantage, this one could be described as the most extreme form of Arrogant or Conceited possible. A character with this Disadvantage believes that he is more than a mere mortal. In some way, he considers himself "above" his fellow mortals. The character might believe that he is the perfect human specimen, or the world's most developed intellect, or that he is destined to rule the world, or that he has been divinely chosen for some task. Whatever the specifics, the character believes that this makes him not only a cut above everyone else, but also quite literally an order of magnitude above everyone else.

Mercenary Mentality
Common, Strong 15pts.
This character is always looking to get something out of the situation. He helps people only when there is something to be gained: A reward or acclaim of some kind. He can easily be swayed with offers of money or power, though he may have other Disadvantages that determine whether or not he will accept such bribes. This one works well with Cynical, Greedy, Selfish, Looks Out For Himself First, and several of the Code of Conduct Disadvantages. It should not be taken with Charitable, but makes an interesting combination with Sucker For A Sob Story. In order to do something charitable for which there will be no gain, the character must make an Ego Roll.

Messiah Complex
Common, Total 20pts.
This character believes that he was born to fulfill some great destiny by saving humanity. The manner in which he saves humanity, and from what, is up to the player. This attitude rarely sits well with others, although it is possible that the character has followers who believe in him. In general, a character with this Disadvantage believes that he can do no wrong, and that his mission is more important than any other 'mundane' concern. This Disadvantage works well with Megalomania, Arrogant, and Believes He Is Sanctioned By A Higher Power.

Methodical Planner
Common, Strong 15pts.
This character is an organized, step-by-step thinker, approaching each problem point by point. He carefully plans and executes every step until completion. He never abandons his plans once made, and hates to change horses in midstream. The character resists any "plan" which involves rushing in without discussion and preparation. In order to avoid acting in this manner, the character must make an Ego Roll.

Mischievous
Common, Moderate 10pts.
This is a variation on Prankster (and thus the two should not be taken together). The character cannot resist having fun. He likes to play pranks and tell jokes. He enjoys causing a little bit of chaos, or cheerfully embarrassing someone, and may not be the most studious or hardest working person around. He's more of a Troublemaker, but without the sense of malice that a true Troublemaker possesses. He can be serious when he has to, but generally doesn't like to do so because its just not all that fun.

Miser
Very Common, Strong 20pts.
This Disadvantage is an extreme form of Cheap/Spendthrift. The character is obsessed with holding onto the wealth he already has. This is different from Greedy, although the two Disadvantages are often found together in the same person. When called upon to spend money, the character must make an Ego Roll or else look for the cheapest alternative possible. Note that this does not mean "the best deal", it means the absolute cheapest, period; the character will accept second-rate (or even third, fourth, or fifth rate) materials, services, and goods rather than have to pay for first rate. Even if the Ego Roll is made, the character will attempt to haggle the price down, and will complain interminably afterward.

Misogynist/Misandronist
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
This character hates, devalues, and mistreats people of the opposite sex. For example, a Misogynist believes that the value of a woman depends on how well she cooks, cleans, and performs during sex, while a Misandronist believes that all men are knuckle-walking morons who only want to objectify and rape women and keep them from attaining the true power that only females are worthy of. This Disadvantage goes beyond Prejudice Against Women/Men in its totality and depth of feeling. At the Moderate level the character can suppress the urge to treat the opposite sex like dirt, but at Strong, would need to make an Ego Roll. At Total, the character cannot do so except in the direst of circumstances. This Disadvantage is only appropriate for Non-Player Characters.

Money Hungry
Common, Strong 15pts.
This character believes that he's always on the edge of poverty (and depending on his economic habits, may well be), and is thus always looking for new ways to make money. He's not necessarily Greedy in that he's not willing to do anything to get it -- but almost. The character is unlikely to rob banks or murder for money, but get rich schemes and con jobs are certainly a possibility. The idea of actually working a 9 to 5 job seems too slow and demeaning to the character, but he may occasionally be found working odd, nonstandard jobs (like selling perfume door to door and dressing up like a chicken to deliver singing telegrams.

Monitors (Person Or Group)
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
For whatever reason, this character keeps close tabs on some person or group. He gathers what information he can, follows them (or has them followed), and keeps records. Generally, the character is doing so in order to eventually 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 either Seeks Revenge, or Distrusts (Person or Group). The character should have some defined emotional reason to be seeking information on the person or group to the detriment of his own career or personal life.

Moody
Common, Moderate 10pts.
This character tends to be dour and unpleasant, but not actually Bad Tempered, though they both work well together. He tends to be slightly Antisocial without actually taking it that far. The character is capable of normally relating to people when necessary. This Disadvantage works well with Loner.

Morbid
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
This character has a deep and inexplicable interest in the macabre, the gruesome, and the unwholesome. He is the type of person who watches slasher movies to see how well the blood effects are done. He reads books about murders and finds the subject of death fascinating. This is not to say that the character is necessarily interested in performing gruesome acts, but rather he finds them a fascinating subject of study. At the Moderate level, the character can suppress his interest in such things when necessary. At Strong, the character must make an Ego Roll in order to do so. At Total the character cannot overcome his fascination with the macabre except in the direst of circumstances. It is suggested that player characters not take this over the Moderate level.

More Concerned With His Image Than Anything Else
Uncommon, Strong 10pts.
This Disadvantage is only appropriate for PC or NPC heroes (villains don't care about what the public thinks of them). This character places other people's perception of him above any other moral consideration. He panders to the public, doing things he believes the public expects. What this means is that the character fights crime because the public keeps better opinions on heroes than villains, not because he feels some righteous need to do so. He refrains from killing his enemies not because he has any compunction against doing so, but because the public considers people who kill their enemies to be murderers, and not heroes. The truth is, he would lie, kill, steal, and cheat if he thought he could get away with it. In order to avoid acting in this manner, and thus actually act from moral principles instead of "the will of the people", the character must make an Ego Roll. A character with this Disadvantage should have no other Psychological Limitations regarding morality or principles, except perhaps Amoral.

Multiple Personality Disorder
Common, Total 20pts.
This is a character with a fractured psyche. This Disadvantage is more commonly known among the general public as "split personality" or "schizophrenia" (although true schizophrenia is a completely different disorder). This Disadvantage means that the character has more than one "person" in their head. Each personality is a complete and separate individual. These personalities surface in times of stress or in times of deep association with some past trauma. The personalities themselves may or may not have any sort of conscious connection to the "prime" personality. Note that it is possible for secondary personalities to have Psychological Limitations of their own. Such matters should be worked out carefully with the GM beforehand. The character has no control over when and how the other personalities surface.

Murderous
Common, Strong 15pts.
This character is very similar to a character who is a Casual Killer. The primary difference is that this character has a single motivation for killing others, as opposed to killing for no reason at all. This character kills those people who anger and upset him, or who interfere with his goals and plans. This Psych Limit should not be taken with Bloodlust, Serial Killer, or Mass Murderer.

Must Avenge All Insults
Uncommon, Moderate 5pts. / Uncommon, Strong 10pts. / Uncommon, Total 15pts.
This character is driven to give payback to an adversary for any insults he receives. The reaction to the insult may range from a comment about ones mother, to a brawl, to keying ones car. The severity of the action depends on the strength of this Disadvantage, and the nature of the insult. Strong words will likely be returned with more strong words. A slap in the face will warrant a fistfight. And public humiliation may well warrant the death of the person who caused it, depending on the humiliated character's other Psychological Limitations. At the Moderate level, the character can ignore the insult if the circumstances demand that he do so (though he isn't very happy about it at all). At Strong, the character must make an Ego Roll in order to force himself to ignore the insult, and at Total, the character must be dragged kicking and screaming away from immediately avenging himself, and will never, ever forget (much less forgive).

Must Avenge The Murder Of Any Friend, Family Member, Or Protected Party
Uncommon, Total 15pts.
This character will stop at nothing to bring justice to any person that kills a loved one. His thoughts and dreams will be filled with images of this vengeance. Once the murderer is caught, this character will probably inflict bodily harm upon him. This can vary from just a severe beating, to possibly the death of the murderer. There may well be social and/or legal consequences to this act of vengeance.

Must Be Leader
Common, Strong 15pts.
This character has to be in charge of any group he is a part of (or at least think that he is in charge). This isn't necessarily the same as Control Freak, but it is similar. If he is not made leader, the character criticizes the leader's actions, follows his own plans (and cajoles his fellows to follow his lead) and generally acts put out until he is made leader. The character must make an Ego Roll in order to cooperate fully in any group for which he is not the leader. This Disadvantage should not be taken with Control Freak, since it is already included in that Disadvantage.

Must Complete His Mission
Common, Total 20pts.
This character takes his duties and dedication to his work to an obsessive level. He lets nothing stop him until he has done what he sets out to do. The character would rather die than abandon his mission, regardless of what it takes to get it done. The character may have other Psychological Limitations that moderate precisely to what lengths the character will go to complete his mission. The mission in question may change from case to case.

Must Have A Plan
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
A character with this Disadvantage is obsessed with planning out all of his activity. The root of this problem is the characters fear of the unknown. Without forethought, the character is convinced that some important point or item will be forgotten, causing failure. The goal determines how elaborate the plan needs to be. A hasty huddle to determine which guards each character is going to be responsible for in an impromptu ambush may be a sufficient plan for the circumstances. Sneaking into a lich's tower to steal an ancient artifact may need a more detailed plan to make the character comfortable. At the Moderate level, the character likes to use lists to make sure nothing is forgotten. At the Strong level, the character wants to know not only what he is responsible for doing, but what everyone else involved is responsible for, and what contingency plans are in place. Practicing the plan helps the character to feel confident with the endeavor. Without a plan the character must make an Ego Roll to improvise and take a non-defensive, independent action. At the Total level, the character is incapable of functioning independently without a plan. He can follow others and follow instructions given as direct statements, but he cannot be depended on to make independent decisions, or to follow more than one "If-Then" instruction at a time.

Must Help Those In Need
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
This character is driven to give aid to anyone in need. This can vary from feeding the hungry, sheltering the poor, treating the sick, rescuing the distressed, or freeing the oppressed. At the Moderate level, the character participates in passive methods of helping, such as giving to charities and performing volunteer work. At the Strong level, the character will become directly involved with the needy person's problems. For example, if presented with a battered wife, the character will become directly involved with helping her, possibly by removing her from the situation and maybe even confronting the batterer. At the Total level, the character goes searching for people to help. At this level the character's job is probably directly related to this Disadvantage (social worker, healing priest, vigilante, etc.).

Must Overcome Failure To Protect (Loved One)
Common, Strong 15pts.
This character has, in his past, suffered a devastating personal loss at the hands of a criminal, an accident that the character could have prevented, or some similar reason for the failure. The character feels that if he had only done something different, or had done whatever he did do better, things would be different. This event has shaped the character's entire life, causing him to become a crimefighter to make up for this previous failure. The loved one in question need not be dead, but certainly should not be easily accessible or in a normal state. (Comas, life sentences, quadriplegia, and severe brain damage are all examples of suitable substitutes for death). If the loved one isn't dead, he or she should be taken as a DNPC by the character. Whether or not the loved one blames the character for his or her current condition (if such feelings are applicable) is up to the GM.

Must Protect (Person, Place, Or Thing) From (Threat)
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
This character has a special attachment or feelings for a particular object, location, or person. The feelings might be patriotic pride in their homeland, love or admiration for another person, or an appreciation for the beauty or spiritual meaning of an object. To be valid, this (Person, Place, or Thing) must be threatened by some outside force or agency. For example, a character may have Must Protect Northern Ireland From English Aggression. In this case, the character would feel that Northern Ireland is endangered by the continual presence of the English "invaders", and would work to hamper the English whenever possible. On the other hand, an art lover might have Must Protect City Museum From Art Thieves. Such a character would, in his nightly patrols of the city, spend extra time making sure that no one was breaking into the art museum, and that no other harm was befalling the art stored therein (like a fire).

Must Prove He's Better Than (Person Or Group)
Common, Strong 15pts. / Common, Total 20pts.
This character is in some sort of competition or rivalry with another character or with an organization. The exact form, as well as the origin, of the competition or rivalry is up to the player. The rivalry may be based on ideology: In a superhero campaign, the character might be the son of an infamous villain, and now feels that he has to prove to the world that he is not his father. In an espionage campaign, the character might be a former member of a terrorist organization, and now feels he has to prove that the goals of the terrorists are wrong. Or the competition may be simpler in nature. Perhaps the character feels that he must prove that he is a better athlete than another player character. At the Strong level, the character must make an Ego Roll in order to resist pursuing the competition when given a chance to do so. At Total, the character cannot do so except in the direst of circumstances.

Must Prove He's Right
Common, Strong 15pts.
This character cannot stand it when others think he is in the wrong. He gets irritated when he is shown to be mistaken, and downright angry when he is contradicted but is right. Until he has been shouted down (when he is wrong) or manages to convince everyone that he is correct (when he is right), he will continue arguing until he runs out of breath or falls over dead, whichever comes first. In order to avoid acting in this manner, the character must make an Ego Roll. This Disadvantage works well with Headstrong and Stubborn.

Must Think Things Through When Things Go Wrong
Uncommon, Strong 10pts. / Uncommon, Total 15pts.
This character has difficulty rebounding from failure. When plans go awry, or life becomes complicated, the character must have time to do some soul searching and determine what went wrong, why it went wrong, and how he is going to recover. Failure to take this personal time leaves the character extremely depressed and unable to function at their normal emotional and intellectual levels.

Mysterious And Enigmatic
Common, Strong 15pts. / Common, Total 20pts.
This character believes that the less anyone knows about him the better. He may work well with others (though most characters who take this Disadvantage also take Loner or Never Lets Anyone Get Close). He may even be a staunch member of an established team. Regardless, the character never reveals anything he doesn't have to. Thus, the character's identity, information sources, and abilities will be kept secret - and the character will go to great lengths to keep it that way. Characters with this Disadvantage tend to show up out of nowhere with crucial information and no explanations, and just as quickly vanish into the shadows. At the Strong level, this character can open up to others if it is absolutely necessary by making an Ego Roll. At Total, the character never opens up to anyone, even if he really needs to.

Naive
Very Common, Strong 20pts. / Very Common, Total 25pts.
This character is, in some ways, an innocent. He has a very simplistic view of the way the world works and how people act, and thus is easily taken advantage of. This Disadvantage is often complemented with others, such as Trusting and Gullible, but this is not always so. A character with this Disadvantage tends to believe everything he is told. If taken at the Strong level, the character can make an Ego Roll in order to not believe something that the player feels is patently false. Of course, the character isn't necessarily stupid. If what he is told is obviously bogus, there is no need for an Ego Roll and disbelief can be automatic at the option of the player.

Narcissist
Very Common, Strong 20pts. / Very Common, Total 25pts.
A character with this Disadvantage is self-centered. His only concerns are his own needs and activities. His motivation to do anything is only based on his individual self-interest. He will have exaggerated feelings of self-importance, and very likely is in love with his own body and looks. At the Strong level, the character can make an Ego Roll to realize he is being selfish and attempt to change his decisions. At the Total level, in all but the direst of circumstances, the character is too wrapped up in his own selfishness to ever notice that there might be something of more importance than his own goals and desires.

Narrow Minded
Uncommon, Strong 10pts. / Uncommon, Total 15pts. / Common, Strong 15pts. / Common, Total 20pts. / Very Common, Strong 20pts. / Very Common, Total 25pts.
A character with this Disadvantage lacks tolerance or breadth of vision outside his worldview or cultural perspective. He has a hard time not behaving with pettiness when his belief system is challenged. For those that hold the same belief system, he may be viewed as a "hard-liner", but for those that do not share his beliefs, or are not as stringent about them, he will often be seen as "old fashioned" and intolerant. The frequency of this Disadvantage is based on how often the character's belief system is going to be challenged. For example, Salogel is a wood-elf in a Fantasy Hero campaign based on Middle Earth that has this Disadvantage. If the campaign is going to mainly be based in Mirkwood, where most of the other wood-elves agree with him, then it should be taken at the Uncommon level. However, if Salogel is going to be campaigning in Gondor, where they do not care for wood-elves, much less what they think, this Disadvantage is going to have a greater frequency. At the Strong level, the character can attempt an Ego Roll to recognize that he is being narrow minded, and attempt to change his behavior. At the Total level, he doesn't care if he recognizes that he's being intolerant, facts are facts, he's right, and that's all there is to say on that.

Neat Freak
Common, Strong 15pts. / Common, Total 20pts.
This character is obsessed with maintaining a clean, orderly appearance and environment. He spends a great deal of time cleaning and organizing, and will be very nervous and anxious when in a messy or cluttered environment. At the Strong level, the character can make an Ego Roll to resist cleaning when presented with an environment below his normal neat standards. At the Total level, he cannot resist the urge, and spends much of his time "neatening up", much to his compatriots chagrin. A sure way to drive this character over the edge is to hang a crooked picture. He will not be able to resist the almost magnetic attraction to fix this wrong and make his world whole again.

Needs Someone To Love
Uncommon, Strong 10pts. / Common, Strong 15pts.
The character feels incomplete without a person to lavish his love on. Whenever he is without such a person, he will feel bad, and spend his time trying to find such a person. The frequency of this Disadvantage depends on how hard it is for the character to find someone to be loved, and how often he will be without them. If the character develops a steady long-term relationship, this will become Loves (Other Character).

Never Explains Himself
Common, Total 20pts.
The character believes either that his actions are self-explanatory, or that it is unnecessary for other people to understand them. Thus, explaining his actions or motivations would be a waste of time. Variants on this for slightly less points are: Never Explains Himself to Lesser Beings, or Never Explains Himself Until After the Fact. Appropriate Psychological Limitations to go along with this include Cold and Aloof, Control Freak, Detached From Humanity, Focuses on Current Activities to the Exclusion of All Else, Holds "Mortals" in Contempt, and Thinks He's a God.

Never Lets Anyone Get Close
Common, Strong 15pts.
This character keeps his privacy and his secrets. While he may have friends and companions, each of them would be surprised to realize how little they actually knew about the character. He has no deep romantic relationships, preferring short-term commitments and one-night stands because "its easier that way". If they do have long-term relationships, they are mostly one-sided. He may be affectionate and even loving, but he never reveals his true feelings. A superhero with this Disadvantage wouldn't tell even his teammates what his real name is, and wouldn't reveal his feelings or insights unnecessarily. The character can suppress his urge to keep people at a distance with a successful Ego Roll. This Disadvantage should not be taken with Loner, as it is already included.

Never Stops Talking
Very Common, Moderate 15pts.
This character cannot stop himself from talking. Once he gets started, he just keeps going, and going, and going. He will generally start on the subject of the conversation, but will quickly ramble into other areas as his speech follows his thoughts. A great example of this Disadvantage is the character Marshall Flinkman on the TV series "Alias". This Psychological Limitation, like all, is dependent on the player role-playing it properly. If the player is not willing or able to do this, then it should not be taken.

Never Stops Talking, And Never Talks Seriously
Very Common, Moderate 15pts.
A character with this Disadvantage cannot help themselves from talking on and on. The difference with this Disadvantage and Never Stops Talking is the character tends to joke and cut-up, instead of at least discussing the subject at hand. The character may be talking so as to cover up some other Disadvantage, such as being insecure. This Psychological Limitation, like all, is dependent on the player role-playing it properly. If the player is not willing or able to do this, then it should not be taken. Also, the role-playing of this Disadvantage could be disruptive of the overall gaming session (just as this Disadvantage is disruptive to the character's life), and should not be taken without the GM's understanding and approval.

No Imagination
Common, Total 20pts.
This character is unable to grasp things which aren't literal and in front of him. He tends not to be intuitive, and cannot easily "see" things that aren't real. His sense of humor is crude and low, and any complicated, multi-level story is lost on him. He doesn't see the point of books or movies, and is, on the whole, rather dull. The character unfortunately cannot break out of this mode of thought except possibly in the direst of circumstances.

No Longer Considers Himself To Be Human
Common, Strong 15pts.
This Disadvantage is only appropriate for a character who has some reason for believing that he is no longer human. Possible examples would be characters who have non-human appearances, characters with no real physical bodies, characters who are human brains in cyborg bodies, characters with powers and abilities that would disassociate them from common man (including characters who are so powerful as to be godlike, and thus come to believe that they are indeed gods), or characters who, for whatever reason, wouldn't be perceived as human by the common man on the street. Because of this separation, the character no longer believes that he is human. This doesn't mean he necessarily Considers Himself To Be A Monster, No Longer Identifies With Common Humanity, or Holds "Mortals" In Contempt (though any of these are possible). Generally, the character holds himself apart from common society. He sees the trappings of "human civilization", such as parties, movies, politics, etc. as being something he no longer has a need to bother with. (This separation may be reluctant or may be willful, depending on the player's whim and the character concept.) In order to force himself to take part in "human society", the character must first make a successful Ego Roll. This Disadvantage is not appropriate if the character started out non-human (such as an alien or an android).

No Longer Identifies With Common Humanity
Common, Strong 15pts.
This character has forgotten what it feels like to be a normal, everyday, run of the mill person. This is different from Detached From Humanity; the character is still capable of acting properly in social situations. It is just that the character has forgotten what it is to live a mundane life, with taxes, kids to raise, and so on. Thus, the character has a hard time understanding, accounting for, remembering, or accommodating the problems and desires of the "common man". Usually, the character has some idealized view of such things that may or may not bear any resemblance to reality. This Disadvantage is only appropriate for characters who no longer face the "needs of the common man". Examples include wealthy characters who also head multinational corporations or nations, anthropomorphic personifications of ideals (for instance, if the character were the Avatar of War), deities, or monsters. The character can force himself to avoid acting in such a manner by making an Ego Roll. This Disadvantage works well with Considers Himself To Be A Monster, Megalomania, No Longer Considers Himself Human, and Detached From Humanity.

No Regard For Human Life
Uncommon, Strong 10pts.
This character never considers the effects his actions will have on those around him. He will pursue his goals, heedless of the dangers to innocent bystanders, friends, or anyone. It is possible that the character simply doesn't see the harm he is doing, but it is more likely that he doesn't care. In order to avoid acting in this manner, the character must make an Ego Roll. Otherwise, such concerns simply never enter his mind. Note that this Disadvantage does not make the character Murderous or a Casual Killer, though both are possible. This Disadvantage works well with Amoral, Obsessed With (Person, Object, Or Goal), Megalomania, and Holds "Mortals" In Contempt.

No Respect For The Privacy Of Others
Common, Moderate 10pts. / Common, Strong 15pts.
This character generally feels he can stick his nose into whatever he wants. He feels no shame at pawing through another person's effects, or finding out and spreading another person's secrets. This attitude may not be conscious. It may be that the character simply doesn't realize he is acting in this manner. On the other hand, it may be that the character is knowingly and maliciously acting in a manner that destroys the privacy of another. In other cases, the character may feel that the "public" has a right to know the various secrets of others. This is sometimes known as the "Crusading Reporter" or "Paparazzi" Disadvantage. At the Moderate level, the character can avoid doing this when necessary. At Strong, the character must make an Ego Roll in order to do so. This Disadvantage works well with Curious.

No Sense Of Humar
Very Common, Moderate 15pts.
This character never gets the point of any jokes. He is not necessarily Grim and Humorless; the character merely doesn't understand humor. Naturally enough, such a character never makes jokes or uses sarcasm. The character can and does smile and laugh -- he just doesn't do so because of humor. It is possible, if the joke is patiently explained to the character, that he may understand it, despite the fact that the joke is basically ruined at that point.

No Understanding Of Emotions
Very Common, Total 25pts.
This Disadvantage is only appropriate for characters with non-human origins. Specifically, it is only appropriate for aliens, androids, and robots. Intelligent apes are emotional creatures, so this Disadvantage is not appropriate for them, either. A character with this Disadvantage doesn't know how to react when those around him become emotional, and doesn't know how to react when an emotional response is necessary. The character is not necessarily Emotionless, though they do work well together. The character doesn't know how to respond to humor when a joke is told; he doesn't know how to console a grieving person; and he doesn't know how to calm down an enraged person. Alternately, he also doesn't know how to recognize when laughing at someone is inappropriate, or how to temper his anger, or how to burrow through sorrow to find a reason for continuing. The character can only avoid acting in this manner under very extreme circumstances. This Disadvantage works well with Emotionless, as well as No Imagination.

Noblesse Oblige
Common, Moderate 10pts.
While this Disadvantage can be used in almost any genre, it is most appropriate for a setting that has a defined nobility or otherwise wealthy and powerful social class. This Disadvantage is only appropriate for characters that belong to that class. A character with this Disadvantage believes that those people of a station lower than his are incapable of watching out for themselves, and thus need someone of the "landed class" to take care of them, to protect them, and to give order to their lives. In return the common folk owe the nobles their unswerving obedience in all things, their loyalty, and the sweat of their brows. In addition, they never hesitate to chastise the common folk when they feel the common person has stepped beyond his place. They will be condescending to those who are not of their own (or a higher) social class. The character can suppress his natural urge to condescend when necessary.

Nobody Is Killing Anybody
Common, Strong 15pts.
This is a variation of Reluctant to Kill. The character is fully capable of killing without any hesitation whatsoever when it is, in his view, necessary. Its just that he firmly believes that it is not usually necessary. Whenever a situation looks like it will lead to bloodshed, the character will attempt to find a way to avoid violence by himself or others. He will also attempt to use the minimum violence necessary to resolve a situation and urge others to do the same. This character often takes skills that help negotiate tense situations diplomatically. In four-color campaigns, this is generally reserved for honorable villains or the shadier "neutrals". But in more violent, grittier settings it's easily a "good guy" Disadvantage.

Non-Aggressive
Common, Strong 15pts.
A character with this Disadvantage lacks the ability to initiate an assertive or bold action. He tends to wait for action or opportunities to come to him, and will avoid conflict whenever possible. This tendency extends to both combat and non-combat situations. A character with this Disadvantage will never initiate combat without making an Ego Roll first. However, this does not mean the character won't defend himself if attacked; he simply lacks the disposition to dominate over others.

Nosy
Common, Strong 15pts.
This Disadvantage is similar to Curious, in that the character has a prying or inquisitive disposition. The difference is that this character is inquisitive about personal matters that tend to not be any of his business. He has a habit of eavesdropping on conversations, perusing through other's personal items, and generally inquiring about matters that most would rather not share.

Not Above Using Dirty Tricks
Common, Strong 15pts.
This character believes that any means justifies his ends, and is willing to take any measures to reach his goals. This would include methods that would be considered unfair or "dirty" by others. Some examples include blackmail, ambush, throwing sand in the face, or even taking hostages or poisoning. A character with this Disadvantage should not take a conflicting Code of Conduct. Note that a character cannot take both this Disadvantage and Fights Dirty.

Not In Any Hurry
Common, Strong 15pts. / Common, Total 20pts.
"Haste makes waste" and "Everything in its time" could serve as mottos for a character with this Disadvantage. He seldom feels the pressure to hasten his actions, even when in time critical situations, perhaps believing that doing something right is more important than doing something fast. The character will behave in a very laid back manner, causing him to appear extremely calm or lackadaisical at times. This Disadvantage is different from Lazy in that this Disadvantage does not mean the character dislikes doing work; just that he prefers to do it at his own pace. At the Strong level, the character can make an Ego Roll to hasten his actions, if needed. At the Total level, the character is incapable of this, and the GM should take this into account during time critical episodes.

Not Satisfied With Killing His Opponents
Common, Strong 15pts.
This Disadvantage is not appropriate for any character with any compunction against killing. It is strongly suggested that this Disadvantage be restricted to the more Psychotic of villains. A character with this Disadvantage enjoys playing with his opponents before finishing them off. It is not enough just to kill them: the opponents must feel beaten and humiliated. He wants them to suffer before the end. Such a character will do such things as kill all those around his chosen victim, or will delay giving the opponent a "final blow" once victory is assured in order that the character can gloat. And once the character has slain the opponent, it is very likely that a character with this Disadvantage will abuse the corpse. Chopping it into pieces, hanging it in display for all to see, urinating or defecating on it, etc. This Disadvantage works well with Serial Killer, and Psychopath/Sociopath.