Role Playing Games

Psycholigical Limitations O-R

Obdurate
Common, Strong 15pts.
This character does not allow feelings to dictate or influence his decisions. Once making up his mind, no amount of persuasion or pleas, no matter how heartfelt or emotional, will convince him to change. He will probably be considered as being cold-hearted or inflexible by anyone having to deal with him. If needed, the character can attempt an Ego Roll to allow the pleas to crack through his stony surface and thus possibly sway him. A successful Ego Roll doesn't guarantee a change of opinion, only a reconsideration that includes emotions.

Obeys (Specific Leader) Without Question
Common, Total 20pts.
This character is completely loyal to one person, rather than an organizational hierarchy. The character will do whatever that person asks of him, within the limits of any other Psychological Limitations the character may have. Barring having Psychological Limitations against such actions, the character would gladly kill or die on the orders of the chosen leader. He can only disobeys orders given to him by that leader in the most dire of circumstances.

Oblivious To Authority
Common, Total 20pts.
This character doesn't recognize any group or government as having authority over his body, his actions, his beliefs, or his goals. He recognizes no laws as having authority over him, and disregards regulations of private bodies no less fervently. This is not to say that the character is a willful anarchist. He can and will comply with laws and regulations when he feels that doing so is necessary (at the very least, in order to have polite discourse). However, when he feels it is necessary to break such laws and regulations, he does so with no hesitation.

Offended By (Action Or Attitude)
Uncommon, Strong 10pts. / Common, Strong 15pts. / Very Common, Strong 20pts.
This character finds a specific set of actions or a specific attitude offensive. The number of possible actions or attitudes are innumerable, but some of the most obvious would be Offended By Racism or Offended By Willful Stupidity. An offended character tends to become angry in the face of the object of his offense. He feels the urge to stop the offending action, to punish offenders in some manner, and generally to end such actions or attitudes. In order to overcome such feelings of offense, especially when needing to interact with the offender, the character must make an Ego Roll.

Old Fashioned
Common, Moderate 10pts.
This character tends to view things as black and white. There is good and there is bad, and never the twain shall meet. In addition, there are certain things an person doesn't do, and certain things he does. This character rarely swears (and when he does, he does so mildly but for good reason -- and there are some words he never uses). He believes in the strengths of "God, Mother, Apple-Pie, and America". He is polite and respectful to his elders, believes in his government, and treats those weaker than himself (especially children) with care. Note that this does not necessarily mean the character is a Fervent Patriot, has a Code of Chivalry, or is either Protective of Normals, or Overprotective of Normals.

On The Edge
Common, Strong 15pts.
For this character, the stress of crime-fighting is starting to wear on him. Sometimes it seems that he doesn't care whether he lives or dies. He is not actively suicidal, but he does take unreasonable risks, make dangerous choices, and doesn't seem to care about the consequences of his actions until long after the fact. Each turn the character is in combat, he must make an Ego Roll in order to avoid making some form of pushed attack, or any other sort of extreme behavior of his choice. And when faced with a life threatening situation, he must make an Ego Roll in order to force himself to retreat.

Optimist
Common, Strong 15pts. / Common, Total 20pts.
The classic definition that shows the differences between a Pessimist and an Optimist is this: "An optimist believes that this is the best of all possible worlds. A pessimist fears that this is true." This character believes that everything will work out for the best in the end. At the Strong level the character would need some major bad thing happen (like having a loved one senselessly murdered) for his cheerful worldview to be shaken. At Total, his world view cannot be shaken. This Disadvantage works well with Cheerful Charlie. Also, an interesting variant to buying this Disadvantage off is to have it change into Depressive first, representing someone who has become disillusioned with life.

Outrageous Flirt
Common, Moderate 10pts.
This character flirts with anyone who even remotely qualifies under the character's standards of sexual attraction. If the character is heterosexual, for example, he flirts with every adult woman he meets (and occasionally flirts with girls who are on the edge of adulthood). In addition, the character flirts in a way that lets the person being flirted with know that the character is not serious or offensive. He flirts, but only for fun. The character can suppress his natural urge to flirt when necessary.

Outside Mentality
Common, Moderate 10pts.
The character's attitudes and beliefs are different from the majority of people in his culture for some reason, and sees himself as not fitting in. He may rue that he doesn't see things the way the majority do and feel left out, or feel superior and disdain the majority's culture. But he always sees himself as an outsider to normal groups in the majority culture. A character with this Disadvantage may also be Lonely or Arrogant; he may also be a Loner.

Overanalyzes Everything
Very Common, Strong 20pts.
This character is constantly looking for ulterior motives, deeper meanings, and hidden truths -- even if there aren't any. They find deep significance in every little thing -- or at least try to. This character believes that subtle meanings can be discerned where the general populace only sees the surface. The character tends not to act until he has thought out all possible permutations -- and since he sees layers upon layers of subtle consequences, there is a lot of them. In order to avoid acting in this manner for a short time, the character must make an Ego Roll.

Overconfident
Very Common, Strong 20pts.
This character believes himself to be more powerful, intelligent, or competent than he really is. The character uses this "inflated" view of himself when gauging potential threats, deciding plans, and combating villains. The character isn't necessarily Arrogant or Conceited, but he may seem so to another character who has a more realistic idea of what the Overconfident person's actual abilities are. This can be a tricky Disadvantage to play. The character should have to make an Ego Roll in order to act cautious in all but the most life-threatening situations. If the roll is failed, the player shouldn't consider the danger inherent in the situation, but rather should act as if he knew he could handle it. (Who knows -- maybe he can!)

Overdrive
Frequently, Slightly 10pts.
This disadvantage might well be called Super-Hyperactive. It is most appropriate for Speedster characters in a super-hero setting. The character's body is in Overdrive, and it is utterly impossible for him to sit still for more than a few seconds, and he suffers from a sort of "speedster's palsy" that makes careful manipulation of objects impossible (-2 to all appropriate Dexterity rolls) or even speak clearly so that other people can understand him (the character speaks so quickly that others must make Hearing PER rolls to understand what he is saying). Lastly, the character burns through any positive Adjustment power (such as Aid or Absorption) in half the normal time (for example, instead of losing 5 points worth of Aid every turn, the character loses 10 points).

Overly Cautious
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
This character likes to be prepared and consider every possible risk before embarking on some action. He checks everything out, tries to cover every possible outcome, and tends to make plans upon plans. He is not the type to rush headlong into danger without first considering every angle and coming up with a plan to cover it. This is not the same as being a Coward; a character who is Overly Cautious may be as brave as anyone else. The difference lies in that the character with this Disadvantage does not see any benefit at all to going unprepared. At the Moderate level the character can suppress his natural urge toward caution when necessary. At Strong, he may only do so with an Ego Roll. And at Total, the character can only do so in the most dire of circumstances. It is suggested that player characters not take this Disadvantage at any level stronger than Moderate.

Overly Dramatic
Common, Moderate 10pts. / Very Common, Moderate 15pts.
This character tends to act as if things were more intense than they seem. When one of their friends is in trouble, they put on a show of concern that convinces everyone that this person is more concerned than anyone else. They are never just "in love", but are "passionately, devotedly in love". In short, the life of this character is a soap opera. At the Common level the character only gets dramatic about important issues in their lives. At Very Common, they get dramatic about everything. In either case, they can suppress their natural urge towards melodrama when necessary.

Overly Protective Of (Group, Person, Place, Or Object)
Common, Strong 15pts. / Common, Total 20pts.
This character feels that he has a duty to protect a group, a person, a place, or an object. The difference between this Disadvantage and Protective of (Group, Person, Place, Or Object) is that in this case the object of the character's protective feelings can usually do just fine protecting itself, and isn't always appreciative of the character's protective feelings (in the case of groups or people), or has enough protection to be almost inherently immune to any threat (in the case of a place or object). The character will always act to protect the focus of this duty before all other actions (including seeing to his own safety or fighting an opponent). The character will never take any actions that would endanger the focus of his protective urges, and will sharply rebuke those who do. At the Strong level the character can suppress his urge to be protective should the situation warrant it (like a case of "the good of the many outweigh the good of the few", for example) and he makes an Ego Roll. At Total, he can suppress his urge only the most drastic of situations, and even then he will look for a way to do something to save the day.

Pacifist
Very Common, Strong 20pts. / Very Common, Total 25pts.
This character will not fight; the thought of harming another sentient being is repulsive to him. This Disadvantage is closely related to Will Only Fight In Self Defense and Reluctant to Injure. At the Strong level the character can make an Ego Roll in order to force himself to harm another. At Total, the character will never raise his hand in anger at another being. Note that a Pacifist> may still be very, very good at combat. Consider the example of Kwai Chang Kane, played by David Carradine in the 70's television series "Kung Fu". In that series, Kane would do everything possible to avoid a fight -- but when it came time to throw down, he put people in the hurt locker.

Panics When Certain Conditions Exist
Uncommon, Strong 10pts. / Uncommon, Total 15pts. / Common, Strong 15pts. / Common, Total 20pts. / Very Common, Strong 20pts. / Very Common, Total 25pts.
This character falls to pieces when placed in a certain situation. The frequency of this Disadvantage depends on how often the character encounters the situation. Regardless of frequency, a character who takes this Disadvantage at the Strong level must make an Ego Roll to be able to act in any sort of controlled manner when subject to the trigger situation. At Total, the character loses complete control and cannot act rationally when subject to the trigger situation. This Disadvantage does not exist at a lower strength than Strong.

Paranoia
Very Common, Strong 20pts.
This character is just slightly out of touch with reality. He believes that "they" are watching him, interfering with his life, and perhaps even trying to kill him. Who precisely "they" are is up to the player, but usual candidates are the IRS, the CIA, the FBI, the local cops, Microsoft, the tobacco companies, the Feminists, the Communists, the Nazi's, aliens, Republicans, Democrats, the phone companies and the Roman Catholic church. This character trusts no one except very, very close friends, and he keeps an eye on them just in case. This Disadvantage works very well with Delusional. And please note that just because you are paranoid doesn't mean that they aren't really out to get you.

Passionate About (Subject)
Uncommon, Strong 10pts. / Common, Strong 15pts. / Very Common, Strong 20pts.
This character is emotionally involved about a certain specific subject. When talking about this subject, he speaks emphatically and with great emotion. When acting toward this subject, he does so with verve and zest. His enthusiasm for the subject seems boundless, and he never backs off of it if he can help it. The frequency is determined by how common the subject is. In order to avoid acting in this manner, the character must make an Ego Roll.

Perfectionist
Common, Moderate 10pts. / Common, Strong 15pts.
This character has to have everything just right, all the time. He is driven to succeed at all times, and feels that failure is not an option. Because of this, the character becomes unwound when things stray from his carefully set plans, or if he fails at a given task. (For that matter, the character becomes unwound if he doesn't succeed as greatly as he expected -- second place is as good as last for this character). At the Moderate level the character can resist being disturbed when things are not as he plans them to be when necessary. At Strong, the character cannot do so unless he makes an Ego Roll.??This Disadvantage works well with Control Freak.

Perpetual Boredom
Uncommon, Moderate 5pts. / Common, Moderate 10pts. / Very Common, Moderate 15pts.
This character suffers from a lack of interest to participate in certain activities. When forced to perform these activities he will appear weary or restless. Any results or production from or during the activity can be expected to be substandard. The player should define what activity bores the character, and while having to participate in that activity the character suffers a -2 to Skill Rolls. The frequency of this Disadvantage reflects how often the character has to participate in this activity. For example, Stan Starling, Private Eye extrodinaire, is on a stake out waiting for a mook to leave the Lucky Lady Casino and Bar. Because Starling is a man of action, his player took this Disadvantage, specifying stakeouts. Starling would rather be mixing it up inside the bar than cooling his heels outside. Stakeouts, however, are a common task for P.I.'s, so it was agreed that this is a Frequent ocurrence. The mook slips out a side door, into a waiting car, and the GM has Starling make a Perception Roll (at -2) to notice. He fails, missing the target slipping away. Hopefully Starling has another lead he can run down. As demonstrated, this Disadvantage does not prevent the character from doing the boring activity, but does reflect that he will not do as efficient a job because of his restlessness.

Pessimist
Uncommon, Moderate 5pts. / Uncommon, Strong 10pts. / Common, Moderate 10pts. / Common Strong 15pts.
The classic definitions of both Pessimist and Optimist is this: "An optimist believes that this is the best of all possible worlds. A pessimist fears that this is true." Seriously, a Pessimist believes that nothing works out for the best, and usually believes in Murphy's Law. The frequency and strength of this Disadvantage determines when and how badly the character feels pessimistic. At Uncommon frequency, the character generally feels pessimistic only about something very important. At Common, the character gets pessimistic any time anything good might happen for the character. At Moderate intensity, he is able to "shake off" his "bad feeling about this" if necessary. At Strong, the character can do so only with an Ego Roll. It is recommended that player characters not take this higher than Uncommon, Strong; otherwise, the character would be too annoying to the other players. This Disadvantage should not be taken with Low Self Esteem. A character should take Depressive instead of both of those. Also, this Disadvantage should not be taken at a Very Common frequency or a Total strength -- the character should have Fatalistic instead.

Phobia
Common, Strong 15pts. / Common, Total 20pts. / Very Common, Strong 20pts. / Very Common, Total 25pts.
This is a morbid fear or hatred of something. The phobia's focus can be almost anything -- a person, a place, an object, a situation, etc. Most players know about the fear part but not the intense hatred. A Phobia manifesting as hate adds a new twist to situations and helps define a character's personality. It's the difference between a servile person and a revolutionary. A Phobia is usually one of two types: background or inherent (these categories have no real world psychological or psychiatric basis). A background Phobia comes from a traumatic experience in the character's past. A background Phobia can also explain another Disadvantage, a special ability, or both. An inherent Phobia is one that is just there. For example, many children develop Lachanophobia (fear of vegetables) sooner or later. They don't like to eat or even look at them. Did a carrot-wielding maniac attack them? Probably not. They just don't like them, and like most childhood fears, they usually grow out of it. A Phobia controls a character's action, behaviors, and reactions when confronted with the focus. It can be as simple as trying to avoid the focus or as complex as plotting the death of a person's entire family. This sounds a little like Seeks Revenge, but it isn't. Seeks Revenge is target specific. When a character sees their family killed, he seeks vengeance against the person who actually killed them. But a phobic will not stop until everyone who is remotely associated with the focus is dead. Seeks Revenge stems from a single incident. A Phobia has to develop over time in contact with the focus. A revenge Disadvantage can be bought off or shifted to something related when the target is dead. A Phobia cannot be bought off. A character with an "Intense fear and hatred of left handed people" will not be happy until there are none left, anywhere. Anyone who has read George Orwell's 1984 remembers how Winston Smith's fear of rats was used against him. Torture is just one way a character can be manipulated by his Phobia. A NPC who knows about the Phobia, can use it to his advantage. An arch-villain can threaten a helpless partner or loved one with the focus of the Phobia. The possibilities are endless for a devious GM. There are quite literally hundreds of different specific Phobias. In the real world, the two most common are Acrophobia (fear of heights) and Claustrophobia (fear of enclosed spaces). Some are obvious (such as Dentophobia, the fear of dentists), some are unusual (such as Gymnophobia, the fear of personal nudity), while others are utterly bizarre (such as Arachibutyrophobia, the fear of getting peanut butter stuck to the roof of your mouth). When creating a character with a Phobia, the player and GM must decide how common the focus of the Phobia is and how intense the character's reaction to it is. The point value depends on these two factors.

Politically Conservative
Uncommon, Moderate 5pts. / Uncommon, Strong 10pts. / Common, Moderate 10pts. / Common Strong 15pts.
This character believes that the philosophy of conservatism is best applied to government. Conservatism can be described as being disposed to maintaining existing views, conditions, or institutions, and being opposed to sudden or drastic changes in traditional norms. How this manifests itself will vary based on the campaign. For example, in a game set in 19th century Japan, this character would be one who supported the traditional views of Bushido, and opposed the opening of the country to outsiders or the introduction of gunpowder as a weapon. Or, in a science-fiction campaign, this character would support the Empire and oppose the idea of self rule for the colonies located in distant star systems. This Disadvantage should only be allowed if the character's political leanings are going to be challenged or otherwise affect the character's life or livelihood. Your traditional dungeon crawl seldom challenges a character's political leanings, and this Disadvantage would not be appropriate in that type of campaign. How often or how far out of the norm the character's beliefs are determine the frequency of this Disadvantage. How strongly the character holds this belief determines the level of commitment for this Disadvantage. Anything higher than Strong commitment should consider taking Intolerant instead. This Disadvantage should not be taken with Politically Liberal, since they are opposing viewpoints.

Politically Liberal
Uncommon, Moderate 5pts. / Uncommon, Strong 10pts. / Uncommon, Total 15pts.
This character believes that government should be used for the better of all its citizens. The government should be empowered to make sure that the wealth and opportunities are distributed to all the citizens equitably. He would be in support of government programs that provided assistance to the poor or disenfranchisees, and support politicians who share these views. Examples of such programs would include welfare for the poor, a progressive tax system, affirmative action, set-asides, and quotas. At the Moderate level, the character has these beliefs, but does not take an active role to further them. He will vote to support liberal candidates and measures, and possibly prefer to receive his news from "liberal" sources. At the Strong level, the character is outspoken about his belief. He will argue for his beliefs, donate money to appropriate causes, and occasionally participate in sponsored events. At the Total level, the character is a liberal activist. He takes a leading role in a liberal organization that tries to further the liberal agenda, and attempts to recruit others to his political views. This Disadvantage should not be taken with Politically Conservative, since they are opposing viewpoints.

Post-Combat Shakes
Uncommon, Moderate 5pts.
This character has to take some time after combat to "calm their nerves". This is usually caused by a high level of adrenaline still being in the character's system. Until his body can neutralize the adrenalin, the character's body shakes uncontrollably. The character must rest for a few minutes before he can perform any action that requires fine motor control. A character can make an Ego Roll to try to force himself to calm down.

Post-Traumatic Stress Disorder
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
This character has experienced an extremely traumatic event in his past. Things that would trigger memories of the event can actually cause the player to feel like they are reliving the experience. Things that could trigger a memory could be smells, sounds, photo's, or being in a similar situation. At the Moderate level, the character suffers from nightmares and may grow depressed when reminded of the event. At Strong, the character has a hard time forgetting the experience, and lives in a constant state of depression as he relives the events. At Total, the character may actually have hallucinations about the event and could hurt himself or others subconsciously. At all levels, the character may have to take prescription medicine to relieve symptoms.

Power Hungry
Common, Strong 15pts.
This character is addicted to having power over others. He is always on the lookout for ways to increase the amount of control he has. If he is given an unethical opportunity to increase his power, he will take it unless he makes an Ego Roll. Such chances can include sabotage, blackmail, or plain old cheating. Promotions only satisfy him for a short time though, as there is always more and more power to be had in the world.

Practical
Very Common, Strong 20pts.
This character is a pragmatic, matter-of-fact person. He proceeds through life in a sober, down-to-earth manner. Because of this, he may have a hard time "thinking outside the box" and an equally hard time believing in or agreeing to things that are unproven or new. This Disadvantage is present in all aspects of the character's life, from the shoes he wears, to the car he drives, to how he responds to new discoveries. While the character is capable of accepting change, he insists that it must be done in a steadfast, methodical method that allows the character to understand and accept the change.

Prankster
Common, Moderate 10pts.
This character is a practical joker. He loves humor, and loves playing tricks on others. However, the jokes are never deliberately cruel or harmful, and he would never do something of that sort to someone else. In some cases, the jokes are simple, and in others they are complex, requiring months of set up. Regardless of the joke, the character loves pulling them. The character can stop pulling practical jokes when necessary.

Preachy
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
This character feels the persistent need to share his own personal moral code with others, and if possible convert them to it. It is not enough for him to say "I believe in thus and so", because the character also believes that others should too. The most obvious example of this would be a devout Christian, who not only believes that God wants him to tell other people about his faith, but convert them as well (whether they want to be converted or not). At the Moderate level the character can keep himself from acting in this manner when necessary. At Strong, the character can only do so if he makes a successful Ego Roll. And at Total, he cannot do so except under the most extreme circumstances.

Prefers Chaos And Disorder
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
This Psychological Limitation is only appropriate to villains. The character is never happier when things are confused and disorderly. When the situation is bad, this character finds a way to make it just a little worse, because that's the way he likes it. This limitation includes the Troublemaker disadvantage.

Prefers Diplomacy To Force
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
This character believes that violence should be used as a last resort. Known to science fiction fans as Picard's Disease, this Disadvantage does not mean that the character won't ever resort to violence, or that he is bad at fighting. It simply means that he will use talk and discussion to try and resolve problems before fighting. At the Moderate level the character can fight before talking if necessary. At Strong, the character must make an Ego Roll to do so. And at Total, the character will always talk before fighting except in the most dire of circumstances.

Prefers Direct Approach
Common, Strong 15pts.
This character does not believe in subtlety when dealing with a problem. The best way to deal with problems is to meet them head on, the strong or righteous will overcome any problem. When presented with a choice on how to deal with an issue, the character will always pick the most direct manner to completing the task, and must make an EGO Roll to agree to any other method.

Prefers Not To Kill
Common, Moderate 10pts.
This one indicates that the character is willing to use lethal force when necessary -- but that is still very, very rare in the character's opinion. The character does have moral objections to killing, but realizes that sometimes it may be necessary. Such a character is willing to fight and do injury, but in a moment where the decision is "Kill/Don't Kill", this character will always choose "Don't Kill", unless the situation is such that not killing is clearly the worse of two evils. At that point, the character will not hesitate before killing. In four color superhero games, this Disadvantage should be restricted to Villains. In more lethal settings, such as military campaigns, or post-holocaust scenarios, this might be the default attitude for "good guy" characters. In such cases, the GM should watch the player like a hawk to make sure the Disadvantage is being roleplayed correctly. It should not be used as an excuse for a murderous character.

Prefers The Direct Approach
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
This character believes that actions speak louder than words, and that the best way to troubleshoot is to shoot the trouble. Known to science fiction fans as Worf's Lament, this Disadvantage does not mean that the character won't ever rely on talking, or that he has poor interpersonal skills. It simply means that he will be in favor of the more aggressive option when trying to resolve problems. At the Moderate level the character can talk before fighting when necessary. At Strong, the character must make an Ego Roll to do so. And at Total, the character will always resort to force first except in the most dire of circumstances.

Prefers To Go Armed
Common, Strong 15pts.
This character never feels comfortable unless he is packing his weapon of choice. A trip to the corner market cannot be completed until the character is locked and loaded. This could place the character in a difficult position, depending on the local laws. If in a situation where the character should not carry a weapon, he must make an Ego Roll to leave his trusty weapon behind and not try to sneak it through.

Prejudiced Against (Group)
Uncommon, Moderate 5pts. / Uncommon, Strong 10pts. / Common, Moderate 10pts. / Common, Strong 15pts. / Very Common, Moderate 15pts. / Very Common, Strong 20pts.
The character holds a negative opinion of a group (those of a different skin tone, different political beliefs, belonging to a different species, etc.) and applies it to everone in that group, regardless of their actions. Generally, the character believes that the object of these feelings is inferior, or engages in behavior that he finds repulsive. Note that this Disadvantage is not quite the same thing as Hates (Group), since many prejudiced people can be quite amiable towards the object of their prejudice, so long as it "knows its place." The frequency of the Disadvantage should be determined by the GM based on how often the character will be dealing with beings he's prejudiced against. At the Moderate level, the character can put aside his normal opinions (at least on an individual basis) when he truly needs to. At the Strong level, the character finds it much more difficult to put aside his normal beliefs. A strongly prejudiced character may also have a negative Reputation Disadvantage with regards to the group he's prejudiced against. This is not considered a particularly heroic Disadvantage, and player characters should not take it above the Moderate level.

Pretending
Common, Moderate 10pts. / Very Common, Moderate 15pts.
The character wishes to mimic a (usually desirable) character trait without actually possessing it, so that he may be viewed positively by others. Thus, he spends a fair amount of time pretending to have that trait. For example, a person who Pretends to Have a Code vs. Killing will publicly state his opposition to killing, and will refrain from doing so in the presence of others. But if he believes himself unobserved and not likely to get caught, he may go ahead and kill when it's convenient for him. This can also be applied to certain Physical Limitations, such as Pretends He Cannot Walk.

Private/Hates Public Exposure
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
This character hates being in the public eye. He prefers to work in the shadows -- or failing that, never gives interviews, appears at public functions, or gives testimony in court if he can help it. This does not necessarily make him a Loner or Antisocial; he just likes his privacy. He may well have close friends and teammates. This character hates being mentioned in the news, hates being questioned by police, and would love it if the world would just let him be to do what he does. At the Moderate level the character will appear in public if necessary. At Strong, the character must make an Ego Roll in order to force himself to not avoid public exposure. And at Total, the character will only do so in the most dire of circumstances.

Prone To Depression
Uncommon, Strong 10pts.
This character can become Depressive when things go wrong (or stay wrong for too long). The character doesn't always react in this manner (for instance, if dinner is ruined or if he gets a flat tire); its when things get to an intolerably stressful level that the character tends to become depressed. At such times, the character must make an Ego Roll to avoid entering a depressive period.

Prone To Violence
Uncommon, Strong 10pts.
This character can become violent when things become too stressful or when he is angry. The character tends to lash out violently at the cause of his stress or anger, regardless of how he may otherwise want to react. Whether he uses verbal or physical violence is up to the character. At such times, the character must make a successful Ego Roll in order to avoid becoming violent.

Protective Of (Group, Person, Place, Or Object)
Common, Strong 15pts. / Common, Total 20pts.
This character feels that he has a duty to protect a group, a person, a place, or an object. The character will always act to protect the focus of this duty before all other actions (including seeing to his own safety or fighting an opponent). The character will never take any actions that would endanger the focus of his protective urges, and will sharply rebuke those who do. At the Strong level the character can suppress his urge to be protective should the situation warrant it (if its a case of "the good of the many outweigh the good of the few", for example) by making an Ego Roll. At Total, he can suppress his urge to be protective only the most drastic of situations, and even then he will look for a way to do something to save the day.

Proud Of Himself
Common, Moderate 10pts.
This character has moments in which he holds himself in high esteem. This is not the same as Egotistical or Arrogant, as the character generally only has these feelings on those occasions when he has done something worth being proud of. At these times, however, the character can get almost insufferable. The character can control his urge to preen and primp when necessary.

Proud Of His Ignorance
Common, Moderate 10pts. / Common, Strong 15pts.
This person either did not get a formal education, or dropped out of it as quickly as possible. But unlike the person who is Ashamed of His Poor Education, the one who is Proud of His Ignorance takes his lack of book learning as a good thing. He believes himself to be a success in his field of endeavor because of, not in spite of, having a diploma. He will deride those with more education ("College Boy"), discourage his children and neighbors from pursuing education, and be firmly against new or improved schools. While this attitude is stereotypical of backwoods farmers, it can also be seen in inner-city gangbangers. At the moderate level, this person can choose to take advantage of someone else's learning if he sees that it will immediately benefit himself. At the Strong level, he must make an Ego Roll to do the same. It is recommended that Player Characters not take this Disadvantage above the moderate level. Many people with this Disadvantage are Illiterate (though some are simply Alliterate), Other Psychological Limitations that often come with this one include: Distrusts Modern Science (particularly agriculture and medicine), Superstitious and Xenophobic. Distinctive Feature: Uneducated Accent is also common. A lowered Intelligence score is not required, but will often be assumed by other people.

Prude
Uncommon, Strong 10pts. / Uncommon, Total 15pts.
This character very conservative views about sex and sexual behavior. He believes that sex is something that should happen in private, between a man and his wife, preferably with the lights off. He does not hold with "modern perverse thinking" that seemingly allows any sort of sexual behavior to go on right out in public. At the Strong level the character must make an Ego Roll in order to avoid reacting in this way to sexual behavior (even such mild sexual behavior as kissing in public). and at Total, the character will only be able to do so under the most extreme of circumstances.

Psychopathic/Scociopathic
Common, Total 20pts.
This character has a clear and lucid understanding about the world, with the exception being his view on how the world interacts with himself. In general, the difference between these two problems is this: the Psychopath cannot tell the difference between right and wrong, good and bad, and thus acts in accordance to his own wants and desires. The Sociopath can tell the difference but just doesn't care because the normal rules of "good and bad" don't apply to him (he has his own set of rules that he applies to the world, whether the world wants them applied to it or not). Thus, both types are free to pretty much act as they wish. This Disadvantage precludes the character from having any sort of moral compunction against violence or criminal behavior. These two problems are not quite identical, but for the purposes of this list, they are being treated as a single entry. This Disadvantage is clearly only appropriate for villains.

Publicity Seeker
Common, Strong 15pts.
This character likes to read about himself in the newspapers, and see stories about himself on the television. He is not necessarily a Glory Hound, (though this might be considered a mild form of it); he is quite willing to share the credit for his accomplishments, or even give it away if its appropriate. He just wants his name to be known. In order to avoid acting in this manner, the character must make an Ego Roll.

Pushes Everything To The Limit
Common, Strong 15pts.
This character is obsessed with seeing how far he can take things before breaking them. He drives his car in the red zone, plays his stereo until the walls vibrate, and challenges his boss to the point of insubordination. He thinks that the only excitement to be had is out on the razors edge. When combined with Disadvantages like Impulsive or Thrillseeker, the result is often a fatal concoction of destructive behavior.

Pyromania
Uncommon, Strong 10pts. / Uncommon, Total 15pts.
This character is fascinated with fire. He loves watching things burn, and consequently loves setting things on fire. At the Strong level the character can make an Ego Roll to resist his urge to burn things or to stand and watch a fire. At Total, only the most dire of circumstances have a chance of modifying the firebug's actions. It is strongly recommended that Player Characters not take this Disadvantage.

Quick To Fall In Love
Very Common, Strong 20pts.
This character falls deeply in love easily, after only a short period of time. This is not an instantaneous phenomena; the character must date or otherwise associate with the object of his affections before falling in love. The difference being that this character does so after, say, two weeks of dating, whereas a "normal" character might require six to eight. Once in love, the character acts as if he has the Loves (Other Character) Disadvantage (for no points). In order to resist falling in love, or to "break out of it" after he has fallen in love, the character must make an Ego Roll. Even then, the experience should be handled through roleplaying, rather than resolved by a simple die roll.

Quick To Resent
Common, Strong 15pts.
This character quickly comes to hate people who, in the character's opinion, treat the character badly. Whether or not these feelings are justified, the character almost feels that certain specific people are out to get him, so he will return the favor. In order to avoid acting in this manner, the character must make a successful Ego Roll. This Disadvantage works well with Loner, Prone to Violence, and Moody.

Quiet And Mysterious
Common, Moderate 10pts. / Common, Strong 15pts.
The character disdains drawing attention by being loud and boisterous, and he also prefers to keep his actions and motivations a secret from others. This may be because he doesn't feel comfortable working with others, or due to a belief that his motivations would be disapproved of. At the Moderate level, the character can choose to speak up and reveal information if it is essential to do so; at the Strong level the character will find it much more difficult to break the normal pattern of behavior. A character with this Disadvantage will likely be a Loner, and often have the Social Limitation: Seen as a Cold Fish. He may also have a Harmful Secret.

Quiet And Withdrawn
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
This character is easy to overlook; he rarely speaks to others and when he does it is only to answer or ask a direct question. He prefers to be alone, and avoids being the center of attention. This is not the same thing as being Shy or being a Loner (though it does work well with either). The character can function in the public eye, and can easily associate with others should circumstances warrant. But once the circumstances are over, the character fades back into the woodwork. At the Moderate level the character can force himself not to act in this way when necessary. At Strong, the character can only do so if he makes an Ego Roll. And at Total, he cannot do so except under the most extreme of circumstances.

Quirk
1 pt. each
Originally used in the GURPS game system, these are little, one-point Disadvantages that are intended to add a touch of color to a character. They are basically Psychological Limitations that aren't worth points because they have almost no long-term affect on the character. Always Wears A New York Yankees Baseball Cap When In His Civilian Identity or Always Says 'Great Googaly Moogaly' When Surprised Or Troubled are good examples of this Disadvantage. The best thing about this Disadvantage is that it doesn't have to be enforced that much. (If the character ditches his Yankees baseball cap because he's going to a formal party in a tuxedo, that's fine). For GM's familiar with GURPS and Quirks, It is highly recommend allowing them in Champions. They're fun as long as you don't let them get too goofy, and they are a great way to pick up one or two Disadvantage points that you might need to balance your character. Often, these are treated as a seperate category, in which case they don't reduce the amount of Psychological Limitations that a charcter may take. However, It is advised that the GM put some limits on how Quirks may be purchased. The most common ways are either limiting the character to five or less, or requiring that the character take exactly five.

Racism
Common, Strong 15pts. / Common, Total 20pts.
This character hates and disdains members of a specific ethnic group. When interacting with members of this ethnic group, the character becomes hostile, arrogant, and condescending. If the "offensive" person angers the Racist, violence may result. If this Disadvantage is taken at the Strong level, the character can make an Ego Roll in order to peaceably interact with members of the particular ethnic group. But at Total, the character cannot do so except in the most dire of circumstances. This Disadvantage is a more specific form of Prejudiced Against (Group), which covers any sort of group whatsoever. Please note that "Jewish" is not a race, but a religion (it is impossible to "convert" to a different race...), and thus Anti-Semitism is not a form of Racism. If for some bizarre reason you wish to have a character have Anti-Semitism as a Psychological Limitation, the character should take Prejudiced Against (Group) and not Racism. Naturally enough, this Psychological Limitation is only appropriate for villains.

Reckless
Common, Strong 15pts. / Common, Total 20pts.
This character hates talk and debate. Planning ahead is for cowards and wimps, while straight action is the way to succeed. When alone, the character will always act first and think later. In a group, when everyone else wants to stop and discuss or plan something, this character will quickly put in his two cents worth - quickly, that is, if he puts it in at all - and then do something. At the Strong level, the character can force himself to wait and think things through if he makes an Ego Roll. At Total, he can only think first in the most dire of circumstances which endanger not only his life, but also the lives of others.

Reckless In Combat
Common, Strong 15pts. / Common, Total 20pts.
This character never contemplates the possibility of danger or injury while he is in a fight. He will take foolish chances, continue fighting long after he should have retreated, and pull stunts that any reasonable person would never dream of. Such a character does not take the safety of those around him (supers or normals) into consideration, and thus can be as much of a danger to himself and those around him as he is to his opponent. At the Strong level, the character can resist his urges and consider the danger of combat if he makes an Ego Roll. At Total, the character can only modify this behavior in the most dire of circumstances.

Reclusive
Very Common, Moderate 15pts. / Very Common, Strong 20pts. / Very Common, Total 25pts.
This character prefers to be withdrawn from society. He does not care to socialize with other people, and will spend most of his time alone in his house/cave/orbiting space station. Anyone requiring the character's assistance will have to seek him out at his sanctuary, and then convince him that there is a valid reason to reenter the world. The intensity of this Disadvantage reflects how reclusive the character is. At Moderate, the character prefers to be alone, but can enter society, albeit awkwardly. At Strong, the character is a hermit who has an irrational fear or distast of interaction and will not leave his sanctuary without having a good reason and making an Ego Roll. At Total, the character will never willingly leave his sanctuary, and only the most dire of circumstances have a chance of getting him to change his mind.

Recovering Alcoholic
Common, Moderate 10pts. / Common, Strong 15pts.
This Disadvantage is a special variation of Addicted To (Substance or Activity). This character is a person who, through discipline, support, and therapy, has managed to come into some amount of control over their addiction to alcohol. They still want to drink, but don't. At the Moderate level the character can easily resist alcohol when it becomes available. At Strong, the character must make an Ego Roll to do so. There is no Total level of this Disadvantage, as that would just be Addicted To Alcohol.

Recurring Nightmares
Uncommon, Moderate 5pts. / Uncommon, Strong 10pts. / Uncommon, Total 15pts. / Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts. / Very Common, Moderate 15pts. / Very Common, Strong 20pts. / Very Common, Total 25pts.
This character suffers from nightmares that have the same theme, or even the same nightmare, repeated over and over. The reason for the nightmares can vary, from subconscious memories of a traumatic event, to demonic beings preying on his mind, to the side affect of some futuristic neural implants. The frequency of this Disadvantage reflects how often the character has these nightmares. At the Common/Very Common and Strong/Total levels (i.e., nothing with Moderate or Uncommon), the character suffers all the effects of Insomnia, and thus cannot also take that Disadvantage. The severity of this Disadvantage determines how the character reacts to his nightmares. At the Moderate level, he is cranky, upset, and generally disturbed by the dreams, but suffers no significant side affect from them. At the Strong level, the character is severely affected by the nightmares, and suffers a -2 to all Intelligence and Ego based skills until he calms down. At the Total level, the nightmares are overwhelming to the character. His fear of these night terrors are so great that he will take extrodinary measures to avoid sleeping. It is very likely at this level that the character's fear of the nightmares will cause him to be institutionalized. It is also not uncommon for people with this level of fear to die of fright during one of his night terrors. The Total level is not appropriate for a PC without prior GM approval.

Refuses To Back Down
Common, Strong 15pts. / Common, Total 20pts.
The character believes that once he has made a statement, or taken a position, it would be an act of cowardice to retract that statement or abandon the position. Thus, he will not do so, regardless of social or physical threats against him. Characters with this Disadvantage get into fights a lot, because they cannot de-escalate tense situations on their own. They make horrible diplomats but wonderful rearguard warriors. At the strong level the character can make a strategic withdrawal if it is conclusively proven he is wrong, or if he is given some way to save face by a third party. At the total level of commitment, the character never, ever backs down. The Common, Moderate version of this Psychological Limitation is called Sticks To His Guns and is worth 10 points.

Refuses To Confront His Mistakes
Common, Strong 15pts. / Common, Total 20pts.
This character has, in his past, made a large and campaign-affecting error. He believes that the best way to deal with the mistakes he has made is to not deal with them. The worse the mistake, the less he is inclined to deal with it. Especially bad mistakes (such as those which resulted in the death of an innocent bystander) are most avoided. Generally, the character refuses to face the consequences of his actions. This is not the same thing as Believes He Can Do No Wrong; the character is well aware of the fact that he messed up. He either doesn't care about what has happened, or feels so guilty about it that he can't talk about it to anyone. This Disadvantage works well with Arrogant, Conceited, Overconfident, and/or Unsure of Self.

Refuses To Follow Orders
Common, Strong 15pts. / Common, Total 20pts.
This character is insubordinate and argumentative when it comes to being told what to do. He does what he thinks is best, and looks down on those who constantly toe the line. He views them as "goody-two-shoes", "brown-nosers", or "bossess pets". This character won't necessarily break the law, or be an ultimate anarchist, he just really hates taking orders. This Disadvantage is different from Hates Being Told What To Do. That character won't listen to anyone, this character merely resists orders from "superiors". At the Strong level, the character can suppress his natural urge to refuse if he makes an Ego Roll. At Total, only the most dire of circumstances have a chance of overriding the character's natural inclination to refuse to follow orders.

Regrets What He Has Become
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
This character is sorry for the behavior that has brought him to his current status. This is a common trait of characters searching for redemption. Examples of characters that might have this Disadvantage would include the crimelord who wants to get out of the business, or the vigilante who has taken things too far and discovers he is no different than the criminals he punishes. Characters with this Disadvantage usually do not realize they have taken a wrong turn until its too late, then they must take extrodinary measures to redeem themselves. The severity of this Disadvantage reflects how deeply the character feels regret. At the Moderate level, he feels guilt for his actions, but not enough to take any redeeming actions. At the Strong level, he greatly regrets his past, and will actively work to redeem himself of his past behavior. At the Total level, the character has so much regret that he will be self-destructive in his seeking of redemption, believing his destruction is the only way to atone for his past actions.

Relates Everything To His Favorite TV Show
Common, Moderate 10pts. / Common, Strong 15pts.
This character has an unhealthy facination with a television show, and he tries to make comparisons between the show and real life whenever possible. These range from applying the theme of a show to his real life behavior (to boldly go where no man has gone before) to relating reality to events in the show (this is just like the time Buffy had to kill this vampire). At the Moderate level, the character can make the distinction between real and fiction, behaves like a rabid fanboy, and is mostly an odd annoyance with his obsession. At the Strong level, the distinction between reality and fiction is starting to blur, and the character will behave in extremely unusual ways (such as wearing a Star Fleet uniform to jury duty). There is not a Total level of this Disadvantage -- anything greater than the Strong level should use Delusional instead.

Reluctant To Injure
Common, Strong 15pts.
This character dislikes seriously injuring other people. He is not necessarily cowardly; he simply hates to hurt other people. If an opponent seems especially vulnerable to one of the character's attacks, the character must make an Ego Roll in order to use that attack on that opponent.

Reluctant To Kill
Common, Strong 15pts.
A character with this Disadvantage has moral convictions against using lethal force on an opponent; however, these convictions are not so strong that the character refuses to recognize that lethal force may be the solution to some situations. Under extreme circumstances, the character must make an Ego Roll in order to use lethal force. Generally, the "extreme situations" involve saving the lives of others.

Reporter's Curiosity
Common, Strong 15pts.
This is a variant of Curious which is usually used for an investigative reporter themed character. A character with this Disadvantage cannot resist chasing the "story". He watches events unfold and is obsessed with understanding why or how they happened. He will take every opportunity to run down any leads that he discovers (or is given), often without regard for his own personal safety. Once he has taken on a story, he will obsessively follow it to it's conclusion, often at the cost of his personal life and relationships.

Republican Ideals
Uncommon, Strong 10pts. / Common, Strong 15pts. / Very Common, Strong 20pts.
This character believes that a Republican form of government is the best type. A Republican form of government involves the election or selection of representatives who meet and decide government issues. The Roman Senate is an example of a Republican form of government. This Disadvantage is only appropriate for a campaign where such ideals are dangerous. For example, if the character lives under the tyranny of an evil monarch, and the character is ACTIVELY sharing his Republican Ideals, then this would be an appropriate Disadvantage. The frequency of this Disadvantage reflects how often the character's beliefs will be challenged or be dangerous.

Resents Own Stereotypical Image
Common, Moderate 10pts. / Common, Strong 15pts.
A character taking this Disadvantage should be a member of a group for which there is a commonly known stereotypical image. For example, if the character is a brick, he resents it when people see him as a "big, stupid lug". If he is black, he resents the "crackhead and criminal" stereotype almost as much as he hates the "lazy and shiftless" stereotype. The character does not assume that everyone not of his particular group holds this stereotype -- he merely hates the expression of it. The belief that everyone but your own group is biased against you is better simulated with Prejudiced Against (Group) or Racism. The character will also most likely seek to disavow the stereotype through his actions and statements. At the Moderate level the character can force himself to interact peaceably with someone who holds the appropriate stereotype or to avoid correcting that person. At Strong, the character must make an Ego Roll in order to do so.

Resents Rich/Beautiful People
Uncommon, Moderate 5pts. / Common, Moderate 10pts. / Very Common, Moderate 15pts.
This character is annoyed by rich and/or beautiful people. This is most likely because the character is neither of these himself, and is envious of their advantages. The character will behave rudely with any rich/beautiful person whenever he thinks he can get away with it. Examples of possible behavior include speaking badly about them, providing poor service, spitting in their food, and doing harmful acts that cannot be traced back to him. The frequency of this Disadvantage reflects how often the character interacts with the rich and beautiful.

Respectful And Courteous
Common, Moderate 10pts.
The character is of the opinion that if everyone acted politely towards each other, things would be much more pleasant, and move more smoothly. He therefore acts in this manner as an example, minding his manners at all times. Even in the face of rudeness or combat, he will act in a respectful and courteous manner. (Note, however that what constitutes respect and courtesy can vary from culture to culture.) This Disadvantage should not be taken with any Psychological Limitation that causes the character to become rude or speak injudiciously.

Retirement Plan Greed
Common, Moderate 10pts.
This is a variation on Greedy. A character with this Disadvantage has a specific financial goal in mind. Once that goal is reached, he plans to retire from what he is doing and live the good life. His concern over money will end after that goal is reached, but until then, he will take any job or go after any payoff if it will help him reach his goal. When he needs to, he can resist taking a bribe, following a scheme to get rich quick, or any other risky and/or potentially hazardous method of making money. However, the player should make sure to take into account the amount of money being offered. For example, a $20 dollar bribe won't really tempt a man who already is worth over $1 million, but $1,000 to someone who earns minimum wage can be very tempting.

Rigid Thinker
Common, Strong 15pts. / Common, Total 20pts.
This character resists new ideas or things that aren't grounded by serious and time-tested tradition. Their benchmark is "The old way is the best way." Such a character feels that the way things have always been done is the best way, mainly because they've always been done that way. This character is usually very conservative. This Disadvantage is very compatible with Dislikes Chaos And Mayhem. At the Strong level the character can make an Ego Roll to propose, agree with, or accept a "new" idea. At Total, he cannot do so except in the direst of circumstances.

Royalist
Very Common, Moderate 15pts. / Very Common, Strong 20pts.
This character is a devout supporter of his monarch. He will perform whatever actions are necessary (fight, vote, fund) to support the views and decisions of the monarch. He will associate himself with other Royalists, and will oppose the plans and actions of his monarch's enemies. This Disadvantage is only appropriate for games involving these types of plots, such as a King's Musketeers swashbuckling game. The severity of this Disadvantage reflects how devoted the character is to these beliefs. At Moderate, the character can be convinced to accept or support plans that run counter to his monarch, if the reasons are valid. At Strong, the character will need to be convinced at length, and need to make an Ego Roll to go along with the plans, even if he believes they are the right thing to do. At Total, only the most dire of circumstances have any chance at all of changing this characters support for his monarch.

Rude And Inconsiderate
Common, Moderate 10pts. / Common, Strong 15pts.
This character never takes the effects of his words and actions on others into account. The character may or may not be actively cruel and unthinking in their words and actions (either one is a legitimate option). It simply never occurs to him to care. At the Moderate level the character can force himself to take other people's feelings into account when needed. At Strong, the character can only do so by making an Ego Roll. It is suggested that Player Characters not take this Disadvantage higher than the Moderate level.

Runs From Responsibility
Very Common, Strong 20pts.
This character cannot face up to the consequences of his actions. He would rather pack up and relocate than deal with the bad things he's caused. He refuses to talk about such subjects, will not deal with those who try to force him to, and generally dodges when its time to pay the piper. The character is not necessarily irresponsible; he merely hates to face up to responsibility. For example, he will sleep around, and then deny to his dying day that any resulting children are his. If at sometime in his past he was the cause of an accidental death, he will run rather than making amends. This Disadvantage works extremely well with Feels Guilty About (Past Action).

Ruthless In Combat
Common, Strong 15pts. / Common, Total 20pts.
This character is a vicious, bloody fighter who actively tries to injure his opponents as much as possible. This is not necessarily out of some sadistic urge (but it looks like it). The character fights dirty, hits his opponents when they are down, and uses the most damaging attacks at all times (even on the most helpless of opponents). Once his opponent is down, this character keeps attacking until the opponent is absolutely not a threat any longer. Usually, this means until the opponent is dead or deeply unconscious. At the Strong level this character won't suppress his behavior unless he makes an Ego Roll. At Total, the character cannot do this except in the most dire of circumstances.