Role Playing Games

Psycholigical Limitations S-T

Sadist
Very Common, Strong 20pts.
This character delights in cruelty, whether physical or mental. He enjoys inflicting pain and suffering upon others. This is usually associated with a sexual fetish, but is not necessarily so. This character will hurt anyone he can, just because he likes to. If an opportunity to hurt someone else arises, this character must make an Ego Roll to suppress his natural urge. This Disadvantage is only appropriate for villains.

Scientific Curiosity
Common, Strong 15pts.
This character wants to know a rational and scientific reason behind everything. He doesn't accept what he sees as irrational or paranormal explanations; he also can't accept "it just happens". He wants to know why things work, and how. When he sees something he can't immediately explain, it eats at him until he can figure out a reasonable, scientific, explanation for it. In order to resist this urge when the opportunity presents itself, the character must make an Ego Roll.

Seeking Redemption Through Heroic Acts
Common, Strong 15pts. / Common, Total 20pts.
In the past, the character did or failed to do something that now fills him with shame. As a result, he is now attempting to "balance the scales" by doing heroic and dangerous things. If he has an opportunity to perform a great deed of heroism, he'll take it. At the Strong level, the character can make an Ego Roll to realize that a particular act is suicidal or so low in chance of success that it's not worth it. At the Total level, the character will go into the jaws of death anyway. Note that the definition of "heroic act" is dependent on the campaign society. For example, in a violent Wild West campaign, killing desperados would be considered heroic; in a four-color superhero campaign, it would not.

Seeks (Concept, Person, Or Object)
Uncommon, Strong 10pts. / Common, Strong 15pts. / Very Common, Strong 20pts.
The character is in search of something. It could be a concept (a more just society, inner peace, true love), a person (father, twin, person who destroyed his village) or an object (the Holy Grail, his missing soul, the sole remaining portal to his home dimension.) If a clue or opportunity comes up as to the location of the sought thing, or how to achieve it, comes up, the character will pursue it. The frequency of this Disadvantage depends on how often opportunities to pursue the sought thing come up (broad concepts tend to be more frequent in occurrence than unique items, for example.) In the case of a person or object, they can usually be definitively found, at which point this Disadvantage must either be bought off, or transformed into a different Disadvantage. For example, Seeks Person Who Destroyed His Village might become Hunts Lord Venall, once it's established that Lord Venall was the culprit. If the character is seeking a large set of items, Compulsive Collector Of (Class Of Object) might be more appropriate.

Sees Himself As The Protector Of (Concept, Group, Person, Or Object)
Common, Strong 15pts.
This character sees himself as the official, chosen, ordained and sanctioned protector of something. This Disadvantage includes the character being Protective of that which he seeks to protect. The character is not necessarily the official protector of anything. How the character became the "official protector", where the "ordainment" came from, and whether or not anyone else sees him as an "official protector" should be determined by the player and the GM. While it is an interesting background note for the character to See Himself As The Official Protector of Brooklyn Heights Between 35th Street and the Park, it is just as interesting to have the only person who considers the character that to be the character himself. In order to force himself not to act in his "official capacity", the character must make a successful Ego Roll.

Sees Most People As Annoyances
Very Common, Moderate 15pts.
This Disadvantage is a stronger variation of Annoyed By Incompetent People. This character has a hard time dealing with others people -- especially when the other people in question are doing something which, in any way at all, hampers the character. The "offense" may be small and slight, but the character will get annoyed at it anyway. He sees almost everyone around him as a bumbling idiot. In addition, anyone who could possibly (through stretches of the imagination) be considered to be interfering with the character in any way (even unintentionally or unknowingly) is targeted for anger and annoyance by the character. The character can force himself to not react in this fashion when necessary.

Sees The World As Black-And-White, Good-And-Evil
Common, Strong 15pts. / Common, Total 20pts.
This character is Naive about human nature. The character believes that people are either good, and therefore will not ever have a cause to do bad things, or they are evil, and therefore are never to be bargained with, trusted, or counted on. He cannot think of any circumstance under which a good person would do something that might be defined as evil, nor one in which an evil person could be trusted and dealt with fairly. These beliefs guide the character's actions in almost every aspect of his life. At the Strong level the character must make a successful Ego Roll in order to act against these beliefs. At Total, he cannot do so except under the most extreme of circumstances.

Self Appointed Expert
Common, Moderate 10pts. / Common, Strong 15pts.
This Disadvantage is a limited version of Know It All. This character believes that he is an authority on one subject. When dealing with that subject, he acts as if there is nothing else he can learn, and will freely correct what he sees as other people's mistakes when it comes to his chosen subject. He will begrudgingly accept that someone else might know as much about his subject as he does, but will never acknowledge that someone else knows more. The differing strengths indicate how badly the character reacts if shown up in his own area of "expertise". This Disadvantage works well with Always Has An Answer.

Self-Assured
Common, Moderate 10pts.
The character has a positive but not overestimated self-image. As such, he acts with poise and calm assurance in almost every situation. It's a little difficult for him to realize when he's overmatched or in over his head, but not as difficult as for those with more grandiose self-images. Characters with this Disadvantage should not have other Psychological Limitations related to confidence or self-image.

Self-Conscious About (Potentially Embarrassing Circumstance)
Uncommon, Moderate 5pts. / Common, Moderate 10pts.
The character is unusually anxious about some potentially embarrassing situation that comes up every so often. Examples include: Being naked in front of other people, attempting to ask someone for a date or being seen in public with a parent. The character believes that something will happen that will expose him to ridicule or rejection. He'll tend to avoid this situation whenever possible, but every so often must endure it. This Disadvantage is often seen with characters who are Young or Immature.

Selfish
Very Common, Strong 20pts. / Very Common, Total 25pts.
This character looks out for himself and everyone else can "go to hell". Even when it comes to friends and family, the character will make sure he is taken care of before he looks out for them -- if he does. The character tends to operate on a "short-term view"; he does things to look out for himself now, and rarely looks to taking care of things in the future until the future comes. At the Strong level the character must make a successful Ego Roll in order to avoid acting in this manner. At Total, the character cannot avoid acting like this except in the most extreme of circumstances. Alternately, a character can be Selfish and Calculating, for the same points. This is for a character who looks out for himself, but takes a long-term view toward what that means. If he can make someone indebted to him by doing a favor now, he will. The indebted person will pay (probably in spades) for the favor when the Selfish And Calculating person has a need.

Selfless
Very Common, Total 25pts.
The character always puts others before himself, and works for the good of his family or community, rather than for his own benefit. Any resources or abilities the character has will be put into the service of others. The character may need to be ordered or even forced to rest or eat if others are still hungry or tired. Like many 'positive' Psychological Limitations, there is a hypocritical version, Pretends to be Selfless, which represents a character who mimics the actions of a selfless person in order to fulfill an ulterior motive.

Sense Of Duty
Common, Strong 15pts. / Common, Total 20pts.
This character feels compelled to do what is expected of him by those in authority over him. This is a common Disadvantage for soldiers and policemen. He would never betray, abandon, or allow harm to come to the person or organization he feels this about. He feels duty-bound to do his best for them, even if he disagrees with their actions, motives, or goals. This Disadvantage should never be taken at less than Common, Strong.

Sensitive About His Appearance
Very Common, Strong 20pts. / Very Common, Total 25pts.
While this Disadvantage is most appropriate for characters whose appearance is unusual, it is allowed for any character. This character is overly concerned with the way he looks. In the case of a character with an unusual appearance (such as a character with fur, or oddly colored skin), the character becomes almost paranoid that others see him as a freak because of the way he looks. If the character's appearance is normal, he is overly concerned with looking clean, neat and well-dressed. He becomes disturbed by such things as his hair being out of place, or his clothes not matching, or not being clean. And heaven forbid he has a stain or a hole in his clothing. At the Strong level, the character must make an Ego Roll in order to avoid acting in this manner, while at Total, the character can only stop in the most extreme of circumstances.

Serial Killer
Common, Total 20pts.
This character is the most coldly methodical of all murderers, rarely (if ever) killing in a moment of rage or on a whim. This character plots out the murders he commits as carefully as the director of a film plots out the story. The character carefully selects his victim, stalking them over time until an opportune time to strike presents itself. Once in possession of the victim, he tortures them before killing, possibly out of some need to sadistically dominate them. While it may seem that this Disadvantage would be include Casual Killer, as part of it's makeup, the opposite is actually true. There is nothing casual about the murders committed by a this character. Characters that take this Disadvantage are automatically Psychopathic/Sociopathic and cannot also take that Disadvantage. This Disadvantage is only appropriate for villains. Any player who wants his character to have this Disadvantage should be barred from your games and watched closely. The murders committed by this character generally follow these rules:

Sexist
Very Common, Moderate 15pts. / Very Common, Strong 20pts.
This Disadvantage is a specific variation of Prejudiced. This character, who may be male or female (if you've bought into the Politically Correct bullshit that only men can be sexist, you're a moron, not to mention also a Sexist) is Prejudiced against members of the opposite gender. The character treats such people with scorn and derision, and takes the most stereotypical of views about them as the truth. At the Moderate level the character can suppress these feelings about members of the opposite gender when necessary. At Strong, the character must make an Ego Roll in order to avoid acting in the above-described manner.

Sexual Deviant
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.
The character's sexual tendencies or behaviors are considered "abnormal" by the society he lives in. This can range from behaviors that are merely baffling to those considered downright repulsive. At the Moderate level, the character can contain himself (and may in fact never actually perform the desired acts) at the cost of being horribly frustrated. At the Strong level, the character will pursue the desired behavior whenever he thinks he can get away with it. At the Total level, he will behave in his desired manner regardless of the risk. The character may have the Social Limitations Harmful Secret or Known Sexual Offender, depending on how well his predilections are known. A WORD OF CAUTION: Sexual matters are very sensitive; even the phrase "sexual deviant" is loaded with controversial connotations. The GM should consider the maturity level and tone of the campaign very carefully before allowing a character with this Disadvantage. It is recommended that Player Characters not take this Disadvantage.

Short Tempered And Violent
Common, Strong 15pts. / Common, Total 20pts.
The character has little to no control of his anger, and in addition tends to express his loss of temper with physical force. At the Strong level, the character can force himself with some effort to unleash his anger on an inanimate object or even swallow it temporarily. At the Total level, he will only refrain from violence if it would be suicidal. This makes it difficult for the character to hold down most jobs, and his love life is likely to be rocky. This Disadvantage only covers quick flashes of violent temper. If the character tends to stay angry and violent, he should also have an Enraged or Berserk Disadvantage to simulate this.

Showboat
Common, Strong 15pts. / Common, Total 20pts.
This character has an uncontrollable urge to grab the glory whenever he can. To do so, he will step on others (even his teammates). He has no time for teamwork or cooperation; he's too busy making himself look good. Should the character and his teammates fail at whatever they are doing, he will become angry with this teammates for "letting him down". This Disadvantage includes Showoff and Conceited, thus those two Disadvantages cannot also be taken with this one. At the Strong level the character must make an Ego Roll in order to avoid acting this way. At Total, the character cannot stop acting like this except in the most severe of circumstances.

Showoff
Common, Moderate 10pts. / Common, Strong 15pts.
This character does whatever he can to get people's attention on himself. Not everything the character will do is done in this light, but anything that could possibly be considered attention-getting is done with just a little bit more panache and flair, with the intention being that the character wants others to see how well he does it. The character is not necessarily Arrogant or Conceited. Likewise, the character is not necessarily a Showboat. At the Moderate level the character can force himself to stop acting in this manner when he must. At Strong, the character must make an Ego Roll in order to avoid acting this way.

Shy
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
This character is uncomfortable in the presence of strangers. The character has trouble speaking to strangers, and when he does speak, is barely articulate. He tends to be a quiet individual, even when he does speak. This character suffers penalties to his Interaction Skills involving people. The specific penalty depends on the severity of this Disadvantage. At the Moderate level the character is merely uncomfortable around strangers (especially around attractive or assertive ones), and suffers a -1 to the affected Interaction Skills. At Strong, the character is very uncomfortable around strangers, and tends to be quiet even with friends, and suffers a -3 penalty instead. At Total, the character avoids strangers whenever possible, is incapable of public speaking, and is barred from taking any skill that deals with the public (such as Bureaucratics, Oratory, Conversation, or Acting). In addition, the character suffers a -6 to the affected Interaction Skills. This Disadvantage must be bought off one level at a time.

Signature
Common, Total 20pts.
This character has a trademark that he leaves at the scene of each and every escapade. This Disadvantage is only appropriate for those who work on the wrong side of the law or are in the habit of angering important or powerful people -- otherwise, it should be bought as a Quirk. An individual character's Signature may be trivial (such as leaving a flower at the scene of his crimes) or very elaborate (filling the area with blue balloons). Regardless of the nature of the Signature, the character feels compelled to leave it. A Signature ensures that the character's enemies and victims know who committed the crime; worse, it may lead to "copy-cat" crimes for which the character could be blamed, even though he did not commit them.

Single Minded
Common, Strong 15pts. / Common, Total 20pts.
The character tends to pursue goals with a strong devotion, and is not easily distracted. Once the character has decided what is important to him, he will work towards that goal with the minimum of time spent on other things he considers inessential. At the Strong level, the character can be talked into putting his primary goal on hold temporarily, if it's really, really important (and he makes an Ego Roll). At the Total level, he won't even consider it. Other Psychological Limitations will determine what sort of goals the character is single-minded about.

Slave To Duty
Common, Moderate 10pts. / Common, Strong 15pts.
The character feels that his position in life requires him to do certain things, even though he has no interest in doing them, or actively dislikes doing those things. The character does volunteer work, serves in his country's military, attends religious services, and supports his family, not because these are good things to do, but because he feels obligated to. The strength of the Disadvantage indicates how hard it is for the character to skimp on his duties. Characters with this Disadvantage are likely to have Bitter or Chronic Complainer as well.

Sneaky And Cautious
Common, Moderate 10pts. / Common, Strong 15pts.
The character does not like to confront problems, particularly physical ones, head on. He believes the proper approach is silently, under concealment, and with his personal safety assured. If given a choice between the front door and a loose board in the fence, the character will check to see that the board isn't trapped, then sneak in that way every time. This is a traditional attitudes of thieves and the more subtle kind of spies, but has been known to apply to office workers and teachers. At the moderate level, the character may adopt a straightforward approach if it is absolutely necessary to get things done. At the Strong level, he finds it much more difficult to do so. Most characters with this Disadvantage buy high Stealth skills.

Snobbish
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
This Disadvantage is only appropriate to characters of the highest economic and social class. This character tends to look down on everyone he does not consider a part of his own class. He avoids those he finds to be "common", and if he can't avoid them, he bristles whenever he has to come into close contact with them. The character acts condescending at best, and openly insulting at worst, towards those he considers to be "less" than him. At the Moderate level the character can make himself be polite to those of the lower classes he considers worthy of politeness (and may even have a few friends among them). At Strong, the character must make an Ego Roll in order to avoid acting Snobbish. And at Total, he cannot act otherwise except in the most dire of circumstances.

Social Anxiety
Very Common, Strong 20pts.
The character is not just Shy, but actually phobic about dealing with other people. He feels as though he is constantly being judged and found wanting whenever he meets or talks to other people, or even just seen in public. Worse, he's aware that his fears are irrational, and believes that people will judge him even more harshly if they knew of his problem. A character with this Disadvantage finds it monumentally difficult to get a job, have a romantic relationship, order in a restaurant, etc. Even talking on the telephone or writing an email may seem too nerve-wracking. A character with this Disadvantage should have no skills relating to interaction with other people; they might know the basics of such skills, but are unable to use them. It is recommended that Player Characters not be allowed to take this Disadvantage, as it will make them nearly impossible to interact with.

Speedster Impatience
Very Common, Moderate 15pts.
This disadvantage is only appropriate for Speedster characters in a superhero setting. The character is so used to moving at high speed that he has a short attention span when it comes to the everyday events happening all around him at normal speeds. He thus has a very low tolerance for the frustration caused by living in a world where, comparative to the character, everyone else moves so slowly. He tends to get bored fairly easily, and if he fails his EGO roll might verbally lash out at the "slowpokes" all around him.

Spoiled Brat
Common, Moderate 10pts. / Common, Strong 15pts.
This Disadvantage is most appropriate for characters who are children, though some of the worst cases may persist into young adulthood. The character is used to having his desires met and his whims respected, no matter how inconvenient it is for everyone around him. Further, if his demands are not met, the character is likely to pout or even have a temper tantrum. Often, the spoiled brat will continue complaining/threatening until mollified or something else catches his interest. At the Moderate level, the character can be convinced not to insist on having his way if there are good reasons. At the Strong level, the character is much harder to sway. Many characters with this Disadvantage will also qualify for Age 10-, and/or Social Limitation: Minor, as well as having parents or a guardian who is the primary target of their demands; this may be a Follower or a Contact. Spoiled brats are automatically Immature, so should not also take that Disadvantage.

Stage Fright
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
This character becomes nervous and uncomfortable when in front of large numbers of people. In such situations, the character stammers, is visibly flustered, and sometimes visibly shakes. At the Moderate level the character is capable of speaking normally in front of a crowd with some effort. At Strong, he must make an Ego Roll in order to do so, and at Total, he cannot do so under any circumstances. This Disadvantage works well with Easily Embarrassed and Shy. It should not be taken with Social Anxiety, as it is already included in that Disadvantage.

Stays In (Other Person's) Shadow
Common, Moderate 10pts.
The character does not seek recognition for himself, but instead works to support someone else. This could be due to admiration for that person, a recognition that the other person is more competent, or a result of the character's lower social standing. Many characters with this Disadvantage also have Humble and Meek or Modest and Demure.

Stern Taskmaster
Common, Moderate 10pts. / Common, Strong 15pts.
The character is in a position of authority over others, such as a teacher or a manager. In addition, he believes that the best way to get the most work out of his students or subordinates is to be harsh and unyielding in his attitude towards them. He tends to think that showing sympathy or kindness towards someone under his authority would be interpreted as a sign of weakness. He does not accept excuses, and believes that the tasks he assigns should be the top priority of the person assigned to do them. At the Moderate level, the taskmaster can "ease up" if there is a legitimate reason a student or subordinate cannot perform as expected. At the Strong level, the taskmaster will press on regardless. Many people with this Disadvantage also have Arrogant, Cruel, Old-Fashioned, or Rigid Thinker.

Stickler For Details
Very Common, Strong 20pts.
This character must have every detail of life meticulously accounted for. This results in a great deal of time being spent dealing with obscure items that would otherwise never be noticed. The character will be a burden to his associates, who must deal with his fussing about every little item. The character must make an Ego Roll to participate in any impromptu plans, and will spend the entire time convinced it will fail. If it does, he will blame it on lack of planning and forethought. In regards to the details of a plan, this Disadvantage is similar to Must Have A Plan. But this Disadvantage pervades almost every aspect of the character's life.

Sticks To His Principles
Common, Strong 15pts.
This character is steadfast in his beliefs and will not be easily persuaded to ignore his principles. He will not normally agree to any plans that run counter to his beliefs. To do so, the charcter must make an Ego Roll after hearing a very good reason. And even then, he will participate reluctantly. If the plans run counter to another Psychological Limitation the character has that isn't Total commitment, he must *also* make it's Ego Roll.

Stiff
Common, Moderate 10pts. / Common, Strong 15pts.
The character thinks it undignified to engage in excessive unnecessary emotion, or public display of emotion. This does not mean that he isn't capable of feeling deeply, but he will attempt to keep a stiff upper lip where others can see him. The character prefers to act and speak in a formal manner, and will avoid social gatherings involving wild movement or excessive emotion. The strength of the Disadvantage determines how easy it is for the character to mellow out a bit. Characters with this Disadvantage are often Seen as a Cold Fish or Seen as a Snob.

Stoic
Common, Total 20pts.
This character is neither affected by or shows passion or feelings. To others he will appear cold, aloof, and emotionless. He is less likely to be affected by impassioned actions, such as seduction, but he is also less able to rally others to follow his cause. Any attempts to sway this character with an Interaction Skill that uses emotion is made at a -3 penalty. Any attempts by this character to do the same are also hampered by a -3 penalty, and any Presence Attacks made to rally support or convey a sense of urgency are at -1D6. He may often offend people, because he does not take a person's feelings into account. Vulcans, from Star Trek, are a good example of a an entire race expressing this Disadvantage in their personality.

Stoic And Taciturn
Common, Total 20pts.
Like Stoic, this character is neither affected by or shows passion or feelings. In addition, the character feels little need to converse. Anyone wishing to hear his thoughts must draw them out of him, and he may occasionally be mistaken for a mute. Since he appears emotionless, and seldom speaks, very few people will know or understand what the character is feeling.

Street Loyal
Common, Strong 15pts.
This character in general only looks out for himself. However, if someone does him a favor, he pays it back. Perhaps not immediately, but eventually. He treats with respect those that treat him with respect, and treats fairly those who treat him fairly. He will not betray someone he considers worthy of his loyalty. Those who aren't worthy are fair game, however.

Stubborn
Common, Strong 15pts.
This character wants to get his way, all the time. He is very hard to get along with if he doesn't get it. He rarely changes his mind, even with the strongest of persuasion -- and when he does, it is often only to end whatever argument he is in. In order to "give up" and accept not getting his way, the character must make an Ego Roll. It is suggested that Player Characters not take this Disadvantage higher than Common, Strong since such a character would never be willing to compromise, and would soon be too annoying.

Stuck Up
Common, Strong 15pts.
This character believes that most of the people around him are not worthy of his time or attention. His friends (who, remarkably, are all very similar to him) count, and anyone in authority over him counts as far as that authority extends, but no one else does except in how they can assist the character. The character expects the "nobodies" to be grateful of his attention, and is befuddled (and even offended) if his attitude toward them makes them angry. (The character's attitude is "It's not my fault they're losers".) The character must make an Ego Roll in order to treat a person he normally considers a "nobody" like a "real person".

Stuffed Shirt
Very Common, Strong 20pts.
This character is a smug, conceited, and usually pompous person, often with an inflexibly conservative or reactionary attitude. He will have a hard time getting along with others, particularly any he perceives to be below his station. This Disadvantage is best used for a character that is either an aristocrat or bureaucrat.

Sucker For A Pretty Face
Uncommon, Strong 10pts. / Uncommon, Total 15pts.
This character cannot help but assist an attractive member of the opposite sex (or same sex if so inclined). This often results in the character agreeing to do things that he would not normally do -- he just can't help himself. At the Strong level, the character can make an Ego Roll to try and resist this urge. At Total, the character cannot help himself, and will do whatever he can to help the pretty face. If the pretty face happens to be attached to an evil soul, then this character may find himself being used as a pawn in someone's game.

Sucker For A Sob Story
Uncommon, Moderate 5pts. / Uncommon, Strong 10pts. / Uncommon, Total 15pts.
This character can't help himself from helping someone in distress, even if the person is not actually in distress. All that is necessary is that the person have a story portraying themselves in distress. Even when the character knows that the person in distress isn't actually in trouble, he will still want to help. This is not the same as Charitable. While the two Disadvantages are very similar, this one implies that the character has no common sense regarding his feelings of charitability. At the Moderate level he can suppress this urge when necessary. At Strong, the character must make an Ego Roll to do so, and at the Total level he cannot do so except in the most dire of circumstances.

Suicidal
Uncommon, Moderate 5pts. / Uncommon, Strong 10pts.
This character has urges making him want to kill himself. These urges are usually strongest at times of stress or depression, and it is at this time that the character comes closest to actual ending his own life. This Disadvantage should not be taken at a Frequency greater than Uncommon. The character would be almost constatly in dange of ending his own life. It should also not be taken stronger than Strong. A character who is "totally" Suicidal would have already managed to end his own life. This Disadvantage works well with Despressive and Pessimist.

Superpatriot
Very Common, Total 25pts.
This character loves his country and supports its authority and interests to the most extreme possibilities. The character most likely serves the government in some capacity, and is willing to do almost anything for his country. Based on the other morals of the character, this could result in good things or bad things. Unless the character has other Disadvantages that conflict, the character will never second guess the decisions and dictates of the government. Examples of superpatriotism include Captain America as well as members of the Irish Republican Army.

Superstitious
Uncommon, Moderate 5pts. / Uncommon, Strong 10pts.
This character believes in one or more common superstitions. This belief guides the character's actions and attitudes at such times as the superstition applies. Most superstitions are based on actions and consequences. If the character does some specific action, or doesn't do it, he will either benefit or be penalized. Other superstitions proclaim that some object or action is lucky or unlucky. The specific superstition(s) the character believes in is up to the player. The possible examples are almost infinite.At the Moderate level the character can force himself to override his normal feelings. At Strong, the character cannot avoid acting in such a manner except by making an Ego Roll. Some possible examples include:

Suspicious Of Outsiders
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
This character doesn't trust people who are not part of his own "group". What specific group(s) towards which the character feels suspicion is up to the player. Possible examples include people of another ethnic group, another nationality, another political group, another social class, etc. The character is not necessarily Prejudiced of members of the group; rather, the character wants to keep an eye on them and expects the worst from them. He will be slow to trust them. At the Moderate level the character can suppress his suspicions when necessary. At Strong, the character must make an Ego Roll to do so. And at Total, the character cannot suppress his suspicions except in the most extreme of circumstances.

Swashbuckler Mentality
Common, Strong 15pts.
This Disadvantage is most appropriate for male characters. This character feels that an exciting and adventuresome life is the only life to live. The character regularly trades jibes with friends, but accepts no insult from strangers. He lives to sweep women off their feet (and does so with style, of course) with poetry and flowers. The character will accept any challenge, no matter what the odds. He fights aggressively and confidently. In order to avoid acting in this manner, the character must make an Ego Roll. This Disadvantage works well with Fearless and Showoff.

Sworn To (Perform Action Or Accomplish Goal)
Uncommon, Strong 10pts. / Uncommon, Total 15pts. / Common, Strong 15pts. / Common, Total 20pts. / Very Common, Strong 20pts. / Very Common, Total 25pts.
This character has some specific action or goal that they have dedicated themselves to accomplishing. The exact goal is up to the player, and should be chosen with advice from the GM. When the character is given a chance to pursue his goal, he will take it. The action or goal can be almost anything; however, if the action or goal is revenge, Seeks Revenge should be taken instead. The Frequency of this Disadvantage is determined by how much of the character's life he devotes to the pursuit of his goal. At Uncommon, the character actively pursues the goal, but does not allow it to interfere with his regular life. At Common, the character spends a great deal of time on it, but most of his life is still spent on other things. At Very Common, the character spends most of his time in an attempt to fulfill the goal. At Strong, the character can force himself to not pursue a chance at accomplishing his goal if he makes an Ego Roll. At Total, the character feels compelled to take such opportunities in all but the most dire of circumstances.

Taciturn
Very Common, Moderate 15pts.
This Disadvantage is similar to Quiet And Withdrawn. However, while the character is quiet and tends only to speak when he has something important to say, he isn't like this because he is shy. Rather, he simply prefers not to speak and finds people who speak only to hear their own voice annoying (at best). The character tends to keep his opinions to himself, doesn't joke around, and is content to let others find their own opinions about things. However, he can force himself to stop this behavior when necessary.

Tactless
Common, Moderate 10pts. / Common, Strong 15pts.
This character has a tendency to speak before he thinks about the ramifications of what he is about to say. He doesn't necessarily mean to be cruel (though this is a possibility); he simply doesn't think before speaking. Roughly put, a character with this Disadvantage says what he thinks, regardless of who might be hurt by what he's about to say. At the Moderate level the character can force himself to think about what he's saying when necessary. At Strong, the character must make an Ego Roll in order to force himself to do so.

Takes His Responsibility Very Seriously
Very Common, Strong 20pts.
This character can be counted on at all times. When he gives his word, he keeps it. And he fulfills his responsibilities to the letter (if not more). The character feels compelled to take care of everyone who depends on him. In addition, he cares about the consequences of his actions. He is driven by his own moral sense to leave the world better than he found it, especially if it was he who made it worse. Should the character accidentally be the cause of someone else's misfortune, he will feel compelled to either repair the situation or make up for it. The character must make an Ego Roll in order to avoid acting in this manner.

Takes The World On His Shoulders
Common, Total 20pts.
This character feels deeply accountable for his responsibilities. Because of this, he is often weighed down with this burden and may become distraught with guilt if he perceives he has failed, regardless of whether or not anyone else does. The player should describe what it is the character feels he is responsible for, and it should be very broad in nature, such as eradicating worldwide hunger or finding a cure for cancer. The character is always serious about his responsibilities, and works diligently to reach his lofty goals.

Talkative
Uncommon, Moderate 5pts. / Uncommon, Strong 10pts.
This character talks -- about anything, everything, and nothing. The character talks without thinking about it. Whether or not the character talks about what is going on or just babbles to hear his own voice is up to the player. At the Moderate level the character can force himself to shut up when he has to. At Strong, the character can shut himself up when he has to, but will resume speaking in a minute or two unless he makes a successful Ego Roll.

Team Oriented
Common, Strong 15pts.
The character is most comfortable when cooperating with others in a group. He has no problem with taking a leadership role, but only if the rest of the team agrees to it. The character finds it difficult to work on their own, unless it is contributing to the group effort, and will try to avoid situations where his desired course of action contradicts what the group wants to do. Characters with this Disadvantage do not get on well with Loners and those who disrupt the workings of the team.

Thinks (Important Person In His Life) Is A Loser
Common, Moderate 10pts.
This character has little respect for an important person, such as a relative or co-worker who holds a valued place in the character's life. The character believes, either rightly or wrongly, that the person is a loser who does not deserve the characters respect. The reason the person is a loser (or the beliefe, it is isn't true) should be determined by the player. It could be because of an addiction, mental problems, or just being unlucky. The character may often be involved with helping the person, which often only increases the characters lack of respect. Depending on how involved the person is going to be with the player, he could also count as a Dependent NPC.

Thinks About The Big Picture
Common, Moderate 10pts. / Common, Strong 15pts.
Mostly found among command staff, boards of directors, planning commissions and other places far from the "action." This character is concerned with the overall conduct of the war or campaign, not the niggling details. Thus, the cost to individuals of his plans isn't important to him, and may not even enter his mind. This character often comes across to those below him as out of touch and perhaps even mad. At the Moderate level, the character can be persuaded to alter plans that would lead to excessive harm to the people on the ground. At the Strong level, he's likely to push ahead regardless, considering those who question him "insubordinate." Disadvantages often seen with this include: Ambitious, Aristocratic/Regal Attitude, Cold and Calculating, Effete, Elite Attitude, and The Ends Justify the Means.

Thinks He's A Comedian
Common, Moderate 10pts. / Common, Strong 15pts.
This character is always cracking wise and making jokes -- bad jokes. What could be a slightly irritating if sometimes endearing habit is ruined by the fact that the character's sense of humor needs a lot of work. He tells jokes that are too long to be funny, or are too convoluted, or simply in bad taste. Every once in a while, the character will make a joke that is honestly and truly funny. Invariably, however, these occasions only occur when humor is vastly inappropriate, like at a funeral. When they are appropriate, the character wasn't meaning to be funny, and is the only person to not get the joke. At the Moderate level the character is able to curb his urge to be funny when he has to. At Strong, he can curb his urge to be funny when he has to, but will resume cracking jokes moments later unless he makes an Ego Roll.

Thinks He's A God
Very Common, Total 25pts.
This is a specialized combination of Megalomania and Delusion. Due to the character having godlike powers (in comparison to those around him), he believes that he actually is a god. He insists on being worshipped, or at the very least deferred to as though he is a god. He will treat other "gods" as his equals and expect the same treatment from them. As long as the character is catered to, he may well be benevolent, at least to his followers, but most characters with this problem tend towards the smiting solution to disbelief or opposition. If the character does not have a sufficient power level to justify his apparent godhood, then he merely is Delusional. If the character actually *is* a god, but can't prove it, use the Social Limitation: Imaginary instead.

Thinks He's A Tough Guy
Common, Strong 15pts.
This Disadvantage is also known as Barney Fife's Disease. This character believes he is much more dangerous and physically capable than he really is. Note that it is possible that the character is precisely as dangerous as he thinks he is, but does not project any sense of physical danger to others. The perfect example of this would be the telekinetic whose Power is strong enough to lift battleships, but physically looks like he'd blow over in a stiff wind. Other people simply don't see the character as physically imposing. The character won't back down from a physical challenge, especially one which deals with arguments, fistfights, or other tests of physical prowess. In order to force himself to do so, the character must make an Ego Roll. This Disadvantage shouldn't be taken by any character who's concept implies physical toughness and athletic ability.

Thinks His "World" Is All That Matters
Common, Strong 15pts.
This Disadvantage is similar to Selfish, in that the character tends to focus on matters that are only important to him. When the character is experiencing personal hardships, he tends to focus on those more than anything else. If what is important to the character is not what is important to everyone else, then the character must make an Ego Roll to divert his attention away from his personal concerns. More likely, he will disregard everyone else, and take care of his matters. This could cause times when he places his cohorts at risk because of his selfish nature. This Disadvantage is the opposite of Sense of Duty, and they should not be taken together.

Thinks The Rules Don't Apply To Him
Very Common, Strong 20pts.
This character feels he is much too important to be held by the rules of society. Such rules are in place to keep the common man in his place, but the character is so gifted, it should be obvious to all that he is above any rules. The character will often do things that offend others, such as search a house without a proper warrant, or jump in line to buy the last ticket to a popular show. The character must make an Ego Roll to prevent himself from doing an action that he knows is against the rules. This Disadvantage works well with Arrogant.

Thrill Seeker
Common, Strong 15pts.
This character gets a rush from putting himself in dangerous situations and then getting out of them unharmed. He may do this because he secretly has a Deathwish, or he may have another, deeper reason. The character is attracted to the danger and excitement of it all. This Disadvantage is appropriate for all of the characters who go parachuting off of skyscrapers; who attempt to circle the globe in hot air balloons; who bungie jump off 400 foot high bridges just so they can stick their heads in a running river.

Thrives On Chaos
Common, Strong 15pts.
A character with this Psychological Limitation sees chaos and disorder as a chance to reach his creative potential. He is an expert at turning chaos into order. The character doesn't necessarily Enjoy Chaotic Situations or Prefers Chaos and Disorder, but he isn't afraid to seize a chaotic opportunity, especially if its one tailored to achieving his goals with no wasted effort.

Timid
Common, Strong 15pts.
This Disadvantage combines both the Non-Aggressive and Skittish Psychological Limitations. The character is easily frightened and flees from anything he perceives as dangerous, and will especially use any means he can to avoid getting into a conflict. The character can avoid this behavior when necessary by making an EGO roll.

Touhcy Feely
Common, Moderate 10pts. / Common, Strong 15pts.
A character with this Psychological Limitation is overly and overtly friendly, never settling for a handshake when a hug and kiss will do. It may also manifest in relation to physical objects, such that the character is always touching, stroking or fondling something, especially if they have never seen such before. At the Strong Level, the character must make an Ego Roll to refrain from this behavior when inappropriate or the recipent does not approve. Social Limitations such as Seen as a Horndog/Slut or Seen as Easy often accompany this Disadvantage.

Toys With His Victims
Common, Strong 15pts.
The character gets a perverse sort of entertainment out of manipulating his victims physically and emotionally, and tends to draw out the process as long as possible to heighten his pleasure. He'll deliberately give a person minor but disabling wounds, ask a group of hostages, "which one of you should I kill first?", allow victims to believe that he's letting them go only to renege moments later, etc. While the character usually only does this when he has the upper hand, he may draw out the process long enough for rescue to arrive, or underestimate his victim. This Disadvantage is often combined with Bully or Serial Killer. This Psychological Limitation is suitable only for villains.

Traditionalist
Uncommon, Strong 10pts. / Uncommon, Total 15pts. / Common, Strong 15pts. / Common, Total 20pts.
This character adheres to the doctrines or practices of a specific tradition that should be identified during character creation. The character will be opposed to and outspoken about any deviation from this tradition. Examples of this include the Orthodox Jew who strictly follows the rules outlined in the Torah, or a baseball fan, who refuses to watch any games that include a designated hitter. Deviating from the tradition(s) may or may not have repercussions, which depend upon what the tradition is. At the Strong level, the character must make an Ego Roll to temporarily deviate from one of his traditions. At the Total level, the character would rather die than break with his traditions. At the Uncommon level, the tradition does not occur often, such as the baseball enthusiast example. At the Common level, the tradition is a part of the character's everyday life. Note that it is possible to have this Disadvantage at Very Common, but such a character would be so wrapped into this tradition, they would probably never be involved in anything else, such as an Ultra-Orthodox Jew that spends everyday praying at the Wailing Wall and studying the Torah.

Trapped In The Wrong Body
Very Common, Moderate 15pts. / Very Common, Strong 20pts. / Very Common, Total 25pts.
The character sincerely believes that the body he currently inhabits is not the one he is supposed to have; it is the wrong skin tone, age, gender or even species. As such, he never feels comfortable in his own skin, and if there is any way to achieve his "true form," then he will attempt to have it happen. This is in most historical societies treated as a form of delusion, but in more fantastic settings this belief may be literally true. At the Moderate level, the character can behave in accordance with the social norms attached to his physical body, though he is likely to be miserable doing so. At the Strong level, the character will behave according to his "true self" whenever it's possible, even if it's dangerous to do so. And at the Total level, the character will never act in accordance with his body's appearance except out of absolute biological necessity. The character may have Social Limitations appropriate to what his body appears to be. This Disadvantage is not suitable for characters with obviously monstrous or transformed bodies. Considers Himself A Monster is more appropriate for such characters.

Treats Normal Humans As Lab Animals
Common, Total 20pts.
This is the classic Mad Scientist Disadvantage. This character believes that the pursuit of science is so important that idiotic and inconsequential concerns like "morality" and "public safety" are secondary. Thus, they see nothing wrong with experimenting on human beings, even if the human beings in question don't know they are being experimented on. This Disadvantage works well with Megalomania, Holds "Mortals" In Contempt, and Obsessed With Succeeding With His Experiments.

Treats Normal Humans As Pawns/Cattle
Common, Total 20pts.
This character believes that he is somehow above the greater mass of humanity. Because of this belief, he feels that he can use, abuse, and discard normals pretty much as he wants. The character will manipulate normals into the positions he wants, use them for his own goals, and then dispose of them at a whim. To this character, normals are replaceable resources -- they exist to serve his needs. This Disadvantage works well with Megalomania and Holds "Mortals" In Contempt.

Tries Hard Not To Be Noticed
Common, Strong 15pts.
The character feels uncomfortable when people are looking at him or paying attention to him. He will tend to dress in a very drab manner, avoid speaking except when spoken to, and act in a manner designed not to draw attention. This Disadvantage overlaps with Shy, but is less crippling than Social Anxiety.

Triggerhappy
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
This character believes in shooting first, asking questions later -- if at all. He regards violence as the best way to resolve most problems. In any situation, if violence is a possible course of action, he wants to use it. At the Moderate level he can suppress this urge with a little effort. At Strong, he must make an Ego Roll to avoid using violence, and at Total, the character will refuse to use any other course of action but violence. This character should not also take Code vs. Killing, Reluctant to Injure, Reluctant to Kill, Will Not Kill, Will Only Fight In Self-Defense, or Pacifist. The character is not necessarily a Casual Killer, but with his attitude toward violence, he should not be overly emotional about killing. This Disadvantage works well with Hair-Trigger Temper.

Troublemaker
Common, Strong 15pts.
A character with this Psychological Limitation enjoys starting strife and causing problems. His idea of fun is tipping over the applecart and ruining someone's day. The character isn't merely Mischievous, because he really is out to cause someone some heart-ache. The character may have other Psych Limits that indicate a specific target for his malice, but otherwise is willing to give pretty much anyone a headache, just for kicks.

Trusting
Common, Strong 15pts. / Common, Total 20pts.
This character feels that everyone is basically honest and kind. They feel no apprehension with asking total strangers for help, or for helping out "strangers in distress", and never suspect that another person could be planning to harm them. At the Strong level the character must make an Ego Roll in order to act in any way suspicious of others. At Total, Only the most dire of circumstances will enable the character to make an Ego Roll.

Truthful
Uncommon, Strong 10pts. / Uncommon, Total 15pts.
This character always tells the truth, and always keeps his word. In addition, he does his best to get others to act in the same way. He assumes that those around him are honest (but will not necessarily allow those who aren't to take advantage of him -- he's not Naive). The character isn't necessarily honest in other things: the character could be a thief, for instance, but he's a thief who never breaks his word. At the Strong level the character must make an Ego Roll is he actually wishes to speak an untruth or to break his given word. At Total, the character wouldn't ever consider such actions except in the most dire of circumstances.

Turns A Blind Eye To (Other Character's) Activities
Uncommon, Strong 10pts. / Uncommon, Total 15pts. / Common, Strong 15pts. / Common, Total 20pts.
This character has some sort of connection with another character, usually a villain. This connection is a very close one, and for some reason compels the character to ignore whatever immoral or illegal activities the other character is up to. What the connection is, and the reason the character turns a blind eye, are up to the player. The character does have a limit, however. There should be some moral line across which the character will not let the other go. A classic example of this would be a hero whose brother is a villain who robs banks. As long as the brother doesn't cross some moral line (for example, killing someone), the character will hesitate to interfere with the brother's life. If the character encounters his brother after the latter has robbed a bank, he may demand the money from him so it can be returned to the bank, but will let his brother go rather than capture him and turn him over to the police. The frequency of this Disadvantage depends upon how often the character encounters the other person. At the Strong level the character must make an Ego Roll in order to not act in this manner. At Total, the character cannot help himself from turning a blind eye except in the most extreme of circumstances. This Disadvantage is only appropriate for heroes.

Twitterpated
Uncommon, Moderate 5pts.
The character tends to get giddy with new love; he finds it difficult to concentrate for the first few days after he falls for a new person. If this is a long-term relationship, use In Love With (Other Character) instead.