Role Playing Games

Psycholigical Limitations U-Z

Ultra-Radical Feminist
Common, Strong 15pts.
This Disadvantage is only appropriate for female characters. This character believes that women are superior to men physically, psychologically, and most especially morally. They believe that all men are sexist animals and closet rapists who wish to put women into the classic "barefoot and pregnant bondage" of yesteryear and prevent women from advancing to the level they rightfully deserve. This Disadvantage automatically includes Misandronist. In some cases, they take this to ridiculous extremes, such as the attempts by some to "feminize" the English language with pronouns like "hir", or making the statement that "All heterosexual sex is rape."
Short Digression: This last statement -- the one about all heterosexual sex being rape -- was actually made in the real world by a "women's activist" named Andrea Dworkin. I am not making this up.
In other cases, they go so far as to state that the only use for men is to propagate the species. In order to treat a man like a human being instead of a barbaric animal worthy only of scorn, the character must make an Ego Roll. Even then, she is only doing it because politeness is necessary.

Unassertive
Common, Moderate 10pts. / Common, Strong 15pts.
The character finds it difficult to impose his presence or opinions on others, particularly if he thinks they will react negatively. He will seldom speak out on an issue, or interrupt a conversation. He will often endure much emotional or physical suffering rather than speak up. At the moderate level, he can sometimes force himself to make his opinions heard. At the strong level, it is much more difficult for him.

Uncomfortable In (Environmental Condition)
Uncommon, Strong 10pts. / Common, Strong 15pts. / Very Common, Strong 20pts.
This character finds some environmental condition strongly disturbing. He doesn't like entering areas where that condition prevails, and once there wants to leave as quickly as he can. The exact condition is up to the player. In order for the character to enter an area he finds uncomfortable (or stay in such an area once there) he must make a Ego Roll. Note that the Physical version of this Disadvantage can also be taken. However, that involves an environment which is somehow detrimental or toxic to the character, but only to the point of it being an irritant. Possible examples include:

Uncompromising
Common, Total 20pts.
A character with this Psychological Limitation must also have other Psychological Limitations that define some sort of ethical code (typically a Code of Honor) that defines him to the point that, without it, he is nothing. As such, when it comes to his personal code, the character refuses to negotiate, or grant concessions. He never gives in when it comes to his ethical sense, even if such compromise might be the right thing to do in the long run.

Unsure Of Himself
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
This character is constantly second-guessing himself. He isn't confident in his own talents and abilities, and thus hesitates before acting. He worries about whether or not he will succeed, and he worries about the consequences of his actions and their effects on others. This is not the same thing as Worrier.

Upper Class Twit
Common, Moderate 10pts.
This character is not only less than intelligent, but he is born into an upper class family, and has had a somewhat sheltered and pampered life. That sheltered life sometimes gets him into trouble, as the character assumes that the life he has lead is the standard by which all lives are judged. Thus, this character might think that three-card-monte is a legitimate game, everyone has a cell phone, and might not understand that the pretty girl next to him is a prostitute. This character may not take any skill relating to "Street Smarts", nor may he have an Intelligence score higher than 8.

Uses Sarcasm As A Defense Mechanism
Common, Strong 15pts.
This character makes sarcastic and scathing remarks whenever he is uncomfortable, confused, or frightened. He usually directs the sarcasm at the cause of his distress, though in times of extreme stress he may tend to lash out at anyone around him. This Disadvantage works well with Never Lets Anyone Get Close and Loner.

Utterly Evil
Very Common, Total 25pts.
A character with this Psychological Limitation is cruel, corrupt, depraves, and enjoys nothing more than causing chaos, destruction, corruption, and pain. He works to create these situations in a careful, intricate way. He has no friends... just victims and people he hasn't got around to victimizing yet. This is not the "evil yet noble foe" who, though his aims are dark still retains a code of honor that he follows. On the contrary, this is the "do whatever it takes to get the job done, even if it means slitting his own mother's throat to provide blood for the demon sacrifice" type of villain. The character cannot be redeemed as there is no shred of decency or good in him; there is no "coming back to the side of light" for this character, because he was never on the side of light in the first place.
Just as the name of this disadvantage implies, this Psychological Limitation is only appropriate for villains.

Vain About His Looks
Common, Moderate 10pts.
This character is proud of the fact that he is good looking. He has trouble resisting looking at himself when he passes a mirror, and is always careful to make sure that not a hair is out of place. In addition, he gives off a palpable attitude that he should be treated as somehow special or important simply because he is good looking. He believes that people who aren't as good looking as he is (especially people who are actually homely or plain) are less special or important than himself because they don't look as good. This Disadvantage is appropriate only for those characters with high Comeliness scores (16 and up).

Values Money More Than He Should
Common, Moderate 10pts.
This character believes that money has more of a social value than it actually has. He may think that a wealthy person is smarter than others, or just an all round better guy. This mindset may cause problems while investigating crimes, or dealing with corporations. The character may believe that he is better than people who have less money than he does.

Vicious Fighter
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
This character will pull any dirty trick in the book during a fight, and occasionally has been known to add whole chapters of his own. At the Moderate level they will tend to throw opponents through glass windows, run them into walls face first and will not only kick an opponent that is down they will take the time to make sure it is in a vital organ. These characters will often be satisfied with leaving an opponent with just broken fingers or a slash across their face. At Strong, they continue on, dragging the opponent back through the glass fragments again and again, running them at (until they go through) solid walls and has been known to look around for heavy objects to smash onto downed opponents. At this level, the character will usually settle for broken bones or large scars. At the Total level, the glass window is on the fifth floor, the wall is reinforced concrete and when the opponent is down they will go for a car. At this level of commitment, the only reason that an opponent survives is often because that is what causes the longest lasting pain. This Disadvantage is not appropriate for heroic characters, with the possible exception of those in a Dark Champions game.

Vigilante Mentality
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
This character has set himself up as judge, jury, and executioner. He believes that the court system isn't doing its job, and that it is up to him to take care of things. Such characters usually have other Psychological Limitations which explain why the character feels this way. Characters with this Disadvantage usually have no compunctions about using lethal force. However, the circumstances under which they will apply such force vary depending on the strength of this Disadvantage. A character who has this Disadvantage at the Moderate level will seek to punish any crime, but will only feel it necessary to kill serious criminals (rapists, child molesters, and murderers, for example). At Strong, the character's view of who deserves death widens (to include drug dealers and users, thieves, and so on). At Total, the character feels justified in killing any lawbreaker, even those whose "crime" is running a red light.

Visionary
Common, Strong 15pts.
This character has a plan for the future that affects masses of people. He doesn't necessarily Want To Make The World A Better Place. Rather, he wants to make the world match his vision, regardless of what that vision is. If the character is a raging psychotic, for example, the vision might be of a seething hellhole. On the other hand, an idealist may have a vision of a world with no war, no hunger, and no strife. The vision that the character follows consumes his life and directs his actions. Almost everything the character does is directed towards bringing the character's vision to life. In order to do something other than follow his vision, the character must make an Ego Roll.

Vow
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 has taken a vow to either do, or avoid doing, a particular thing. This is above and beyond any "Code of Conduct" the character may possess. The frequency of the Disadvantage reflects how limiting the vow is: "Always Wear Black" is far less limiting than "Never Accepts Healing." The commitment level is how seriously the character takes the vow; some people take vows very lightly, others will never break them. If it is known that the character has taken a very limiting Vow, he may have a Reputation to that effect, which will become the negative Reputation: Oathbreaker if he fails to live up to it.

Wants His Life Back
Common, Strong 15pts.
This character is somehow incapable of living a normal, everyday life. The reasons for this are up to the player, but possibilities include a widespread belief that the character's secret identity is dead, the character is being pursued by a nefarious agency bent on killing, imprisoning, or otherwise exploiting the character, or the character is now monstrous in form. Regardless of the reason, the character wishes things were the way they once were and will actively strive to recreate his old life, or at least try to live as if nothing was wrong. The character must make an Ego Roll in order to stop acting in this manner for a short time.

Wants To Be (Famous Other Character)
Common, Strong 15pts.
The character has decided to model his life and behavior on a famous or notable person whose traits he admires. He will attempt to gain skills and experiences similar to his role model, wear a hairstyle and clothing as similar to the role model's as possible given the social climate, and mimic his role model's positive character traits. He may or may not also take on his role model's negative character traits, depending on whether he recognizes them as such. The character does not think he actually is the role model, that would be Delusional. (Example: Marie DuCharme has 'Wants To Be Joan of Arc'. She studies military tactics, riding and swordsmanship, becomes a devout Catholic and a patriot of France. She also dresses in trousers, but that isn't considered all that unusual in 21st Century France. Marie avoids being prejudiced against the English, as they aren't really France's enemy any more, and has Republican Ideals rather than being a Royalist, because that's the new legitimate government.)

Wants To Be Important
Common, Moderate 10pts. / Common, Strong 15pts.
The character feels that he's been under-rated and has the potential to be much more if he ever got the chance. He'll suggest himself for whatever he considers to be the most important role in any plan, and sulk if he's shunted off to the sidelines or overlooked. At the strong level, the character will attempt to take an important role regardless of what other people think. This Disadvantage works well with Nebbish.

Wants To Be Taken Seriously
Common, Moderate 10pts. / Common, Strong 15pts.
The character feels that he is not given the respect he deserves, and will take steps to correct it. Unfortunately, such steps often result in the character getting *less* respect. At the moderate level, the character can put up with not being taken seriously by grinding his teeth and toughing through it. At the strong level, the character will *insist* on being taken seriously, regardless of who he's trying to deal with. Many characters with this Disadvantage have other Disadvantages that make it harder for others to take them seriously, such as Bad Fashion Sense, Name, Distinctive Features: Silly-Looking, Reputation: Loser, etc. Villainous characters with this Disadvantage may also have a Enraged/Berserk: When Not Taken Seriously.

Wants To Find A Way To Rid Himself Of His Powers
Common, Strong 15pts. / Common, Total 20pts.
This character, for whatever reason, hates his superpowers. He wants to become "normal" again, and will do almost anything to achieve this. (The character may have other Psychological Limitations which put boundaries around what the character will and will not do in pursuit of this goal.) The character doesn't necessarily dislike using his powers when necessary, but will never do so for anything other than serious reasons. When given a chance to rid himself of his powers, or even if given a lead on how to do so, the character will take it. At the Strong level the character must make a successful Ego Roll in order to pass up such a chance. At Total, he will only pass up such a chance in the most extreme of circumstances.

Wants To Humiliate (Other Person)
Uncommon, Moderate 5pts. / Uncommon, Strong 10pts.
This character has it in for another character. He wants to show the character up in the most humiliating way possible. The reasons for this urge are up to the player. The character seeks to show everyone else that the other character is an incompetent buffoon, or isn't worthy of public acclaim, etc. And to do so he seeks out embarrassing information, attempts to put the character in embarrassing situations, etc. Whenever given a chance to humiliate the other character, he will take it. At the Moderate level the character can suppress this urge when necessary. At Strong, he cannot do so without first making a successful Ego Roll.

Wants To Lead
Common, Moderate 10pts. / Common, Strong 15pts.
The character believes that he is a good leader, or at least would be if he were allowed. He will always volunteer to be leader, or to take on leadership responsibilities. At the moderate level, he can accept not being the leader, if necessary. At the Strong level, he's prone to acting as though he were the leader despite his actual position in the group. At the Total level, use Must Be Leader instead.

Wants To Make The World A Better Place
Common, Moderate 10pts. / Common, Strong 15pts. / Common, Total 20pts.
This Disadvantage is a variation on Visionary. This character directs his actions toward improving conditions around the world. Social changes, environmental changes, whatever it takes. The character will take what actions are necessary in order to make improvements. The character may have other Psychological Limitations which will control how far the character will go to achieve this goal. What, precisely, will make the world better is up to the player, and will differ from character to character. For instance, it could be argued that both Ghandi and Hitler had this Disadvantage: Ghandi wanted to make the world a better place by fostering understanding and peace, while Hitler wanted to make the world a better place by removing the "undesirables" from the human population.
Short Digression: Before I go on, and before someone tries to use the last paragraph as "proof" that I am an Anti-Semite or a racist or whatever, let me state that I personally believe Hitler was a fucking nutball who deserves to be where he is: in one of the deepest pits of Hell. I stand by my point, however.
The Strength and Frequency of this Disadvantage determines how and when he will pursue his goal of world improvement. At the Moderate level the character will take all opportunities he can except when necessary not to. At Strong, he will do so unless he makes an Ego Roll. And at Total, he will never pass up a chance to improve the world except under the most dire of circumstances.

Wants To Prove He's Still "Worthy" In His Old Age
Common, Strong 15pts.
The character was in his youth a person of renown in a physically-oriented field of endeavor. But that's all in the past now. Now he is old, and younger, stronger, cooler people occupy the center stage. But maybe, just maybe, there's one last burst of glory in his old bones. The character with this Disadvantage wants to "go out on a high note"; he's on the lookout for "last hurrahs" and adventures that need an experienced hand who doesn't have to come back. The Age Disadvantage at the 40+ or 60+ level is mandatory for this character (and thus, so is the Normal Characteristic Maxima Disadvantage). Various minor Physical Limitations representing the ravages of time are also appropriate. Some characters with this Disadvantage will have the Reputation: Used to Be Somebody, but others will have Reputation: Past Their Prime.

Wants To Save Humanity From Itself
Common, Strong 15pts. / Common, Total 20pts.
This character feels that the human race is surely headed for disaster unless something is done. What precisely needs to be done, and how far the character will go in pursuit of this goal is determined by the player and by the character's other Psychological Limitations. Typically, the character believes that he knows better than anyone else what is good for the "common man"; anyone who disagrees is either misguided or ignorant of the facts. Generally, the character believes that anyone who still disagrees with the character's goal after the "real situation" has been explained is being willfully obstinate. Usually, the character will fixate on one of the "problems" of modern society: war, pollution, overpopulation, hunger, disease, lack of morals, lack of education, racism, etc. and focus his efforts thusly. The character will take any opportunities he is offered to pursue his goal. At the Strong level the character must make an Ego Roll in order to force himself not to do so. At Total, the character cannot force himself to abandon this goal except under the direst of circumstances.

Was Never A Kid
Uncommon, Moderate 5pts. / Common, Moderate 10pts. / Common, Strong 15pts.
This Disadvantage is not usually literally true; a character who did not have any childhood at all is generally better served by taking the Social Limitation, Does Not Understand Human Society or the like. Generally, a character with this Disadvantage had a difficult or unhappy childhood, and feels that he is well shot of that time of his life. He does not like children in general, and hates the noise and mess associated with them. He will not voluntarily associate with children outside of social obligations, and may take pleasure in working against projects designed to benefit children. In many campaigns, this is considered an Uncommon Disadvantage; but if the campaign features Player Characters who are underage, the frequency rises to Common. At the Moderate intensity, the character can put up with children and their needs if it is truly necessarry; at the Strong level of commitment, the character will not give up his prejudices so easily. Often, a character with this Disadvantage will have Wealth or social status-related Perks, and may even have pets as DNPCs.

Weak Willed
Common, Strong 15pts.
This character has a harder time defending himself from any form of persuation or mental influence than normal. He is one who almost always gives in to temptation, and is usually considered a pushover. It's not that he wants to believe all sales pitches and hooker come-ons -- he just can't help himself. Usually, a Player has a good amount of lattitude over how their character responds to NPC's using Interaction Skills upon them -- not so with this Disadvantage. Also, all Presence Attacks and Mental Powers (other than purely damage-causing Powers, like Ego Blast) used against the character are treated as if the character has a x1.5 Vulnerability to them. If the character can make an Ego Roll, he can temporarily "shore-up" his willpower and regain control of his character's actions with regards to hostile Interaction Skills, and will take regular effect from Presence Attacks and Mental Powers.

Wildly Exaggerates
Common, Moderate 10pts. / Very Common, Moderate 15pts.
This character will stretch, but not quite break, the truth. He expands on details, improves them, and presents the final product as the truth. Depending on the character, the exaggerations will be obvious or subtle. In either case, the character does not mean harm by his exaggerations; he simply cannot help himself. In most cases, the character will exaggerate his or her own capabilities or experiences. Other times, the exaggerations will be descriptive (for example, he will speak of "hundreds of goons, all carrying guns" when in truth it was six of them). At the Common frequency, the character only exaggerates in times of stress or when actively trying to impress someone. At Very Common, he exaggerates almost all the time. In either case, this urge can be controlled when necessary.

Will Never Abandon His Subordinates
Common, Strong 15pts. / Common, Total 20pts.
This character believes in the military philosophy of "never leaving a man behind", when those men are under his command. He accompanies his men into dangerous situations and if they are injured gets them out again. In addition, he watches out for the welfare of his men in other situations: if they are arrested, he bails them out and arranges legal representation. If they get into a bar fight, he watches their backs. In games where the character is on a team that doesn't use ranks, or is not the highest ranking teammember, this Disadvantage is instead named Will Never Abandon His Teammates. At the Strong level the character will only abandon a subordinate/teammate if he makes an Ego Roll. At Total, he won't except in the direst of circumstances.

Will Never Admit (Secret About Himself)
Uncommon, Total 15pts.
This character holds some secret about himself so tightly that he will never, under any circumstance, admit it to others. Even if caught in the secret, he won't admit it, but rather will contrive some hastily-constructed explanation. He actively hides the secret, and will sometimes take odd steps to "throw people off the scent" of the secret. (An obvious example would be a homosexual man marrying and having children in order to hide the fact that he prefers sexual relations with men.) The character may have other Psychological Limitations which determine the limits of how far he will go to avoid letting anyone know his secret.

Will Never Break His Word
Common, Strong 15pts. / Common, Total 20pts.
Once this character has given his word to someone, he never backs out of it if he can help it. This is not the same thing as not being able to lie, or being honest. This simply means that the character considers it wrong to break a promise, and will do his utmost to fulfill one, even if doing so puts him in danger or otherwise carries a high price. This does not mean that the character cannot be dishonest or even lie. However, once his word is given, he keeps it come hell or high water. If the character ever unintentionally breaks a promise, or for some reason tries to keep it but is prevented by circumstance, the character becomes guilt-ridden and feels a need to make it up to the character to whom the promise was initially made. At the Strong level the character must make an Ego Roll in order to break a promise intentionally, or to stop trying to make up for a failed promise, and even then will only do so if circumstances force his hand. At Total, he cannot avoid acting in the above-described manner, and would rather die than break his given word.

Will Not "Murder"
Uncommon, Total 15pts.
The character with this Disadvantage has no qualms about using lethal force in combat. Nor does he hesitate to use "excessive" force (bringing a gun to a knife fight, for example). However, he draws a very distinct line between killing to survive and murder. The character will accept genuine surrender, and won't put an extra shot into a downed opponent "just to make sure", he doesn't fire on non-combatants, and won't make lethal booby-traps, etc. It could be a genuine moral decision on his part, or a superstitious fear that something bad will happen if he kills in cold blood, or even a promise to someone he respects. In four-color superhero games, this disadvantage should be restricted to the more "honorable" Villains (as Real Heroes will never choose killing as a first option). This Disadvantage combines nicely with Honorable or Loyal to the Cause for the "noble villain" archetype. In more lethal settings, such as military campaigns, or post-holocaust scenarios, this might be the default attitude for "good guy" characters.

Will Not Harm (Specific Opponent)
Uncommon, Strong 10pts. / Uncommon, Total 15pts.
This character has some connection with a specific opponent (for heroes, this means a villain; for villains, this could be either a rival villain or a hero) that causes the character to avoid harming the other person. He will not necessarily stand idly by and let the opponent act unopposed, but he cannot bring himself to cause physical, mental, or emotional harm to the other person. At the Strong level the character can override this prohibition if he makes an Ego Roll. At Total, he is unable to harm the person except in the most dire of circumstances.

Will Not Hesitate To Sacrifice Himself For Others
Common, Total 20pts.
If a choice has to be made between the character's wealth, health or even life; and the lives of others, the character will choose to save the other person. Every time. This is wider-ranging than "Protects Innocents" since the character will sacrifice himself even for people he doesn't like, or who are his enemies, if they are not the ones causing the life-endangerment. In campaigns where life-threatening situations such as combat are rare, lower the frequency of this Disadvantage to Uncommon (which reduces it's value by five points).

Will Not Hesitate To Sacrifice Himself For The Mission
Uncommon, Total 15pts.
In a situation where the mission's success or failure depends on the personal sacrifice of the character, the character will make that sacrifice, regardless of the cost to himself. This isn't confined to combat missions; a medical researcher with this Disadvantage will gladly infect himself with an "incurable" disease if it will help him find a cure. This Disadvantage is not the same thing as Death Wish or Suicidal; the character has no particular desire to die, he just accepts it as a risk of the mission. If the character is regularly sent on suicidal missions, increase the frequency to Common (which adds five points to it's value).

Will Not Kill
Common, Total 20pts.
Functionally, this Disadvantage is almost identical to Code vs. Killing. They both have similar personal convictions against the use of deadly force, and will never resort to such measures except in the most dire of circumstances (such as "kill or the planet dies" or "kill one to prevent a million deaths"). The difference lays in that the character who Will Not Kill doesn't try to actively dictate his beliefs to his companions. He won't like other people using lethal attacks, but he also won't interpose himself between them and a target.

Will Not Refuse A Mission
Common, Strong 15pts.
This is a stronger version of Sense Of Duty. The character will never refuse to take on any mission given to him by his superiors, regardless of its nature. No matter how menial, dangerous, suicidal, revolting, annoying, time consuming, costly, misthought, or boring the mission is, this character will see it through to the best of his abilities. It is possible that the character will have other Psychological Limitations which alter the character's attitudes about the mission (such as a character with a Code vs. Killing being ordered to assassinate someone). In this case, the character will attempt to think around a solution which makes both of his Psychological Limitations and his superiors happy (such as helping the assassination target go into hiding). In order to force himself to not act in this manner, the character must make an Ego Roll. Even then, he will only consider not fulfilling the mission if it conflicts with one of his other Psychological Limitations.

Will Not Shut Up
Very Common, Strong 20pts. / Very Common, Total 25pts.
This Disadvantage is similar to Talkative, but worse. The character is always talking, does not whisper, and does not seem to have the filter between thoughts and words that normal people do. If no one else is nearby, the character will address thin air. Other Psychological Limitations will affect what is talked about. At the Strong level, the character may make an Ego Roll to shut up for a minute or two if it is absolutely necessary. (Usually because he's been threatened with physical harm.) At the Total level, the Ego Roll is at -5, and then only in the most dire circumstances. This Disadvantage is not recommended for player characters. "Yes, I can shut up. In fact, I'm shutting up right now. This is me, shutting up. Quiet as a mouse, I am. Did you know that mice can--URK!"

Will Not Strike Hand-To-Hand Blows
Common, Strong 15pts. / Common, Total 20pts.
For whatever reason, this character refuses to strike another being with his hands or with a hand-held weapon. He is not necessarily against combat (although that may be); he simply refuses to strike another person in hand-to-hand combat. The character would have no problem with using a ranged weapon. At the Strong level the character can force himself to strike another person in hand-to-hand combat if he makes an Ego Roll. At Total, he will only do so in the direst of situations.

Will Not Surrender
Common, Total 20pts.
This character will absolutely not give up unless killed or rendered unconscious. He will keep fighting, keep trying to escape, keep trying to rescue endangered civilians, etc., until he can no longer physically make the attempt (and even then, he will keep trying if not prevented from doing so). No matter how injured he is, or how much potential danger he is putting himself in, he will not give up. Ever.

Will Only Fight In Self Defense
Common, Strong 15pts. / Common, Total 20pts.
This character will only fight to protect himself or those in his care. He will only use reciprocal force (meaning, he only uses as much force as he is attacked with), and will encourage others to either not start fighting or to cease fighting once it has begun. At the Strong level the character must make an Ego Roll to be able to start a fight himself. At Total, he would never do this except under the direst of situations.

Will Sacrifice Himself For (Specific Person, Or Group)
Common, Total 20pts.
This character is so dedicated to another person or a group of persons that he would die to protect them. The other person's welfare is the character's primary concern, and the character will take whatever steps are necessary to provide for and protect the object of his dedication. Only the direst of cituations can posibly dissuade the character from this dedecation.

Will Try Anything Once
Common, Strong 15pts.
This character is willing to do just about anything once. Eating strange (and possibly dangerous) things, going to strange (and possibly dangerous) places, and doing strange (and possibly dangerous) things are all part of this character's every day life. The character may freely decide that he doesn't like something once he's tried it, or even decide that he likes something and then later change his mind. But if he's never done something, he is willing to. The character may have other Psychological Limitations which conflict with his willingness to try new things. In this case, the character is free to refuse to do something. For example, a character who has both Acrophobia (the fear of heights) and Will Try Anything Once can freely refuse to go skydiving, even if he never has gone and a friend suggests it to him. Otherwise, the character cannot refuse to do something new unless he makes a successful Ego Roll. Even then, such a roll should only be made if the activity is something that is definately dangerous (like freeclimbing the Empire State Building). In cases that are blatantly life-threatening (like playing Russian roulette), the character gets a +3 bonus to the Ego Roll (he hasn't lost all sense of danger, after all).

Wiseguy
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 tends to make witty or sarcastic comments at totally inappropriate moments. It is not that he isn't sensitive to the seriousness of a situation, or that he doesn't respect the circumstances. Humorous remarks are simply how he deals with stress. The character is different from someone who Thinks He's A Comedian in that his remarks are actually funny (and it should be noted that these two Psychological Limitations are not incompatible. At the Moderate level, the character can stop making these comments if he needs to. At Strong, he must make an Ego Roll to do so, and at Total he cannot stop at all, since the direst of circumstances only make him joke that much more (even if his life is on the line). At the Uncommon frequency, the character only makes these comments at very stressful times. At Common, the character has a hard time not making witty remarks during any sort of stressful or confrontational moments. And at Very Common, the character is constantly making wisecracks. Surprisingly, this Psychological Limitation also works well with Pessimist, Depressive, or Fatalistic.

Womanizer
Common, Moderate 10pts.
This character enjoys being with many women (not necessarily at the same time), with no intention of actually committing to any of them. He may well make promises to them, but will never keep a promise of marriage (or even monogamy). This is not to say that he is a cruel, uncaring bastard. The character may well love every woman he dallies with -- but a dalliance is all she will ever be to him because sooner or later he will find someone else. In addition, he may treat his "current fling" as if she were a work of art to be cherished: showering her with gifts and flowers, taking her to dine at the finest restaurants, etc. The character can suppress his "natural urges" when necessary. This Disadvantage is only appropriate for male characters.

Won't Allow Bystanders To Come To Harm
Common, Total 20pts.
The character does not believe that "collateral damage" is acceptable in combat. He will go out of his way to ensure that people who aren't involved in a combat aren't hit by stray shots, accidentally blown up, have buildings fall on them, etc. If a bystander is somehow injured, the character will drop everything to see to that bystander's health as soon as he can. (Note that if an opponent is *continuing* to endanger bystanders, the character will usually deal with that first.) Characters with this Disadvantage usually also have some form of Attitude About Lethal Force, like a Code vs. Killing, but it is not mandatory.

Won't Give Up On (Ideal, Person, Or Group)
Uncommon, Total 15pts. / Common, Total 20pts. / Very Common, Total 25pts.
The character believes in something or someone, so passionately that no matter what happens, they will keep believing. Examples include: Won't Give Up On Communism as a Viable Form of Government, Won't Give Up On His Black Sheep Brother, Won't Give Up On The High School Choir, etc. Even if the object of this Disadvantage completely betrays the character, he will continue to believe that with just a little more effort, everything can be made right again.

Workaholic
Very Common, Strong 20pts. / Very Common, Total 25pts.
This is a harsher version of Hardworking. The character has lost contact with his original goals in working, and now works as an end in itself. He cannot bear to be "unproductively" idle, and spends most of his waking hours at his job. If he has a hobby, it is one that he works very hard at. A Workaholic character may neglect his family and friends for weeks or months at a time, and usually is a prime candidate for illnesses relating to stress and overwork. Often, the character hates his job and mourns that he "cannot" spend more time on his personal life and loved ones, but feels that he is too essential in his position to take time off, or fears that he will be fired if he dares show weakness. At the Strong level, the character can be forced to relax just a little bit and deal with his personal life; at the Total level, even that seems impossible.

Worried About The Effects His Powers Have On Others
Common, Moderate 10pts.
This Disadvantage is only appropriate for characters who have particularly hazardous or insidious superpowers. It is most effective with characters whose powers are based around mental, poisonous, or radioactive concepts. The thought that his powers might be accidentally harming others nags at this character. He is careful of how and when he uses his abilities, and hesitates before using them in what he considers to be an indiscriminate fashion.

Worrier
Common, Strong 15pts.
This character doesn't just worry, he worries about everything. Whether his car is going to need to be fixed, whether his wife loves him, whether his kids are doing drugs, whether he's going to lose his job over a mistake he made. He doesn't worry about improbable of unlikely events (like a meteor striking and killing him). He does worry about plausable events that might have unpleasant consequences. The character must make an Ego Roll in order to stop worrying about a particular matter. However, this lack of worry is temporary. The character always eventually begins worrying again on that subject (and continues to worry about all the other subjects).

Xenophile
Common, Moderate 10pts.
This character likes to meet strangers, to learn new languages, to see new places, and to explore new cultures. He doesn't necessarily dislike his neighbors, his own language, or his own culture. He just thinks that the cultures of other lands are fascinating, nearly to the point of obsession. However, the character does retain control of his fascination, and can modify his behavior if he needs to. The character can either be fascinated with all foreign cultures, or "specialize" in a single culture. For example, an Anglophile is a person fascinated with British culture, while a Sinophile is fascinated by Chinese culture. A person who dislikes meeting strangers, learning new languages, etc. would be Xenophobic.

Young
Very Common, Total 25pts.
This Disadvantage is appropriate only for a character who is still either a child or a teenager. He is still immature to some extent, and doesn't fully understand the responsibilities of adulthood. He is determined as to his goals and opinions, and intolerant of those who disagree with him. He tends to be inexperienced, enthusiastic, and overconfident, not to mention impulsive and compulsively sarcastic. This character is usually impatient, rarely thinks ahead for more than a few days, and has a very selective sense of tact (meaning that he is tactful with his parents -- sometimes -- but rarely with anyone else). In order to avoid acting in this manner, the character must make an Ego Roll.

Youthful Confidence And Determination
Common, Strong 15pts.
The character's youthful strength and lack of experience give him the belief that anything is possible if he just tries hard and long enough. He isn't very good at telling when a task or opponent is beyond him, and often will try long beyond the point where it's obvious he failed. A character with this Disadvantage tends to become depressed or sulky if he fails, but quickly recovers to vow to try again. Many characters with this Disadvantage will have the Social Limitation: Minor at the less restrictive level; this sort of attitude doesn't usually kick in until the late teens, when a person starts coming into his full physical power.

Zealot
Common, Total 20pts.
This character colors everything he sees, hears, and experiences through the lens of his intense religious beliefs. He believes that those who follow other faiths are merely misguided (at best) or evil (at worst). Arguing with him about the merits of his faith is useless, since he knows he is right -- and since you are arguing, you are obviously going to hell. When given the chance, he will try and convince "nonbelievers" to convert to his own view. The character is also perfectly capable of performing acts that are in general considered immoral or illegal if those acts further the aims or beliefs of his faith. Examples from the real world would be Christians who murder doctors and bomb abortion clinics, Muslims who drive truckloads of explosives into Jewish schools, or Jews who believe that the only way to solve the "Palestinian Problem" is rounding the Palestinians up and putting them in concentration camps. Short Digression: That last example is a quote I heard come out of the mouth of the head of the Jewish Anti-Defamation League, during an interview on National Public Radio. Ironic, isn't it? I guess when the JADL says "Never Again" they don't mean it to apply to them. While it is certainly possible to be a Zealot about any religion, this Disadvantage is most appropriate for followers of Christianity (especially Roman Catholicism, Southern Baptism, and Mormonism), Islam, Judaism, and Sikhism. By definition, this Disadvantage includes Devout; thus, it can't be taken in addition to this Disadvantage.