Role Playing Games

Social Limitations A-K

Abject Poverty
Frequently, Major 15pts.
This character is among the poorest of the poor. With an Income of less than a thousand dollars a year. Housing is usually foregone, and even eating day to day can be problematic. Abject Poverty should not be taken if you have a Vow of Poverty (that's different) or if some other institution provides for you (like the Government Sanction). It is possible that the character might be arrested in some places for lack of money, vagrancy being illegal in many cities.

Always Angry And Hostile
Very Frequently, Minor 15pts. / Very Frequently, Major 20pts.
This character is always complaining, always taking things the wrong way, always seeing offense, and always one inch away from giving you a fat lip. Such characters do not have many friends (if any at all), and most of his associates think he is a boor. This Disadvantage is really only appropriate for NPCs and Villains (especially low-intelligence bricks -- the type of brick that is little more than a superstrong thug). If a player character takes this Disadvantage, it is strongly recommended that it not be taken above the Minor level, representing a character whose temper is always on the surface, but one who could put a damper on it if needed. Otherwise, at the Major level, the character is often blowing their top. This Disadvantage is often taken along with the Psychological Limitation of the same name, and at roughly the same severity level.

Always Broke
Frequently, Minor 10pts.
Regardless of the character's wealth, he almost never actually has money (or the equivalent) with him when he needs it. It's been blown on gambling or other frivolities, or his wallet is in his other pants, or he forgot to pay his credit card bill... again. As a result, he has to borrow money for necessities, or convince others to pay his way. Often, any new money that comes in must be used to pay back the people who have lent him previous sums, and his pockets are empty again. The character will have a reputation among his friends and acquaintances as a mooch and someone who can't be trusted with money. Tradesmen and merchants will look askance at the character. In societies where the man is expected to pay for any female companions, he will have trouble getting second dates. (Women with this Social Limitation usually find a steady sugar daddy quickly.) A classic example of a character with this Social Limitation is Wimpy, Popeye's friend. "I will gladly pay you Tuesday for a hamburger today."

Very Frequently, Major 20pts.
This character has no conscious memory before a certain date or event. They have no childhood memories to call upon, no contacts from before except for those who for some reason contact him or her (such as a DNPC). If the character maintains more than one identity (for example, a superhero with a Secret Identity), generally Amnesia causes the character to forget one of his identities.

Angel Of Death
Frequently, Major 15pts.
Also known as "Jessica Fletcher Syndrome." The character has an uncanny knack for being in the vicinity of murders. Any time the character goes to a new town or to a special occasion, a murder will occur, requiring him to solve it. If the character avoids new locations or experiences, the murders will come to him. The character will quickly become acquainted with a number of police officers, especially in the Homicide Division. Death becomes the character's constant companion, and soon everyone knows at least the vague outlines of his exploits. The character will be invited places based solely on their expertise with murder, and eventually people will notice the statistical improbability of these murders always happening around the character. It is recommended that the character invest in skills and perks helpful to an amateur detective. Characters with this Disadvantage may also have the Psychological Limitations: Must Leave No Murder Unsolved, Nosy, or Cannot Refuse a Challenge. They may also be Watched by the Police.

Occasionally, Minor 5pts. / Frequently, Minor 10pts.
This is the reappearance of morphological traits already lost to human beings through evolution. Such cases as a person born with his body covered in thick hair, with a sacral tail, or with supernumerary mammary glands (and their accompanying nipples) are all considered Atavistic characteristics. In the past, Atavism was used by some to support racial discrimination. The nineteenth Century Italian physician Cesare Lombroso built a "theory" (with no scientific evidence to support it) by which "criminals and inferior peoples" could be easily identified due to the presence of Atavistic traits. It was assumed that people displaying such traits were genetically inferior, and such theories were used by Colonial empires and the Nazis to justify their racist actions. Usually, such features are merely inconvenient, though they can sometimes lead to other health problems. Thus, the Physical Limitation of the same name can also be taken.

Attainder/Corruption Of Blood
Frequently, Major 15pts.
An ancestor of this character performed some deed so dark and terrible that the aftereffects and punishments are still felt and suffered by the descendents of the ancestor. Despite the fact that the character himself is guiltless, he is seen as a beneficiary and perpetuator of the original crime. In the case of Attainder, the character is innocent of the crime though seen as guilty by the general public. In the case of Corruption of Blood, the character may not have committed the original crime, but he certainly doesn't have any qualms about committing a similar crime. This Disadvantage is generally unsuitable for modern campaigns. It is more appropriate for a medieval or fantasy campaign.

Bad Credit
Occasionally, Minor 5pts. / Frequently, Minor 10pts.
This character either through their own abuse or through identity theft has acquired bad credit. It is difficult to make major purchases with bad credit. Basically, the character is limited to his income. His income status really determines how frequently he is likely to be affected, a middle class person would be affected Frequently, Well-Off would be affected occasionally. If your character is Filthy Rich then this is not a Disadvantage. Often, this character will have related Psychological Limitations the define how the character got this Disadvantage.

Bad Fashion
Frequently, Minor 10pts.
This character, no matter what he does, can't seem to wear anything close to the height of fashion. His friends tease him and his enemies make fun of him. Interaction Skills (excluding Aminal Training) are made at a -1 penalty due to the distraction the poor taste in clothing causes.

Biggest Fan
Frequently, Minor 10pts. / Frequently, Major 15pts.
This character has a fan. This other person is a devoted follower of the character, and there is nothing that the character can do to change it without treating the Fan like dog shit. The fan shows up whenever the character makes a public appearance, runs a fan club which talks about the character and boasts of his powers, and opposes anyone who disparages the character. If the character has a Public Identity, he can expect to find the Biggest Fan hanging out around his home or office, and might even catch the Fan pawing through his garbage looking for souvenirs. Even if the character's true identity is not known, the character will discover that he can't seem to go anywhere without the Fan showing up. Other characters will begin to avoid contact with the Fan's "hero" in order to avoid the fan. In addition, the character will soon acquire a reputation for having followers. The Fan should not be purchased as a follower, as he rarely will ever do what the character wants him to do. Likewise, he doesn't necessarily have to be taken as a DNPC; just because he gets the character into trouble doesn't mean that he gets himself into trouble. Also, the GM should be careful to not turn the Biggest Fan into a Stalker. It should be noted that it is possible for the Biggest Fan of a Player Character to be another Player Character.

Occasionally, Minor 5pts. / Occasionally, Major 10pts. / Frequently, Minor 10pts. / Frequently, Major 15pts.
The character is known for his inability to shut up, primarily about his own abilities or actions. As a result, those who dislike braggarts or excessive talk will avoid him, and many people will discount whatever he says as exaggeration. If the restriction level is Major, the supposed braggart will often be attacked, or dared to "put up" to prove his words.??This Disadvantage is usually accompanied by other Psychological Limitations, including: Bigmouth/Braggart, Compulsive Liar, or Will Not Shut Up. An interesting variant would be to combine it with Truthful. Cannot Turn Down A Challenge also works well with this Disadvantage.

Frequently, Major 15pts.
This character has a price on his head. A reward has been offered for the character's capture, or at least evidence of his demise in extreme cases. Precisely who put the price on the character's head and why are up to the player and the GM. The usual candidates include dishonorable noblemen, the Mafia, and even law enforcement agencies, depending on the genre of the campaign. Note that this Disadvantage is not the same thing as the Hunted Disadvantage, since the organizations or individuals mentioned above may not necessarily be actively hunting the character (unless the character also takes the Hunted disadvantage), but rather they've offered to pay a handsome reward to whomever does their dirty work for them. This works similar to the "Rogue's Gallery" option for Hunteds, except that the player has no say in the list of possible Hunters.

Cannot Drive Legally
Frequently, Minor 10pts.
This Disadvantage applies to a character who has either had their driving privileges legally removed or who has not come into them yet. Its only appropriate for modern day campaigns. It is possible that the problem is temporary; that is, its something law related such as a conviction for joyriding or drunk driving. It could also be that the reason is more permanent, but in that case the character will likely have a Physical Limitation that makes driving impossible (such as having grand-mal epilepsy or blindness).

Frequently, Minor 10pts. / Frequently, Major 15pts. / Frequently, Severe 20pts.
A character with this Disadvantage is a highly sought after individual. They are famous for one reason or another, as determined by the player (possibilities include being a rock star, an actor, the head of a multinational corporation, a well-known government official, or even a decorated war hero). This Disadvantage is different from the Social Limitation Public Identity in that the character doesn't have any enemies gunning for them (at least in the beginning). In addition to being constantly bothered by paparazzi and the public, the character is constantly asked to set aside time for a myriad of social events and appearances. The nature of this Disadvantage is akin to not only living in a fishbowl, but also being the most colorful fish. At Minor severity, the character's life is public record, and his private life is intruded on regularly. At Major, this intrusion is such that the character is considered to be a Contact by anyone who they've ever met. At Severe, they may also be considered a rival, whether or not the character knows it.

Certifiably Insane
Occasionally, Minor 5pts. / Frequently, Minor 10pts. / Frequently, Major 15pts. / Very Frequently, Severe 25pts.
It is a matter of public record that the character was institutionalized for insanity. How well this is known is indicated by the frequency. At the minor level, the character is "much better now" and allowed to walk around freely. However, those who find insanity unpleasant to think about will avoid the character, some employers will not hire him, and any "crazy-sounding" statements will be viewed with extreme suspicion. At the major level, the character is still considered insane, and will be locked up and/or drugged if he does not escape. At the severe level, the treatment the character will receive is lobotomy or euthanasia. It is not necessary for the character to be insane to take this Disadvantage, or indeed to take any Psychological Limitations whatsoever. After all, just because you aren't delusional doesn't mean they won't lock you up for screaming about robot assassins sent from the future. Just ask Sarah Connor.

Civilians Just Don't Get It
Occasionally, Minor 5pts. / Frequently, Minor 10pts.
The character has had special training and experiences that no one who has not gone through a similar process could understand. Classically, this is military training, but could also apply to elite police or firefighting units. This is generally a group Disadvantage, triggered by two or more of such people meeting at a social event. They will tend to gravitate towards each other to talk shop and tell war stories, and others who don't share this bond will find themselves uncomfortable in the conversation (or even actively shut out.) The frequency of this Disadvantage should be chosen based on how often the character will be meeting others with the same Disadvantage.

Clothes Are Shredded By Powers
Occasionally, Minor 5pts.
The powers of this character have a detrimental effect on the character's clothing. The exact reasons why depend on the character's concept and the player's choice. For example, the character could grow into a nine-foot-tall hulking brute, whose clothes are ripped to tatters by his expanding body. Or the character could burst into flames, incinerating his clothing in mere seconds. Regardless of the exact circumstances, the character's clothes do not survive the activation of the character's powers. This generally leads to uncomfortable situations and embarrassment for the character and those around him.

Frequently, Minor 10pts. / Frequently, Major 15pts.
The character is seen by others as cocky and "full of himself." Some people will even see him as arrogant. Usually, other people will confine themselves to verbally telling off the cocky person, and avoiding his presence (especially when it seems likely to endanger them.) At the Major level, other people will attack or challenge the supposedly cocky person to "take him down a peg." This Disadvantage is often taken with the Psychological Limitation Cocky.

Constantly Scrutinized by the Media, Government, and the Public
Very Frequently, Minor 15pts.
The character with this Social Limitation is under constant surveillance by the above-mentioned groups. Everything he does or says is recorded and analyzed; everyone he comes into contact with is investigated, he has no privacy. The level of Disadvantage is based on the premise that the character is unlikely to do anything wrong. If the media or government is hostile to the character, a Watched Disadvantage would be more appropriate. A character with this Disadvantage cannot take Secret ID, although Harmful Secret would still apply.

Constantly Shooting His Mouth Off
Frequently, Minor 10pts.
The character is believed by others to lack conversational tact. They will avoid being seen with him at social gatherings, or bringing him along in situations requiring diplomacy. Persons with this Disadvantage often also have the Psychological Limitation of the same name, but may instead have any other Psychological Limitation of a similar nature.

Very Frequently, Minor 15pts. / Very Frequently, Major 20pts.
Something about the character makes people's hackles rise, and raises goosebumps. They feel very uncomfortable around the character, no matter how personable he may be. At the minor level, this merely makes people avoid the afflicted person. He will find it difficult to be invited to social gatherings unless his presence is mandatory, and seldom has good luck with romance. At the major level, people will actively attempt to drive him off, by force if necessary. Typical Psychological Limitations associated with this Disadvantage include Lecherous, Morbid and Relates Everything to His Favorite TV Show. Some Distinctive Features, like Albino, Smell of Death, and Subtly Wrong Features may be applicable, as is the Physical Limitation Catalepsy.

Criminal Conviction
Occasionally, Minor 5pts. / Occasionally, Major 10pts. / Occasionally, Severe 15pts. / Frequently, Minor 10pts. / Frequently, Major 15pts. / Frequently, Severe 20pts. / Very Frequently, Minor 15pts. / Very Frequently, Major 20pts. / Very Frequently, Severe 25pts.
The character is known (by at least some) to have been convicted of a crime. The frequency determines just how well known that conviction is. Effects can range from merely being snubbed or turned down for good jobs, through beatings and denial of housing, to even being lynched, depending on the nature of the crime. Note that the character does not actually need to have been convicted, so long as those around him think he was. This Disadvantage is in fact more limiting to those who are innocent of the crimes listed. This Disadvantage often is accompanied by a Watched by a probation officer or police, or even a Hunted if the character failed to serve out his sentence. Particularly vile crimes may also rate a negative Reputation.

Occasionally, Minor 5pts. / Frequently, Minor 10pts / Frequently, Major 15pts. / Frequenly, Severe 20pts.
The character was at one time a member of a profession that has an internal organization that decides who can practice the profession, and has been barred from that profession by said organization. Many professions have their own names for this, such as "Defrocked," "Disbarred", "Kicked off the Force" or "Dishonorably Discharged." If this is known to others, it will cause negative reactions. It's generally assumed that professional organizations protect their own, so in order to be kicked out, the character must have done something truly bad. At the Major and Severe levels, the character is continuing to practice the profession without the proper license, which could result in a prison sentence or execution if caught. If the circumstances which caused the delicensing are known, the character may also have a negative Reputation.

Frequently, Severe 20pts.
A character with this Disadvantage is no longer living, yet still functions in the real world. This character has an odor of death about him, and may be in a state of decay. One major problem for this character is that when someone is dead, he loses his citizenship and any rights he had in his country of origin. Another problem he has is that he doesn't heal Body damage normally. This character may only heal Body in an unnatural way.

Occasionally, Minor 5pts. / Occasionally, Major 10pts. / Occasionally, Severe 15pts. / Frequently, Minor 10pts. / Frequently, Major 15pts. / Frequently, Severe 20pts. / Very Frequently, Minor 15pts. / Very Frequently, Major 20pts. / Very Frequently, Severe 25pts.
This Disadvantage goes beyond merely owing money, which most people do. It does not mean being merely unemployed (though that may be part of it). Debt means that the person owes so much money that she cannot engage in normal social interaction. He cannot usually go out for drinks, or a meal, or any event which costs money, unless someone else picks up the tab. In extreme cases, he might even be in danger of losing his home, car, everything he owns as creditors seize his paltry (or not so paltry) assets to make good on some of the debts. At the Minor level the character's debt simply prevents him from engaging in normal social interaction with his friends, co-workers, and colleagues, the frequency determined by how often the character's social life is affected. At the Major level, not only does the character have no hope of buying a candy bar and slurpy with his friends, but he's constantly worried about whether or not his car will be outside when he's done not buying the slurpy, if his house will be foreclosed, if his bank accounts (such as they are), will be emptied. Again, frequency is a function of how often the character's debt affects his interaction with everyone else. For example, Occasional, Major indicates the character owes a great deal of money but doesn't have much to worry about in terms of assets ("Sure, I can't get that slurpy, but it's not like they can take my car - what car?"). Of course, if the character manages to get a car... Severe should be taken only by a character whose creditors are likely to want more than the family home, i.e. a loan shark. It might then be appropriate to take a Hunted of some sort as well.

Frequently, Minor 10pts.
The character is known to have someone who is dependent on his support (usually a child or invalided relative, though in some societies spouses will count as well.) The character is expected to devote a large part of his time and effort to caring for the dependent individual, and to always make sure the dependent is taken care of before seeing to his own needs. Failure to do so will meet with disapproval and, in some societies, government intervention. Especially with children, the character may be put into social situation where he's considered solely by his relationship. "This is Jimmy's mother. Meet Bobby's father." The dependent is usually a Dependent Non-Player Character, but may also be bought as a Follower.

Dependent Upon Others For Physical Needs
Occasionally, Minor 5pts. / Occasionally, Major 10pts. / Occasionally, Severe 15pts. / Frequently, Minor 10pts. / Frequently, Major 15pts. / Frequently, Severe 20pts. / Very Frequently, Minor 15pts. / Very Frequently, Major 20pts. / Very Frequently, Severe 25pts.
This Disadvantage represents a person who cannot fully take care of himself, usually due to some previous accident or illness. The possible causes are many, though not exhaustive. In general, the needs for which the character is dependent revolve around food, clothing, going to the bathroom, and basic cleanliness. The level of disability suffered by the character dictates the point value of the Disadvantage. A person who has cerebral palsy, for example, might be able to feed, clothe, and bathe himself perfectly well, but might need help carrying his takeout barbecue in from the car or even opening the ketchup bottles. On the other hand, a victim of severe Alzheimer's disease might not be able to take care of themselves in any way.

Detached From Humanity
Frequently, Minor 10pts.
A character with this Disadvantage has held himself apart from normal society for so long that he no longer knows how to correctly interact with anyone outside of his daily experience. Because of this detachment, he no longer reacts appropriately, does not communicate well, and doesn't get pop culture references that have become general knowledge. Worse for the character, he has become so used to this "condition" that he really isn't interested in learning how to fit in.

Disciplines Of Faith
Very Frequently, Minor 15pts. / Very Frequently, Major 20pts.
The character is known to belong to a religion which requires some form of behavioral discipline from its members. Details vary from religion to religion, but usually deal with wearing special and easily identified clothing or clothing accessories (such yamulkas, or the Sikh requirement of carrying a bladed weapon)), not eating certain foods (Hindu vegetarianism, for example, or Mormon forbearance of caffeine), or prohibitions against certain behaviors (such as the Jehovah's Witness prohibitions against accepting blood products or taking oaths). As already noted, the possibilities are nearly endless. Others will expect the character to live up to the standards of the religion, and will be disappointed or hostile if he fails to do so. If the particular religion the character belongs to is unpopular in the campaign area, use the Major level of restriction. Most characters with this Disadvantage will also have Psychological Restrictions representing their religious beliefs.

Occasionally, Minor 5pts. / Frequently, Minor 10pts.
The family (or group) of a disowned character will refuse to acknowledge the character as belonging to the family. The character will gain none of the benefits otherwise associated with the family, and may suffer from embarrassment from his disowned status. However, other than interaction with the family, and perhaps those directly related to the family, the character will suffer little serious consequences from being disowned. He may continue to have a fruitful, although saddened, life on his own.

Doesn't Understand Modern Life
Frequently, Minor 10pts.
The character is a relic of bygone times. He is incapable of keeping up with pop culture, and often finds himself out of place in social settings. He can study modern culture as much as he likes, but he never seems to "get it", and will find himself unintentionally performing some faux pas.

Frequently, Minor 10pts.
The character is boring. Try as he might, people find him uninteresting. The character could be very smart, but in socially inept in delivering his thoughts in an interesting manner, or it could be because he is stupid and has no interesting thoughts to deliver. When the character starts a conversation, other people suddenly remember they have to be someplace else.

Easily Obligated To Others
Occasionally, Minor 5pts. / Frequently, Minor 10pts.
The character is known to honor his obligations, and to accept such obligations readily. Thus others will sometimes attempt him into making such obligations to them, usually to his detriment. This Disadvantage only determines how other characters see the character; if he actually is easily obligated, he should buy an appropriate Psychological Limitation such as Always Keeps His Promises or Slave to Duty as well.

Easy To Read
Frequently, Minor 10pts. / Very Frequently, Minor 15pts.
This Disadvantage is for a character who has difficultly hiding his emotions and intentions from others. It is possible he lacks the ability to control his body language and facial expressions as well as most people or he generates some sort of "vibe" that others pick up on easily. He also suffers a penalty of -1 to -3 with Interaction Skills in appropriate circumstances. At the Frequent level, the character can occasionally hide his thoughts and feelings with an Ego Roll at -3. At the Very Frequent level, the character is an open book 24/7.

Embarrassing Hobby
Occasionally, Minor 5pts. / Frequently, Minor 10pts.
The character has a hobby that he is ashamed to share with others. He will perform the hobby in secrecy, keeping this portion of his world carefully apart from his "normal" life. Discovery of the hobby may raise a few eyebrows and cause a few jokes to be told behind the characters back, and the character believes he would lose social status in his normal life. This Disadvantage is only valid if the character is embarrassed to be associated with the hobby.

Emotionally Cold And Distant
Very Common, Moderate 15pts.
The character has emotions, but is very uncomfortable with expressing them or engaging in physical contact. Thus, he tends to keep away from others, and keep a stoic demeanor at all times. This tends to give others the impression that the character is unfeeling or even cruel. Other Disadvantages that go well with this one are Mysterious and Secretive, Never Explains Himself, and the Social Limitation Seen as a Cold Fish. An interesting combination can be made with Beserk/Enraged, to model a character who can only show emotion in combat.

Escaped Slave
Frequently, Major 15pts.
This character usually has something that marks him as a slave. If this is recognized, there's a chance that anyone who sees it will turn him over to local law enforcement or to his master. It is recommended that someone with this Disadvantage also take a Distinctive Feature that would be his master's "brand".

Frequently, Minor 10pts.
A character with this Disadvantage is a member of a racial or cultural group that is somehow out of the norm for the surrounding society. The character's ethnic group need not be in the minority (such as being a black person in the Southern United States of the 1930's, or being a Jew in Germany in 1939), though that is certainly the most common manner in which this Disadvantage is taken. The character could belong to an ethnic group seen as barbarians by greater society (such as a Goth traveling through the Roman Empire) or even for their cultural refinement (a Greek among early medieval Arabs). Whatever the specifics, the character is set apart by his cultural or racial origins and thus treated differently by the majority.

Evil Twin
Uncommon, Moderate 5pts.
A character with this Disadvantage has a genetic duplicate (either a twin sibling, a clone, or a coincidental doppelganger) who has all of the characteristics and powers of the original character. The character and his Evil Twin might even have the same skills and abilities. However, their moral centers and belief systems run counter and in opposition to each other. If the character is a hero, he will tend to get blamed for all of the harmful and criminal actions performed by his twin; likewise, if the character is a villain, the "evil" twin's beneficial actions and heroic reputation will cause the character's criminal associates to not trust the character. Either way, the character may take the Evil Twin as a Hunted in addition to taking this Disadvantage.

Frequently, Minor 10pts. / Frequently, Major 15pts.
This Disadvantage reflects the fact that the leadership of the character's religion have declared him an "infidel", making him a pariah among others who practice that faith. At the Minor level, the religion in question is merely a societal or political power issue (like most religions in real life). At the Major level, the religion possesses some real supernatural power or enough influence in society as a whole to make the character's life difficult.

Exposed/Obvious Cybernetic Parts
Frequently, Minor 10pts. / Frequently, Major 15pts. / Very Frequently, Minor 15pts. / Very Frequently, Major 20pts.
The character has cybernetic parts that are difficult or impossible to conceal. This Disadvantage presupposes a society where people with such parts are common enough that there is a general trend of public thought about them. The frequency depends on whether the parts are Concealable with Effort or Unconcealable. Minor restrictions indicate a society that dislikes cyborgs but as a rule does not fear them. "Unmodified" humans avoid them, cyborgs don't get invited to fancy balls, some businesses may refuse to serve the character. Major restrictions apply in a society where cybernetic parts are illegal, or Cyberpsychosis is believed to be a rampant problem among the mechanically enhanced. Here cyborgs may be imprisoned, or preemptively attacked. Note that if there are areas in the campaign where exposed cybernetic parts are not really socially impairing, this Disadvantage must take the option "Not Limiting in some Cultures or Societies", which lowers it's value by five points. It is mandatory to take "Distinctive Features: Exposed/Obvious Cybernetic Parts" at the concealable w/effort or unconcealable level with this Disadvantage. Various Physical Limitations may also apply.

Familial Social Obligations
Frequently, Minor 10pts.
The character's family is well-known for its social status, and as such is socially obligated to do certain things. These may include sponsoring charity, hosting parties and meetings and even public service. As a member of the family, the character is expected to support or perform these functions as well. The character should take a combination of Wealth and Perks to indicate his high social status.

Familiar Face
Occasionally, Minor 5pts.
The character has one of those faces that people are sure they've seen somewhere before. The majority of people shrug this off, but every so often someone will try to figure out who the character is, or reminds them of. Depending on the personality of the guesser, this could be very embarrassing or amusing. This should not be taken in conjunction with any form of Distinctive Features, as the point is that the character is indistinguishable from dozens of other people at first glance. Amnesia about who the character really is works amusingly with this Disadvantage.

Family Connection
Frequently, Minor 10pts.
The character is known to be related by blood or marriage to someone famous, important or wealthy (or all three!) It is widely assumed, therefore, that the character has an "in" to this special relative. Thus, the character is often bothered by those desiring introductions to the special relative, may be assumed to have similar skills/wealth by those who don't pay attention, and in some cases may be targeted by the special relative's enemies. (If the last is likely to be common, raise the restriction to Major for +5 Points.) Taking the special relative as a Contact is quite possible, but not mandatory. People with this Disadvantage sometimes also have Hates (Name of Relative) or a Rivalry with the relative.

Frequently, Major 15pts.
A famous character is known and recognizable by the general public. The character could be famous for a variety of reasons, perhaps he is a well known politician, or a world renown scientist. Being famous does not mean that throngs of fans swarm him whenever he appears in public. For that, the character should take Celebrity. It does mean, however, that the character will probably be noted when seen, and it will be difficult for the character to behave in a covert manner when in public.

Fear Of Commitment
Occasionally, Minor 5pts.
A character with this Disadvantage has a reluctance to commit himself to relationships. Because of this, any relationships he is in will only progress so far, and then will seem to stall. This may stress the relationship, particularly if the character's partner wishes to go to the next level. Family and friends may also notice, and may react according to what they think is best for the character.

Flamboyantly Homosexual
Very Frequently, Major 20pts.
The character demonstrates his homosexuality in elaborate or colorful displays or behavior. If the character is male, this could be by acting very effeminately, or dressing in what would be viewed as a particularly feminine manner. For females, it would be the reverse, by acting or dressing in a very masculine manner. In either case, this character would not generally attempt to hide their orientation.

Frequently, Minor 10pts.
A flunky performs menial or miscellaneous duties for his superior(s). He is treated as an inferior, and possibly contemptuously, by those above him. If he also acts as a yes-man or sycophant, than his peers may also treat him with contempt, as he will not have earned any respect from them either. An example of the perfect flunky is Mr. Smithers on The Simpsons.

Frightens Animals And Small Children
Frequently, Minor 10pts. / Frequently, Major 15pts.
Something about the body language, or general aura sends off warning signals that adults are not sensitive enough to catch, but come across loud and clear to animals and small children. They will react with undisguised fear towards the character and seek to flee him. If the character is otherwise personable, or adults around him fail to interpret the odd behavior correctly, it's minor effects. If, as in some fantasy campaigns, the locals are quick to pick up on such clues as "monster!" then the restrictions are major. The character should not take non-concealable Distinctive Features, as this Disadvantage works best when the character's appearance is perfectly normal (in fact, the more good-looking the better). Considers Himself a Monster is appropriate.

Occasionally, Minor 5pts. / Frequently, Minor 10pts.
This Disadvantage would be appropriate for characters who spend a significant portion of their time in a religious community that has a strong tribe-like identity (Jewish or Mormon communities are the best real-world examples) but who do not share the religious beliefs of the community. (For example, a non-Mormon in a Mormon town.) It refers to characters who are not able or willing to participate, to a greater or lesser degree, in the religious cultural life of the people among whom they live. As is often the case with Social Limitations, the Frequency and Severity vary depending upon the character's needed or desired level of social interaction with the other group, and the group's general views on "unbelievers". In any case, the character's lack of belief in the greater majority's affects the way the group as a hole treats, responds to, and interacts with the character. Please note that this does not automatically mean that the character or the religious community are necessarily bigoted in any way. Certainly it is a possibility, but it's not the only possibility. Generally, bigotry enters the picture only when the religion dictates that "infidels" are somehow of lesser "value" than believers.

Harmful Secret
Occasionally, Minor 5pts. / Occasionally Major 10pts. / Occasionally, Severe 15pts. / Frequently, Minor 10pts. / Frequently, Major 15pts. / Frequently, Severe 20pts.
A character with this Disadvantage has a secret that would harm the character and/or those close to him (friends, family, etc.) if revealed to society. The frequency of this Disadvantage is defined by the probability that someone discovers the secret. At Occasionally, the secret can only be discovered by someone who has access to a special media that reveals the secret (a file, a tape). At Frequently, the secret can be discovered by someone who does a serious research into the character's past (or the one near him). At the Minor level, the secret is something that would ruin the character's life, job, and/or reputation. At Major, the secret affects not only the character but also those around him (family, friends, teammates). And at Severe, the secret affects the character's entire society. Characters should only take the Severe level in case the secret involves someone or something related to a government.

Held To A Higher Standard
Frequently, Minor 10pts.
Because of the character's profession or social status, he is expected to be more circumspect in his behavior than an average citizen. For example, a children's entertainer would be expected not to be publicly drunk, get into fights, use foul language, etc. Failure to live up to this high standard will result in bad publicity, scorn and possible loss of employment. Many characters with this Disadvantage will also have Psychological Limitations either reinforcing or breaking the expected behavior.

Housing Problems
Occasionally, Minor 5pts. / Occasionally, Major 10pts. / Frequently, Minor 10pts.
The character's living situation is not ideal, for reasons other than lack of money (for that, use Debt (Mortgage) or one of the wealth Disadvantages.) The reasons can range from the embarrassing (lives in his mother's basement) through annoying (the next-door neighbors crank their stereo constantly) to long-term dangerous (high radon levels). The character must spend time that could otherwise be used productively to deal with these problems. The Major level of this Disadvantage is for problems that verge on horror-movie level threats to safety, such as hostile poltergeists, intelligent rats in the cellar and the like.

Frequently, Minor 10pts. / Frequently, Major 15pts. / Frequently, Severe 20pts.
The character has an adventuring persona different from a normal civilian persona. These are most appropriate to the costumed superhero genre, but can be used elsewhere with GM permission. This Disadvantage is actually made up of among three sub-Disadvantages, each of which share the same point value.

Illegal Immigrant
Frequently, Major 15pts. / Frequently, Severe 20pts.
The character has entered the country he currently lives in illegally. As such, he may be denied social services, attacked by bigots and if caught, deported. At the Severe level, the host country sentences illegal immigrants to death. Many illegal immigrants are Poor or Destitute.

Frequently, Minor 10pts.
The character is known to be either unable to read, or nearly unable to read. This causes derision of the character, makes him the target of practical jokes, and reduces his chances of getting many good jobs. This Disadvantage is only appropriate in settings where literacy is widespread, and information is distributed in print. Most characters with this Disadvantage will have the Physical Limitation Illiterate or Dyslexia, although some will just be poorly educated.

Frequently, Minor 10pts. / Frequently, Major 15pts.
The majority of people in the campaign's society do not believe that the character is who or what he presents himself as, because that person/thing does not exist! For example, being Santa Claus or Harry Potter, or a tiny winged fairy in a world with no magic. At the Minor level, the character is treated as delusional (or as a delusion, if clearly not human), but may be humored or at least not attacked. At the Major level, characters may be carted off to an insane asylum, or attacked in an effort to prove their unreality. If there is a substantial subculture in the society that does believe in the character, or he can easily return to a society where he is believed in, the Disadvantage takes the "Not Limiting In Some Cultures or Societies" option. This causes the Disadvantage to be worth five less points. Some highly magical creatures might have this and a Susceptibility to Disbelief.

Impressively Obvious And Dangerous Powers
Very Frequently, Major 20pts.
A character with this Disadvantage has powers that are not only blatantly obvious, they are also obviously dangerous to everyone around the character. This causes other people to keep a safe distance from the character, to avoid interacting with the character, and to generally treat the character as a pariah. The exact nature and special effects of the powers in question will vary from character to character (typical examples include fire powers, extreme cold powers, acid powers, high radiation powers, and so on); regardless of the special effects of the powers, they should be potentially lethal to bystanders if the character is not exercising enough caution. And their potential lethality should be obvious to everyone who so much as looks at the character.

In (Other Character's) Shadow
Frequently, Minor 10pts.
The character is closely associated with a more famous or noticeable person. As such, the other person gets all the press, is the one contacted if the character's skills are needed, and generally blocks the light from the character. Some characters with this Disadvantage are Bitter and Feels Underappreciated. Others are Humble, Meek and Demure, and/or Selfless.

Involuntary Duty
Very Frequently, Major 20pts. / Very Frequently, Severe 25pts.
The character has been compelled to perform a public service; examples include being drafted into the military, or certain religion's mandatory missionary years. This public service cannot normally be avoided without severe penalties to the character. At the Major level, the character must go where he is told and perform the tasks assigned to him without reference to his preferences, social connections or comfort; at the Severe level, the duty is life-threatening on a regular basis. If the character has voluntarily joined the military or a similar organization, use Subject to Orders instead.

Is A Contact For Many Others
Uncommon, Total 15pts. / Common, Total 20pts. / Very Common, Total 25pts.
A character with this disadvantage is usually well connected in one way or another, but such connections work both ways. For one reason or another, whether it be social position, personal skill or power, or just the knowledge that the character 'knows a lot of people', they are constantly sought out and asked for help. This is a relatively mild disadvantage because they are not obliged to help; however, if they do not help with reasonable requests, they will find their contacts less willing help them in return, and may attract the ire of those who asked them for assistance. In extreme cases this disadvantage can metamorphose into a negative Reputation or even a Hunted.

Jerk Magnet
Frequently, Minor 10pts.
This Disadvantage is only appropriate for female characters. In addition, it is generally only taken by those characters who are physically beautiful (though this is by no means required). A character with this Disadvantage is often the subject of unwanted attention. Men flock to her and hit on her, constantly trying to pick up the woman and entice her into some form of romantic interlude (usually a date, but sometimes the "offer" is for a purely sexual encounter). For the most part the men attracted to the woman in this manner are unpleasant at best and repulsive at worst. Their come-ons are ham-handed and clumsy, and certainly not inviting. The character is free to react in whatever manner she wishes to these invitations; usually the men in question never take the first "no" for an answer.

Occasionally, Minor 5pts. / Frequently, Minor 10pts. / Very Frequently, Minor 15pts.
The character is believed to bring bad luck and disaster wherever he goes. As such, he is not welcomed by the superstitious, and particularly gamblers. He may be treated as a scapegoat by his community. Sea-going Jinxes are known as "Jonahs." This Disadvantage only covers how the character is seen by others, not how he truly is. If the character is truly unlucky, buy levels of Unluck as well.

Kidnap Prone
Frequently, Major 15pts.
The definitive Disadvantage of damsels in distress (and Dependent NPCs in general), this represents some factor that makes the character an especially attractive target for kidnappers. Anytime a scenario involves a villain's plot to kidnap someone, this character will likely be the intended target or will get taken in addition to the intended victim just because they were in the wrong place at the wrong time. This Disadvantage is generally intended for Non-Player Characters. A Player Character should not take it unless the player has been advised of the potential consequences and is willing to roleplay it for all it's worth.

Frequently, Minor 10pts.
The character is perceived by others as being "no fun", draining the joy out of life and social situations. He doesn't get invited to parties unless his attendance is mandatory, and other people avoid him when they want to enjoy themselves. The character may be Cynical, Depressive, Grim and Humorless or simply misunderstood.

Known Brown Noser
Occasionally, Minor 5pts. / Frequently, Minor 10pts. / Very Frequently, Minor 15pts.
It is known that the character often tries to curry favor with his superiors. How well known is determined by the frequency of this Disadvantage. People will be cautious around the character, for fear of the character "selling them out" to his boss. People may also treat him contemptuously -- particularly when the boss is not around.

Known Criminal
Occasionally, Major 10pts. / Frequently, Major 15pts. / Very Frequently, Major 20pts.
The character's criminal ways have preceded him. How well known they are depends on the frequency of this Disadvantage. The character's criminal act (or acts) should be designated by the player, since this will help determine the reactions his character will see. A character known for petty crimes would not be trusted, may have trouble finding jobs, and may be a target for local bullies. A character known for heinous crimes would definitely not be trusted, and probably be feared. Normal citizens would avoid him whenever possible, while local law enforcement would keep a close eye on his every move.

Known Criminal That Got Away With It
Frequently, Minor 10pts. / Frequently, Major 15pts.
The character is "known" to have committed a crime or series of crimes, but due to wealth, political connections or a perceived flaw in the legal system, has never been adequately punished for that crime. The character may not even ever have been formally charged with the supposed crime. Some examples: a politician's son known for driving really fast who never seems to get speeding tickets; a movie star accused of murder who had a really good lawyer; an indigent ghetto dweller whose rape conviction was overturned when it's discovered that his confession was illegally obtained. At the minor level, this Disadvantage is merely inconvenient; the alleged crime will be brought up whenever someone wants to embarrass or harrass the character, it will be mentioned in any press about the character, and those who believe in the character's guilt will expect the character to commit the same or similar crimes again. At the major level, some people will feel the need to take the law into their own hands and administer a beating or similar assault. Rather than having a severe level for this Disadvantage, the character should buy a Hunted to represent someone so incensed by the supposed injustice that they're willing to kill the character. Particularly vile crimes may also merit a negative Reputation.

Known Gossip
Occasionally, Minor 5pts. / Frequently, Minor 10pts. / Very Frequently, Minor 15pts.
The character is known as a person who habitually reveals personal or sensational facts about others. How well known is determined by the frequency of this Disadvantage. The validity of the facts is often not important. People will find the character for the sole purpose of giving or exchanging gossip. Some people may actually use the character as a method for damaging another's reputation. If the character is not careful, his gossip could also get him in trouble with his bosses, the law, or even the subject of the gossip.

Known Homosexual
Occasionally, Major 10pts. / Frequently, Major 15pts. / Very Frequently, Major 20pts.
The character's homosexual predilection is known. How well known is determined by the frequency of this Disadvantage. Reaction to this knowledge will vary from trying to arrange matches for the character, to trying to do a religious intervention, to refusing to acknowledge the subject, to gay-bashing. In general, however, this character will receive a higher level of discrimination than a heterosexual character. The most insidious of this discrimination would be from those that hide their own orientation and pretend to have no problem with homosexuality.

Known Liar
Occasionally, Major 10pts. / Frequently, Major 15pts. / Very Frequently, Major 20pts.
The character's inability to be truthful is known. How well known is determined by the frequency of this Disadvantage. Anything the character says will be taken with a "grain of salt". He will have to work to convince people he is telling the truth, the more incredible his story, the harder he will have to work to convince people. People will consider him untrustworthy, and will not share confidential information with him.

Known Mentalist
Occasionally, Major 10pts. / Frequently, Major 15pts. / Very Frequently, Major 20pts.
The character's mentalist abilities are known. How well known is based on the frequency of this Disadvantage. People without similar abilities will be suspicious and fearful of the character, never totally assured if the character is rooting around in their heads. People with similar abilities may be suspicious, and may take measures to protect themselves. Enemies of the character will definitely take measures, and may plan their actions based on the knowledge that the character is a mentalist.

Known Racist
Occasionally, Minor 5pts. / Frequently, Minor 10pts. / Very Frequently, Minor 15pts.
The character's hatred of a particular race is known. How well known is based on the frequency of this Disadvantage. Members of the race he hates will at a minimum treat the character with suspicion. Some may actually return the hatred and attempt to harm him if given the opportunity. Others will also treat him with suspicion or contempt. By many, he will be viewed as an ignorant hate monger. Other racists, however, will sympathize with him, and he may find assistance in the strangest places.

Known Sex Offender
Occasionally, Major 10pts. / Frequently, Major 15pts. / Very Frequently, Major 20pts.
The character is a known sex offender, such as a rapist or pedophile. How well known is based on the frequency of this Disadvantage. The character may have to register with the local authorities, who will monitor his actions. Neighbors will always keep an eye on him, and be suspicious of his every action. He will be shunned by honest people, and be held with contempt by the criminal element. He will be the victim of retribution crimes, such as vandalism or even assaults. He might even be hunted by a victim or a victim's family who wish to see him dead for his past offenses.