Role Playing Games

Social Limitations L-S

Legacy
Frequently, Minor 10pts.
The character is not the first person to hold his position. He's viewed, rightly or wrongly, as the successor to the prestige and duties of the previous holder. The public will judge his every move by comparison with his predecessor. Many characters with this Disadvantage have an identical name to the predecessor, with a number attached to it.

Life Debt
Occasionally, Major 10pts. / Frequently, Major 15pts. / Very Frequently, Major 20pts.
The character owes someone a debt for saving his life. This could be from pulling him out of a burning fire, healing him of a deadly disease, or perhaps even saving his soul from damnation. Regardless of the reason, the character feels his entire life is indebted to the person, and will feel obligated to complete any request made by the person. This can present some interesting situations if the request conflicts with any of the character's Psychological Limitations. The affect of refusing to fulfill a Life Debt would depend on who owns the debt. Some may take it gracefully, although this would hardly justify the debt being a Disadvantage. More likely, the person will feel betrayed by the character, and will respond in an appropriate manner. Additionally, third parties, who know of the debt, may treat the character differently if they are aware of his betrayal. The frequency of this Disadvantage is dependant on how often the character is confronted with the debt. This Disadvantage works well in conjunction with Compelled To Fulfill Life Debt.

Lives Up To His Image
Occasionally, Minor 5pts. / Frequently, Minor 10pts.
Other people believe or at least suspect that the character is not truly committed to the principles or behaviors his reputation represents. These people will be suspicious of the character's motives, and watch carefully for any signs of hypocrisy or apostacy. The character must take a positive or negative Reputation to represent the image the character is "living up to." The character may have the Psychological Limitation Lives Up to His Image, but it is not required.

Married
Frequently, Major 15pts.
This character has a spouse, and must take this spouse into consideration when making nearly every decision regarding his life. Not only will major decisions such as where he lives, what jobs he takes, how he spends his money, and how he spends his free time be affected by the opinions and actions of his spouse, but even minor decisions like what brands of food he eats or toiletries he uses, what color and style of clothing he wears, what radio stations and television shows he habitually watches, and which routes he takes while driving are affected. In some parts of the world, half of his worldly possessions become the property of his spouse (and half of the spouse's possessions become his). This Disadvantage is equally appropriate for either male or female characters.

Member Of A Dying Race
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 a member of a race that is near extinction. The cause of the impending extinction should be defined. People who know the character is a member of this race may react according to that knowledge. Perhaps they are sympathetic to the character, and will provide help. Or, maybe they will appear helpful, but want to imprison the character to study and "help" him. Or, perhaps they are the reason the race is dying, and they want to kill the character. The frequency of this Disadvantage is dependent on how often the character is recognized as being a member of the dying race. If he is able to blend in with the resident race, then he is not likely to be recognized, and this Disadvantage will rarely come into play. However, if he is the only Ent at a Hobbit convention, then he is likely to stick out. The effects of this Disadvantage are dependent on the general response that could be expected from those that know it.

Minor
Occasionally, Minor 5pts. / Occasionally Major 10pts.
This character is below the age of majority. Such a character doesn't enjoy the full range of rights and responsibilities that an adult would. They are hampered by parental control, curfews, limited or no driving privileges, limited or no employment opportunities, frequent schoolwork, and an inability to purchase certain items (most notably tobacco products and alcohol) depending upon the local laws. At the Minor severity level, this Disadvantage represents a person who is 15 to 17 years old. At the Major level, the character is 14 or younger. While similar, this Disadvantage is different from the Psychological Limitation: Young. While a Young person is always a Minor, a Minor need not always behave Young.

Misplaced Notoriety
Frequently, Minor 10pts. / Frequently, Major 15pts. / Frequently, Severe 20pts.
The character is often mistakenly identified with someone widely and unfavorably known. Maybe he shares the same name with the villain that stole the village's totem, or maybe he looks just like William the Welcher, who left town without paying any of his outstanding debts. Regardless of the reason, it brings nothing but problems for the character. The severity of the notoriety will help determine the severity of this Disadvantage, and thus how much it is worth.

Mistaken Identity
Frequently, Minor 10pts. / Frequently, Major 15pts.
A character with this Disadvantage has physical features that in almost every way are the same as someone else's. This is best shown in the case of identical twins, who look the exact same as each other and are easily mistaken. Another example may be clones or dimensional copies who share the same physical properties as a person who already exists. In either case, this can be frustrating for both parties involved, and therefore, permission should be asked from any player before using their character as the object of this flaw. People who can easily have their identities confused with another find that building their own reputations is difficult. Common-folk and even colleagues who don't know them that well often confuse the actions and accomplishments of one person for another. In social situations the reputation of either person could come to the forefront, as there is little or no way to distinguish either party from the other. In almost all cases, there are hindrances and blockades to being defined by your actions. At the Minor level, this may represent simply an identical twin, brother, or even a dimensional copy whose base motivations and worldly perceptions aren't that far off from the character's own views. Because of this, any mistakes made about who has done what or why don't tend to land the character in very deep water; they're just frustrations in social situations. At the Major level, however, the other character may be a villain or enemy whose reputation in it's own right damages the character's good name. As such, no matter how hard they try they are frequently associated with negativity and actions that vary greatly from social norms.

Mixed Blood
Frequently, Minor: 5 Points, Frequently, Major: 10 Points / Frequently, Severe: 15 Points (Not Limiting In Some Cultures: -5 Points Already Added In)
Also called Half-Breed. The character had parents who were considered to be of different "races", in a society that is not fully accepting of such things. This is usually two humans of different skin tones, but in fantasy or science fiction settings, more exotic combinations are possible. At the Minor level, the character is a second-class citizen (often to both parents' societies), never fully trusted, and believed to have the combined stereotypical negative qualities of both races. At the major level, one of the parents had a strongly negative social status, and the character may be enslaved or exiled because of his heritage. At the Severe level, miscegenation is completely illegal and/or considered unspeakably evil, and the character will be killed if his status becomes known. Some characters with this Disadvantage may have also the Distinctive Features of one or both parent's races (if any).

Monstrous/Inhuman Appearance
Very Frequently, Major 20pts.
The character's monstrous appearance prevents him from being accepted by society. Instead, wherever he goes, he causes disruption as people hurry to either get away from him, or destroy him. He spends most of his time alone and in hiding. He will only go out at night, and even then, will still avoid people. His only friends are those who either cannot see his appearance, or are also social outcasts, so they sympathize with the character. Examples of literary characters that suffer from this Disadvantage include the Frankenstein monster, Quasimodo the Hunchback of Notre Dame, and the Beast of Beauty and the Beast. A low Comeliness Characteristic and the Distinctive Features Disadvantage are two things that compliment this Disadvantage.

Mundane
Frequently, Minor 10pts.
This Disadvantage is only appropriate for campaigns in which wondrous powers and occurrences are the norm. Normal, real-life people get no points for this Disadvantage, as they are quite mundane already. This Disadvantage reflects a total lack of experience with the occult, the weird, and the alien. Such a character would be from a place that highly resembled the town in the movie Pleasantville before the main characters started upsetting everything. Such a character wouldn't believe in UFO's, thinks magic is something done by David Copperfield, and knows that the computer sitting on his desk is the cutting edge of high technology -- or at least it was before he took it out of the box. A character with this Disadvantage may not begin a campaign with any skills or equipment that are out of line with this quiet, unassuming origin, as determined by the GM.

Name
Frequently, Minor 10pts.
The character's name makes him a target of various forms of sophomoric humor, causing him no end of aggravation. The character will very likely have issues with his parents for cursing him in this fashion. Good examples of such bad names can be found on the Baby's Named a Bad, Bad Thing website.

Nationality
Frequently, Minor 10pts. / Frequently, Major 15pts. / Frequently, Severe 20pts.
The character is from another country, one which is not looked upon favorably in the nation in which he currently resides. At the moderate level, the character is discriminated against because of his national origin. He may be barred from certain clubs and businesses, insulted frequently and assumed to have the negative qualities stereotypically associated with the land of his birth. At the Major level, the character may be imprisoned or deported, and cannot gain citizenship in the normal manner. At the Severe level, people of the character's nationality are shot on sight (or at least as soon as their nationality is proven.) If the character also has Acts Stereotypically (Nationality), the frequency of this Disadvantage becomes Very frequently, adding five points to it's value. If it is reasonably easy for the character to go to areas where they are less discriminated against (like a Chinese person in an American city with a large Chinatown), this Disadvantage must take the option "Not Limiting In Some Cultures or Societies", reducing the value by five points. If the character is a legal resident of the nation he now finds himself in, he should have a Perk representing his paperwork. If an illegal resident, he will also have the Social Limitation: Illegal Immigrant.

Nebbish
Frequently, Minor 10pts.
This character is easily overlooked. No one seems to ever be aware that he is around, they have trouble remembering his name, and someone else usually gets credit for his accomplishments. When he goes somewhere, no one ever seems to remember he was there. Cashiers at checkouts bypass him to help other customers. When he finally gets noticed and has a chance to speak, no one gives what he says much regard, and soon forgets that he says anything at all. The character is simply not memorable. The character's Presence cannot ever rise above 10. In some cases, this Disadvantage could be construed as a good thing (when the character doesn't want to be noticed, for example), but the GM should strive to make it a hindrance. Note that the character's close friends (if he has any) aren't likely to treat him in this manner. However, the character's close friends are also most likely Nebbishes themselves.

Nerd
Occasionally, Minor 5pts. / Frequently, Minor 10pts. / Very Frequently, Minor 15pts.
This Disadvantage is generally more severe for a Minor who is still in school, or an adult in situations of constant, mandatory socialization (careers such as sales or teaching), than it is for most characters. Nerds are generally peer-identified by their "unpopular" tastes -- however, on closer examination one quickly realizes a "chicken or the egg" phenomenon is occurring. Things can quickly go from popular to otherwise if the "Nerd" segment of the population is seen as interested (also known as the "Sneetch Effect" (from the Dr. Seuss short, "The Sneetches"). The reverse also can occur, just as swiftly (the best example of which is the world of computers... once the sole realm of the nerds but now considered the ultimate in cool.) In practice, Nerds desire social contact and affirmation far out of proportion to their social capability. They want to belong, but for whatever reason (often, good reasons) do not do what is "needed" to belong. This is distinct from the Geek, which often actively seeks to repel or work against the urge to "belong".

Nine To Five Job
Frequently, Minor 10pts.
The character has a job with set hours (they can be any hours, despite the name of the Disadvantage) that must be performed at a set location. The job has very limited flexibility for tardiness or absence, and any slippage in work performance will be punished. This can make it difficult to go on adventures. Characters with Identity (Secret Identity) often suffer from this Disadvantage. If the job is lost, this Disadvantage becomes the wealth category Poor (5 points) & the Social Limitation Debt at the 5 point level until new employment can be found.

No Credibility
Frequently, Minor 10pts. / Frequently, Major 15pts.
Like the boy who cried wolf, the character has acquired a reputation as someone who does not tell the truth. Any statement he makes will be disbelieved on general principle, and he will not be trusted with any employment that requires truthfulness. At the Major level, the character is known not just for lies, but for malicious lies that harm people. Not only will he be disbelieved, but actively beaten up for telling such fibs. Most characters with this Disadvantage have Psychological Limitations like Compulsive Liar or Gossip, but it is not mandatory.

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

Not Considering A Person
Very Frequently, Severe 25pts.
The character's society does not consider him "human". He has no legal rights whatsoever, and if not owned by someone may be treated with all the consideration given to litter. And the vast majority of the public will in fact treat him in this manner. Possible examples include an android in a high-tech society that does not recognize intelligent machines, or an astronaut from earth stranded on a planet populated by talking apes. Most characters with this Disadvantage will have non-concealable Distinctive Features that announce their "non-person" status. This Disadvantage does not apply to non-sentient beings that have no interest in social interaction.

Not Taken Seriously
Frequently, Minor 10pts. / Frequently, Major 15pts.
A character who isn't a taken seriously by everybody. Either its his humorous or annoying code name, i.e. Super-Giganto, or Maximan Kid or Lad, of the silly costume that he wears, like the frog suit with the springs in the feet, or the habit of allowing the villain to get away due to clumsiness. Needless to say people just don't take the character seriously. Villains ask him when the real super-heroes are going to arrive, the damsel in distress refuses to be rescued, etc... At the Minor level most are able to resist laughing at the character, while at the Major level they must make an Ego Roll to resist the urge to laugh, belittle, or even ignore the character. Other Disadvantages that would be appropriate are Bad Fashion Sense, Unluck, and Clueless.

Nuisance
Frequently, Minor 10pts.
The character is considered actively annoying for some reason, and will be avoided in social situations where his presence is not mandatory. It may be difficult for the character to hold down a steady job. Any actively "annoying" Psychological Limitation goes well with this Disadvantage; any Psychological Limitation that causes the character not to impose his presence or opinions on others should not be taken.

Object Of A Stereotype
Occasionally, Minor 0pts. / Occasionally, Major 5pts. / Occasionally, Severe 10pts. / Frequently, Minor 5pts. / Frequently, Major 10pts. / Frequently, Severe 15pts. / Very Frequently, Minor 10pts. / Very Frequently, Major 15pts. / Very Frequently, Severe 20pts. (Not Limiting In Some Cultures/Societies: -5 Points Already Added In)
The character belongs to a group that is popularly perceived to behave in a particular manner. For example, "All people from Osaka are loud, friendly and good at comedy." or "All heavy metal musicians drink too much, take drugs, and will screw anything that has a pulse." The frequency and severity of the Disadvantage should be determined by the GM based on the society of the campaign. Many specific stereotypes are already available from this list in other Disadvantages. Resents Own Stereotypical Image is common with this Disadvantage, especially when the severity is Major or Severe.

Object Of Prejudice
Occasionally, Minor 0pts. / Occasionally, Major 5pts. / Occasionally, Severe 10pts. / Frequently, Minor 5pts. / Frequently, Major 10pts. / Frequently, Severe 15pts. / Very Frequently, Minor 10pts. / Very Frequently, Major 15pts. / Very Frequently, Severe 20pts. (Not Limiting In Some Cultures/Societies: -5 Points Already Added In)
The character belongs to a group that is perceived to be inferior or hateful by the majority of the campaign's society. The frequency and severity of the Disadvantage should be determined by the GM based on the society of the campaign. Many specific prejudices are already available from this list. Many characters with this Disadvantage will also have Psychological Limitations regarding their attitude towards this prejudice.

Obligated To (Person Or Organization)
Frequently, Minor 10pts. / Frequently, Major 15pts. / Frequently, Severe 20pts.
A character with this Social Limitation has some sort of external requirement imposed by a law, a promise, a contract, by relations of society, or even by simple kindness and courtesy. Because of this Obligation, the character is bound to do something (or forbear from doing something) to the benefit of another. The obligation isn't necessarily a debt that he owes, but rather is something he feels he must do out of a sense of loyalty and duty. There is generally a social (and sometimes criminal or financial) penalty for failing to fulfill this duty.

Obnoxious Drunk
Occasionally, Minor 5pts. / Frequently, Minor 10pts. / Very Frequently, Minor 15pts.
The character becomes very unpleasant when he becomes intoxicated. Perhaps he is loud and boisterous, or he is very insulting to everyone, or tries to pick fights. Those who witness the character's behavior will be insulted, embarrassed, and disgusted. The character may have to face the consequences of his behavior the morning after. The frequency of this Disadvantage is based on how often the character gets drunk.

Obsessed With (Concept, Person, Object, Or Goal)
Very Common, Strong 20pts. / Very Common, Total 25pts.
This character's entire worldview is shaped by the object of his obsession. The object of his obsession has taken over his life to the point that a "normal" existence is impossible. Such an obsession can even cause one to skip sleeping, eating, or even bathing. At the Strong level the character can force himself to engage in activities that do not have anything to do with his obsession (such as going out on a date, spending the day at home watching an old movie on TV, or going to a basketball game) if he makes an Ego Roll. At Total, the character cannot do so except in the most extreme circumstances.

Odious Cultural More
Occasionally, Minor 0pts. / Occasionally, Major 5pts. / Occasionally, Severe 10pts. / Frequently, Minor 5pts. / Frequently, Major 10pts. / Frequently, Severe 15pts. / Very Frequently, Minor 10pts. / Very Frequently, Major 15pts. / Very Frequently, Severe 20pts. (Not Limiting In Some Cultures/Societies: -5 Points Already Added In)
A tradition important to the character's culture is particularly repugnant to the society where he now resides. The range of offensive behavior is unlimited, but should be clearly defined by the player. Some examples of mores that might fit this Disadvantage include female mutilation, cannibalism, piercings, or tattooing. The frequency of this Disadvantage is determined by how often the character either participates in the more or the more is noticed by others. The effect is determined by what consequences the character can expect to experience. For example, if it is a cultural more for the character to sacrifice an animal on certain religious holidays, then he could probably expect a Minor or Major reaction. If the more is that the character must sacrifice a human on certain religious holidays, then he should expect a Severe reaction. This Disadvantage is only valid for a character that is outside his cultural base, since within such the more is not odious and is generally the norm. This Disadvantage is always purchased with the modifier, "Not Limiting In Some Cultures/Societies", and the point values above are ajusted accordingly. 'Mores' refers to the body of accepted traditional customs and practices of a particular social group. 'More' is the singular form of 'Mores' and refers to a single custom or practice.

Odious Personal Habit
Occasionally, Minor 5pts. / Frequently, Minor 10pts. / Very Frequently, Minor 15pts.
This character has a particularly disgusting habit, such as picking his nose, or not bathing regularly. Because of the bad habit, he will have a hard time fitting in with society, as people will try to avoid him when possible. He may also be picked upon by bullies who enjoy humiliating the character because of his habit. The frequency of this Disadvantage is based on how often the habit would be noticed by others.

Odor
Occasionally, Minor 5pts. / Frequently, Minor 10pts. / Very Frequently, Minor 15pts.
This character emits an offensive odor. This could be because of poor hygiene habits, or because of a unique physiology. People will avoid being around the character, especially in enclosed spaces, such as elevators, cars, or small space ships. The character will have a harder time fitting in with society, because people will subconsciously be offended by him because of the odor. The frequency of this Disadvantage is based on how likely someone is going to notice the odor. This Disadvantage should also be accompanied by the Physical Limitation, Odor.

Official Reprimand
Occasionally, Minor 5pts.
This character has been officially reprimanded at his place of employment for some rules infraction, which should be determined by the player. Whether the reprimand was justified and warranted is unimportant. The character will find himself the subject of office gossip, may gain a reputation as a trouble maker, and might be passed up for promotion. Even if the character is able to prove that he did not deserve the reprimand, he will find it difficult to undo the social damage.

On Call
Occasionally, Minor 5pts. / Frequently, Minor 10pts. / Very Frequently, Minor 15pts.
This character's job requires him to be on call after hours. This is a common practice for doctors, detectives, and even plumbers. When called out, the character must leave what he is doing (social event, family time, sleeping) to respond to the work emergency. Failure to do so could cause the character to lose his job. On the plus side, he probably earns extra pay for being on call, and might be able to draw overtime pay. The frequency of this Disadvantage is based on how often the character gets called out.

Out Of Touch With The Times
Frequently, Major 15pts.
This character has either been living under "pre-modern" circumstances and hasn't had much exposure to the modern world (such as a person whose living with a Stone Age tribe in the South American jungle, or a person suddenly catapulted from the 1800's to the modern day) or hasn't been in the "real world" for a long time (such as a person whose been stuck in cryogenic suspension for centuries, or has been trapped in another dimension). Either way, the character isn't acclimated to the customs and assumptions of the society in which he now finds himself. The character makes social errors, isn't aware of things that most people in the modern day take for granted, and has trouble getting along.

Owes A Favor
Occasionally, Minor 5pts. / Frequently, Minor 10pts. / Very Frequently, Minor 15pts.
It is known that the character owes a favor to a particular person. The details of who and what is owed are up to the character. Because of this debt, people will assume the character is associated with the person. Regardless if this is the case, people will react according to that belief. For example, if it is known that the character owes a powerful crime lord a favor, then they might avoid the character, thinking that he is also a criminal. Or they might try to blackmail him, threatening to reveal the information to a sensitive source. Or they might try to use him as a conduit to the crime lord. The frequency of this Disadvantage is based on how well known it is that the character owes the favor. The reason the favor is owed may or may not be known also, or may be incorrectly known.

Owes A Marker
Occasionally, Major 10pts.
The character owes someone in the game a favor, not just any favor - a big one. Maybe someone saved his life; maybe they introduced him to his wife; maybe they had someone killed for him. Whatever it was - it was big. And, when they are ready - they will call in the marker. When the player is ready to sell off this Disadvantage, he should contact the GM and let him prepare a good story. This Disadvantage cannot be bought off with XP. Instead the first 5 XP from the "buy-off" adventure will be used to pay off the Disadvantage.

Pacifist
Occasionally, Minor 5pts. / Occasionally, Major 10pts. / Frequently, Minor 10pts. / Frequently, Major 15pts. / Very Frequently Minor 15pts. / Very Frequently, Major 20pts.
The character's opposition to conflict and war is known. Depending on the popularity of the conflict, the character may experience social repercussions for his beliefs. This could range from being ostracized, criticized, or beaten to a bloody pulp. The most common belief will be that the character is a coward and/or weak. The frequency of this Disadvantage is based on how well known the character's beliefs are. The severity of the Disadvantage is based on what the social norms are. Being a pacifist during the Vietnam War did not garner the same response as during World War II.

Parole/Probation Restrictions
Occasionally, Major 10pts.
This character is either on a conditional release from prison or is a first time offender who was sentenced to probation instead of jail time. Either way, the character has had certain restrictions placed on his freedoms. He must regularly check in with his parole/probation officer, cannot associate with known felons, may not be allowed to leave the city, and may be restricted from legally owning a firearm or similar weapons (where appropriate) for the duration of his sentience. If he is caught violating any of the these conditions, he will likely be arrested and sent to prison. The character may or may not have Watched By Local Law Enforcement in addition to this; as a rule, the police only monitor parolees that closely if they believe there's good cause to do so.

Pathetic Geek
Frequently, Minor 10pts.
This character cannot escape his geekiness, no matter how hard he tries. The character should have certain stereotypes associated with this Disadvantage, such as being unathletic, perhaps having poor hygiene habits, and obsessed with Star Trek, computers, comic books, or role playing games. The character will have difficulty associating with the "in crowd", and will be a prime target for any bullies in the area.

People (Who Are Attracted To The Character) Fall Over Him/Her
Frequently, Minor 10pts.
This character's charm, beauty, or reputation precedes them, and wherever they go, anyone who might be attracted to them falls all over them. They get fan mail from teenagers who 'like, totally swear I'm gonna die if you don't love me, man!', can't have a quiet dinner out without some gushing beauty asking them for their autograph, get marriage proposals in the mail, etc.

Persona Non-Grata
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 character is officially exiled from some nation, organization, or religion (designated by the player). This could result when the player has comitted a serious crime, but somehow escapes incarceration, usually because of political reasons. The character could also become Persona Non-Grata if he offends the person who decides such matters (emperor, king, owner). If the player is found at the location, which can be as small as a specific address or as big as an entire galaxy, he would experience the appropriate repercussions. The frequency of this Disadvantage is dependent on how often the character is going to travel to the banned location. If the character will never travel to the location, then it is not a Disadvantage. The effects of this Disadvantage is dependent on the response the character should expect if caught. This could vary from being escorted back out of the area with or without a fine (Minor), to imprisoned (Major), to shot on sight (Severe).

Physically Incapable Of Interacting With Other People
Very Frequently, Severe 25pts.
This character, for some reason, cannot engage in normal discourse and interaction with other people. The character may need special help to do so, or may not be able to do so under any circumstances (depending on the reason for this Disadvantage). Either way, there is some reason he isn't able to interact as everyone else does. As a result, any Skill Roll which requires social interaction (such as Oratory or Persuasion) is made at a -3 penalty. Commonly, this Disadvantage should only be taken by characters with extreme physical conditions. Examples include characters who are only brains in a jar, or who are permanently on fire, or who radiate numbing cold so painful that other people cannot come within 10 feet of the character. Other possible reasons include being permanently 20 feet tall or permanently 6 inches tall.

Pig In A Tailored Suit Is Still A Pig
Occasionally, Minor 5pts.
The character comes from a "lower" social class, but moves in "higher" social circles. (For example, he may be "new money.") Although he may mimic the clothing styles, speech patterns and behaviors of his "betters," he remains crude and unrefined. This is painfully obvious to anyone who interacts with the character. Because of this, the character will take a penalty of -1 to -3 to High Society rolls depending on circumstances.

Poverty
Occasionally, Minor 5pts. / Frequently, Minor 10pts. / Very Frequently, Minor 15pts.
This character is very poor. The reasons for suffering poverty could vary from experiencing financial hardships (homeless people), to living in an area that does not support the accumulation of wealth (third world country), to belonging to a lifestyle that forbids the accumulation of wealth (many religions). The character may qualify for social services in industrialized areas. His condition will cause him to stand out in affluent areas, where he most likely will be unwelcome and may find himself being "escorted" out of the area, perhaps with a handout to soothe the affluent's conscience. The character will not have much, if any, disposable cash to use for purchases, and much of his time will be spent searching for the basics to survive (food and shelter).

Primitive
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 character belongs to a group that is technologically lagging behind the primary society. This could be because he is from a remote area that never developed fully (Savage Land), or perhaps his home land was taken over by a dominant, technologically advanced society. This Disadvantage could apply equally to both a tribesman from the deepest jungle relocated to New York City, and a hip tech-savvy person relocated from New York City to a spaceship from an alien culture. The character will have difficulties performing normal functions, because the available technology is beyond his current capabilities to comprehend. The frequency of this Disadvantage is based on how often being from a primitive culture is going to affect the characters ability to function. The severity would vary, dependent on the reaction of the dominant society to the character. Both of these details should be worked out between player and GM prior to approval.

Profession
Occasionally, Minor 5pts. / Frequently, Minor 10pts.
This character has a profession that, because of its uniqueness, causes people to treat him differently. The reaction may be positive or negative, depending on the exact nature of the job. For example, being an Astronaut might bring many positive reactions. Being an undertaker might interest some curious people, but in general would be considered creepy. Being a member of the Emperor's Not-so-Secret Police would definitely garner two types of reactions, one when the character is aware and one when he is not. This Disadvantage is only valid if there are overtly positive or negative social reactions to the profession. Many may consider being a bus driver a boring job, but one does not earn significant social praise or scorn for sitting behind the big wheel.

Publish Or Perish
Frequently, Minor 10pts.
This character is obsessed with publishing his work (research, novel, poems, screenplay) and has devoted significant blocks of time and effort to this goal. He either is involved in research and publishing his findings, or he may have no job other than writing, and thus may experience monetary difficulties. If there are monetary difficulties, he may look like a "starving artist". When around other people, he is not interested in any subject, other than getting his work published. If he knows anyone even remotely associated with publishing, he will constantly bother them for assistance. Because of all this, his friends and family may often avoid him, in order to be spared listening to the latest chapter of his life.

Reared Under Unusual Circumstances
Occasionally, Minor 5pts. / Occasionally, Major 10pts. / Frequently, Minor 10pts. / Frequently, Major 15pts.
The character was not raised in a normal environment. Several examples may include raised by wandering gypsies, circus clowns, the animals of the jungle, or within a controlled experiment. Since the character's rearing was unusual, he may find himself reacting inappropriately in social situations. For example, throwing feces at those that offend you might be acceptable if you were raised by a group of wild chimpanzees (and still in that environment). However, in most civilized societies it is frowned upon. The frequency is determined by how often the character is going to be placed "out of his element". Being raised by jungle animals is not going to be as obvious if the campaign is based in the jungle. The effect is based on what the general reaction would be towards the character, once his background is known. For example, being raised by a group of gypsies would traditionally cause the character to experience a stronger reaction, since gypsies often had bad reputations.

Recognized Area Of Expertise
Occasionally, Minor 5pts. / Frequently, Minor 10pts. / Very Frequently, Minor 15pts.
The character's reputation of being an expert in a particular field is well known. Since this a Disadvantage, the affects should generally be negative. For example, being known as the best thief in the four kingdoms may cause the character's name to always show up on the short list of suspects. Or, being the best brain surgeon in Alpha Quadrant may cause the character to be constantly called upon to treat every aristocrat who blows out a frontal lobe, regardless of the personnel life or needs of the character. The frequency of this Disadvantage should be based upon how well known the character's status is to the general populace. Also, the character should either take the Reputation Disadvantage (if he is known for something less than good), or the Reputation Perquisite (if known for something good).

Royalty
Occasionally, Minor 5pts. / Occasionally, Major 10pts. / Frequently, Minor 10pts. / Frequently, Major 15pts. / Very Frequently Minor 15pts. / Very Frequently, Major 20pts.
The character is a member of a ruling family, such as King, Queen, Prince, or Princess. In a true Monarchy, the character will be one of the most powerful people in the country, and everyone will be bound to obey him. Outside the area of his family's rule, he will still often be treated with diplomatic respect, even by his enemies, who will realize they can use him as political leverage. Some societies have Monarchies that do not actually rule, like modern day Great Britain. In governments such as these, the royal family still serves a figurative role in the society and government. Often, in this example, the royalty will be treated as celebrities. A third variation of this Disadvantage is displaced Royalty. Perhaps the character's family was thrown out of the country by revolution or war, and now they must live in a foreign country, awaiting the day they can regain power and return to their home. The frequency for this Disadvantage is an indication of how recognizable the character is as a member of the Royalty. The effects of this Disadvantage is an indication of how inconvenienced the character is, and can range from, everyone kneels when he enters the room, to there is a bounty for his capture in his home country.

Ruined/Fell From Grace
Very Frequently, Major 20pts.
This character has fallen on hard times. He has done things that have caused him embarrassment and ruined his fortune and fame. One example of this would be going bankrupt and losing all of ones possessions to debtors, which in certain societies, such as Victorian England, was devastating. Another example is someone who was caught in a severe act of impropriety, such as a religious man caught with a prostitute. Until the character can prove himself again, perhaps by regaining his fortune, or somehow compensate for his acts, he will be shunned and disapproved of by "proper" society. And even among "improper" society, he will still be humiliated and mocked.

Seen As A Brown Noser
Occasionally, Minor 5pts. / Frequently, Minor 10pts. / Very Frequently, Minor 15pts.
Similar to Known Brown Noser, it is believed that the character often tries to curry favor with his superiors. The difference with this Disadvantage is that it is not really true. Perhaps a fellow co-worker is jealous of the character and is spreading rumors about him, or perhaps it is just a misunderstanding. The character will spend much of his time trying to live down the reputation, but will not be able to as long as he has this Disadvantage. This Disadvantage only reflects the general belief of how the character behaves, and does not reflect the true state of the character. If the character actually is a Brown Noser, then the appropriate Psychological Limitation(s) should be taken instead.

Seen As A Cold Fish
Occasionally, Minor 5pts. / Frequently, Minor 10pts. / Very Frequently, Minor 15pts.
This character has the reputation of being a cold, aloof person. Many people will avoid the character, assuming that there is no interest in them or their problems. Some will speak ill of the character behind the character's back, further spreading this perception. This Disadvantage is more often associated with female characters. This Disadvantage only reflects the general belief of how the character behaves, and does not reflect the true state of the character. If the character actually is a Cold Fish, then the appropriate Psychological Limitation(s) should be taken instead.

Seen As A Drama Queen
Occasionally, Minor 5pts. / Frequently, Minor 10pts. / Very Frequently, Minor 15pts.
This character is perceived to overreact to any bad news. Others will often believed that the character behaves this way because she wants attention. Those who believe this will react in a very skeptical manner anytime the character reacts in an emotional manner. This Disadvantage only reflects the general belief of how the character behaves, and does not reflect the true state of the character. If the character actually is a Drame Queen, then the appropriate Psychological Limitation(s) should be taken instead.

Seen As A Horndog/Slut
Occasionally, Minor 5pts. / Frequently, Minor 10pts. / Very Frequently, Minor 15pts.
This character is perceived to be sexually promiscuous. Rumors about who the character is sexually involved with will abound. Generally, the character will not be able to be seen with any person without the assumption being made that there is sex involved. This Disadvantage only reflects the general belief of how the character behaves, and does not reflect the true state of the character. If the character actually is a Horndog/Slut, then the appropriate Psychological Limitation(s) should be taken instead.

Seen As A Hothead
Occasionally, Minor 5pts. / Frequently, Minor 10pts. / Very Frequently, Minor 15pts.
This character is perceived as having a short temper, and being prone to react to any crisis with anger and violence. People may avoid sharing information with the character for fear that he might "go off". Others may be afraid to be around him at all. This Disadvantage only reflects the general belief of how the character behaves, and does not reflect the true state of the character. If the character actually is a Hothead, then the appropriate Psychological Limitation(s) should be taken instead.

Seen As A Know-It-All
Occasionally, Minor 5pts. / Frequently, Minor 10pts. / Very Frequently, Minor 15pts.
This character is perceived to have an answer for everything. Many view this as an obnoxious habit, and will probably find the character to be a bit of a dullard. The character may find himself being avoided and left out of conversations, because no one wants to hear him ramble on about everything he thinks he knows. This Disadvantage only reflects the general belief of how the character behaves, and does not reflect the true state of the character. If the character actually is a Know-It-All, then the appropriate Psychological Limitation(s) should be taken instead.

Seen As A Monster
Occasionally, Minor 5pts. / Frequently, Minor 10pts. / Very Frequently, Minor 15pts.
This character is perceived as being a horrible person. This is most likely related to some terrible event that is linked to the character, such as the death of several innocents. People will avoid the character whenever possible, and may be actively involved in causing problems for him. Many will ridicule the character and wonder why he has not paid for his actions. This Disadvantage only reflects the general belief of how the character behaves, and does not reflect the true state of the character. If the character actually is a Monster, then the appropriate Psychological Limitation(s) should be taken instead.

Seen As A Punk/Street Thug
Occasionally, Minor 5pts. / Frequently, Minor 10pts. / Very Frequently, Minor 15pts.
This character is perceived as a common criminal who spends his time loitering around and preying on those weaker than him. He will be watched by respectable citizens and will find himself being rousted by law enforcement often. This Disadvantage only reflects the general belief of how the character behaves, and does not reflect the true state of the character. If the character actually is a Punk/Street Thug, then the appropriate Psychological Limitation(s) should be taken instead.

Seen As A Snob
Occasionally, Minor 5pts. / Frequently, Minor 10pts. / Very Frequently, Minor 15pts.
This character is perceived as refusing to have any interactions with people he sees as inferior. Those who are at his social level, but feel rebuked will be insulted. Those actually below his social level will be angry. He will have to deal with a great deal of passive aggressiveness, and may be the target of attempts to "bring him down a notch". This Disadvantage only reflects the general belief of how the character behaves, and does not reflect the true state of the character. If the character actually is a Snob, then the appropriate Psychological Limitation(s) should be taken instead.

Seen As A Trouble Maker
Occasionally, Minor 5pts. / Frequently, Minor 10pts. / Very Frequently, Minor 15pts.
The character is perceived as someone who stirs up trouble and strife, either because of his strong and unpopular opinions, or because he likes causing trouble. In either case, he will not be welcome in polite society (except by those who share his alleged opinions), and watched carefully to make sure he does not get out of line. At the Frequently and Very Frequently levels, the character will be hassled by law enforcement on a regular basis whenever there's trouble in the neighborhood. This Disadvantage only reflects the general belief of how the character behaves, and does not reflect the true state of the character. If the character actually is a troublemaker, then appropriate Psychological Limitations should also be taken.

Seen As An Icon/Paragon
Occasionally, Minor 5pts. / Frequently, Minor 10pts. / Very Frequently, Minor 15pts.
A character with this Social Limitation is held up as an example of some ideal or virtue. People tend to hold the character to a higher (and sometimes an impossibly higher) standard of behavior. They present the character to their children as "the way they should be and act", and generally idolize the character because of the ethical and moral virtues he represents. Should the character ever fail in that regard, the social backlash is even greater than that for a character held to looser moral standards. This Disadvantage only reflects the general belief of how the character behaves, and does not reflect the true state of the character.

Seen As An Immature Person
Occasionally, Minor 5pts. / Frequently, Minor 10pts. / Very Frequently, Minor 15pts.
This character is perceived as not being as emotionally developed as another person his age. Because of this, it is assumed the character will react to situations in a childish or immature manner. It should be noted that being immature is all relative. A 19 year old acting immature is much different than a 65 year old acting immature. This Disadvantage reflects the belief that the character does not "act his age", whatever that might be. This Disadvantage only reflects the general belief of how the character behaves, and does not reflect the true state of the character. If the character actually is Immature, then the appropriate Psychological Limitation(s) should be taken instead.

Seen As An Upper-Class Twit
Occasionally, Minor 5pts. / Frequently, Minor 10pts. / Very Frequently, Minor 15pts.
The character is perceived to be someone who, due to his lavish lifestyle and sheltered upbringing, is out of touch with the realities of life for less wealthy or prestigious persons. He's also considered to be a bit dim. Poorer people and those lower on the social scale often resent the character's alleged luxurious lifestyle and enjoy mocking him or "turning the tables". ("So, Lord Fauntleroy, I guess you'll have to *work* for your dinner, just like everyone else around here. This is called a 'mop.' Have you ever seen one of these before?") The character is often the target of scams based on his supposed wealth and lack of intelligence/street smarts. This Disadvantage only reflects the general belief of how the character behaves, and does not reflect the true state of the character. If the character actually is an Upper-Class Twit, then the appropriate Psychological Limitation should also be taken. The character should either buy a combination of Wealth and Perks to simulate their "upper-class" status, or have a background explaining why the public thinks he has those things.

Seen As Easy
Occasionally, Minor 5pts. / Frequently, Minor 10pts. / Very Frequently, Minor 15pts.
The character is perceived to be sexually available, and less than discriminate about his choice of partners. Unlike Seen as a Horndog/Slut, the character is not believed to be aggressive in seeking sex, but merely very easy to persuade. The character will be approached for sex more often than the norm, often by less than ideal partners who haven't had much luck elsewhere. He'll be looked down upon by the prudish, and those worried about sexually transmitted diseases will avoid him. This Disadvantage only reflects the general belief of how the character behaves, and does not reflect the true state of the character. If the character actually is easily persuaded to have sex, then appropriate Psychological Limitations should be taken instead. Many female characters with this Disadvantage will also have Jerk Magnet as well.

Seen As Rude
Occasionally, Minor 5pts. / Frequently, Minor 10pts. / Very Frequently, Minor 15pts.
The character is perceived to be tactless and inconsiderate of the feelings of others. He is unwelcome in polite society, and anything he says or does will be scrutinized for possible offensiveness. This Disadvantage only reflects the general belief of how the character behaves, and does not reflect the true state of the character. If the character actually is rude or tactless, then appropriate Psychological Limitations should be taken as well.

Seen As Unreliable
Occasionally, Minor 5pts. / Frequently, Minor 10pts. / Very Frequently, Minor 15pts.
The character has a reputation for not keeping his promises, not completing his work, not showing up on time, or all three of these. As a result, people will not put themselves in a position where they must rely on the character if they have any other choice. The character will also come in for a lot of teasing about his supposed unreliability. This Disadvantage only reflects the general belief of how the character behaves, and does not reflect the true state of the character. If the character actually is unreliable, the appropriate Psychological Limitations should also be taken.

Sees Any Stranger As A Potential Opponent
Frequently, Minor 10pts.
The character has been raised in an environment where he might be called upon to fight anyone at any time. (Gladiators, duelists, etc.) As a result, he has learned to quickly assess the fighting potential of any person he meets. In addition, he will always hold himself in a position ready to fight when meeting a person whose intentions he does not know or is unsure of. This is obvious to others, and those who do not have the same attitudes often find it frightening or insulting. Depending on the society, the character may be shunned by civilians, or required to stay in certain areas of the town. Either Always Goes Armed or Prefers to Go Armed work well with this Disadvantage.

Sentient Animal
Very Frequently, Major 20pts. / Very Frequently, Severe 25pts.
The character is of a species that belongs to the "animal kingdom" and is not normally believed to be sentient by the majority culture of the campaign. As such, he is treated like an animal, at best. If the character is generally known to be sentient at some level, he's treated as property (valuable property, however.) If not, or if sentient animals are feared by the society, then he can be hunted or imprisoned by anyone who is legally allowed. (And some that aren't legally allowed, if they don't mind being criminals.) This Disadvantage is for sentient animals who are unable to mimic human speech. If the character can speak, use Talking Animal instead. Distinctive Features are not required for this Disadvantage; many sentient animals exactly resemble their less brilliant cousins.

Sentient Machine
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 an artificial life form with full self-awareness, in a society that does not fully accept such things. At the minor level, the character is a second-class citizen, denied the right to vote, banned from certain jobs or areas, and subject to verbal abuse from humans. At the major level, the character is treated as a slave or valuable property, and may be exposed to serious harm in their daily work. At the severe level, sentient machines are feared and/or hated, and are treated as property at best, but more often as a threat to humanity. In human societies, sentient machines that cannot talk will never rise above the Major severity level, and those that cannot speak or write (for example, an bulldozer that has suddenly gained intelligence, but no way to speak or print out text) will always be at the Severe level. Characters with this Disadvantage should also take the Distinctive Features: Artificial Lifeform at some level. Various Physical Limitations related to being a machine are also appropriate, but not required.

Sex Object
Frequently, Minor 10pts. / Very Frequently, Minor 15pts.
The character has too much sex appeal for his own good. (Traditionally, this is a female role, but male characters can qualify as well.) The character will be steered towards careers where an attractive appearance is mandatory, and will be presumed by many to only be successful because of his appearance and sex appeal. He will be looked down upon by the prudish, and considered a rival or annoyance by those who aren't sexually attracted to him. He is likely to be sexually propositioned far more than he's interested. A character with this Disadvantage must have a relatively high Comeliness, and may have Presence purchased with the Power limitation "Only vs. People Sexually Attracted to Him (-½)". He will also have Distinctive Features: Unusually Attractive/Very Sexy at the Concealable with Effort level.

Slave
Very Frequently, Major 20pts. / Very Frequently, Severe 25pts.
The character, despite being a free-willed sentient being, is the property of another person. As such, he must obey any instructions given to him by his owner (or suffer severe punishments), and any decision that affects the character may be decided by his owner instead. At the Major level, the society's laws limit what can be done to slaves: there may be a mandatory manumission period, the slave owner might not be permitted to kill his slaves outright, etc. At the Severe level, there are essentially no limits to what the owner is permitted to do to his slaves. In many societies, slaves will also have Distinctive Features: Slave Brand or the equivalent. If the slave escapes, this Disadvantage becomes Escaped Slave.

Smarmy
Frequently, Minor 10pts.
The character comes across to others as excessively suave and ingratiating, to the point of having an "oily" feel. As such, people that react badly to insincerity or flattery will avoid the character, and instinctively distrust him.

Smoker
Occasionally, Minor 5pts. / Frequently, Minor 10pts.
The character habitually inhales the smoke of a burning substance, either for enjoyment or because he is addicted to it. In addition, his society places some restrictions on this habit. At the Occasionally level, there are limited places where the character is unable to smoke, usually clearly marked. (Note that even in societies where smoking is completely accepted, there will be certain areas where it is prohibited for safety reasons. They do not qualify for this Disadvantage.) At the Frequently level, reasonably large areas are off-limits to smoking; or the character belongs to a social group that cannot legally smoke (for example, minors in 21st Century America). At the Very Frequently level, smoking is only allowed in specific smoking areas, or in the privacy of one's home. If the character's burnt substance of choice is actually illegal in the society, then use the Social Limitation Criminal (Illegal Drug User) instead. Many smokers have Addicted to (Substance) as well. If the society sets this Disadvantage at the Very Frequently level, then Distinctive Features: Smells like Smoke is good as well.

Social Anxiety
Frequently, Minor 10pts.
The character is known to be cripplingly shy or to have a social phobia that prevents them from interacting with others comfortably. Thus, they tend not to be invited to social gatherings, except by well-meaning and overbearing sorts who want to "cure" the character by the sink-or-swim method. Also, the character's body language will tend to warn off the observant, who will recognize that he does not want to be approached.

Social Class
Occasionally, Minor 0pts. / Occasionally, Major 5pts. / Occasionally, Severe 10pts. / Frequently, Minor 5pts. / Frequently, Major 10pts. / Frequently, Severe 15pts. / Very Frequently, Minor 10pts. / Very Frequently, Major 15pts. / Very Frequently, Severe 20pts. (Not Limiting In Some Cultures/Societies: -5 Points Already Added In)
Through birth or achievement, the character belongs to a social class that has special restrictions or obligations. The character's status might be high or low, positive or negative, but it causes some sort of difficulty for him. Many specific types of Social Class Disadvantages are already provided by this list.

Stalker
Frequently, Minor 10pts. / Frequently, Major 15pts.
In some ways, this Disadvantage is similar to Biggest Fan; however, in this case, the Stalker follows the character with a darker intent. A Stalker is psychotically obsessed with the character. His goal is to find some piece of information about the character that only he knows. This will allow him to have a personal link to his "hero". While on the surface, his activities seem to mimic those of the Biggest Fan, the truth is that he is willing to go to any length to meet and become close to the character -- even going so far as to threaten or harm his loved ones. Should the character somehow ever not live up to the Stalker's preconceived image of the character, he will decide to kill the character as punishment for disappointing him. This Disadvantage is different from a Hunted in terms of threat level. It is assumed that a Stalker is vastly less powerful than the character he is stalking, and is therefore only mildly a threat as a Hunter. If the situation is different, the character should take a Hunted instead.

Stranger In A Strange Land
Frequently, Minor 10pts.
The character is obviously out of touch with the society he lives in, and those around him easily pick up on it. Some people will shun or make fun of the character, others may pity him or try to take advantage of him. The character must have a Psychological or Physical Limitation to define how he is out of step with the society he's in. Possibilities include Out of Touch With the Times, Unfamiliar With Modern Technology, and Doesn't Understand Human Society.

Stunningly Beautiful
Very Frequently, Minor 15pts.
The character is extremely visually attractive by the standards of the campaign society. He turns heads, stops traffic, silences loud rooms, etc. just by being visible. The character is not necessarily sexually attractive; it may be chaste or even inhuman beauty. To take this Disadvantage, the character must have a high Comeliness, and should also have the Distinctive Feature: Stunningly Beautiful.

Stutterer
Occasionally, Minor 5pts.
This character suffers from a stammer or similar speech impediment. Most Interaction Skills (especially Oratory and Persuasion), as well as several Professional Skills, are next to impossible for the character to learn. In addition, most strangers will treat the Stutterer as if he were an idiot. They (the strangers) will go to great lengths to explain things to the character (whether he needs them to or not), will condescend to him, and will most often finish his sentences for him. Alternately, the character can withdraw, only speaking rarely, and thus is seen by most strangers as closed, stand-offish, and moody. The character should also take the Physical Limitation: Stutters.

Subject To Orders
Very Frequently, Major 20pts. / Very Frequently, Severe 25pts.
The character belongs to an organization, such as the military, that effectively has control over every aspect of his life, and can send him into harm's way at a moment's notice. He can refuse orders, but only if willing to accept severe punishment. The severity rises to Severe if the character is sent on suicidal missions or the equivalent on a regular basis. Note that most organizations that inflict this Disadvantage have very strict rules about what sort of people are allowed to join; many Physical and Psychological Limitations may be disallowed.

Subjugated
Very Frequently, Major 20pts. / Very Frequently, Severe 25pts.
The character's homeland has been conquered by a foreign country, which now rules it. As such, the natives are at the mercy of the invaders. They may be forbidden to have weapons, practice their religion, leave their homes at night, etc. Defiance of the new authorities is likely to result in imprisonment or death. Often, the natives are forced to labor for their new masters, give them tribute and be taken to the invaders' homeland as slaves. At the Major level, the occupation is under "the rule of law." The subjugated people have some rights, (to a trial before being shot, for example) and the occupiers are restricted from committing certain acts against them. At the Severe level, the occupiers' rules allow them to do anything they feel like to their subjects, such as hunting them for sport.

Supernatural Being Masquerading As A Human
Frequently, Major 15pts.
The character is a supernatural being in a human society where such creatures exist, but are not known to exist by the general public. Moreover, he attempts to "pass" as a human to live among them. This Disadvantage is primarily meant for use in "secret magic" modern horror/fantasy campaigns, but may be applicable in other campaigns at the GM's discretion. Generally, in such campaigns, supernatural beings are common enough to have their own subculture, but not their own society. Thus, they hide among the humans. In addition to the individual desire to avoid excessive notice, there is usually an agreement among the subculture to conceal their presence, either formal ("By the Ancient Covenant of Keurk, we are forbidden to lift the Veil") or informal ("If youse let the norms know vamps exist, we's all in hot water, so if you blows our cover, we ices you.") Not only must the character avoid using his powers or indulging unusual eating habits where he can be observed, but he should also avoid interacting with the medical system or law enforcement officials. Failure to successfully stay hidden usually results in humans attempting to kill, capture or worship the character, and may draw fire from other super-naturals. Characters with this Disadvantage often have easily concealable Distinctive Features appropriate to the type of supernatural being they are.

Supervillain
Frequently, Major 15pts. / Very Frequently, Major 20pts.
The character is known to be not merely a criminal, but a supervillain. He is believed to be the sort of person who puts on a costume and uses his unusual abilities and powers to commit crimes, usually in a grandiose manner. As a result, he is feared and/or despised by law-abiding people, frequently has his location reported to the media or police, and is generally attacked on sight by superheroes. Other supervillains will seek him out to propose teamups or consider him a rival to be bested. If the character has a Secret Identity or other method of successfully disguising himself, this Disadvantage comes up Frequently. If the character has a Permanent or Public ID, it's Very Frequently. This Disadvantage is not appropriate for active supervillains, who are usually fully willing to indulge in the "supervillain lifestyle." Appropriate character concepts include former supervillains who have gone straight, supervillains that have lost their powers or are attempting to retire, and in grittier campaigns "shades of grey" heroes whose morally ambiguous actions are judged as villainous by society.

Susan Lucci Disease
Very Frequently, Minor 15pts.
This character consistently produces a high standard of quality in their work. Regardless of what that work actually is, the character does it efficiently, proficiently, and in such a manner that, if it were any other character, they'd receive a plethora of accolades and awards. Unfortunately, this never happens. The character is passed over for recognition time and time again, regardless of how well-qualified they are for it. The character might well be nominated for special recognition, but will never actually win. This sort of misfortune continues despite the fact that its very likely the character's co-workers are quite aware of the quality of the character's work. This Disadvantage is named for soap-opera actress Susan Lucci, who plays Erica Kane on the ABC soap "All My Children". For 12 consecutive years, Ms. Lucci was nominated for the Best Actress Emmy; she was finally recognized in 1999.

Swears Like A Sailor
Frequently, Minor 10pts. (Not Limiting In Some Situations -5 Already Added In)
The character habitually uses language that the majority culture of his society considers profane and/or obscene. As a result, he is looked down upon by those who use more sedate language, and is unwelcome in polite society. Indeed, his potty-mouth ways may get him slapped at times. This is not a Disadvantage in areas where everyone talks like that, however.