Proposal: Disadvantages

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Proposal: Disadvantages

Postby Pendragon » Wed Aug 08, 2018 7:40 am

Proposal: Disadvantages

Taking this idea from a recent Hangouts discussion, the discussion of flaws and disadvantages came into being, with one player admitting to a steep self-inflicted flaw for one of their characters. This idea was already on my mind due to my own original idea for disadvantages. So, my proposal is as follows.

Rather than automatically gaining an insanity, the player decides during character creation on if they are going to have insanity or a flaw. Those that choose insanity must roll vs insanity as per normal. Those who state a flaw as their starting issue must roll vs 12 for flaw, adding in P.E. bonuses as one would add M.E. bonuses for insanity. If successful, the character does not gain a flaw or insanity as per normal.

Those that select a flaw and fail must select from the following list 3 different flaws that the GM for the game will chose from. These flaws WILL change stats so please be aware of these disadvantages prior to selecting them.

Secondary effect of disadvantages can come into play when one is looking for a sacrifice for equipment. By purposely taking 1 flaw (following the rules as if you failed the save), you can apply your disadvantage as the sacrifice for one category to gain better equipment or gain a 4th category (Familiar, etc) without sacrificing additional equipment.

* Denotes the character MUST be a Magical Class character and can not dual class out of the magic class into a non magic class until level 7
** Denotes the character MUST be a Psychic Class character and can not dual class out of the psychic class into a non psychic class until level 7


(1) Absent Minded: While the character can be smart, even a genius, they tend to neglect most of the skills they have with a few minor exceptions. Select 4 Skills, these are skills the character can use without the absent minded penalty. All other skills suffer a -15% Penalty and lose any OCC/OCC Related bonuses. Perception can not be selected.

(2) Acceleration Weakness: Slow is the way to go. Any time the character is in a vehicle traveling faster than a horse, the character suffers a multitude of penalties, including a -5 Vs Motion sickness (Use P.E.) to avoid vomiting, -3 perception, and -2 to all combat while going at that speed.

(3) Anosmia: the character suffers a rare affliction that removes all manner of sense of taste or smell from the character’s perception. The character can not use perception based on taste or smell (automatic failure) and obviously can not detect certain hazards that ordinary people can spot quickly.

(4) Can’t hit the broad side of a barn: Select either Melee or projectile weapons. All weapons within that category are at a -4 to strike.

(5) Combat Paralysis: No matter how mentally prepared you are for battle, once battle starts, you always hesitate. The character never has initiative when combat begins and suffers a -2 initiative after the first round of combat.

(6) Compulsive Spending: When you have money, EVERYONE knows you have money. You’re always buying the most expensive items you can afford, always buying rounds for your friends, and scoff at the notion of saving. This misfortune does not have any real penalties, other than the financial drain to one’s accounts and the character is often targeted by thieves, con men, and others looking to help relieve the character of his or her hard earned cash.

(7) Day or Sun Aspected Mage *: This disadvantage allows for the mage to cast magic during the day at no penalty, but during the night suffers either half proficiency with all aspects of the spell (round down) or double P.P.E. Cost (Select one)

(8) Dwarfism: Reduce Height and Weight by 40% and reduce P.S. by 50% (Round down)

(9) Dyslexia: The character as a lot of trouble with the written word. -45% to all literacies the character may have. Any skill that requires literacy is also reduced by 20%

(10) Easy to Read: The character could be well versed at telling lies, but his body always betrays him. Anytime the character tries to lie, anyone trying to discern if it’s a lie or truth has a +25% to perception to detect said lie.

(11) Extremely Unlucky: When the character needs to roll for a skill or needs to hit a target in a critical moment (as dictated by the GM), the character must roll twice and take the worst result.

(12) Fearie Curse: The DM selects one fearie food. The curse is applied to the character and can not be removed by any means, including divine sources.

(13) Gigantism: Double Height and Weight and reduce P.E. by 25% (Round down)

(14) Glass Jaw: Reduce S.D.C. and HP (M.D.C. is applicable) by 50%. This includes all future additions, such as when raising a level and gaining 1D6 HP.

(15) Hemophilia: The character can not stop bleeding. When the character is cut, has a puncture wound, or any other injury that does not burn the wound, the character continues to lose 1 hit point (or M.D.C.) per melee. Magical healing and psychic healing is half as effective. Stop Bleeding healing psychic ability allows for a save Vs Psionics (Base save only, no bonuses). A successful save allows for the wound to stop bleeding (opposite from actual saves)

(16) Low Pain Threshold: Character has a -5 Vs Pain and interrogators have a +30% on interrogation if pain is involved. Even the threat of pain gives this enhancement to the skill.

(17) Magic vulnerability: No matter how high the character’s P.E. is or any bonuses from O.C.C. bonuses, the character has no bonuses to save vs magic. In addition, the character suffers an additional -5 to save vs Magic. Also, all penalties the character suffers from a failed save is doubled.

(18) Mechanically Declined: Some people just suck when it comes to machines. All Electrical, Mechanical, Piloting (not to include horsemanship and sail boats), and Computer skills are at a -20%

(19) Night or Moon Aspected Mage *: This disadvantage allows the mage to cast magic during the night at no penalty, but during the day suffers either half proficiency with all aspects of the spell (round down) or double P.P.E. cost (select one)

(20) Poison Susceptibility: Regardless of how high a character’s P.E. is, the character has no bonuses for save vs poison and suffers an additional -5 to save vs poison.

(21) Poor Vision (Far): Despite any and all types of enhancements, the character has trouble seeing objects closer than 1D10+5 feet away. While they have excellent vision when viewing objects away, everything else closer is blurry. This can be corrected by corrective lenses but not by mechanical means. -20% Perception based on vision when objects are in his blurry range and -4 strike, parry, and dodge when fighting within his blurry range. These can be negated by corrective lenses but the character must be careful to protect their glasses. Also, -15% to any skill that requires up close work (mechanical, medical, literacy, etc) unless they have corrective lenses.

(22) Poor Vision (Near): Despite any and all types of enhancements, the character has trouble seeing objects farther than 1D10+5 feet away. This nearsightedness can be corrected via corrective lenses but not with mechanical enhancements like bionic eyes. -20% Perception based on vision past their visual range and -4 strike on all ranged weapons when past their visual range. These can be negated by corrective lenses but the character must be careful to protect their glasses (if they have them)

(23) Psychic Skills**: The character must note when each psychic ability is gained. Psychic abilities are now treated like skills and start off at level 1 and grow from there.

(24) Psychic susceptibility: No matter how high the character’s M.E. is or any bonus from O.C.C. bonuses, the character has no bonuses to save vs psionics. In addition the character suffers an additional -5 to save vs Psionics. Also, any penalties the character suffers from a failed save is doubled.

(25) Psychic Vampirism**: Regardless of psychic class, the character gains the Mind Bleeder ability to syphon I.S.P. from others. However, the character loses all ability to regenerate I.S.P. naturally. Also, the character can not syphon more I.S.P. than they can naturally hold. Mind Bleeders with this ability can syphon 50% more I.S.P. but still lose the ability to regenerate I.S.P. naturally.

(26) Reduced Potential**: All psychic abilities have their range reduced by 50%. Those with Self or touch range have their I.S.P. cost doubled. Mind Block Auto-Defense costs twice as much.

(27) Ritualistic Magic *: While the somatic principles of a spell are unchanged, each spell takes 2 actions to cast. Each spell is cast through a verbal ritual, often times like a limerick or a poem. A good example from popular television is when Storm would use her abilities from the X-Men the Animated Series. This also means that if mute or with a strained voice, the spell can not be cast.

(28) Spell Skills *: The character must note when each spell is gained. Spells are now treated like skills and start off at level 1 and grow from there.

(29) Strained magic *: Despite all the training they had, something does not seem to click. It costs an additional 25% (Round up) P.P.E. to cast a spell

(30) Weak Immune System: Regardless of how high a character’s P.E. is, the character has no bonuses for save vs disease and suffers an additional -5 to save vs disease.

Additional disadvantages can be added once approved by Augur.
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