(G)- general (B)- Background
- Degeneration (1,2CP): The character reduces his regeneration to 0, it cannot be increased, if a player wants to increase the amount of CP they also lose 15 LP a day (G)
- Trauma(1,2CP) : when your health reaches 50% the character rolls a d10. On a 6+ he suffers a -2 Max Fatigue cumulative penalty until he rests for one night. To gain an additional CP from this disadvantage, when rolling a 8+ for the check, the character suffers a -20 All Action Penalty as well. Penalties caused by this disadvantage directly or through Fatigue Loss cannot be nullified or reduced by any mean.
(G)
-Bounty:(2CP) There is a bounty on your head worth up to 10,000 gold crowns (B)
-Infamy:(1,2,3CP) This disadvantage is similar to the Fame advantage, but instead people fear you. At 1 cp people will know your name somewhat. At 2 cp, people will know of you and will shun you if they hear your name. At 3 cp whole cities will form an angry mob to drive you out and/or kill you.
-Anti social:(1CP) suffers a -50 to all social interactions such as leadership or persuasion. (G)
-Self harming:(1CP) When the character suffers a fumble they lose half of whatever they rolled (EX: if you rolled an 87 on your fumble you take 44 damage, surpasses damage barriers)(G)
-Schizophrenia:(2CP) The character suffers from seeing visions or hearing voices that command him to commit certain acts. The extent of this disadvantage is left up to the GM. (G)
-Bulimia:(1CP) The character cannot keep down food and thus feels sick after consuming food. They suffer a -20 all action penalty until an hour after eating. (G)
-Focused:(1CP) The character is required to focus as an active action for at least one turn before performing any psychic, zeonic, or ki action. (G)
-Uneducated:(1CP) The character never had a proper education. Thus they cannot read, write, speak properly, or perform some actions that would require having learned it first. The character applies an added -10 to all secondary skills . (G)
-Dense:(1CP) The character is not very bright and he often misses obvious things or is easily fooled. The character suffers a negative -30 penalty to all perception rolls and, -30 against checks to be persuaded, intimidated, etc. (G)
-Heavy:(1CP) The character is larger than normal or is just portly. They suffer a -1 penalty to their movement value and a -2 to their fatigue. (G)
-KI Reduction:(1CP) The character halves his Ki accumulation and only recovers half the amount of ki they normally would (G)
- KI Blockage: (2CP) The character cannot regenerate KI normally (character must have use of ki) (G)
-Rival:(1,2CP) The character has an enemy that wishes to hunt them down and kill them, or they just have a general enemy. At 1cp it’s a general enemy of the player’s level that he must fight occasionally. At 2CP the character not only wishes to stop you, but also has his own group, or army, that he commands. (B)
- Combat Paralysis:(2CP) The character is scared or surprised by combat and thus loses the chance to perform actions on the first turn of a new combat, and suffers a -40 penalty to all rolls on that first turn including initiative. (G)
-Insomnia:(2CP) The character has trouble falling asleep, he must roll a d10 (on a result of a 5 or higher they suffer penalties) to see if he can get to sleep that night, if he fails he suffers the penalty for not resting. (G)
-Extra sensitive:(2CP) Whenever a character suffers damage add an extra ¼ points of damage after the damage dealt has already been determined (e.g. if a characters at reduces an attack enough that it only deals 14 points of damage, you then add 3.5 rounded up (4) points of damage total) (G)
- Prejudiced:(1,2CP) The character is biased against a group or type of people. They will be intolerant and outspoken against that group. If you don't act accordingly you suffer a -30 or -60 depending on severity until you take action against them. (This can be 1 or 2 CP depending on the circumstances) (G)
-Weak system:(2CP) character reduces ALL his resistances by half including PsR and MR (G)
-Vertigo:(2CP) Whenever a character performs an action using ki, zeon, or psychic points, he must perform a 1d10 roll (on a result of a 6 or higher they suffer penalties, a 10 will result in double penalties) in order not to become disoriented, if they fail they suffer an all action penalty of -20 until his next turn. (G)
-Predictable:(1CP) Whenever the character attacks and is defended against the enemy gets a +20 to a counterattack. (G)
-Asthma:(1,2CP) A character can only perform physical actions for half as long as a normal character could, and they are easily winded. if you want to gain more from this disadvantage then instead you can only perform cations a third as long, and areas that are considered to have lots of mold, dust, pollen, etc. will give you a -20 all action penalty for as long as you remain in the area, and you will be unable to rest, sleep, or concentrate in the area. (G)
-Branded:(1, 2CP) At some point in your life a powerful entity branded you, this brand is a mark of hate. People who see it know that you're not safe to be around, and creatures/monsters will instinctively attack you even without seeing the brand. Anyone with the ability to see supernatural can see the brand even if it is covered up. To gain additional CP, this brand instead covers the entire body, being clearly visible if skin is showing. (G)
-Curse:(1,2 CP) The character has been cursed for whatever reason, whether it be from a demon, a witch, or their blood. But similar to how an ebudan has a mission this curse has a goal the player must complete, every day that goes by where the player still is cursed a searing pain fills his body at night. This curse could lead to freeing the demon from imprisonment, to the downfall of a country, or even performing a very dangerous quest specified by the entity that cursed him in the first place. The specifics of the curse are decided by the GM and the player. (a curse may be anything that isn't an insta kill like damned)(G)
-True Sacrifice 2CP: the character rolls on Table 35 of Beyond the Dreams (Pg. 292 in the book) (G)
-Favor 1CP: at some point you made the regret of saying “i owe you one” to somebody who did you a big favor, this disadvantage makes it so at some point during the story this somebody will come to you with a favor of their own, a player feels obligated to pay them back, or a character may make the risky move of denying repaying the favor, in which case the once ally will seek retribution in some way (B)
-Insanity 1CP: the player starts the game with the bare minimum amount of sanity in order to function properly, it replaces their starting sanity. [Can only be taken in games with the sanity rule in effect]
-Untrained Fighter 1CP: the player was never properly trained in the use of weaponry, they kindof just picked up a weapon and starting swinging, they take a -30 attack penalty when using a weapon of any kind, a player can not buy weapon modules while they have this disadvantage (it is possible this can be worked off with enough weapon use and training, when it is worked off is determined by the GM)
-Anti Characteristic Roll 1CP: when you choose this disadvantage choose a characteristic. whenever making a characteristic roll using the chosen characteristic, you increase the difficulty of the check by +3 (this disadvantage can be chosen multiple times, but you can't pick the same characteristic twice) (e.g. if a character has a str of 5, they must roll as if their strength were 2)
-In the wrong hands 1CP: any weapon held by the character automatically reduces the quality of it by 5, this only affects a weapon they are actively holding, if given to someone else the weapon does not reduce in quality. this brings items of +0 to -5, and +10 to +5.
Edited by Dalerik