+1 Free Advantage per Disadvantage Taken. Disadvantages are free.
Note: Disadvantages result in a penalty of -1 per level to all fields or applications which apply to disadvantage. Each level taken in a disadvantage can be applied to an advantage.
GMs can also assign penalties to disadvantages. Disadvantages that rely on chance get a chance roll of +1% per level unless otherwise specified.
Absent Minded: -1 intelligence during acts of intelligence or memory.
Academic Status Suffering: -10 XP, -1 HP, -1 d6 towards research, learning, and investigation skills
Accelerated Aging: add +10 years to age and -1 on all checks for every two years of in game time. (type-disease or genetic condition)
Acceleration Weakness: accelerated actions such as haste or exteme velocities in jets or by other means cause extreme vertigo with loss of balance and upset stomach for -1 dexterity, health and stamina, -1 each per ace; lasts 3 turns.
Addiction (type): character relies on something which compromises them and even more so when without whatever they need, -1 on all checks per level when in effect; -2 on all checks per level when without object of addiction.
Addiction (severe - type) character relies on something which affects their health and causes even more suffering when without, -10 health and -1 on all checks per level when in effect; -20 health, -2 on all checks per level when without object of addiction.
Age (old): take age penalties on check page.
Age (permanent child): take age penalties on check page.
Agoraphobia: character refuses to leave their house and has to be dragged out. Character also relies on others to bring things to them from the outside. (-2 on all mental checks, triples if character ventures outside of home by force or their own will)
Alcohol Intolerance: -3 on all rolls while inebriated.
Alcoholism: suffer addiction penalties as well as a -3 charisma penalty, doubles while drunk.
Alcohol-Related Quirks: (type and penalty)
Allergies: 10% chance of allergic attack, -10% perception, sneezing fits give position away and kill stealth.
Allergic Susceptibility: doubles penalties for allergies.
Anomalous Time Line: character is trapped between two time lines, living and experiencing both at the same time, and he/she will see things which those on each side of the time line cannot; and because the two time lines move paralell to one another, events can become extremely confusing to character and give them the appearance of madness. 20% chance of overlapping events resulting in confusion and a 2d6 disorientation roll; -1 mental checks per success, -5 per ace).
Altered State: once a day character is highly susceptible to metamorphose into a completely different form, one that is not at ALL appealing to the eye.
Altered Time Perception: time is not linear to character but multidimensional whereby the distinction between past present and future cannot be distinguished, no concept of normal time, therefore a character fairs poorly at occupations which require them to show up 'on time'.
Amnesia: character has no memory of who they are or of the their past whatsoever. Speech centers are however unaffected by this condition which does not compromise the same part of the brain. $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
Anachronism: character lives in the past and has a difficult time adapting to change; -1 on all rolls dealing with recent inventions and new ways of life.
Annoying Personality: -2 charisma
Apathetic: +10% empathy failure.
Aphasian Tongue: cannot talk in any coherent manner, mixing up and using words in a way that makes any sense to very few.
Aphelian Ire: (sun loving characters) when the world is furthest from the sun/s those with this rare condition remain in a bad temper for an entire month, 50% charisma the duration.
Appearance, Flawed: (define) -1 charisma
Appearance, Unattractive: (define) -2 charisma
Appearance, Ugly: (define) -3 charisma
Appearance, Hideous: (define) -4 charisma
Appearance, Monstrous: (define) -6 charisma
Arachnophobia: terrified of spiders, -2 willpower and stealth when faced with spiders, +2 willpower to avoid spiders if fear is challenged.
Attention Deficit Disorder: difficulty focusing on any one thing for too long (-2 perception and will)
Bad Grip: 10% chance of dropping anything held with loss of -2 AR recovery time, and -1 on all hand held rolls.
Bad Luck: +10% chance of something going wrong whenever anything of consequence can go wrong (or when GM calls for a luck check).
Bigot: -1 charisma, logic, and wisdom
Bleeder (double damage with wounds to blood loss)
Blood Thirst: non-vampires
Body of Gas
Body of Water
Bonded: name who character is bonded to
Buffoon: -1 mental
Butter Fingers: drops things often, +10% chance per level of dropping things when GM calls for a drop check
Cannot Cross Running Water
Cannot Harm Innocents
Cannot Learn from Mistakes
Chronic Depression Variable
Code of Honor
Compulsive Love for...
Constraint (something relative they cannot do under any circumstance)
Destiny (ill omened)
Disciplines of Faith Variable
Divine Curse Variable
Easy to Read
Evil Twin Variable
Extremely Hazardous Duty
Hangover; Mild: -1 to all checks
Hangover; Bad: -3 to all checks
Hangover; Major: -5 to all checks
Hard of Hearing
Hives (trigger type)
Impaired - Speech, Sight, Hearing.
Increased Life Support
Karmic Ties Variable
Kindred Disadvantages Variable
Lack of Claws
Lame - Leg, arm, back, hand ect.
Lives on Campus
Low Pain Threshold
Low Self Image
Luck Child (75% chance of good luck)
Magic Susceptibility (path and double damage)
Mentally Ill (type)
Narcolepsy (sleep disorder)
No Body Heat
No Depth Perception
No Natural Healing
No Physical Body
No Sense of Humor
No Sense of Smell/Taste
Obdurate: stubbornness of +5 Willpower vs. intelligence and charisma in use of logic or persuasion when mind is made up.
Oblivious: 0 perception when in an oblivious, 10% chance of such a state.
Obnoxious: -50% charisma when being obnoxious.
Obnoxious Drunk: 0 charisma when drunk.
Obsession: (define type) character is very obsessive about +1 thing; -1 intelligence when confronted with object of obsession vs. intelligence in use of reason, +1 d6 on any action towards the object of obsession, obsessive behavior evident with success roll.
Odious Personal Habits
Parasite (to others)
Personality Flaws (types)
Snakes, spiders, scorpions, etc
General Group of Creatures
Post-Tramatic Stress Disorder
Quadriplegic Quarrelsome Quirks Quiet
Reduced Hit Points (25%)
Reduced Manual Dexterity
Restricted Reproduction Variable
Sense of Duty
Shadow Form (permanent)
Short Attention Span
Sick Sense of Humor
Stress Atavism Variable
Susceptibility to Poison
Taint of Corruption
Talisman (cannot function well without it)
Terminally Ill Variable
Uncontrolled Form Shifts
Unpredictable Shape Change (type)
Untrained Shape Change (type)
Unstoppable Growth: character continues to grow until the day they die by +1 inch per year. Gain +1 to strength, stamina, and movement per foot of growth over six feet. Adjust Health to gains. Lose -1 stealth per foot of growth over six feet. This is a Deterimental Flaw despite the advantages.
Weak Immune System
Weakness (for something-type)
Yin-Yang Imbalance Youth
Zoological Freak (has multi-animal form)
Magic User Disadvantages
Armor Restriction: studded leather or lighter
or no armor.
Awkward Casting Method: Unable to cast subtly.
Taboo: As mage.
Ceremony: Must perform ceremonies at certain times.
Difficult Spell Memorization: As mage.
Fanaticism: Priest or mage is a religious fanatic and sees no room for other priesthoods or beliefs and may even kill those who don't convert.
Hazardous Spells: As mage.
Limited Magic Item Use: As mage.
Limited Spell Selection: Priest must keep a spell book and can only learn limited paths.
Reduced Life Points: -10 per free point taken
Reduced Spell Progression: Ten spells and two paths only.
Slower Casting Times: -3 init for spells.
Talismans: -1 on all mental and spell casting rolls per talisman when lost or misplaced.
Weapon Restriction: No bladed weapons or bows, only staffs, maces, clubs, spears, etc.
Awkward Casting Method: Casting has strange effects, mage can not cast subtley.
Behavior/Taboo: Mage is not allowed to do certain things (eat a certain thing, sit facing a certain direction, whatever)
Difficult Memorization: Mage must perform elaborate acts to memorize spells.
Environmental Condition: Mage is restricted as to where/when/for what causes he can cast.
Hazardous Spells: Mage must save or take 1 damage per spell level each time he casts within a certain Sphere, or have a cumulative 1% chance per spell level of going insane. When he does it resets to 0%.
Learning Penalty: -10% Learn Spells for each point.
Limited Magic Items: Unable to use one set of magic items at 10% per CD.
Reduced HP: -1 HP per Spell Level for Casting.
Reduced Spell Knowledge: One path only can be learned.
Reduced Spell Progression: Can memorize one less spell per spell level.
Slower Casting Time (1/3): -1 per CD init when casting.
Constraint: Like Taboos, only it is IMPOSSIBLE for the mage to do things they are constrained from.
Talismans: "Where is my rabbit's foot?? I can not fight without my rabbit's foot!!!" as the elf slings an axe at the goblin.
Limited Armor - Armor is NOT advantageous to Thieves and Assassins.
Limited Magic Items - Only three allowed.