The character is addicted to some psychological or physically dependent substance; if unable to maintain a regular supply of it, the character will experience withdrawal after eight hours, suffering a progressive -2 modifier to all skill checks every four hours until the craving is appeased. Extraordinary means are required to overcome an addition.
Characters with this disadvantage have an adverse physical reaction when exposed to some fairly common substance; when the character comes into contact with this allergen, they immediately enter a fatigue state and remain in it until treated or they are away from it for a sufficient period of time (typically 6-10 hours). The player and the GM should work together to determine the nature of the allergen, its frequency, and any additional effects.
A character with this disadvantage has no memory of some part of their lives, either due to an injury, traumatic event, or breakdown. The event should be part of the character's background and include how much time is missing as well as a general idea of what brought about this loss of memory, keeping in mind that taking this advantage essentially means turning character's history over to the person who creates challenges.
These characters are in poor physical condition, often suffering weakness or shortness of breath during times of exertion, which may be due to a physiological defect and may have other aesthetic effects, i.e. pallid skin tone, trembling appendages, etc. As a result, for every two points in Athletics, the character's Stamina rank increases by only one point. This disadvantage may not be paired with any Constitution based advantages.
Those with this disadvantage are perceived as a threat by beings with an animal intelligence. When the character is present, the animal gets a morale save with a negative modifier equal to the character's reputation modifier. Success will typically result in unhappy noises, cowering, refusing riders, etc, while failure results in incessant warning noises, attacking, or fleeing.
A character with this disadvantage is awkward or ungainly, lacking the degree of coordination that most take for granted, imposing a permanent -2 penalty to the Agility attribute. This disadvantage may not be paired with any Agility based advantages.
The character is physically less well developed and/or weaker than most, whether as the result of injury, age, childhood illness, etc, imposing a permanent -2 penalty to the Strength attribute. This disadvantage may not be paired with any Strength based advantages.
Characters with this disadvantageous have difficulty enduring hardships and are more vulnerable to adversity than most, imposing a permanent -2 penalty to the Constitution attribute. This disadvantage may not be paired with any Constitution based advantages.
These characters are more easily deceived or duped than most, readily accepting thoughts, ideas, or information without much consideration. As a result, for every two points in Cunning, the character's Stamina rank increases by only one point. This disadvantage may not be paired with any Influence based advantages.
Those with this disadvantage have an unsteady gait, typically caused by some type of trauma that has left them with a permanent falter in their step, i.e. stagger, limp, hitch, etc, leaving them with a permanent -3 modifier to their per action move rate. This disadvantage may not be paired with a move based advantage.
Characters with this disadvantage are unable to read or write in any language, whether as the result of a lack of education or from some type of learning disability. In addition, they have a tough time deciphering symbols that have complex meaning, suffering a difficult (-4) modifier to any relevant skill check.
The character lacks a degree of sensory awareness, hindering their ability to perceive the world around them; this can take the form of a specific hardship, i.e. sight, smell, touch, taste, etc, or else be the result of some type of trauma or physiological abnormality, imposing a permanent -2 penalty to the Perception attribute. This disadvantage may not be paired with any Perception based advantages.
These characters are chronically distracted, lost in thought, or otherwise inattentive and do not respond as well to stimuli. As a result, for every two points in Vigilance, the character's Reaction rank increases by only one point. This disadvantage may not be paired with any Perception based advantages.
A character with this disadvantage is incapable of telling the truth, whether this is a malicious desire to deceive, a compulsion to distort the facts to fit their own narrative, an urge to exaggerate events, etc. Those afflicted with this disadvantage typically believe what they are saying and will go to great lengths to prove that their words are true, no matter how outlandish or unbelievable.
Those with this disadvantage have suffered some physiological trauma that has hindered their ability to withstand the vicissitudes of the world. It could be an illness from which they never recovered, a devastating injury that never healed, etc, imposing a permanent -2 penalty to the Constitution attribute. This disadvantage may not be paired with any Constitution based advantages.
Characters with this disadvantage feel responsible to some person, ideal, or organization, or owes a large debt that must be repaid. The player and GM should work together to establish the details, which should be defined before play begins, along with the consequences for not meeting the obligation, i.e. an unresolved debt may result in the character being hunted or acquiring a nemesis of some type.
The character has an irrational fear of a fairly common thing (or a category of things) that elicits a powerful psychological response, typically causing uncontrollable panic or paralysis. The player and GM should work together to establish the exact details of the phobia, including the commonality of the stimulus and the type and degree of response.
These characters are locked in a highly competitive rivalry with a person, family, or group that is personal but not lethal in nature. The rival is directly connected to the character in some way and has a comparable level of skill, influence, and advancement; the player may work with the GM to work out the details, afterwards, the rival becomes an NPC under the control of the GM.
A character with this disadvantage has some hidden fact about themselves that must remain hidden, otherwise there will be life-altering consequences. The player must define the secret and work with the GM to determine the consequences and potential harm, whether psychological or to the reputation that will occur if it is revealed.
Those with this disadvantage are less educated and more naive than the average member of their race, facing a daily struggle with the complex inter-workings of the world. They tend to be poor liars and are at their best when being straightforward and honest, with a permanent -2 penalty to the Knowledge attribute. This disadvantage may not be paired with any Knowledge based advantages.