Caelestis Ulterius RPG Information Databank


Edges and Drawbacks

Edges and Drawbacks are all about embellishments, good or bad, elements that help or hinder a character in a way not already addressed by existing character creation rules. There are several major types of embellishments:

  • Primary Drawbacks: This set of character drawbacks is meant to be as cleanly and explicitly defined as possible. Their drawbacks are predominantly mechanical in nature. As a result, most of them require very little role-playing “maintenance” or obtrusive attention from the GM. Thus, they may generally be used the most freely and with the least amount of GM oversight.
  • Medical/Psychological Conditions: Somewhere between Primary and Secondary drawbacks are the real-world medical and psychological conditions. Medical conditions may be treated as Primary and psychological conditions should be treated as Secondary Drawbacks. A great deal of abstraction has gone into the design of these conditions to render them playable.
  • Secondary and Weird Drawbacks: These are drawbacks of personal inclination or Drawbacks representing background difficulties. Although they can be just as debilitating as primary drawbacks, they tend to require continual role-playing attention and/or a great deal of thought on the part of the GM. Without such attention, many secondary drawbacks will become nothing more than words on paper and will cease to penalize a character. GMs are cautioned to study them thoroughly before allowing their use. Weird Drawbacks are occult in nature.
  • Edges: Edges are background benefits, material goods, and other awards or inheritances that can be of great use to a character. Edges have nothing at all to do with the character himself and can be lost, stolen, or removed by a variety of means. Edges are loosely divided into social, material. and special categories.
Drawbacks should generally be chosen and applied before actual play begins. Just as characters do not need to spend anything in exchange for equipment, money. friends, allies. and other benefits acquired during actual adventuring, neither should they expect bonus points for enemies and other complications acquired once a campaign has begun. The drawbacks presented in this volume are worth compensation because they're trouble above and beyond that which the characters are naturally expected to face. Any Drawback Points left over after play begins are lost, so there's no reason not to spend them.

Drawbacks and Effective Character Level

Drawbacks (and any compensations received because of them) cause no adjustment in effective character levels provided that the Drawback Points received for them are spent. A 1st level character with 10 Drawback Points (spent on, a new skill) does have some capabilities not possessed by an unmodified 1st level character, but he has an equivalent set of handicaps. The two balance each other out.

Permissible Numbers of Drawback Points

The default recommended limit is 10 Drawback Points per character, the fewer Drawbacks a character possesses, the more contained will be any potential disruPointion to the balance of a campaign. As Drawbacks are heaped upon a character. not only does he gain compensatory skill points, or Edges, the amount of attention that must be paid to those drawbacks by the GM and the player alike increases. A character with one or two drawbacks is interesting; a character with ten or eleven is a disaster waiting to happen. However. if the GM sees fit, a campaign may allow a higher maximum number of Drawbacks per character. Campaign Style Drawback Points Permitted:

  • Conservative 10
  • Controlled (Default) 20
  • Generous 25
  • Very Generous 30
  • Goofy 35
It is strongly recommended that characters be allowed to take a “goofy” number of Drawback Points only in games of an experimental or “one-shot" nature. Too many drawbacks, no matter how finely-balanced and delicately played, can turn an on-going campaign silly in a variety of ways. When creating characters higher than 1st level. this system may still be used in a rewarding fashion. but the GM should watch out for attemPoints to render drawbacks totally meaningless by the calculated selection of magic items, equipment, and special powers. Characters are quite free to seek out magical or other compensations for their handicaps as a campaign goes on, of course, but starting play with such compensations already in their hands is contrary to the spirit of this system.

Sharing Drawbacks and Edges

A group of character may, with explicit GM approval, split the cost of certain large secondary drawbacks. For example, four characters could split an 8-point Nemesis accePointing the burden of that Nemesis as a group in exchange for 2 Drawback Points apiece. This will ensure that the Nemesis will devote his attention to the group. rather than spending most of his time harassing one individual. A group of character may also, quite logically, split the cost of any Edge that could be deemed to be communally divisible. There’s no way for three characters to split the cost of, say, the rank of Admiral in the United States Navy, but it would be relatively easy for three characters to share an apartment and a car.

Buying Off Drawbacks

Sooner or later, one of your players is probably going to express a desire to have his character overcome one or more of his drawbacks. Provided that a proper in-game rationale can be provided for this, it isn't a problem. Medical science can correct neurological damage, repair broken limbs, and offer new drug treatments for previously unbeatable problems. Psychological counseling can help overcome many nervous disorders. Time, discipline, and increasing self-confidence can help bury many old handicaps, such as clumsiness or obesity. When a player wishes to "buy off“ a character Drawback, he must spend something in exchange, at the time his character gains a level: -1 Drawback Point may be bought off for 2 CDP. (example: an 8 point drawback would cost 16 CDP to buy off.) Note that the character doesn't spend any CDP he already has, he loses only new ones he would ordinarily get for a level increase. Alternately (and with the GM’s explicit permission), a character may buy off 1 Drawback Point by setting aside experience points. For each Drawback Point bought off, calculate 1/8 of the number of XP the character will require to reach his next level. This “Tithe” must be paid off by earned XP before any earned XP can be used for any other purpose, in effect, the character is being forced to earn a certain percentage of his next character level twice to pay off his former drawback. Once the Tithe is paid off, the character resumes using earned XP in the usual fashion. Some background drawbacks cannot be bought off, for example, an enemy cannot simply be wished away, and a criminal record cannot be made to vanish into thin air (at least not without the expenditure of large amounts of time and money, an expenditure that should make the character pay about as much as if he'd bought off the drawback in the fashion described above). However, an enemy can be defeated. preferably after many, many encounters as the campaign nears its culmination. Characters that wipe out an enemy after many long months or years of effort do not need to pay anything extra to be rid of their foe, they have earned their peace with blood, sweat, and tears.

Primary Drawbacks

drawback

Description

Age

As your character can readily attest, it's not necessarily the years, it's the mileage.
  • [2 Points] Middle Age Your character begins the game just past the cusp of “middle age." His starting age will be 1d4 years past the minimum "middle age" prescribed for his race. Your character suffers a -1 penalty to P.S., P.P., and P.E. and gains a +1 bonus to IQ, M.E. and M.A.
  • [4 Points] Old Age. Your character begins the game just past the cusp of “old age." His starting age will be 1d4 years past the minimum "old age" prescribed for his race. He suffers an additional -2 penalty to P.S., P.P., and P.E. and gains a +1 bonus to IQ, M.E. and M.A.
  • [8 Points] Venerable Age Your character begins the game just past the cusp of ‘venerable age." His starting age will be 1 year past the minimum "venerable age" prescribed for his race. He suffers an additional -3 penalty to P.S., P.P., and P.E. and gains a +1 bonus to IQ, M.E. and M.A. He also suffers an -5 penalty to his Speed and an -1 penalty to his AR.
  • [+2 Points] Special Handicap - Frailty: Your character suffers an additional -1 penalty to PE and PP rolls

Albinism

Oculocutaneous albinism is a congenital condition that causes your character to have little or no pigmentation in his eyes, skin, and hair. In addition to affecting his physical appearance, this condition may impair vision or, rarely, cause more serious problems.
  • [2 Points] Mild Albinism: Your character is unusually pale and suffers a -20% penalty to Disguise due to the difficulty of concealing his condition. He also suffers an -1 penalty to percePointion. If your character suffers lengthy exposure (4 hours or more) to powerful sunlight with little or no protection, he must make a PE save or suffer painful burns across the exposed areas of his body. These bums will cause the temporary loss of 1d4 points PP, which will return in 2d4 days with rest and care.
  • [4 Points] Serious Albinism: Your character's hair and skin are not merely pale, but somewhere between snowy white and transparent. He suffers a -40% penalty to Disguise due to the difficulty of concealing his condition. He also suffers an -2 penalty to percePointion. If your character suffers even modest exposure (2 hours or more) to powerful sunlight with little or no protection, he must make a PE save or suffer painful burns across the exposed areas of his body. These bums will cause the temporary loss of 1d6 points PP, which will return in 2d4 days with rest and care.
  • [+2 Points] Special Handicap - Hermansky-Pudlak Syndrome: This is an extremely rare form of albinism found almost exclusively (but not universally) in people of Puerto Rican descent. Its symPointoms are mild lung fibrosis (an inability of the lungs to expand or contract fully) and occasional bouts of bleeding, which is abstracted for game purposes to an -2 penalty to all PE saving throws.

Animal Antipathy

Although your character can make limited use of pack and riding animals, neither they nor their wild counterparts have any affection for him.
  • [2 Points] Moderate Antipathy: Your character suffers an -10% penalty to all Animal Empathy, Handle Animal, and Ride checks. Dogs will bark at him, cats will hiss, and horses will buck and shy away. Any wild animals encountered will have their reactions toward your character become negative.
  • [4 Points] Severe Antipathy: Your character suffers an -20% penalty to all Animal Empathy, Handle Animal, and Ride checks. Dogs will howl at him, cats will hiss and scratch, and horses may attemPoint to kick him. Any wild animals encountered will have their reactions toward your character shifted one column into the negative, and animals that are already hostile will attack your character in preference to anyone else nearby.
  • [8 Points] Violent Antipathy: Your character suffers an -30% penalty to all Animal Empathy. Handle Animal, and Ride checks. Any wild animals encountered will have their reactions toward your character shifted one column into the negative, and animals that are already hostile will gleefully ignore anyone else nearby in their haste to hurl themselves upon your character. Lastly, any animal attacking your character gains a +1-morale bonus to its attack and damage rolls.

Bad Driver

Putting your character at the controls of any ground vehicle with more get-up-and-go than the average bicycle is an invitation to disaster.
  • [2 Points] Simple inePointitude. Your character suffers an -20% penalty to all Ground based Pilot skills checks.
  • [4 Points] Total inePointitude: Your character suffers an -40% penalty to all Ground based Pilot skills checks.
  • [6 Points] Gruesome Incompetence: Your character automatically fails any Ground based Pilot skills check he is called upon to make.

Bad Shot

Your character is either woefully unpracticed or naturally handicapped when it comes to the use of ranged weapons.
  • [1 Point] Slight impairment: Your character suffers an -1 penalty to all ranged attacks.
  • [2 Points] Routine inePointitude. Your character suffers an -2 penalty to all ranged attacks.
  • [3 Points] Woeful inePointitude Your character is lucky he understands which end of the barrel the bullet comes out of. He suffers an -4 penalty to all ranged attacks.
  • [4 Points] Perpetual Embarrassment: Opponents would rather be shot at by your character than by anyone else they know. He suffers an -6 penalty to all ranged attacks.
  • [+1 or 2 Points] Special Handicap - Uncoordinated: Your character's positive PP modifier does not improve his ranged attack rolls. This special handicap may only be selected if your character has a PP score of 16 or higher. If at any time your character's PP score permanently drops below 16, simply add another -2 penalty to his ranged attacks. This handicap is worth 1 point for a PP score of 12-15 and 2 points for a PP score of 16 or higher.
  • [+1 Point] Special Handicap - Ineffectual Shooter: Your character may never score a critical hit with a firearm. All critical hits rolled with a firearm will be treated as ordinary hits.

Bodily Marked

Your character's body has been permanently marked with a brand, a tattoo, a birthmark, or some similar marking, of a nature that is very difficult to remove even with procedures such as laser surgery. This drawback is especially appropriate for members of secret orders and societies. Be warned, not only does it make disguise more difficult, it may be a dead giveaway of your character's identity or nature if his enemies learn the meaning of the mark.
  • [1 Point] Easily Concealed: Your character's permanent mark is quite indelible, but it is positioned to be very easily concealed beneath a watchband. behind a necklace. under a breast or an armpit. on the inside of a thigh. etc. Your character suffers a -5% penalty to disguise.
  • [2 Points] Difficult to Conceal: Your character's permanent mark is positioned so that it may be hidden beneath relatively long clothing (full length shirts and trousers) but will be revealed by anything less. Your character suffers a -10% penalty to disguise.
  • [3 Points] Glaringly Obvious: Your character's permanent mark is either so large or so located as to be impossible to hide; the middle of his forehead. for example. Your character suffers a -20% penalty to disguise.
  • [+1 Point] Special Handicap - Invites Trouble: Your character's mark sends a signal to certain people that your character may be openly harmed or even killed. For example. some police states brand their criminals and enemies, and those markings would invite police and other authorities to arrest or attack your character if the markings were uncovered.

Butterfingers

Your character is seriously lacking in manual Dexterity and tends to fumble and slip when he grasps at objects in moments of stress.
  • [2 Points] Withdrawing or stowing a carried item or weapon (in a holster or pack} are both treated as full-round actions for your character. Reloading a firearm with a box magazine or a speed-loader also requires a full round and reloading a firearm with an internal magazine or belt require two full-round actions. Your character suffers a -5% penalty to all Sleight-of-Hand checks.

Climate Aversion

Your character's body has a hard time adjusting to the rigors of either very hot or very cold climates.
  • [2 Points] Cold Aversion If your character is averse to cold climates, he suffers a -2 penalty to all saving throws and -10% to skill checks in temperatures at or below 40 degrees Fahrenheit. He also suffers an -2 penalty to saving throws made against cold-based powers or area effects. Cold-weather clothing will not remove this penalty.
  • [2 Points] Heat Aversion If your character is averse to hot climates, he suffers a -2 penalty to all saving throws and -10% to skill checks in tropical or desert conditions (or in artificial conditions of extreme heat, such as steam baths). He also suffers an -2 penalty to saving throws made against heat-based powers or area effects.
  • [+1 Point] Special Handicap - Intense Aversion: Your characters aversion to the climate is so intense that he also suffers a -2 penalty to Defense and attack rolls while in it.
  • [+1 Point] Special Handicap - Extreme Aversion: A character may possess both types of climate aversion, meaning that he will be comfortable only in relatively temperate climates.

Clumsy

Your character's defensive footwork needs a great deal of polish. His opponents find him somehow quite hittable.
  • [2 Points] Slightly Clumsy: Your character suffers an -1 penalty to Parry/Dodge.
  • [4 Points] Fairly Clumsy: Your character suffers an -2 penalty to Parry/Dodge.
  • [5 Points] Very Clumsy: Your character suffers an -3 penalty to Parry/Dodge. Cover is your character's friend.
  • [8 Points] Professional Victim: Your character suffers an -4 penalty to Parry/Dodge. May we suggest a comprehensive life insurance policy?
  • [+l Point] Special Handicap - Uncomfortable with Armor:If your character wears armor of any sort, his Armor Rating is lowered by 1.

Disfigurement

Your character suffers from a permanent, painless, but obvious physical deformity. This could be anything from bestial features (a mane, a tail. etc.) to a misshapen body (hunchback. extensive scars) to unusual skin color (moon white, dark blue. etc.).
  • [1 Point] Slight Disfigurement: Your character suffers an -1 penalty to his PB score. Only his very close friends, family, and associates will disregard this penalty (GM ‘s discretion). Furthermore, your character will suffer an additional -5% penalty to Disguise, due to the difficulty of concealing his unusual features).
  • [2 Points] Moderate Disfigurement: Your character suffers an -2 penalty to his PB score. Only his very close friends, family. And associates will disregard this penalty (GM’s discretion). Furthermore, your character will suffer an additional -10% penalty to Disguise, due to the difficulty of concealing his unusual features.
  • [4 Points] Obvious Disfigurement: Your character suffers an -4 penalty to his PB score. Only his very close friends, family, and associates will disregard this penalty (GM ‘s discretion). Furthermore, your character will suffer an additional -20% penalty to Disguise, due to the difficulty of concealing his unusual features.
  • [+1 Point] Special Handicap - Unusual Body Shape: Your character must have all his personal clothing and armor tailored to fit his disfigured form. Increase the base price of any armor or clothing so customized by 50%.
  • [+1 Point] Special Handicap - Uniqueness: Your character suffers an additional -20 % penalty to Disguise.

Dull Reflexes

Your character isn't as fast as he could or should be when attemPointing to dodge incoming disaster.
  • [1 Point] Your character suffers an -1 penalty to his Parry/Dodge. This drawback may be taken multiple limes. up to a maximum Parry/Dodge penalty of -8.

Dwarfism

Your character, due to a genetic condition, has reached an adult level of physical development that is significantly shorter in stature than is normal.
  • [2 Points] Your character is one size class smaller than the adult normal. In the case of humans, this will make him a small creature. Apply all the appropriate modifiers. Your character suffers an -20% penalty to all intimidate and Disguise checks. He may occasionally suffer taunts and pranks from insensitive NPCs.

Easily Slain

Your character's will to live is weaker than usual. and when seriously injured his natural inclination is to give up the ghost rather than fight to stay alive.
  • [2 Points] Your character dies at -5 hit points rather than at -PE hit points. Furthermore. he suffers a -2 penalty to any PE Save made to avoid instant death (as from massive damage, for example).

Easily Winded

Your character's ability to engage in lengthy bouts of physical activity is somewhat limited.
  • [2 Points] Slightly Out of Shape: Your character suffers a -20% penalty to all skill checks or -4 to saves made to reflect exertion over an extended length of time. Furthermore, when holding his breath. he is treated as though his PE score were 4 points lower than it really is.
  • [4 Points] Obviously Out of Shape: Your character suffers a -40% penalty to all skill checks or -8 to saves made to reflect exertion over an extended length of time.. Furthermore, when holding his breath, he is treated as though his PE score were 8 points lower than it really is.

Flinching

Your character tends to flinch and hesitate when opponents press close in combat, meaning that his attacks are poorly directed.
  • [2 Points] When an opponent triggers an attack within your character's threatened area, your character suffers a -4 penalty to initiative.

Forsworn From Firearms

Your character shuns the use of guns of any sort, regarding them as crude, clumsy, noisy, dishonorable, or all of the above.
  • [2 Points] Moderate Revulsion: Your character steadfastly refuses to carry or use firearms, and usually regards those who do as being beneath contemPoint. In extreme cases, your character may attemPoint to pick up a firearm and use it for a purpose other than shooting someone else (cutting a rope, detonating an explosive barrel, etc.). The GM may call for an ME Save (-2) before allowing him to do so.
  • [4 Points] Irrational Abhorrence: Your character refuses to even touch a firearm, even when his lite or the lives of others might be on the line. In utterly extreme cases (fate of the world hangs in the balance, for example) the character may attemPoint a very difficult ME Save (-8) in order to pick up a firearm and use it on an inanimate object.

Fragile

Your character suffers from a certain excePointional lack of vitality.
  • [1 Point] Your character suffers an -1 penalty to his PE saving throw. This drawback may be taken multiple times, up to a maximum PE Save penalty -8.

Glass Jaw

Your character tends to wobble and swoon when an opponent lands a solid blow to his head or chin.
  • [2 Points] Wobbly: When an opponent scores a successful critical hit against your character with an unarmed attack or a bludgeoning weapon, your character must make a PE Save or become stunned for 1d2+1 rounds.
  • [4 Points] Downright Delicate: When an opponent scores a successful critical hit against your character with an unarmed attack or a bludgeoning weapon, your character must make a PE Save with a -2 penalty or become stunned for 1d4+1 rounds.

Guileless

Your character is somewhat deficient in shrewdness and social awareness.
  • [2 Points] Socially Unpolished: Your character suffers an -10% penalty to Bluff, Diplomacy, and Sense Motive.
  • [4 Points] Fantastically Clueless: Your character suffers an -20% penalty to Bluff, Diplomacy, and Sense Motive.

Gullible

Your character is far too credulous, not only does he tend to swallow lies, exaggerations, and tall tales put forth by others, he does so with enthusiasm.
  • [2 Points.] Your character suffers an -10% penalty to Bluff and Sense Motive. It's against his nature to challenge the word of others excePoint when he has direct proof that they're wrong, and his friends and allies will have many occasions to swat their foreheads in embarrassment at his gullibility.

Illiterate

Your character cannot read.
  • [2 Points] Your character cannot read, and therefore cannot have anything but basic skill knowledge, professions, or Craft/Repair skills that could reasonably be determined to require any element of book learning (GM's discretion). Your character also begins the game knowing only the spoken form of his native language.

Impaired Hand(s)

Your character has suffered some form of damage to one or both of his hands.
  • [2 Points] Injured/Missing Fingers: Due to stiff or missing fingers, your character suffers a -5 % penalty to all Climb, Craft, Disable Device, Repair, and Sleight-of-Hand checks.
  • [5 Points] One Handed: Your character's off hand was completely severed from his wrist, leaving him with nothing but a rounded and useless stump. This drawback has a variety of effects:
    • Your character cannot wield a weapon in his off-hand, nor use any shield with that hand, save a buckler which can be strapped to his forearm.
    • Your character may not wear rings or bracelets on his off hand. Magical items in the form of gloves or gauntlets may not be used if both must be worn to achieve the magical effect.
    • Reloading a firearm with a box magazine or a speed-loader also requires a full round.
    • Your character suffers a -10 % penalty to all Climb, Craft, Disable Device, Repair, and Sleight-of-Hand checks
    • Your character may not use ordinary bows, although he may load and fire crossbows as per normal.
    • Your character suffers a -1 penalty to all grapple checks.
  • Special: The GM may see fit to assign penalties to actions not described here if the lack of an off-hand could be reasonably determined to hinder those actions.

Impaired Hearing

Your character has suffered some sort of damage (congenital, perhaps, or caused by an accident or a combat injury) to his auditory nerves.
  • [2 Points] Hearing Damage: Your character retains some auditory ability, but not much. He suffers an -30% penalty to Listen checks.
  • [5 Points] Deafness: Your character automatically fails any Listen check, suffers a -4 penalty to Initiative.

Impaired Movement

Your character suffers from a physical condition that restricts his ability to move. The nature of this condition is such that no magical. technological, or other power can reverse or remove it, unless you wish to buy this drawback off at 2nd level or higher.
  • [2 Points] Limp: Your character's Speed is reduced by 5.
  • [4 Points] Serious Limp: Your character's base Speed is reduced by 8. He suffers an -10% penalty to Climb. Jump, and Tumble.
  • [8 Points] Hobbled: Your character cannot run or charge. His base Speed is reduced by 10 feet. He suffers an -1 penalty to Defense and a -20% penalty to Climb. Jump, and Tumble.
  • [12 Points] Paraplegic: Your character is paraplegic. He has lost all use of his legs and must rely upon a wheelchair or other conveyance. If removed from such a device, he may move only by crawling while prone at a rate of 10 feet per round. At all times, he loses his PP bonus to Defense and grants attackers a +2 bonus to attack rolls, and automatically fails Climb, Jump, and Tumble checks.

Impaired Sense of Smell

Your character ‘s olfactory nerves have been damaged, leaving him unable to smell anything. While this may be a blessing in certain disgusting situations, it also leaves him without early warning of many possible hazards, including fires, poison gas, or large nearby animals.
  • [1 Point] In addition to the obvious effects of this drawback, your character suffers a -2% penalty to any roll made to ascertain information by the sense of taste.

Impaired Sense of Taste

Your character ‘s taste buds are permanently damaged or missing, leaving him sadly unable to taste anything, no matter how delicious or vile it may be.
  • [1 Point] Everything your character eats or drinks is as ?at and tasteless as distilled water would be to an ordinary person. This leaves your character unable to detect the subtle hint of drugs, poison, or putrefaction in anything he eats.

Impaired Vision

Your character isn't completely blind, but his vision is a constant source of trouble to him. Magical healing will not suffice to alleviate this condition.
  • 2 Points] Pour Vision: Your character suffers an -3 penalty to Search and Spot checks.
  • [4 Points ] Terrible Vision: Your character isn't yet absolutely blind, but in practical terms he's pretty close. Your character suffers an -4 penalty to Search and Spot checks. Furthermore, he suffers a -1 penalty to all attack rolls due to his inability to judge the true position of opponents in combat.
  • [6 Points] Truly Awful Vision: It isn't quite safe to let your character out on his own, he's always mistaking hostile ninjas for harmless pieces of lawn furniture, and vice versa. Your character suffers an -5 penalty to Search and Spot checks Furthermore, he suffers a -1 penalty to all attack rolls, as well as an -1 penalty to Defense.
  • [8 Points.] Blindness: In addition to the obvious effects of blindness (automatically failing Search and Spot checks. for example). your character suffers a 50% miss chance in combat, loses any PP bonus to Defense, grants a +2 bonus to opponents‘ attack rolls, moves at half speed, and suffers a -4 penalty on most PP and PS-based skill checks, at the GM's discretion.

Impaired Voice

Your character has suffered extensive damage to his vocal cords, via injury or disease. Magical healing and powers cannot correct this condition.
  • [1 Point] Slight impediment: Your character suffers from a slight speech impediment, such as an occasional stutter. This impediment should be role-played continually but need only become severe when your character is under intense stress. The GM may call for an ME Save in times of crisis if your character wishes to try and maintain control over his voice.
  • [2 Points] Damaged Voice: Your character is unable to talk above a harsh whisper and cannot shout or sing. This should always be role-played. Any Perform check involving a verbal element (save for singing) suffers a -20% penalty.
  • [4 Points] Mute: Your character's vocal cords are missing or irreparably damaged. He may speak only in weak abstract noises, such as hisses and grunts. Otherwise. his communication must be limited to gestures and writing (if he is capable of such). It is expected that this drawback will be role-played at all appropriate times.

Impatient

Your character is notoriously incapable of focusing his attention long and hard enough to accomplish tasks requiring great dedication.
  • [2 Points] More of an Act before he thinks sort of person, the character will typically rush into situations before really understanding what may be at stake or could possibly go wrong. This Drawback give a +5 to initiative and a -10 penalty to PercePointion. He is truly always ready to leap before he looks!

Inattentive

Your character is frequently oblivious to the fine details of what's happening all around him.
  • [2 Points] Distracted Your character suffers an -10% penalty to Listen. Search. and Spot checks.
  • [4 Points] Clueless Your character suffers an -20% penalty to Listen, Search. and Spot checks.
  • [6 Points] Thick as Concrete. Your character suffers an -30% penalty to Listen, Search, and Spot checks.

Inflexible

Whether it's due to age, an old injury, or simple lack of exercise, Your character isn't as lithe and nimble as he really should be.
  • [2 Points] Creaky Your character suffers an-2 penalty to Balance. Escape Artist. Jump. and Tumble checks.
  • [4 Points] Stiff Your character suffers an-4 penalty to Balance. Escape Artist, Jump, and Tumble checks.
  • [6 Points] Very Stiff Your character suffers an~4 penalty to Balance, Escape Artist, Jump, and Tumble checks, as well as an inherent -1 penalty to Defense.
  • [+2 Points] Special Handicap – Arthritis: Your characters fingers are stiff and sore. As a result, he suffers an -2 penalty to Craft, Disable Device, and Sleight-of-Hand checks.

Light-Headed

Your character has serious trouble remaining steady on his feet when subjected to a stunning attack or a knockout effect.
  • [2 Points] When your character would normally become staggered due to the accrual of nonlethal damage, he instead falls unconscious. When he suffers a successful stun attack, he must make a PE Save or instead fall unconscious for the appropriate number of rounds. Your character suffers a -2 penalty to all saving throws vs. sleep-inducing spells, powers, and drugs.

Lummox

Your character's firm muscles are a testament to his PS, but he's never really learned how to control that muscle when swinging a weapon.
  • [2 Points]. Your character's positive PS modifier is not applied to his Base Attack Bonus whenever he uses a melee weapon or makes an unarmed attack.
  • Limitation This drawback may only be applied to characters with a PS score of 12 or higher. If at any time the character's PS falls permanently beneath 12, apply an -2 penalty to all melee attack rolls instead.

Magic Vulnerability

Your character is unusually vulnerable to the deleterious effects of hostile magic.
  • [2 Points.] Slight Vulnerability: Your character suffers an -2 penalty to all saving throws against spells and spell-like effects.
  • [4 Points.] Moderate Vulnerability: Your character suffers an -4 penalty to all saving throws against spells and spell-like effects.
  • [8 Points] Extreme Vulnerability: Your character suffers an -6 penalty to all saving throws against spells and spell-like effects.
  • [8 Points] Dying of Magic: Your character suffers an -8 penalty to all saving throws against spells and spell-like effects.

Motion Sickness

Your character suffers intense discomfort and disorientation if he attempts to concentrate on anything but the scenery while in a moving vehicle. This Drawback does not usually apply if the character is controlling the vehicle in question.
  • [2 Points] Woozy: Your character suffers a -20% penalty any time he attempts to take any sort of action while riding within or upon a moving vehicle.
  • [4 Points] Nauseous: What's more, before your character may take any action while in or upon a moving vehicle. he must make a PE Save. Failure means that he will become nauseated until the beginning of his action in the next round.
  • [+1 Point] Special Handicap - Total Vulnerability: Your character even suffers from motion sickness when he is the one controlling the vehicle.

Nervous

Your character has some difficulty dealing with the horrors of battle, dark magic, and supernatural manifestations.
  • [2 Points] Trepidatious: Your character suffers an -4 penalty to ME Saves made to resist fear, horror, shock, or demoralization.
  • [4 Points] Traumatized: Your character suffers an -8 penalty to ME Saves made to resist fear, honor, shock, or demoralization.

Oafish

Your character is about as light on his feet as a sleepy grizzly bear
  • [2 Points ] Fumble feet: Your character suffers an -10% penalty to Hide, and Prowl.
  • [4 Points.] Omni-Bumbling: Your character is the anti-ninja. He suffers an -20% penalty to Hide and Prowl.

Obese

Your character is substantially overweight. Although his mother might insist that he‘s just stocky, she's wrong.
  • [3 Points] Overweight: Your character suffers an -1 penalty to his Defense rating as he has difficulty moving nimbly when he needs to. Your character must also have all of his personal clothing and armor tailored to fit his over sized form. Increase the base price of any armor or clothing so customized by 25%. Lastly, he suffers a -20% penalty to Disguise because his corpulence is a rather memorable trait. On the positive side, he does gain a +10 % bonus to all Swim checks.
  • [5 Points ] Very Overweight: Your character suffers an -2 penalty to his Defense rating as he has difficulty moving nimbly when he needs to. Your character must also have all of his personal clothing and armor tailored to fit his over sized form. Increase the base price of any armor or clothing so customized by 5o%. Lastly, he suffers a -30% penalty to Disguise because his corpulence is a rather memorable trait. On the positive side, he does gain a +20 % bonus to all Swim checks.

Old Injury

Your character suffers from an old wound, long healed on the surface but ready to ?are up again when aggravated by new injuries.
  • [2 Points] Aggravating: Whenever your character sustains a successful critical hit, he suffers a -2 penalty to both PS and PP. These lost ability points must be recovered at the ordinary rate, with rest and care.
  • [4 Points] Debilitating: Whenever your character sustains a successful critical hit, he suffers a -4 penalty to both PS and PP. These lost ability points must be recovered at the ordinary rate, with rest and care.
  • [8 Points] Crippling: Whenever your character sustains a successful critical hit, he suffers a -6 penalty to both PS and PP. These lost ability points must be recovered at the ordinary rate, with rest and care. He also suffers a -10 penalty to his Speed score and a -2 penalty to attack rolls and Defense until he has rested for at least eight hours.
  • Special This drawback may be taken in conjunction with Old Injury (II).

Old Injury (II)

This is another form of old injury.
  • [2 Points] Bad Whenever your character sustains a successful critical hit, the damage multiplier of that critical hit increases by 1 (x2 becomes x3, x3 becomes x4, and so forth).
  • [4 Points] Worse. Whenever your character sustains a successful critical hit the damage multiplier of that critical hit increases by 2 (x2 becomes x4, x3 becomes x5, and so forth).
  • [6 Points] Pray For Deliverance Whenever your character sustains a successful critical hit, the damage multiplier of that critical hit increases by 2 (x2 becomes x4, x3 becomes x5, and so forth). Furthermore, your character suffers an additional 2d6 points of damage (added, not multiplied).
  • Special This Drawback may be taken in conjunction with Old Injury.

Pacifism

Your character renounces (to a lesser or greater extent) the use of violence as a solution to his problems. This includes not only physical violence but magical violence, psionic violence, and any other form of violence allowed by powers or other unusual abilities.
  • [3 Points] Self-Defense Only. Your character may only engage in acts of violence as a direct response to violent acts taken against himself or his close allies. In the event he witnesses a violent action that affronts his moral code or allegiance (for example, if he witnesses innocent bystanders placed in danger by a criminal). he may attempt to intervene in a non-violent fashion.
  • [6 Points] Total Nonviolence. Your character may take no violent action against anyone, under any circumstance. His role in a time of crisis will be limited to rendering aid, healing, scouting and other non-confrontational forms of assistance.

Poor Fighter

Your character whether because of a lack of training, natural ability, or simple enthusiasm, does not fight as skillfully as he should.
  • [2 Points] Ungifted: Your character suffers an -1 penalty to all attack rolls.
  • [4 Points] Ungainly: Your character suffers an -2 penalty to all attack rolls.
  • [6 Points] Embarrassing: Your character suffers an -3 penalty to all attack rolls.
  • [8 Points] Disgraceful: Your character suffers an -4 penalty to all attack rolls.
  • [10 Points] What’s Combat: Your character suffers an -5 penalty to all attack rolls.

Poorly Educated

Your character might be bright, enthusiastic, and talented, but his formal training is sadly lacking.
  • [2 Points.] At 1st level, your character suffers the loss of 4 EDU points.

Predictable Fighter

Your character fights in a woefully limited and straightforward fashion.
  • [2 Points] Your character is incapable of using the full defense, aid another, trip, or disarm actions in combat.

Psionic Vulnerability

Your character is unusually vulnerable to the deleterious effects of hostile psychic abilities.
  • [2 Points] Slight Vulnerability: Your character suffers an -2 penalty to all saving throws against psionic powers.
  • [4 Points] Moderate Vulnerability: Your character suffers an -4 penalty to all saving throws against psionic.
  • [6 Points] Extreme Vulnerability: Your character suffers an -6 penalty to all saving throws against psionic powers.
  • [8 Points] Ding, Your Brain is Done: Your character suffers an -8 penalty to all saving throws against psionic powers.

Slow Healing

Your character finds that recovery from serious injury is a slow and aggravating process.
  • [2 Points] Slow Healing: Your character recovers 1 hit point per evening of rest per two character levels (or fraction thereof). If he receives complete bed rest (24 hours per day, with no other activity), he may recover lost hit points at his regular rate.
  • [3 Points] Slower Healing. Even full-day bed rest cannot improve your character's rate of healing.

Slow-Witted

When danger looms, your character is slower to react than those around him.
  • [1 Point] Somewhat Slow. Your character suffers an -2 penalty to his Initiative.
  • [2 Points] Rather Slow Your character suffers an -4 penalty to his initiative.
  • [3 Points] Nerves of Molasses. Your character suffers an -6 penalty to his Initiative.
  • [4 Points] Molasses in January Your character suffers an -8 penalty to his Initiative.

Unathletic

Whether your character is out of shape, aging, or just disinclined to throw himself around, he's not as good at full-body movement exercises as he might be.
  • [2 Points] Slacker: Your character suffers an -10% penalty to Climb, Jump, and Swim.
  • [4 Points] Sluggard: Your character suffers an -20% penalty to Climb, Jump, and Swim.

Uncoordinated

“Right foot in front of left foot. then repeat" is about the most complicated action your poor, clumsy character can undertake without trouble.
  • [2 Points] Inept: Your character suffers an -10% penalty to Balance, Ride, and Tumble. Any check involving PP suffers a -4 penalty or skill involving dexterous movement (dancing or juggling. for example) suffers a -10% penalty.
  • [4 Points] Hopeless: Your character suffers an -20% penalty to Balance, Ride, and Tumble. Any check involving PP suffers a -8 penalty or skill involving dexterous movement (dancing or juggling. for example) suffers a -20% penalty.

Under weight

Your character is unusually skinny for his height.
  • [2 Points] Slender: Your character suffers an -1 penalty to grapple checks and to melee damage rolls. His lift/carry capacity is 75% of that nominally allowed for his PS score.
  • [4 Points] Emaciated: Your character suffers an -2 penalty to grapple checks and to melee damage rolls. His lift/carry capacity is 50% of that normally allowed for his PS score. He also suffers an inherent -1 penalty to all PS ability checks and PS-related skills.

Unexceptional

Your character displays no particular brilliance or excellence in any of his abilities.
  • [2 Points] Lackluster: Your character may never have any natural ability score higher than 15. He may never have a skill percentage higher then 80%.
  • [4 Points] Extreme Mediocrity: Your character may never have any natural ability score higher than 12. He may never have a skill percentage higher the 50%
  • Special. The character may still increase his abilities above the listed maximum via the use of magical items or other artifacts, provided they are acquired during the normal course of play.

Unhealthy

Your character suffers from a variety of physical ailments that could be the result of age, injury, disease, or even plain old hypochondria.
  • [2 Points] All numerical fatigue penalties (to PS and PP) are doubled for your character. His allowed light load is decreased by 10 pounds, his medium load is decreased by 20 pounds, and his maximum load is decreased by 30 pounds. He suffers an -1 penalty to all saving throws against poison and disease.
  • Note If your character is also Underweight (see above), apply the percentile decrease in his lift/carry capacity before subtracting the totals listed here.

Unlucky

Your character might not be fortunes fool, but he's almost certainly fortune’s rubber chew toy. Calamity Jane’s got nothing on you.
  • [3 Points] Lower Luck by 2D6 (to a minimum of 3) You are an example of Murphy's law. If anything is going to go wrong it is going to be centered on you.
  • [+3 Points] Cursed: Any time your character rolls a natural 1 or 01 on a skill check, that skill check fails in the most picturesque and potentially complicating fashion possible, at the GM‘s fiendish discretion. Whenever your character rolls a natural 1 on an attack roll, he drops the weapon he used to make that attack roll, injures himself in some way with it, and ensures that somehow he is unable to make his next attack.

Weak Constitution

Your character lacks resistance to pathogens and harmful substances.
  • [2 Points] Moderately Weak: Your character suffers an -2 penalty to all saving throws made to resist poisons, drugs, and diseases.
  • [4 Points] Weak: Your character suffers an -4 penalty to all saving throws made to resist poisons, drugs, and diseases.
  • [6 Points] Very Weak: Your character suffers an -6 penalty to all saving throws made to resist poisons, drugs, and diseases.
  • [8 Points] Extremely Weak: Your character suffers an -8 penalty to all saving throws made to resist poisons, drugs, and diseases.

Weak-Willed

Your character lacks the mental endurance one might wish to have before venturing out into a world full of bizarre mysteries and deadly combat.
  • [1 Point] Your character suffers an -1 penalty to his ME saving throw. This drawback may be taken multiple times, up to a maximum ME Save penalty of -8.

GM Option: Drawback Synergy

By now it's probably occurred to you that certain Drawbacks, in combination, have a debilitating effect greater than the sum of their parts, just as alcohol and some drugs multiply their effects when mingled. This leads into the concePoint of Drawback synergy. Drawback synergy grants a player some extra bit of compensation for having the guts needed to take a set at drawbacks that compound one another in a potentially gruesome fashion. Note that drawback synergy does not occur merely because a character has a set of drawbacks that are thematically related, for example, while it makes sense that an Inflexible character might also be Unathletic, those two Drawbacks don't complicate one another in a direct and particular fashion. On the other hand, Glass Jaw and Light-Headed are potentially deadly in combination. The latter drawback all but ensures that your character will fall unconscious whenever the former drawback takes effect. Old Injury and Old injury (II) are an equally dangerous match, greatly enhancing the effect of every critical hit the character suffers. Primary and secondary drawbacks may be combined to create synergy. For example, an Overconfident character with a Glass Jaw and an Old Injury is simply asking for trouble. If the GM determines that a player's selection of drawbacks is appropriately synergistic, he may award him one of the following benefits:
  • - 1 Drawback Point for mild synergy
  • - 2 Drawback Points tor dangerous synergy
  • - 3 Drawback Points for suicidal synergy

Medical Condition based Drawbacks

Condition

Description

Acquired Immunodeficiency Syndrome

AIDS is a chronic condition that causes degeneration of the human body's immune system. It is thought to be a result of infection by the Human Immunode?ciency Virus (HIV). Although there are an increasingly effective number of treatments for AIDS, there is no known cure, and the condition can be extremely serious in its advanced stages.
  • [3 Points] HIV POSITIVE: Your character has been infected by the HIV virus. This does not necessarily mean that he has developed AIDS yet with a careful lifestyle and the assistance of complicated drug treatments, the development of full blown AIDS can be staved off for an increasingly impressive length of time. An HIV-positive character suffers an -2 penalty to PE Saves due to the side-effects of his anti-retroviral drug regime. Failure to maintain drug treatment will invite the progression of the disease into AIDS. Furthermore, your character may occasionally suffer medical and social hassles due to his infection. The Ostracism Drawback would be appropriate in some areas of the world. Progression of Disease: For every two game weeks in which the character does not receive his drug treatment, there is a cumulative 5% chance that the disease will progress to the point of genuine AIDS. If this happens in play, no additional Drawback Points are awarded for the worsening of the character's condition.
  • [7 Points] AIDS: Your character's immune system has become damaged to the point where he is considered to have a full-blown case of AIDS. Your character suffers a -2 penalty to his general PE Save and a -6 penalty (cumulative with the -2) to all PE Saves made to resist diseases. AIDS patients frequently suffer serious illness or death from what are called "opportunistic infections," that is, diseases that are normally easily held in check by a healthy immune system. Your character must also maintain his drug treatment on a continual basis, or the -6 penalty to Saves against disease will become a -8 penalty (after one week without drugs, lasting until they are next taken).
  • Special This drawback may be combined with the Weak Immune System drawback, if you don‘t like your character very much. The character may still acquire a magic item or artifact that confers resistance against disease, provided he does so during actual play rather than at or before 1st level.

Asthma

This is a chronic lung condition that causes frequent bouts of labored breathing, as well as occasional attacks of brutal coughing, wheezing, and chest constriction. Asthma is often (but not always) linked to allergies.
  • [1 Point] Nuisance Asthma: Your character suffers an -2 penalty to all skill checks or saves made to reflect exertion over an extended length of time.
  • [2 Points] Mild Asthma: Your character suffers an -1 penalty to all PE Saves and an -4 penalty to all skill checks or saves made to reflect exertion over an extended length of time. Furthermore, when holding his breath, he is treated as though his PE score were 2 points lower than it really is.
  • [4 Points] Serious Asthma: Your character suffers an -2 penalty to all PE Saves and an -6 penalty to all skill checks or saves made to reflect exertion over an extended length of lime. Furthermore, when holding his breath, he is treated as though his PE score were 4 points lower than it really is.
  • [6 Points] Severe Asthma: As per Serious Asthma Furthermore, whenever your character makes a skill check or save to reflect exertion over an extended length of time (carrying weights, running, holding his breath. etc.), he must make a PE Save or suffer an asthma attack. An attack will last for 2d10 minutes, and for that duration will confer a -2 penalty to attack rolls, skill checks, and Defense due to wheezing, coughing, and anxiety.
  • [8 Points] Crippling Asthma. As per Serious Asthma. Furthermore, whenever your character makes a skill check or save to reflect exertion over an extended length of time (carrying weights, running, holding his breath, etc.), he must make a PE Save or suffer an asthma attack. An attack will last for 4d10 minutes. and for the duration will confer a -4 penalty to attack rolls. skill checks, and Defense due to wheezing, coughing, and anxiety. During this time, the character must refrain from taking further violent or energetic action (running, charging, or taking an attack action in two or more rounds in a row), or an additional 1D10 minutes will be added to the duration of the attack for each such action.
  • [ +2 Points] Special Handicap - Allergy Trigger: Any time your character is exposed to large amounts of dust, smoke, or any other nose/throat irritant (GM‘s discretion), he must make a PE Save. If your character has mild or serious asthma, he will suffer a -2 penalty to attack rolls and skill checks for 2d6 rounds (this penalty is cumulative with the event of subsequent bouts of allergic irritation). If your character has severe or crippling asthma, he will suffer one of his usual attacks.

Clubfoot

This is a congenital deformation of one foot, more common in (but not entirely limited to) boys rather than girls. Surgical correction for clubfoot is fairly routine in developed nations, this drawback presumes that some correction has been made, but that it hasn‘t been entirely successful.
  • [2 Points] Your character suffers an -15% penalty to Balance and Jump.

Diabetes (Type l)

The body of a diabetic does not produce (or does not make proper use of) insulin, a hormone required for the conversion of sugar and starch into useful energy. Type I is the less common form of diabetes, in which the body simply insulin on its own. This form of diabetes is usually diagnosed in childhood.
  • [5 Points ] Your does not produce character is capable of living a full and exciting life, but must do so at the expense of a number of inconveniences:
    • Your character suffers one of the following three health problems. either select one at 1st level or roll randomly on a d6:
      • l-2: Diabetic Skin Condition: Your character suffers an -1 penalty to his MA score.
      • 3-4: Eye Trouble: Your character suffers an -1 penalty to perception.
      • 5-6: General Health Trouble: Your character suffers an -1 penalty to all PE Saves.
    • Failure to maintain insulin treatment will invite problems, as discussed below:
    • Your character is dependent upon arti?cial insulin, and generally must inject himself with it twice every twenty-four hours for maximum effectiveness. Each 2 hour period that passes without an insulin infusion will bestow a -2 penalty to PE upon the character; this penalty will last until the character again receives an insulin injection and rests for at least eight hours. This PE penalty is cumulative; a character that reaches a PE score of 0 will enter a diabetic coma and die.

Diabetes (Type ll)

Type II diabetes (sometimes referred to as “adult onset" diabetes) is both more common and less severe than Type I, The body of a Type II diabetic still produces insulin, but either doesn't produce enough or doesn't use what it produces properly. A relatively mild drug regimen may be used to help contain Type II diabetes— in many cases, combined with proper exercise and diet habits. this regimen can nearly eradicate the symptoms of the disease.
  • [2 Points] Your character is capable of living a full and exciting life, but must do so at the expense of a number of minor inconveniences, not as bad as those faced by Type l diabetics:
    • Your character suffers one of the following three health problems; either select one at 1st level or roll randomly on a d6:
      • 1-2: Diabetic Skin condition: Your character suffers an -1 penalty to his PB score.
      • 3-4: Eye Trouble: Your character suffers an -1 penalty to all Search and Spot checks.
      • 5-6: General Health Trouble: Your character suffers an -1 penalty to all PE Saves.
    • Your character is somewhat dependent upon his medications to assist in controlling his condition. Each week that passes without a dose of the character's usual medication will confer a -1 penalty to the character's PE score. This penalty is cumulative. A Type II diabetic negligent enough to reach a PE score of 0 in this fashion will enter a diabetic coma and die.

Epilepsy

Epilepsy is a complex neurological condition that affects about 5% of the adult population at some point in their lives. The primary outward effect of epilepsy is a variety of seizures. For game purposes, the myriad forms of epilepsy have been greatly simplified into the hierarchy presented below. Emotional stress is often a trigger for epileptic complications, therefore, ME Saves have been used as the default triggers for possible epileptic seizures.
  • [2 Points] Mild Epilepsy: Whenever your character is forced to make an ME save, there is a 25% chance (non-cumulative) that he will have what is called a “simple partial seizure." During such a seizure one part of the character's body (typically an arm or a leg) will begin to twitch and spasm uncontrollably. This seizure will last 3D6 rounds, imposing a -1 penalty to attack rolls and -5% to skill checks for the duration.
  • [4 Points] Moderate Epilepsy: Whenever your character is forced to make an ME save, there is a 30% chance (non- cumulative) that he will have what is called a “complex partial seizure." In addition to the usual physical seizure effects, your character ‘s consciousness and memory may be briefly impaired. During such a seizure one part of the character's body (typically an arm or a leg) will begin to twitch and spasm uncontrollably. This seizure will last 3d6 rounds, imposing a -1 penalty to attack rolls and -5% to skill checks for the duration. Furthermore, there is only a 50% chance (non-cumulative, and rolled for each allowed action) that the character will be able to take any action he desires. ln place of any lost action, the character will mumble unintelligibly and fiddle with his clothes or equipment for a few seconds. This does not render him helpless.
  • [8 Points] Severe Epilepsy: Whenever your character is forced to make an ME save, there is a 35% chance (non-cumulative) that he will have what is called a “tonic-clonic convulsive seizure," also known as a “grand mal." Your character will fall to the ground for 1d8+2 rounds, during which time he will be unable to take any conscious actions. Though he is not helpless, he is considered prone for all defensive purposes, and opponents entering or leaving his threatened areas do not trigger attacks from him. He may not sustain spells or other powers through such a seizure.
  • [ +2 Points] Special Handicap Photosensitive Epilepsy: Although widely popularized, this is an extremely rare form of epilepsy (approximately 3-5% of epileptics are affected by it). A photosensitive epileptic may suffer seizures through exposure to flickering patterns of lights, including but not limited to strobe lights, video games, and certain dance or party lighting effects, as well as flashy magical spells and other visual abilities. Whenever your character is exposed (GM's discretion) to flickering lights, there is a 40% chance (non-cumulative) that he will have a seizure appropriate to his level of epilepsy. This percentile chance must be re-rolled for every five rounds (thirty seconds) of continual exposure to flickering lights.
  • Note: After an epileptic character has experienced (and recovered from) a seizure. he will not be susceptible to another one for a minimum of ten minutes. Photosensitive epilepsy is the sole exception.

Hemophilia

Hemophilia is a hereditary condition (sex-linked. occurring far more frequently in men than in women) that compromises blood clotting. A hemophiliac, when injured, will bleed for an unusually long period of time, both internally and externally. A cut that would be an inconvenience to an ordinary person may prove lethal to a hemophiliac if proper medical attention isn't sought.
  • [4 Points] Hemophilia. Whenever your character is injured by a piercing, cutting, or slashing weapon (basically, anything with a sharp or penetrating edge), he will continue to lose 1 hit point per round thereafter due to blood loss. This blood loss will continue for 2d8 rounds, and may only be halted by a successful first aid roll or the use of a magical healing spell or a similar power.
  • [8 Points] Severe Hemophilia Whenever your character is injured by a piercing, cutting, or slashing weapon (basically, anything with a sharp or penetrating edge), he will continue to lose 2 hit points per round thereafter due to blood loss. This blood loss will continue for 2d8 rounds, and may only be halted by a successful first aid roll or the use of a magical healing spell or a similar power.
  • Note Subsequent injuries will not cause a cumulative loss of hit points due to bleeding, however each subsequent injury will extend the duration of the bleeding by an additional 1d6 rounds.

Multiple Chemical Sensitivity

Multiple Chemical Sensitivity (MCS) is an “environmental illness," a set of chronic allergic reactions generally triggered by exposure to scented chemical products (typically cleaning chemicals, detergents, perfumes, fabric softeners, and the like). MCS can make life in the contemporary world a continual aggravation for its unfortunate sufferers. as the majority of ordinary people are totally oblivious to the scented chemicals they are constantly using in public and private places alike.
  • [2 Points] Mild Sensitivity: Whenever your character enters a crowded area or a space that would be ?lled with scented chemicals (restaurants, public restrooms, etc.). there is a base 40% chance (rolled once every ten minutes or so) that your character will be exposed to a substance that will set him off. If he is exposed, he will suffer a fairly standard allergic reaction, watery eyes, runny nose. sneezing, and tightness in his throat and chest. This episode will last for 1d6 minutes and will in?ict a -1 penalty to attack rolls, - 5% to skill checks, and -1 to Defense upon the character for the duration.
  • [5 Points.] Severe Sensitivity Whenever your character enters a crowded area or a space that would be ?lled with scented chemicals (restaurants, public restrooms, etc), there is a base 70% chance (rolled once every ten minutes or so) that your character will be exposed to a substance that will set him off. If he is exposed, he will suffer an unusually debilitating allergic reaction, swollen eyes, runny nose, painful sneezing, and tightness in his throat and chest. This episode will last for 2d6 minutes and will inflict a -2 % penalty to attack rolls, skill checks, and Defense upon the character for the duration. Furthermore, he will suffer a total penalty of -4 to all Spot and Concentration checks.
  • Note: lf your character encounters a large concentration of any triggering chemical (particularly in an enclosed area), the GM may increase the percentile chance of an allergic episode at his own discretion. Friends and allies of your character may prevent allergic episodes by avoiding the use of strong perfumes, deodorants, aftershaves, and similar substances. Of course, even a single person wearing a powerful scent can trigger a full-on allergic attack if they get close enough to your character (GMs take heed), so Caveat Emptor.

Secondary Drawbacks

Drawback

Description

Aggressive

Your character is impulsive and belligerent, favoring threats and combat over all other means of problem-solving.
  • [2 Points] Your character tends to strike first and think later (Recieves +2 to Initiative rolls); he assumes hostility on the part of strangers and unknown beings, and he believes that they are logically expecting hostility in return. Threats and demands are the only forms of negotiation he understands, and the only forms he is likely to respect. Cracking a few skulls, in his opinion, is usually the only way to get people to listen to reason. Your character is not necessarily murderous, and his friends and allies can talk him out of foolish courses of action, but they had best do so quickly!
  • Special. Your character suffers a -20% penalty to any Diplomacy check made against any character used to more civilized methods of persuasion than totally overt threats.

Airy/Flaky

Your character acts and dresses in a manner that convinces others (accurately or otherwise) that he isn't “all there," mentally speaking.
  • [2 Points] Perhaps your character has a particularly spaced-out personality, and speaks in flowery language full of references to nebulous mysticism. Perhaps he dresses like an aggressive gypsy version of Elton John. Possibly he writes a series of self-help books discussing his encounters with anal-probing aliens from another galaxy. Whatever his problem is, his friends can endure it, but strangers find it off-putting. In addition to the obvious roleplaying consequences of this drawback, your character suffers an -10% penalty to intimidate checks, and may suffer a variable penalty to MA in other circumstances when interacting with strangers.

Amnesia

Your character's life before now is a blank slate, He is unable to remember where he came from, what his real name is, and what he was doing for large portions of his life. Although he has not forgotten his skills and personal talents, the process by which he acquired them is a total mystery. Evidence pointing him in any specific direction is also frustratingly thin.
  • [2 Points] In addition to the obvious difficulties this can cause, the character is also quite obsessed with discovering what his mind is concealing. Any time the chance presents itself to explore the mystery of his past, the character will have to exert an incredible force of will (The GM may even call tor a ME save) to resist it.
  • Special. Psionic or magical examination of the characters mind will be unable to reveal any of the secrets behind his amnesia, beyond general flickers and glimpses of vague clues.

Billy the Kid Syndrome

For some lamentable reason. your character has acquired a reputation as “the one to beat" within a certain field of skill or specialization. Cocky hotshots, ignorant wannabes, and consummate professionals alike are constantly on the lookout for your character, seeking to test themselves against him. They're not enemies, they just want to see what he's made of, and how they stack up against him.
  • [2 Points] At fairly regular intervals, complete strangers show up in your character's life and challenge him to some sort of contest relevant to his abilities (for example, if your character has a reputation as an inhumanly fast video game player, opponents will be looking for a showdown with his game of choice). They don't take "no" for an answer and they're not always sporting or accommodating when your character is busy.

Boastful

Your character is full of hot air concerning everything about himself, his military record, his car, his drinking capacity, his skills at fishing and basketball, the important people he knows, his personal weapons, his romantic conquests, his close friends, and his aspirations in life.
  • [2 Points] Loudmouth: Your character cannot discuss himself or his friends without embellishing the facts and exaggerating the details. Unlike most veteran soldiers and bar regulars, he doesn‘t regard this behavior as a playful sort of game, he's a compulsive braggart with some personal deficiency or thirst for attention. He cannot bear to be upstaged, and will exaggerate his stories to the point that demands will usually be made for him to prove his claims, which he usually can't.
  • [4 Points]. Violent Loudmouth: What's worse, your character will inevitably start a confrontation or threaten violence to defend his obviously outrageous and exaggerated stories. The more he lies, the more incredulous the reaction of those around him, and thus the angrier her gets.
  • Special If your character must bite his tongue when discretion is obviously called for, he may attempt an ME save to do so. If he must bite his tongue as a matter of life or death, he can swallow his pride for a short while without an ME save.

Cold Fish

Your character is an unusually taciturn and emotionless person. He has no interest in sports, wagers or amusements (save those of the quietest and most cerebral sort). He has little flair for personal interaction and seems decidedly uncomfortable around celebrants, drunkards, children, attractive members of the opposite sex, and open displays of emotion.
  • [2 Points] Your character isn't necessarily condescending or disdainful about the habits of other people. He's just far removed from any ability to appreciate those habits. Imagine him as an alien presence, forever trying to comprehend what‘s going on around him and forever failing. Frequently, it‘s more comfortable for him to withdraw from contact with others than to tolerate exuberance, rashness, relaxation, and camaraderie Although he may value others, he has few ways of expressing this value. He gives praise only rarely and matter-of-factly, because he does not grasp that others might enjoy it. His emotional displays are generally limited to anger and its near-cousins.
  • Special. At the GM‘s discretion. your character may suffer a -2 penalty to certain MA-based skill checks made against strangers or new acquaintances.

Compulsive Liar

Your character suffers from the psychological compulsion to exaggerate, obfuscate, and even tell outright lies about virtually everything in his life. Unlike a narcissist or a boastful individual, your characters lies don't even have to be self-aggrandizing. For unknown reasons, your character simply cannot stop weaving webs of lies, harmless or otherwise, around himself. Each lie he tells will inevitably require another lie at some point in the future when it comes under scrutiny. A liar, as a wise man once said, had best have an excellent memory.
  • [2 Points] You will be expected to roleplay this behavior an acceptable percentage of the time; failure to lie often enough may result in the GM telling certain lies on your character's behalf. Your character may attempt to force down his compulsion in moments of great need, with an ME save

Cowardly

Your character has an excessive fear of personal injury, death, failure and abandonment. He is not inclined to take risks. hates to enter a dangerous situation before others, and will often engage in pitiful displays of cowardice that would shame a character made of sterner stuff.
  • [3 Points] Your character will frequently attempt to maneuver himself physically to place others between himself and danger. He has very little shame about cringing displays of cowardice. While he won't completely abandon close friends in need, he certainly won't step boldly forward to risk his neck on their behalf. He'll do the minimum necessary (fleeing with an unconscious friend over his shoulder, for example, as opposed to fighting the gang member that knocked the friend unconscious). Whenever possible, he will fight in the least honorable and risky way imaginable, taking cover or using high-powered weapons even if such actions aren‘t strictly necessary.
  • [+1 Point] Special Handicap – Yellow: Your character suffers a -2 morale penalty to all saves against fear, horror, and demoralization effects.
  • Special: This drawback exerts a powerful pull on your character‘s actions. It may be combined with other personality conflict drawbacks, provided that when one cancels out the other the character will still suffer some penalty. For example, a cowardly character would never imagine leaping into a freezing river to save a drowning pack animal. However, a cowardly miser would do so in an instant if that pack animal carried his bags of treasure, exposing himself to extreme risk without thought of his usual cowardice, While the characters cowardice is temporarily subsumed, his behavior could by no means be termed healthy.

Criminal Honor Code

Your character adheres to a code of outlaw “honor.” The actual purpose of such a code is to make him a more effective criminal, more secure from the authorities, than to make him more “honorable” for any practical reason.
  • [2 Points] Your character is expected to adhere to the following rules. Breach of a criminal “code” will generally result in violent reprisals from other criminals if the breach is discovered.
    • Never go to the authorities when you have been wronged by another
    • never inform the authorities of wrong doing by another
    • Personal insults and affronts must be settled personally
    • to ask someone in power to protect or compensate you is unworthy and cowardly
    • Courts of law are for chumps and weaklings
    • Justice must be of an equal measure to the crime; injury for injury, theft for theft, death for death
    • A direct personal insult (to one's manhood, womanhood, or sense of honor) must be met with a duel or with murder if a duel is not accepted
    • Never, under any circumstances, forgive any insult or injury on anyone‘s terms but your own, after full satisfaction has been achieved. The sole exception is when you are forced to extend forgiveness by a criminal figure in authority over you
    • Never betray a close friend; Never reveal information to anyone that would be harmful to a friend
    • In turn, never forgive a betrayal by a former friend.
    • Note Adherence to a criminal code of conduct may require ritualized gestures of loyalty to other, more powerful criminals, as well as other minor lifestyle details that can be settled between player and GM before a campaign begins.

Criminal Record

Your character has been convicted of one or more crimes, and has served time for them. They remain on his record, and interfere with his life to this day. Your character's actual guilt, for purposes of this drawback, is immaterial. In addition to the effects listed below, a criminal record will interfere with a characters attempts to gain legitimate employment, secure loans or credit, and rent living space.
  • [2 Points] Lesser Crime: Your character never hurt anyone, but he did do something stupid and illegal, possession or transportation of mild drugs, perhaps, or a bit of check fraud or similar con artistry, or a prank that soured into accidental vandalism or theft.
  • [3 Points] Multiple Lesser Crimes Your character has an established history of misdemeanors and minor crimes— perhaps he is a habitual trespasser or vandal, or likes to pick fights and make empty threats. Your character may be considered somewhat infamous in a small area (his native city), and will gain a +1 bonus (whether he likes it or not) to Reputation checks made by law-enforcement personnel in that area.
  • [4 Points] Serious Crime Your character committed a felony in which no one was injured— computer hacking, perhaps, or automobile theft, or a major con scheme. Your character may be considered somewhat infamous in a small area (his native city), and will gain a +2 bonus (whether he likes it or not) to Reputation checks made by law enforcement personnel in that area.
  • [5 Points] Violent Crime. Your character didn't necessarily hurt anyone, but at the very least he put others in danger. Assault and battery, Arson, armed robbery, and kidnapping are all possibilities, as is manslaughter or murder. Your character may be considered infamous in a sizable area (his native city and surrounding regions), and will gain a +4 bonus (whether he likes it or not) to Reputation checks made by law-enforcement and media personnel in that area. Your character will almost certainly face restrictions on his ability to purchase weapons and his ability to vote or hold a job (GM's discretion. dependent upon local laws and customs).
  • [6 Points] Multiple Violent or Serious Crimes Your character has a record involving several violent or unusually audacious felonies. Your character will definitely be considered infamous in a sizable area (his native city and surrounding regions), and will gain a +6 bonus (whether he likes it or not) to Reputation checks made by law enforcement and media personnel in that area. Your character will almost certainly face restrictions on his ability to purchase weapons and his ability to vote or hold a job (GM‘s discretion, dependent upon local laws and customs).
  • [+3 Points] Special Handicap - On Parole. Your character remains on parole for his last conviction. Although he has some freedom of movement and activity, he is required to report to his parole officer on a daily basis, avoid contact with known criminals, and prove that he is seeking or holding down a legal job. Violation of any of these strictures may be treated very harshly your character could even be returned to prison. This may put quite a damper on a life of adventure and excitement. Your character will remain on parole for at least two years of game time. Limitations The ‘On Parole” handicap may only be selected if your character is attempting to live (or present the illusion of living) an open and legal existence. It may not be selected in conjunction with the Poor Reputation (Wanted) special handicap. Furthermore, any character with a Criminal Record worth 3 or more Drawback Points will almost certainly be disbarred from the possibility of future service in a military or law enforcement capacity (though exceptions are always made, especially in the fictional worlds of adventure games). GMs, please take note.

Cruelty

Your character takes genuine pleasure in inflicting pain upon others, and often in watching pain be inflicted. It is rarely satisfying to him to merely defeat his enemies when he can humiliate them or prolong their suffering as well.
  • [2 Points] Your character is not necessarily murderous. nor does he even necessarily like his cruel streak. Nonetheless, he feels a definite thirst for cruel, punishing solutions to his life's problems, he desires those who interfere with him to suffer a commensurate degree of aggravation, pain, and loss before he overcomes them. A straightforward and sporting victory is an empty one, according to his heart. Clever cruelties fill him with joy, after all, he is not a mindless brute, but rather a shaper of punishments to fit the nature of each crime. This is differentiated from the Vindictive drawback; a vindictive character is relentless in his pursuit of revenge or redress, but he isn't necessarily savage and uncouth in gaining it. A cruel character doesn't need to dash off and seek vengeance for every little wrong done to him, but when he does overcome an opponent, only a ME save will allow him to overcome his cruel impulses.

Dark Desire

Your character's innermost desire can only be described as vile or evil, to possess some unimaginably powerful thing, to seize power for cruel purposes, or perhaps even to bend the laws of reality and invite a supernatural force into our world.
  • [2 Points] This is not an idle fascination for your character, it is the core of his very existence, a black secret that he shares with no one. At all times, your character is pondering, scheming, seeking information, and carefully moving himself in what he believes to be the proper direction for his goal. It's not so much that he's working in opposition to the plans of his 'friends and allies' it's that he considers them ultimately superfluous tools to be used and discarded when necessary. Although your character is infinitely patient, at the very end of his quest, when the goal is in sight. there is no betrayal he will not make and no bond he will not forsake to grasp what he has always desired. Special If your character attains his dark desire, it won't happen after a month or two of adventuring. It will happen after years, or, more likely, decades. The attainment of a dark desire will almost certainly turn your character into an antagonistic NPC under the GM‘s control, so it is essential for full dramatic impact that this drawback be kept as utterly secret as possible.

Debt of Honor

Your character owes a debt to a powerful NPC, and that debt is to be repaid with service rather than with goods or money.
  • [2 Points] Moderate Debt. Over the course of the unfolding campaign. your character will be called upon to perform three substantial services for an NPC. These services will test the characters abilities and will contain assorted challenges and dangers. If your character fails to heed the call when his services are requested. something unfortunate will happen to him, he and his friends will very likely be targeted for violence by the character he has spurned.
  • [4 Points] Substantial Debt As above. save that your character will be expected to carry out six substantial services for the NPC over the course of the campaign. The nature of the NPC (crime boss, occult researcher, reclusive megalomaniac, etc.) should be such that he feels no real emotional connection to your character. Your character will therefore have no idea how much of a risk he is facing when he undertakes each service. The nature of each service will also probably be contrived to minimize potential reward for your character, especially when the NPC wants something of value retrieved or an enemy wiped out. These missions are duties lo be discharged, not opportunities to acquire loot and glory,
  • [+2 Points] Special Handicap - Certain Weirdness: Oh, no. The nature of the NPC is such that the errands assigned to your character are certain to involve unusually bizarre inconveniences, particularly strange requirements, and especially weird or occult obstacles. The GM may disallow the use of this handicap in campaigns that do not feature occult/weird elements.
  • Special The NPC won't mind at all if other characters accompany yours out of friendship or duty, but he won‘t offer them a single penny in compensation for their time and effort.

Dependency

Your character suffers an addiction to a chemical substance (for whatever reason appropriate to his background). Unless the character merely has an “ugly habit" (see below). his substance can be one of three things:
  • An illegal drug
  • A legal but expensive drug
  • A unique substance that the character must make or distill on his own.
  • [l Point] Ugly Habit: The character suffers a need for a socially acceptable vice, he is a chain-smoker or a “boozer" (never quite reaching the level of a drunkard). Four waking hours without a smoke or a swig (as appropriate) will make your character grumpy and impose a -1 penalty to skill checks and attack rolls until he gets what he needs, This penalty is cumulative every two hours after that. There are other problems associated with long-term smoking and excessive drinking, but other drawbacks should be used to simulate them. Reduce your character's Wealth score by 1 to reflect the money spent on this habit.
  • [2 Points] Mild Addiction: Your character must receive at least one dose of this substance every twenty-four hours or he will suffer a -1 penalty to all rolls, including attack rolls, skill checks, and saving throws. An additional cumulative -1 penalty will be applied for every twenty-four hours thereafter in which the character is deprived of the substance to which he is addicted. until craving and withdrawal render the character effectively helpless.
  • [4 Points.] Serious Addiction Rather than a -1 penalty, your character will suffer a -2 penalty after each listed interval of time passes. When this penalty reaches -10. your character must make a Fort Save (DC 18) or go into a comatose state from withdrawal shock. This save must be made every six hours thereafter. If the character is not given his substance or hospitalized within twenty-four hours of going comatose, he must begin making Fort Saves (DC 18) every six hours or die. Special Handicap - Controlled Supply: [6 Points] Deadly Addiction As above. and worse. The DC of each Fort Save starts at 20 and rises by 2 with every subsequent save. if a save is failed, your character immediately dies of withdrawal shock.
  • [+2 Points] Special Handicap - Controlled Supply: The substance is rare and proprietary, and someone else has a monopoly on it. Your character is entirely dependent upon an NFC for his supply of the drug.
  • [+2 Points] Special Handicap - Reprehensible Habit: The substance is a notorious illegal drug, subject to societal controls and law-enforcement crackdowns. Acquiring it is hazardous to the character's pocketbook, his reputation, and possibly his life.
  • [+1 Point] Special Handicap - Side Effects: The substance has an intoxicating or debilitating side effect. For one hour following the intake of each dose, your character suffers a -4 penalty to both PP and ME
  • Dependent

    Your character takes care (emotionally and financially) of someone extremely close to him (aunt, uncle, parent, grandparent, daughter, ward, etc.). This individual is relatively helpless compared to your character and his adventuring friends.
    • [2 Points] Your character must work to protect his own identity and the identity of his dependent(s). If the dependent(s) were ever to be revealed to your character’s enemies, they would make the perfect hostages. The dependent has a great deal of emotional loyalty to your character but cannot offer any practical assistance. This Drawback may be taken multiple times, provided that each new Dependent is geographically separated from the others (for example. Two grandparents would qualify as one Dependent if they lived together and two Dependents if they lived in different cities).

    Divisive Destiny

    Your character is bound by fate (and/or his own choices) to bring a great deal of pain and anguish to his own family, community, or nation (or perhaps all of the above), and that destiny cannot be consciously averted. This division will most likely occur over religious. political, or cultural matters, and should be discussed and described with the GM‘s cooperation before the campaign begins.
    • [2 Points] This is a Drawback that will almost certainly have a greater impact as the character gains levels and experience. The further along he progresses toward his desired goals, the more he will splinter his family and culture, and the more painful (or bloody) the greater conflict will become. Note: This drawback can have a great deal of bearing on the nature and outcome of any given campaign, and may be more appropriate lo campaigns with supernatural elements. Even for a secondary Drawback, this one requires the explicit permission and cooperation of the GM.

    Double Life

    While most characters adventure under their own names or have no difficulty concealing their adventuring habits from others, your character faces a particularly delicate balancing act and must keep up his masquerade or face drastic and lasting consequences. This drawback is particularly appropriate for spies, costumed vigilantes, and the like.
    • [2 Points] Your character's "civilian" identity is respectable and well known enough (or his job is sensitive and prestigious enough) that connection to your character's adventuring identity could irreparably damage it. At regular intervals, your character may have to take part in social or work functions to "keep up appearances“ when he would rather be adventuring
    • [+2 Points] Special Handicap - Wanted Double : Your character‘s adventuring identity operates outside the law and is sought by legal or governmental authorities on a number of charges. Use this special handicap rather than the Poor Reputation or Criminal Record drawbacks when dealing with a secondary identity. After all, while Bob Johnson can be arrested or subpoenaed, his alter-ego, the Caped Avenger, keeps no mailing address.

    Driving Obsession

    Your character is totally consumed by a fixation with a single far-reaching (and probably unattainable) goal. This obsession has become the cornerstone of his life's work— although he may occasionally be diverted from it by necessity, he always returns to it. Obsessions of this sort are often vengeful A young man who saw his parents murdered and vowed to hunt criminals for the rest of his life would be a prime candidate, for example.
    • [2 Points] Your character can feign temporary disinterest in his driving obsession. but it really is his reason for living. He will not long tolerate any distraction from it, and he will tolerate no sarcasm or teasing as a result of it. lf your character attempts to set aside his driving goal, he will find himself tormented by everything from nightmares to waking hallucinations— at the GM's discretion, this psychological punishment will make life increasingly unlivable until the character resumes the duties dictated by his obsession. This obsession will definitely come between your character and the long-term relationships most of us take for granted, especially love and family.
    • [+2 Points] Special Handicap - Specific Sense of Duty: Your character's driving obsession has led him to adopt a very specific "duty" that he tasks himself to carry out as though it were mandated by a higher authority. Compare and contrast with the actual Duty/Responsibility Drawback. Your character keeps at his task because he is whipped by his personal mental demons, not because he owes anyone else a service. This duty should take a very clear form (such as “patrol this area regularly for crime/supernatural events" or “guard the members of a specific family at all times, without their knowledge"), and the character should be willing to sacrifice himself for it without hesitation.

    Duty/Responsibility

    Your character is bound by a regular and formal duty to an NPC or an organization. This is not simply a personal feeling of loyalty it is an official capacity, a commitment that must be met, or there will be consequences, personal, social, and perhaps even criminal.
    • [2 Points] Unchallenging/Occasional Duty’ Your character either carries out his duties only part of the time or has an extremely unchallenging duty, requiring him only to carry out orders and assignments. A reserve military officer might qualify for the former; a rookie beat cop would qualify for the latter.
    • [4 Points] Substantial/Challenging Duty Your character spends most of his waking hours every week in the pursuit of his duty, and must occasionally make important decisions on his own authority— a homicide detective or any other professional law-enforcement officer would qualify for this level of Duty/Responsibility.
    • [6 Points] important/Challenging Duty Your character's duty is the focus of his life, and he spends a bare handful of hours every week doing anything not related to it. A staff officer in a sensitive military position (nuclear missile silo duty, for example) would qualify for this level of Duty/Responsibility.
    • [+2 Points] Special Handicap - Hazardous Duty: Although danger is a part of the life of any d20 adventure game character, your character doesn't even have the option of choosing when and how he will face many of the dangers in his life. He has volunteered for a position of enhanced risk, and his superiors will frequently order him into risky situations, perhaps even suicidal ones, regardless of his opinion on any given mission.
    • [+2 Points] Special Handicap - Restricted Movement: Your character, by the nature of his duty, is confined to certain areas and facilities even when he is technically “off-duty.“ This handicap is particularly appropriate to military personnel, who are not usually free to enter or leave military bases as they please and must formally request extended leaves well in advance of their desired date.
    • [+1 Point] Special Handicap - Restricted Contact: Your character is not allowed to freely communicate with those outside of the establishment he serves. Any letters or phone calls he sends will be monitored. He may expect to be completely out of touch with friends and relatives at regular intervals. and he may also expect to have his contact with certain individuals barred for security reasons.
    • Note: This Drawback may be quite harmful to group cohesion in certain campaigns. For example, a U.S. Army Special Forces officer may have some difficulty adventuring with a party of three biker gang members. The bikers have freedom of movement nearly everywhere save on the soldier’s base, and he can hardly be expected to leave it any time he likes to hang out with them.

    Estranged

    Your character is cut off from both his family and the society that reared him, not by formal out casting or rule of law, but by emotional conflicts that are too painful for either side to even confront, much less set aside.
    • [2 Points ] Your character carries a great weight of mixed frustration and regret about this situation. and will spend much of his time contemplating it, often at the expense of good humor or good fellowship. He will get no aid from his family or his society; indeed, he will be reluctant to go near them, even when circumstances seem to require it. A good GM will weave this estrangement throughout an ongoing campaign. ensuring that it rears its head from time to time to turn some satisfaction or new happiness into ashes in your character's mouth.
    • Special: While reconciliation is not impossible, it will only come at the end of a long effort by both sides, an effort that the other side may not be willing to make even if your character is.

    Explosive Temper

    When your character gets angry. he erupts, losing control over his words and actions, and often making impulsive, heated decisions that he will later have cause to regret.
    • [2 Points] When something happens to make your character angry, he must make an ME save to avoid flying completely off the handle. While he's bad enough when he makes that save. he's a terror when he fails it. He will kick objects, throw things, threaten his friends and allies, disorder everything around him, start fights, and throw himself heedlessly into potentially foolish combat. After a temper tantrum has spent itself, your character will generally sulk, making himself miserable company for an hour or two.
    • Special This differs from the Aggressive drawback in that your character might not even want to be a terribly violent person. His bouts of rage might be accurately described as incidents of possession, his temper consumes him, and he doesn’t particularly enjoy it, but it happens nonetheless.

    Greed

    While most heroic adventurers enjoy the rewards of their missions, your character covets the acquisition of new material possessions to an extremely unhealthy degree.
    • [2 Points] The lure of wealth seems to draw a curtain down over your character's better judgment. Any chance for easy money (heck, any chance for not-so-easy money, too) has your character wetting his lips, rubbing his hands together, and trying to think up some scheme (often quite ludicrous) whereby he can get away with said money. Curiously enough. once he's got his hands on a new pile of cash, he tends to do with it as he pleases and thinks no more of it. lt‘s the acquisition of riches that sets his blood on fire. not the hoarding of them. At the GM‘s discretion, your character may be forced to make an ME save to successfully turn down a money making opportunity unless pressing, life or death business is keeping him occupied.
    • Special This drawback does not make the character a kleptomaniac. He suffers no compulsion to take things that are clearly owned by people he likes, fears. or respects.

    Heroic Code: Fair Play

    Your character has made it part of his “work ethic" to never take undue advantage of an opponent, and to always fight in a forthright and sporting manner.
    • [2 Points] Your character refuses to flank others, shoot anyone in the back, take opponents unaware, or attack anyone lying prone upon the ground. In moments of drastic need. your character may attempt an ME Save to override this habit.

    Heroic Code: Honesty

    Your character is scrupulously truthful. even when dealing with villains and criminals. Two wrongs don't make a right. after all.
    • [2 Points] Your character may not take the Bluff skill or the Gambling skill. Furthermore, he absolutely refuses to tell lies except in the direst of circumstance, even to “bad guys," and refuses to exaggerate, gamble. or even lie on behalf of others. In moments of drastic need, your character may attempt an ME save to override this habit. Special Your character may still conceal his non-adventuring secret identities and assume false names and faces.

    Heroic Code: Law and Order

    Even if your character is a costumed vigilante or an extralegal interloper, he has the utmost respect for the letter of the law and balks at pushing its boundaries too far. He views himself as a “forward element“ of uniformed law enforcement and prefers to tum matters over to the legitimate authorities as soon as possible.
    • [2 Points] Your character refuses to pick locks. break and enter, interrogate suspects without turning them over to the police first, commandeer vehicles or property from ordinary citizens, etc. Basically, if it involves anything more than patrolling and confronting criminals or villains engaged in obvious acts of mischief and mayhem, your character tut-tuts at it. ln moments of drastic need, your character may attempt an ME save to override this habit.

    Heroic Code: Loyalty

    Your character views the bonds of his friendships as sacred and inviolate.
    • [2 Points.] Your character is incapable of abandoning a friend or ally, even if it would make sense to do so, even in foolish or suicidal conditions. Come hell or high water, your character prefers to fight side by side with his friends and will die doing so if that's what fate decrees. Your character is rarely the one that gets sent running for help.

    Heroic Code: Mercy

    Your character has sworn an oath to never lake the life of another sentient being, even in the pursuit of the greater good.
    • [2 Points] Merciful Your character cannot intentionally kill another person, nor allow another person to die when action on the hero's part could save them. Your character will consider even an accidental death to be his complete responsibility and will therefore exercise extreme caution with his powers and abilities.
    • [4 Points] Remorseful: Furthermore, your character has extreme difficulty dealing with the guilt caused by a death that he could have prevented. If he accidentally causes or fails to prevent (provided such prevention was in his power at all) a death, he will shut down emotionally for 1D4 weeks as a reflection of his anguish, All saves are at -3, Skills at -15% and loses 2 attacks.

    Humorless

    Your character is absolutely without a sense of humor. He doesn't understand the concept of humor and attempts to explain it to him will only baffle him further.
    • [2 Points] Your character might even be friendly, sociable, and capable of enjoying himself, he simply does not laugh or grasp why anyone else laughs. His earnest sincerity and genuine lack of comprehension are alien and often disquieting to those who don't know your character. Occasionally, his failure to understand the nuances of humor will cause him to miss the subtext of an important social interaction or give someone the false impression that he is making fun of them. In addition to the roleplaying consequences of this drawback. Your character will suffer a -40 % penalty to any Perform check where an element of humor is involved in the performance.

    Impulsive

    Your character lacks patience, in moments of crisis, he demands action immediately, even if it may be the wrong action, for in his opinion there's absolutely nothing worse than inaction.
    • [2 Points] Your character hates to wait for advice, confer on a plan or procedure. or put off any decision that can (in his opinion) be made immediately. When his under-utilized common sense does take hold, he will still be forcefully opposed to what he thinks of as "dithering and dickering," and will tend to quickly aggravate others with his insistence upon rapid, decisive action.
    • Note: This drawback is differentiated from Aggressive; an impulsive character isn't after violence per se, merely decisive action. An aggressive character, provided he can keep a watchful eye on his target(s) of choice, has no trouble making careful preparations for violence provided that violence is imminent.

    lnferiority Complex

    Your character has a permanent chip on his shoulder. All his life, as he sees it, nobody has ever appreciated the true depth of his talents and abilities.
    • [2 Points] Your character is extremely sensitive about small things that he imagines reflect the contempt others feel for him. lf asked to take the lead on the trail, he'll assume it's because he's thought unimportant enough to be risked. lf asked to take the rear, he'll assume it's because they think him boring If asked to take the middle, he'll assume it's because they don't think he's skilled enough to handle himself in the front or the rear. While your character is usually able to subsume his festering resentment beneath a layer of jagged humor or false conviviality it occasionally boils over and causes extreme discomfort for everyone around him. Sometimes, your character also takes foolish and unnecessary risks in an effort to demonstrate his skills.

    Insatiable Curiosity

    Your character is compelled at every step of his life by an incurable need to peek behind every closed door (metaphorically speaking) and unearth every secret he possibly can. This includes everything from the intricacies of a villain’s plans to the hidden contents of abandoned buildings. Your character must be exceedingly cautious, lest he go the way of the proverbial cat.
    • [2 Points] Whenever your character is confronted with a chance to learn something new and interesting, especially if relevant to his current adventure or investigation, he must make a ME save against a DC set by the GM in order to keep his mind on whatever else he needs to be doing.

    Intolerant

    Your character is vehemently prejudiced against a certain race or large social group other than his own. Whether this intolerance springs from simple ignorance or a legitimate grievance is up to you.
    • [2 Points] Your character's overt hostility (which goes as far as name calling, fight picking, and boorish public behavior, but not as far as malicious mayhem such as arson or murder) will generally be an embarrassment to his friends and allies. It might also get him and the rest of the adventuring party into regular trouble with NPCs (especially politicians, police officers, bartenders, business owners, soldiers, etc.) of the appropriate race. Your character suffers a -4 penalty to certain MA-based skill checks made against characters of the appropriate race or social group, as well as against other, more enlightened NPCs who find your character's prejudice contemptible.

    Kleptomania

    Your character lives for the thrill of stealing things from other people. This Drawback is differentiated from Greed in that a kleptomaniac cares more about the act of theft (not just acquisition) itself than the value of anything being stolen. While a kleptomaniac has no problem with seeking a nice payoff from a crime, he's often just as thrilled to snatch something small and unobtrusive from a purse or a wallet.
    • [3 Points] Your character feels constant urges to steal things, and loves nothing more than the secret thrill of getting away with his thefts. At restaurants. he will steal silverware; when left with unattended purses or coats he will lift small valuables from them. If your character is a professional criminal, so much the better, but big thefts are how he makes his living, not how he gets through the day. If your character isn't trying to steal from others (even his close friends, alas) often enough, the GM may begin enforcing theft attempts upon him (possible ME save allowed to resist the kleptomaniac impulses in moments of danger or crisis). This can be a very tricky drawback for a character to live with, so caveat emptor.

    Lazy

    Your character is a slacker, a lay about. and a wastrel. he has no interest in honest work, or even in dishonest work. He prefers to let others bear the brunt of any effort, he might not even care whether or not he gets any of the credit as long as he doesn't have to waste any time or effort pulling his own weight.
    • [2 Points] Your character suffers an-1 penalty to ME saves and to all Profession skills due to his lack of ambition and discipline. He will constantly attempt to shirk or avoid work and his attention to detail is somewhat lacking; this can be either amusing or irritating to his friends, depending upon the circumstances.

    Lecherous

    Your character is frequently and severely distracted by his weakness for his compatible sex.
    • [2 Points] Your character finds it difficult to resist the lure of any chance to be near potential romantic entanglements. Just as a drunkard dreams of wine bottles, beer cans, and shot glasses, your character dreams of healthy young flesh, flirtations, and brief but passionate romantic affairs. Your character is continually hopping in and out of beds (or trying to, if his lechery exceeds his personal charm) and wasting many long hours at bars, clubs, and restaurants cruising for a new conquest. Your character must make an ME save to avoid the urge to make a pass at a potential partner whenever the opportunity presents itself (save in dire moments of emergency). This can cause no end of complications for the character and his allies when time or discretion is of the essence.

    Lone Wolf

    Your character is anything but a team player. Whether he regards the presence of others as a hindrance to his abilities and style or just prefers to keep his own company is up to you.
    • [2 Points] Your character has an extremely difficult time working with others in groups and getting along in such arrangements for any length of time. If forced to tolerate the continual presence of others, he will be a grating, sarcastic, and generally divisive influence when he's not ditching the others lo do things his own way. He will frequently find excuses to "scout ahead" or “take care of some personal business," ensuring that he won't often be close at hand when he's needed in an emergency.

    Macho/Spartan

    Your character makes a point to project himself as tough, bullish, and ready for anything. He'll have nothing but scorn for anyone with a lesser tolerance for adversity and he certainly won't back down from a challenge to his manhood.
    • [2 Points] The central function of this drawback is that your character will get on others’ nerves with amazing regularity. Furthermore, your character will routinely refuse to do things the easy and comfortable way. Beds? Beds are for sissies. Heavy clothing in freezing weather’? Hey, freezing weather's good for you. Grin and bear it! Your character's macho assumptions may sometimes leave your adventuring party without vital tools or clothing when entering a hazardous situation. Even when freely offered creature comforts, your character will utterly disdain their use. The GM may call for an ME save if your character attempts to back down from a direct challenge to his machismo. If acceptance of creature comforts is a matter of diplomatic importance, your character will make every effort to appear content with them, while making every private effort to shun them that he can.

    Melancholy

    To be 'melancholy' is a brand of sadness that is over thought, prolonged and can be caused by any reason regardless of its the magnitude. It's a very personal, heavy weighing sadness. It has similar characteristics with depression however, melancholy is an insidious sadness. It's more than simple desolation or dejection, melancholy feeds on pensive self reflection in such a low state, reflecting lower and lower on itself until you can't see anything other than sadness. Your character is uninvolved in the excitement and pageantry of life. His world is introspective, bleak, and morbid. While not actively out to kill himself, he has no complaints about dying, and seems somewhat bemused by the lengths everyone around him goes to to avoid it.
    • [2 Points] This is not merely a phase, something has happened to your character to rob him of joy and exuberance. Although he keeps a sense of humor, it's wry and cynical, frequently exercised at the expense of others. Your character often speculates on the nature of death and on the manner of the death that awaits him, regardless of whether or not such talk discomforts those around him. When injured or left in a state of extreme pensiveness, your character is quite lackadaisical, and will be more of a detriment than a benefit to anyone struggling to survive nearby. If your character does find the will to carry on, it's only because he's found something new to amuse him for a little while.

    Miser

    Your character is obsessed not so much with the joy of making new fortunes as he is with hoarding and contemplating what he's already gained. He's also a notorious skinflint.
    • [2 Points ]. Your character balks at spending a single nickel more than absolutely necessary for anything, from the food he eats to the places he sleeps in and the weapons and equipment he trusts to save his life. Your character has very little dignity where his wallet is concemed, and will gladly sleep in the back seat of a car and wear the same clothes for six months straight, no matter how much better he could do for himself.

    Mistaken Identity

    Someone with power (or powerful friends) has mistaken your character for someone else (someone they despise, naturally) and is out to get your character. Alternately, your character might find himself continually confused with a criminal or villain.
    • [2 Points] Limited Recognition: Your character has the equivalent of a 2 Point Nemesis: Villain (a dangerous NPC (and that NPC's circle of friends and allies)) who thinks your character is someone else, someone he needs to hunt, hinder, or punish
    • [4 Points] Widespread Recognition: Your character is widely mistaken for another individual who has offended or alarmed a great many people. His life will be more constantly and deeply disrupted by this problem.
    • [+1 Point] Special Handicap - Perfect Double: Your character really is an exact physical double of the NPC he's being confused with, although very small details birthmarks, scars, etc. may be different, only the closest friends and associates would be able to reliably tell the two apart, and then only with time and observation.

    Monetary Debt

    Your character owes a relatively huge sum of money to a powerful NPC that expects repayment. Although it's understood that your character will pay in installments as his adventuring career proceeds, those installments had better be generous and steady.
    • [2 Points] Significant Debt: If the NPC is a vicious and dangerous character (crime boss, loan shark, terrorist warlord) the debt owed is set at $75,000. If the NPC is merely firm and unfriendly (disapproving relative, large bank) the debt owed is $100,000.
    • [4 Points] Massive Debt It the NPC is a vicious and dangerous character (crime boss, loan shark, terrorist warlord) the debt owed is set at $150,000. If the NPC is merely firm and unfriendly (disapproving relative, large bank) the debt owed is $200,000.
    • A vicious NPC denied payment on the amount owed will resort to intimidation and violence. A firm and unfriendly NPC denied payment will resort to repossession of goods, lawsuits, and slashing your character's credit rating. If your character fails to make one or more of his regular payments, or somehow displeases his creditor without entirely defaulting on the repayment, compound interest may begin to accrue on what he still owes (necessitating one or more extra payments) and a new repayment schedule may be forced upon him. It is possible that the NPC creditor may be willing to occasionally negotiate the substitution of a service tor one or more payments.

    Nemesis: Govemment

    A powerful figure in a major government (or an entire agency, or a multinational coalition) is out to get your character for reasons justifiable or otherwise. This nemesis will make recurring appearances in your character's life. Your character might experience everything from tax troubles to arrest warrants to expulsion from an entire country. The precise nature of their argument with your character is up to you.
    • [2 Points] Minor Nemesis The nemesis is a local power figure (city bureaucrat, small-town mayor) or a relatively weak or distant agency.
    • [4 Points] Moderate Nemesis The nemesis is both popular and powerful (mayor of a huge city) or an agency with a respectable reach.
    • [6 Points] Major Nemesis: The nemesis is a dangerously powerful national figure (senator, vice-president) or a formidable agency such as Ml-5 or the CIA.
    • [8 Points] Daunting Nemesis. The nemesis is either a pivotal world figure (President of the United States, perhaps) or a major coalition (NATO) with worldwide striking power.

    Nemesis: Legal

    A powerful lawyer (or an agency full of lawyers) is out to get your character for some real or imagined slight. They might be seeking a civil suit relating to one of your character ‘s earlier adventures (Property damage? Wrongful assault?) or they might be set upon your character by his enemies. The annoying possibilities of this complication are endless. Your character would be well advised to retain skilled legal counsel and to avoid accepting manila envelopes from strangers in public places.
    • [2 Points] Hassle: The nemesis is a local ambulance-chaser, persistent it not overly menacing.
    • [4 Points] Major Hassle: The nemesis is a cunning and experienced partner in a decently-sized firm with branches in several cities.
    • [6 Points] Big League Trouble: The nemesis is a legal juggernaut, one of the ten most powerful firms in North America or Europe, with offices all over the place and a team of lawyers assigned lull-time to your character's case.
    • [8 Points] The Stuff of Nightmares The nemesis in question has a branch office dedicated entirely to pursuing your character's case, twenty-four hours a day. Private detectives are after your character, a dozen summons await him at any given time. and civil suits are pending in a dozen jurisdictions. Pray for death.

    Nemesis: Media

    An influential figure (or group of figures) in the local or national media holds a grudge against your character and they love nothing better than to pursue it in print, on tape. and on the internet. Your character will find himself routinely criticized, lambasted, ridiculed, and dissected (metaphorically speaking) in a wide variety of journalistic tableaus, as appropriate to the nemesis‘ sphere of influence
    • [2 Points] Flea-Biter: The nemesis is a small-town reporter or editor, or a tabloid nutcase.
    • [4 Points] Muckraker: The nemesis has some clout, as an editor or award-winning reporter for a major city newspaper or TV station.
    • [6 Points] Big Name: The nemesis is a national media figure an established syndicated columnist read by millions or a major network TV journalist seen by tens of millions.
    • [8 Points] Angling for A Pulitzer: The nemesis is an entire publishing chain or a major national network, full of celebrities and researchers clamoring for your character's head on a pike.

    Nemesis: Organization

    Your character has made an enemy of a powerful non-governmental organization. This could be anything from a private ‘think tank" to a secret society, a religious cult, or a body of organized criminals.
    • [2 Points] Local Trouble: The organization is either very weak and overextended, or its power is confined to a relatively small area.
    • [4 Points] Cause for Concern. The organization is fairly large and competent. Your character will have to watch his back wherever he goes.
    • [6 Points] Lurking Danger: The organization has quite a reach and the resources to back a major power play. Your character had best have all of his cards up his sleeve when he takes them on, they're certifiable bad news.
    • [8 Points] Big, Big Trouble: The organization is perhaps one of the shadowy masters of the world, capable of striking anywhere on earth at any time, with agents and resources in hundreds of places, ready and willing to make your character's life rather miserable.
    • [+1 Point] Special Handicap - Unusual Powers: It the organization has access to powers (psionics, magic, supernatural abilities, abilities, etc.) that your character and his allies do not, the GM may consent to allow an extra Drawback Point for this special handicap.

    Nemesis: Villain

    A villain or criminal has taken a decided interest in pursuing and defeating your character. Your character's nemesis regards his fight with your character as one of the driving interests of his life. Whether or not your character agrees is irrelevant.
    • [2 Points] Minor Antagonist: The nemesis is directly comparable in power and ability to your character, though he doesn't show up very often.
    • [4 Points] Competent Antagonist: The nemesis is directly comparable in power and ability to your character, and he takes a much more frequent interest in bothering your character.
    • [6 Points] Major Antagonist: The nemesis is more powerful and able than your character, with significant resources at his command, and he takes everything very, very personally.
    • [8 Points] Grounds For Suicide: How could it be worse? The villain is a total nightmare. He's your characters superior in every human sphere, he dresses better, he has more friends and more money, he has a seemingly endless supply of ninja assassins, and he spends a great deal of money to ensure that the local TV stations only play late-night movies that your character can't stand.
    • [+ 1 Point] Special Handicap Lieutenant: If the villain has a noteworthy lieutenant (not as powerful as the chief villain, but still competent enough to enhance the villain’s capabilities significantly) the GM may consent to allow one or more (in the case of multiple lieutenants) extra Drawback Points.
    • [+1 Point] Special Handicap- Unusual Powers: If the villain has access to powers (psionics, magic, supernatural abilities, etc.) that your character and his allies do not. the GM may consent to allow an extra Drawback Point for this special handicap.

    Nightmares

    Your character suffers from recurring and nearly incurable nightmares, stemming from an extremely stressful event or encounter in his past (or perhaps from some mysterious cause not yet explained).
    • [2 Points_] Occasional Nightmares There is a 40% chance per period of sleep that your character will experience extremely vivid and lengthy nightmares. The character must make an ME save; failure means that the character will be mentally fatigued the next day. While he can still run and charge, he will suffer a -5% to all skill checks, and he will suffer a -1 penalty to all of his attack rolls. These penalties last until he is next able to sleep undisturbed. These penalties last until he is next able to sleep undisturbed.
    • [4 Points] Frequent Nightmares There is a 65% chance per period of sleep that your character will experience extremely vivid and lengthy nightmares. The character must make an ME save, failure means that the character will be mentally fatigued the next day. While he can still run and charge, he will suffer a -10% to all skill checks, and he will suffer a -2 penalty to all of his attack rolls. These penalties last until he is next able to sleep undisturbed.
    • Special If the character is an arcane spellcaster, this drawback is worth an additional two (2) Drawback Points. A bout of nightmares will rob the character of a single prepared spell slot of each level he can cast for the next day. For example, if a character that can prepare two 1st level spells suffers a bout of nightmares, he will only be able to prepare one 1st level spell the next day.

    Obnoxious

    Plainly speaking, your character is a jerk. He has little or no grasp of social niceties, and his personal behavior is guaranteed to offend and aggravate just about everyone around him. Whether this is a calculated posture or an innocent (if unfortunate) set of habits is up to you.
    • [2 Points] Your character is one or more of the following things— loud, rude, impatient, arrogant, intrusive, insensitive, bombastic, crude, strident, and/or narrow-minded. In addition to the roleplaying burden of these traits, your character suffers a -4 penalty to all Diplomacy checks.

    Ostracism

    Your character is feared, hated, and discriminated against for something in his nature that he cannot change, be it his skin color, his social background, or any unusual racial abilities and powers.
    • [2 Points] Limited Ostracism Your character experiences occasional taunts from strangers, and often finds himself subjected to epithets or unpleasant scrutiny. Sometimes, shops or restaurants won't admit him, but he's relatively free from actual violence.
    • [4 Points] Severe Ostracism Your character faces a society with a deeply-entrenched suspicion of his kind, and as a result experiences constant discrimination, embarrassment, disdain, and occasionally even threats or physical assaults.
    • [5 Points] Sanctioned Ostracism: The prejudice your character faces is officially sanctioned by the government of the society in which he lives He is formally treated as a second-class citizen, if he enjoys any rights at all, and must often submit himself to “security registration" and restricted movement patterns. Legal and police authorities will be no help at all if he is persecuted, threatened, or injured.
    • Special This Drawback may only be taken with explicit GM permission, as it is obviously highly dependent upon the nature of the campaign world.

    Overcautious

    Your character is no coward, he is quite willing to face danger and carry out his responsibilities. However, he is too dependent upon planning, information gathering, caution, and second opinions. He will attempt to delay any decisive action as long as possible, until “all options have been considered,” and he will proceed with unseemly slowness even when he becomes set on a course of action.
    • [2 Points] Your character will drag his heels on virtually everything, he doesn’t see himself as indecisive, but in essence that's his problem, while there’s much to be said for caution, it cannot sense in every situation, and your character's friends and allies are to get aggravated with him at regular intervals for his love of “thorough consideration.“

    Overconfident

    Your character is absolutely certain that he can take any challenge set before him, even if the odds against him are ridiculous. Unfortunately, your character is also pretty much wrong.
    • [2 Points] Your character scoffs at the idea that “discretion is the better part of valor," He won’t back down from a fight, he dislikes calling for reinforcements, and he has a habit of constantly underestimating any danger or opponent placed in his way. Your character might be forced to make a ME save (difficulty relatively high) any time he attempts to withdraw from danger or back down from a challenge.

    Pompous

    Your character is a staggeringly snooty, affected, and formal individual.
    • [2 Points] Your character always acts as though he owns the place he's standing in and everyone nearby happens to work for him. While your character might mean well and be a perfectly lovely person, he speaks and acts in a fashion that, while perfectly natural to him, is either ludicrous or grating to almost everyone else. He never uses a ten cent word when a five dollar word is available, takes too long to say just about everything, and relaxes only when inebriated or somehow mind-controlled.
    • [+1 Point.] Special Handicap – Condescending: What's worse, your character continually acts as though nobody around him truly understands anything as well as he does (or, indeed, is capable of doing so even under optimum %s). He makes a constant show of explaining things to people that don't necessarily need them explained.
    • [+1 Point] Special Handicap - Snob: Perhaps most aggravating of all, your character is simply incapable of enjoying anything unless he is simultaneously denigrating the taste or accomplishments of someone else. His continual disdain for the opinions, habits, and possessions of others is bound to get on someone's nerves sooner or later. His lack of tact inflicts an-2 penalty to all of his Diplomacy checks.

    Poor Reputation

    Your character has an extremely unflattering reputation in a certain area or within a certain group ot people. Regardless of whether or not the reputation is deserved, it's firmly entrenched and all but impossible to counter. This is not the same as a formal record of alleged wrongdoing (like a criminal record), but it can be just as troublesome.
    • [2 Points.] Suspicious/Untrustworthy. The precise nature of the reputation should be left to the GM, as appropriate to your character's background. If your character is law-abiding, he might have a reputation as a suspicious and unsavory person. It your character is already an unsavory person, he might have a reputation among other unsavory people as an oath-breaker, or potential informer, While this reputation won't make anyone attack your character on sight, it will make virtually everything he tries to do more difficult. Contacts won't take him seriously, police officers or criminals (or both) will hassle him on the streets, and so forth. This drawback will provide a +3 bonus to all Reputation checks made by appropriate NPCs when attempting to identify your character. lf your character is successfully identified, he will suffer -30% penalty on checks involving the following skills for the duration of the encounter: Bluff, Diplomacy, Intelligence, and Perform.
    • [4 Points] Presumed Corrupt/Malicious/Awful: As above, but worse and/or more widespread. If your character is law-abiding, he might find himself slandered as anything from a murderer to a crooked businessman. If your character is already an unsavory person, he might have a reputation among other unsavory people as a definite oath-breaker or informer. This drawback will provide a +6 bonus to all Reputation checks made by appropriate NPCs when attempting to identify your character. lf your character is successfully identified, he will suffer -40% penalty on checks involving the following skills for the duration of the encounter: Bluff, Diplomacy, Intelligence, and Perform.
    • [+1-4 Points] Special Handicap – Wanted: Your character is sought by legal or governmental authorities for crimes he may or may not have committed. Compare and contrast with Criminal Record (page 34); a character with this handicap has not yet been caught. The more serious the charges, and the wider the area of the hunt for him, the more this handicap is worth (GM's discretion). Special Handicap Bounty: [+1-3 Points] One or more governments (or wealthy private citizens, or criminal organizations) in the region where your character has a poor reputation have put up a reward for his capture or death. The more this bounty is worth (GM's discretion), the more points it provides, as the more interest it will arouse. This is not entirely the same as a Nemesis drawback (pages 43-44), as the threat comes from random and unknown bounty hunters, skip tracers, and assassins rather than a consistent enemy.

    Risk-Addicted

    Your character is held in thrall by the surge of adrenaline he feels whenever he stares into the gaping jaws of death or misfortune.
    • [2 Points] This drawback is quite like Overconfident and in fact, in terms of effects, the two are nearly identical. The difference is that a Risk-Addicted character is totally cognizant of the extreme danger of any given, situation and well aware that he might not be skilled enough to take on the entire world and live. and he simply does not care, your character never feels more alive than when his fate and fortune are hanging by a slender thread, and he seeks to put himself in such situations as often as possible. In short, he will rarely retreat, surrender, or back down from games of chance and risk. A ME save may be required if he ever wishes to exercise discretion rather than valor.

    Stubbom

    Your character is obstreperous, thick-skulled, and incorrigible, whatever decision he makes and however he makes it, he expects to have his way. No appeal to duty, rationality, or friendship can penetrate this stubborn veneer without a fight.
    • [2 Points] Your character is aggravatingly certain that he knows best about everything. He will fight to have his own way just about all the time, asserts his authority over others even when he doesn't have any, and disregards the good advice of those who know better even when it's for his own clear good. In certain circumstances, your character may be allowed an ME save to swallow his pride and accept someone else's leadership without protest for some length of time.

    Tongue-Tied

    Although your character frequently wishes to express himself, he is shy, hesitant, uncertain. and woefully unpolished in the social graces.
    • [2 Points.] Your character is extremely socially handicapped, in a manner determined by agreement between yourself and the GM. In addition to suffering a -1 penalty to your character's initial MA score, you must roleplay one or more of the following shyness, hesitance, lack of assertiveness, and general submissiveness to virtually everyone around you. Your character may be required to make an ME save if he wishes to assert his presence or authority in anything but a life-or-death situation.
    • Special: lf your character has the Leadership feat, he does not add his positive MA modifier (if any) to the Leadership check total.
    • Special: This is a secondary drawback largely as a result of the roleplaying burden it places upon you. Playing a milquetoast is not for everyone, so think carefully before applying this to your character.).

    Unsophisticated

    Your character might not be lacking in genuine brainpower. but he comes from an ethnic group or area that is considered by most ordinary folks in the campaign world or nation to be amusingly backwards.
    • [2 Points] Your character displays the accents and personal habits customary to his place of origin; as a result of these traits, he is regarded as a hick, a rube, a redneck, or a provincial. Their presumption may be that he is anything from quaint and superstitious to downright stupid. Con artists and tricksters will single your character out for attention. And strangers in bars or restaurants will have plenty of choice witticisms and taunts to throw at him. At the GM‘s discretion, your character will suffer a -2 % penalty to most MA-based skill checks in situations where his origin could be considered a hindrance in the eyes of onlookers.

    Vain/Dandy

    Your character is excessively obsessed with his clothes and appearance, in one of two ways:
    • [2 Points] A character that is principally vain doesn't necessarily care about the quality of the clothes he wears, but he is absolutely fastidious about his image and his presentability. He bathes at every opportunity, dotes on his hair, flexes and poses, and generally seizes any opportunity to make himself look dashing. He’s the sort of person who polishes his boots twice a day even when on a trail in the wilderness. He cannot abide the feeling of uncleanliness, even when dirt on his face or clothes would help hide him from a nearby danger. He must make an ME save (GM‘s discretion) to tolerate a state of uncleanliness for any length of time.
    • [2 Points] A dandy, in contrast, is a foppish clotheshorse with a preference for the comforts of civilization over the hard pleasures of the street or the wilderness. While a dandy can bear a bit of grime or sweat, he can do so primarily because he likes to keep a change of clothes (or several) on hand. When setting out on an adventure, he will inevitably try to haul along as many improbable and unnecessary fine things as he can get away with, and while his friends might occasionally appreciate that rare bottle of cognac while on the mountain trail, they won't be pleased to discover that he tossed out the GPS locator device to make room for it.

    Vindictive

    Your character cannot bear to let others have the last word or the last blow. lf wronged, he must revenge. no matter how inconvenient or foolish that may prove.
    • [2 Points ] Your character has a vicious revenge complex, and is incapable of bearing up with dignity under insults or injury. Likewise, he is all but incapable of forgiving a slight or an injury and will go to elaborate (and frequently dangerous) lengths to secure his revenge. Although he does not ask that his friends and allies help him achieve his vengeance, he grows highly irate when they attempt to interfere. "Letting it go" is not in his vocabulary; strung together in that order, those three words are meaningless to him.
    • Special (Dedicated Drawback Synergy) lf your character has a Criminal Honor Code, this drawback will exacerbate that beyond any rational limit. Your character, when wronged, will be a demon incarnate, thirsting for blood. This drawback, taken in combination with Criminal Honor Code, is worth one (1) additional Drawback Point.

    Psychological Condition Drawbacks

    Condition

    Description

    Anxiety Disorder

    Your character suffers from a very general condition of high anxiety, he is a chronic worrier and fretter, often spending weeks or months agonizing (often in private) over everything from his financial future to his social acceptability. This disorder interferes with his sleeping habits and his general state of health.
    • [2 Points] Your character suffers an-1 penalty to both PE Saves and ME saves, as a result of the degradation of his physical and mental states due to a gnawing sense of worry. Roleplaying acute out- bursts of anxiety from time to time would not be inappropriate, however, bear in mind that this does not mean a constant stream of moaning and wailing

    Bipolar Disorder

    “Manic depression" is a more common term used to describe bipolar affective disorder. Although there are at least six clinically diagnosed varieties of this disorder, for game purposes it is defined as a condition that causes pendulum-like swings between periods of high energy and elation (“manic phase") and morbidity, agitation, and feelings of worth- lessness (‘depressive phase").
    • [3 Points ]. Prior to each game session, the GM should roll 1d10 to determine which “phase" your character is currently in. On a roll of 1-4, he is completely normal. On a roll of 5-7, he is in a “depressive” phase, and on a roll of 8-10 he is in a “manic” phase. During a manic phase, the character should behave in an energized and enthusiastic manner, he is gung-ho for just about any challenge, ready to seize the day and live life to the fullest. He receives a +1 bonus to ME saves. During a depressive phase, the character will be plagued by feelings of intense worthlessness and bleakness; the pleasures of life hold no interest for him, and he may skip essentials such as eating or sleeping. He may entertain morbid or suicidal thoughts, and he will be bitter, morose company at best. A depressive character suffers a -2 penalty to all attack rolls, skill checks, and saving throws. At the GM's discretion, he may also suffer a -2 penalty to MA, If a game session covers the events of more than one day, the GM may re-roll to determine the character's phase at the beginning of each game day.

    Chronic Confusion

    Your character suffers from lapses in memory and attention that seem to leave him a bit befuddled. This is quite above and beyond ordinary absent-mindedness and is often associated with advanced age. From time to time, your character should have trouble remembering names and faces, as well as remembering where he is and what he's doing. He may suffer bouts of irritability and will even wander away from friends and allies during critical situations.
    • [3 Points] In addition to the role-played effects of this drawback, your character suffers an-2 penalty to Initiative checks, ME checks, Perception checks.

    Delusional

    Your character suffers from occasional audiovisual hallucinations. sometimes imagining events or situations that aren't actually real.
    • [2 Points.] From time to time the GM will feed you a description (without telling you that it's delusional, of course) of an event or encounter that your character will believe to be utterly real. Most of these delusions will fall apart when examined and refuted by other party members, but there should always be some tension about each incident, ls your character merely hallucinating again, or is there really a shadowy figure following the group from nightclub to nightclub?

    Dissociative Identity

    Formerly known as Multiple Personality Disorder, Dissociative Identity Disorder is generally recognized as a result of severe childhood trauma. Temporary dissociation is a part of everyone‘s life, daydreams, reveries, and intense absorption in a fictional medium such as a book are all routine examples. An individual with DID has a particularly severe dissociative disorder that has caused the formation of one or more secondary personality states within his mind; from time to time, one of these secondary personalities "takes over" conscious operation of the body while the character's primary personality dissociates. The “multiple personality" label was set aside because while a character with this disorder may feel that he has one or more "entities" within him, each of these entities is really a manifestation of his own identity, no matter how extreme its behavior or opinions might be. These entities do not have random traits, their mannerisms and behavior patterns stem from the character's primary personality and past experiences. Regardless of the nature of the dissociative secondary personality, there are several set conditions which, for ease of game abstraction, may cause the secondary personality to “steal” conscious control of the character ‘s body away from his primary personality. To wit
    • Each time your character awakes from sleep, there is a 20% chance, non-cumulative, that his secondary personality will take over for 1D6+2 game hours (total rolled secretly by the GM).
    • Each time your character is knocked or rendered unconscious, there is a 40% chance, non-cumulative, that his secondary personality will take over for 1D6+2 game hours once he regains consciousness.
    • Each time your character suffers a state of panic, there is a 40% chance. non-cumulative, that his secondary personality will take over for lD6+2 game hours.
    For the purposes of simplicity, your character's secondary and primary personalities share the same set of skills and abilities and share the same body of background information. However, when a secondary personality takes control, "he" will “arrive” knowing nothing of the past eight hours of the primary personality's life. This information will not be assimilated into the shared memory of the two personalities until later. Conversely, the primary will return to control not knowing what has transpired while he was dissociated. The value of this Drawback is based on the fundamental attitude of the secondary personality
    • [3 Points] Amiable Dissociation Your character's dissociative personality is fundamentally amiable to the main personality’s goals, lifestyle. and friends. Although he may have different preferred methods of action and will still have to cope with the confusion of any new situation he enters, the secondary personality will generally cooperate with whatever happens to be the plan when he assumes control.
    • [5 Points] Neutral Dissociation: Your character's dissociative personality is unconcerned with or indifferent to the main personality's goals, lifestyle, and friends. The secondary personality may miss appointments, throw previous plans out the window. and otherwise disrupt the main personality’s life; not out of malice but rather out of guilt-free disinterest. From time to time, the secondary personality may be coerced or persuaded into pursuing one of the primary personality’s goals, especially in times of danger or crisis, though he will almost certainly insist that some plans made by the primary personality need to be changed.
    • [7 Points] Difficult Dissociation: Your characters secondary personality is disdainful of or somewhat opposed lo the primary personality's goals, lifestyle, and friends. He will actively work to interfere with any of the primary personality's plans if he can, though he won‘t behave in a violent fashion toward any of the primary personality’s friends and allies. he won’t respect anything about them, including their personal possessions. The secondary may attempt to sabotage major areas of the primary personality ‘s life out of sheer spite.

    Dyslexia

    Although your character is literate, he has difficulty with reading, writing, and spelling. Dyslexia is a congenital and developmental condition that “scrambles” some information between the brain and the page; although it does not make comprehension impossible, it can be very frustrating, particularly in times of stress.
    • [2 Points] Your character suffers a -15% penalty to any skill check requiring him to refer to written materials, and a -30% penalty to any skill check dealing solely with written material (writing a novel or decoding an ancient scroll, for example). Generally speaking, comprehension of written material will take your character about twice as long as it ordinarily should.

    Narcissism

    Although every healthy individual has some narcissistic tendencies, “narcissistic personality disorder" occurs when narcissism overpowers an individual’s other character traits and becomes the major driving force of his existence. While a vain/dandy character is obsessive about his personal appearance, a narcissistic character is obsessed with his own importance on a much deeper level, while a vain individual simply relishes looking good, a narcissist cannot stand to turn over the spotlight to anyone else. A narcissist is a glory hound of the worst sort, fixated upon credit and recognition for achievement regardless of actual achievement. It is of paramount importance (often quite transparently obvious to others) for a narcissist to attempt to “hog the credit" for any positive action and likewise shrug off the blame for any defeat, even if it falls squarely on him.
    • [2 Points.] Your character's unbridled conceit, unrealistic self-estimation. and glaring thirst for recognition all combine to make him somewhat difficult to get along with. His behavior may be somewhat amusing in small doses, but over a long enough period of time it will probably become tremendously aggravating to his friends and allies. At the GM's discretion, your character may suffer a variable penalty (-1 to -4) to MA checks in situations where his narcissism may be expected to grate on the nerves of NPCs.

    Narcolepsy

    Narcolepsy is a highly troublesome condition that often goes undiagnosed; many of the individuals afflicted with it continue to believe that they're just not getting enough sleep. They suffer from a neurological condition in which the REM state of sleep intrudes quite precipitously into conscious activity. Although there are a variety of conditions that fall under the general category of "narcolepsy." for game purposes this condition will focus on episodes of sudden unconsciousness.
    • [4 Points.] Relatively Mild Narcolepsy: Your character experiences frequent (but short) bouts of irresistible sleep. The GM should select an arbitrary point very early in any session of play; there is a 40% noncumulative chance at that point (rolled secretly by the GM) that the character will fall asleep (wherever he is and whatever he happens to be doing) for 1d6+1 rounds. The character will fall prone and be unable to defend himself; he will most likely be considered helpless. Every hour on the hour (in real time, not game time) from that selected point, there is another 40% chance that the character will experience a narcoleptic bout, no matter what he happens to be doing (unless he is already unconscious). If this point occurs during a break in play, check for narcolepsy immediately after play is resumed.
    • [8 Points.] Severe Narcolepsy: Your character experiences more certain and sustained bouts of irresistible sleep. The GM should select an arbitrary point very early in any session of play; there is a 60% noncumulative chance at that point that the character will fall asleep (wherever he is and whatever he happens to be doing) for 2d6+2 rounds. The character will fall prone and be unable to defend himself; he will most likely be considered helpless. Every hour on the hour (in real time. not game time) from that selected point, there is another 60% chance that the character will experience a narcoleptic bout, no matter what he happens to be doing (unless he is already unconscious). If this point occurs during a break in play, check for narcolepsy immediately after play is resumed.
    • [+2 Points.] Special Handicap- Cataplexy: Cataplexy is a neurological symptom frequently associated with narcolepsy. Whenever your character experiences an intense emotional reaction (gets angry, sad, violent‘ exuberant, tense, frightened, etc, at GM's discretion), there is a non- cumulative 40% chance that he will suffer a temporary bout of muscle weakness or paralysis. This bout lasts 1d1O rounds and inflicts a -2 penalty to attack rolls. saving throws. skill checks, and Defense for its duration.

    Obsessive/Compulsive Disorder

    Your character is preoccupied with orderliness, perfectionism, and control over virtually everything in his life and environment. This obsession comes at the cost of flexibility, spontaneity, openness, and efficiency and can drive others crazy.
    • [2 Points] Mild OCD: As your character sees it, following his established procedures is even more important than the success of those procedures; all of the details, lists, and protocols he has established must be respected or he will get testy. While his anally-retentive personal habits make him difficult to get along with, no real damage is actually done when his procedures are disrupted; he gets irritated and even more unpleasant, but certainly not violent. Your character may even attempt an ME Save in moments of crisis to bite back his instinct and cast off his compulsions for a short period of time.
    • [4 Points] Severe OCD. As above, but your character is even more stubborn and prickly when his quirks and procedures are not respected, to the point where he will start heated arguments or childishly refuse to participate in an ongoing plan or mission if he can't have enough time to do things his own way. Your character is not allowed an ME save to override his habits; his mind simply won't let him try. Your character expects the world to bend over backward to meet his needs and does not consider the possibility of the reverse.

    Paranoia

    Your character is obsessed with the idea that nebulous parties or forces are up to no good, beyond the understanding of most people (and well beyond their ability to interfere). Paranoia may be generalized ("They're everywhere, but they don't know about me yet“) or personalized ("They‘re alter me specifically"). Please note that paranoia isn't worth any Drawback Points if “they” really are out to get your character, after all, in such circumstances paranoia is a healthy survival trait. It may. however, still be used in a campaign in which shadowy conspiracies do exist, simply by extending its ridiculousness well past the boundaries of even the real threat.
    • [l Point] Nervous Quirk: Your character's paranoid tendencies are somewhat restrained, but still an obvious part of his life. Work with the GM to define 3-6 very minor paranoid habits or superstitions that will frequently spice up the manner in which you portray your character.
    • [2 Points.] Full-Blown Paranoia. Your character's paranoia is one of the defining features of his life. His constant paranoid quirks are clearly obvious to others. Though not dangerous, they range from amusing to irritating. In concert with the GM, select 3-6 major paranoid habits that your character will continually engage in; a few superstitious rules of behavior (“Never, ever arrive at an appointment right on time") would also be quite appropriate.
    • [3 Points] Disruptive Paranoia. Your character's paranoia is so pronounced that it visibly interferes in his attempts to lead a normal life and interact with others. He will enact bizarre (and sometimes dangerous) security measures in his home or apartment, cancel appointments for no apparent reason, double back on his route three or four times when driving anywhere, hail one taxi and then sprint through traffic for another, the possibilities are endless. Work with the GM to define 3-4 solid and debilitating rules of superstitious behavior (“Sprinkle salt over any threshold before you enter a room; this will negate the supernatural power of the Banzai Gnomes”), as well as a bevy of lesser quirks and habits.
    • [6 Points] Special Handicap: Your character is not only paranoid, but his paranoia is defined by the unshakable belief that there is One Root Cause for all of his fears and conspiracy theories, one “big bad“ that makes everything happen. This is a subject of frequent research and pontification on your character's part,

    Phobia

    Your character has an unreasoning fear of a certain thing or situation. This phobia must center on an object or situation that is reasonably common, yet not entirely disruptive to the ongoing game. Possibilities include (but are not limited to):
    • Snakes
    • Enclosed Spaces
    • Spiders
    • Fire
    • Darkness
    • Guns and Ammunition
    • Heights
    • Bridges
    • Water
    • Automobiles
    • Disease -
    • Dirt/Uncleanliness
    • Open Spaces
    • Sharp Objects
      • [2 Points] Phobia. When your character is in the presence of the object of his phobia. he suffers a -20% penalty to all of his skill checks and -2 attack rolls and saving throws. Generally speaking, he may remain in moderate proximity to the object of his fear (while enduring the penalties described above) but will tie forced to attempt an ME save if forced to closely approach a phobia trigger or touch it directly.
      • [4 Points] Severe Phobia: When your character is in the presence of the object of his phobia, he suffers a -30% penalty to all of his skill checks, and -3 to attack rolls, and saving throws. He will attempt to remove himself from proximity to the object of the phobia as fast as possible; each round in which he wishes to even remain in sight of the object (or venture back toward it) will require an ME save. Failure of any such ME save means the character will be unable to attempt another one for at least five rounds. If the need to get away from the phobia trigger interferes with other actions he might wish to take during this time, so be it- he flees first and thinks later.
      • [6 Points] Extreme Aversive Shock: As per Severe Phobia, with two additions. First, the -2 penalty inflicted by the presence of a phobia trigger is bestowed upon the character's Defense score as well. Second. the first time the character enters the proximity of a phobia trigger (close enough tor the GM to award the above penalties), the character must make an ME save. Failure means that the GM should roll a d6 and consult the table below:
        • 1-2: Nausea Attack: The character becomes nauseated; he will remain nauseated as long as he remains in the presence of the phobia trigger, and for 1d6 rounds after leaving its presence.
        • 3-4: Panic Attack: The character will become panicked until out of sight of the phobia trigger; for 1 hour thereafter, he will suffer a -10% penalty to skill checks and -1 to attack rolls, cumulative with any other such penalties.
        • 5-6: Nervous Collapse: The character will immediately fall unconscious for 1d6 rounds; this means he will fall prone and be considered helpless. Upon recovering consciousness, he must make another ME save if he awakes in the presence of the phobia trigger. Failure means that the GM gets to roll that d6.
        With the exception of the situation described above under “nervous collapse," a character need make this ME save only the first time he encounters any given phobia trigger. Afterward, he will be subject to the standard conditions of Severe Phobia. If he flees the situation and returns, it counts as a new encounter, and he must make the ME save again.
      • [+1-2 Points] Special Handicap - Common Trigger: If the GM determines that your character's phobia trigger is unusually common or widespread in his foreseen campaign, he may award an additional 1 or 2 Drawback Points tor that phobia, as appropriate.

    Post-Traumatic Stress Disorder

    Post-Traumatic Stress Disorder (PTSD) is a recurring nervous condition that occurs in individuals subjected to some form of violent or disturbing experience in the past (a mugging, a wild animal attack, the death of a loved one, combat, etc). The precise nature of the traumatic experience should be determined by discussion between the player and the GM. When a character with PTSD encounters a situation that is reminiscent of his "trigger." he will experience a nervous reaction, of a severity dictated below
    • [2 Points] Nervous Jitters: Whenever your character encounters a situation similar to his "trigger," he must make an ME save or suffer a -2 penalty to attack rolls and Defense for the duration of his proximity to the trigger.
    • [4 Points] Disabling Flashback: Whenever your character encounters a situation similar to his “trigger,” he must make an ME save or suffer a -4 morale to attack rolls. skill checks, and Defense for the duration of his proximity to the trigger.
    • [6 Points.] Panic Attack: Whenever your character encounters a situation similar to his “trigger,” he must make an ME save or immediately become panicked. Even after removing himself from proximity to his trigger, he will suffer a -1 penalty to attack rolls and skill checks for 1d3 hours.
    • [+1-2 Points ] Special Handicap - Common Trigger: If the GM determines that your character's stress trigger is unusually common or widespread in his foreseen campaign, he may award an additional 1 or 2 Drawback Points for that trigger, as appropriate.

    Quirk/Mannerism

    Your character has a recurring. involuntary nervous habit, mannerism, or general style of personal interaction that is quite unusual, This quirk should be roleplayed whenever appropriate; at the GM's discretion, it may cause questions or comments from NPCs.
    • [1 Point] This drawback is for the delineation of any sort of nonviolent, non-disruptive quirk not covered by other available drawbacks. Possibilities include but are not limited to:
      • Character affects a speech pattem or accent clearly not natural to him
      • Character bobs and weaves drunkenly even when sober
      • Character speaks to animals without apparent irony or humor
      • Character frequently slurs his speech for no apparent reason
      • Character habitually wears coats or shins inside out for “good luck;"
      • Character always speaks in the third person or narrates his own actions
      At the GM’s discretion, a quirk or mannerism may inflict a -1 penalty to MA checks in certain situations; at all times, it inflicts a -10% penalty to Disguise due to the difficulty of consciously hiding it.
    • Limitation A character may possess only one Quirk/Mannerism for which he receives a Drawback Point.

    Tourette's Syndrome

    Tourette's is a "spectrum' nervous disorder, meaning that it has a variety of symptoms, some of which can be confused with those of other psychological disorders. Although it is widely known as the “Cursing Disease," there's a bit more to it than that, even when abstracted for game purposes
    • [1 Point] Simple Tics: Your character suffers from occasional “simple tics," which are completely involuntary physical actions or vocal outbursts. Motor tics include pulling at clothes, jumping, skipping, imitating others, furious scratching, and obscene gestures. Vocal tics include random grunts, snorts, laughs, whistles, coughs, or even short nonsense words. These tics should be roleplayed from time to time at the player's discretion. The character also suffers an -1 penalty to MA due to the off-putting social effect these tics have on strangers.
    • [2 Points] Complex Tics: Your character suffers from occasional “complex tics," which last longer and are more involved than simple tics. Complex motor tics include sudden jerks, nods, waves, blinking, or facial grimacing. Complex vocal tics include strings of obscenities, imitations of speeches made by other characters, socially taboo phrases, or even strings of nonsense words and phrases. These tics should be roleplayed from time to time at the player's discretion. The character also suffers an -2 penalty to MA due to the off-putting social effect these tics have on strangers.
    • Note. Outbursts of obscenity are referred to as "coprolalia," and may be disruptive in some gaming groups. When roleplaying this disorder, players may feel free to substitute milder epithets and terms in order to avoid offending or disturbing fellow players. Also, please note that a Tourette's sufferer need not be callous about his outbursts, in fact, many of them are mortified arid apologetic about the things that come out of their mouths during an outburst.
    • [+2 Points] Special Handicap - Stress Trigger: Whenever your character is subjected to emotional stress (anger, fear, hatred. injury to a friend or loved one, etc), there is a flat 50% chance that he will experience a sudden and relatively long Tourette‘s outburst (2d6+2 rounds if precision is required). During such an outburst, he will suffer motor and vocal tics of the appropriate complexity level. The motor tics will inflict a -1 penalty to attack rolls and Defense, and the vocal tics ruin any attempt to hide or move silently. If the character can cast arcane spells, this special handicap is worth an additional 2 Drawback Points.
    • [+1 Point] Special Handicap - Violent Outburst: Your character suffers from Tourette's tics of an unusually vehement or violent nature, though he won't feel at all violent, his hysterical, aggressive, and threatening out-bursts will often scare the bejeezus out of NPCs and strangers. The possibilities for plot complication are endless

    Supernatural/Wierd Drawbacks

    Drawback

    Description

    Bane

    Your character is extra-ordinarily vulnerable to injuries from a single material substance. A bane might be a specific metal (gold. silver, cold iron, etc.), a special wood (Rowan. Ash. Yew. etc.) or a completely fictional substance, as appropriate to your character's background. Your character had best try to keep his vulnerability a closely-guarded secret.
    • [2 Points] Moderate Bane: Whenever your character is struck by a weapon shaped from or incorporating his bane. the following must be noted:
      • All attacks with a bane weapon deal +1d4 damage against a vulnerable target. This damage is not in the event of a critical hit. Damage from a bane weapon can never be non-lethal; and
      • Even simple contact with the bane substance will result in 1D3 points of damage to a vulnerable target.
    • [4 Points] Severe Bane’ Whenever your character is struck by a weapon shaped from or incorporating his bane, the following must be noted:
      • All attacks with a bane weapon deal +2d4 damage against a vulnerable target. This damage is multiplied in the event of a critical hit. Damage from a bane weapon can never be ncn-lethal; and
      • Even simple contact with the bane substance will result in 1d6 points of damage to a vulnerable target.
    • [8 Points] Deadly Bane. Whenever your character is struck by a weapon shaped from or incorporating his bane, the following must be noted:
      • All attacks with a bane weapon deal +2d8 damage against a vulnerable target. This damage is multiplied in the event of a critical hit. Damage from a bane weapon can never be non-lethal.
      • A character struck by a bane weapon must make a PE Save or suffer the temporary loss of 1 point of PE, which must be healed in the usual fashion. This PE loss is cumulative, if the character is struck several times and fails more than one PE Save.
      • Even simple contact with the bane substance will result in 2d6 points of damage to a vulnerable target.
    • [+2 Points] Special Handicap - Common Bane: Your character's bane substance is fairly cheap and widely available. iron, for example, is a great deal more common than silver.
    • Note: Damage from a bane substance will negate natural Damage Reduction and fast healing alike.

    Cursed

    Your character suffers from some sort of supematural curse; this curse is both subtle and shrewdly applied. so that it is very difficult to detect, let alone remove. The curse causes a rotating variety of colorful misfortunes, your character can never be sure what's going to go wrong on any given day until something actually does.
    • [3 Points] Mild Curse The GM should secretly roll 1d10 at the beginning of each game session. This will determine the misfortune suffered by the character for that entire session, not to be revealed to him until necessary:

      d10 Roll Misfortune
      1 -2 to Int
      2 -2 to PE Saves
      3 -2 to ME saves
      4 -1 to all saving throws
      5 -10% to all skill checks
      6 -1 to Defense
      7 -1 to attack rolls
      8 -4 to Initiative checks
      9 -20% to all skill checks
      0 -4 to all PP checks
    • [5 Points.] Serious Curse The GM should secretly roll 1d1O at the beginning of each game session. This will determine the misfortune suffered by the character tor that entire session, not to be revealed to him until necessary:

      d10 Roll Misfortune
      1 -4 to Int
      2 -4 to PE Saves
      3 -4 to ME saves
      4 -2 to all saving throws
      5 -20% to all skill checks
      6 -2 to Defense
      7 -2 to attack rolls
      8 -8 to Initiative checks
      9 -40% to all skill checks
      0 -8 to all PP checks

    Dark Taint

    Your character's body or spirit (or perhaps even both) has become “contaminated” by some form of evil supernatural power; whether or not your character wishes to fight back against this power, this will cause complications for him.
    • [3 Points] This drawback causes several problems:
      • Your character will register as vaguely "evil" to any spell or power capable of detecting such a quality. Although the impression will be mingled with that of his true nature, it will still be quite suspicious.
      • Your character only has a 50% chance of responding to any magic spell (or power) capable of healing him, cleansing a poison or disease from his body, or otherwise restoring his health. Any such spell cast upon him that does not take effect will be lost.
      • Your character will be unable to wield or activate items that are defined by the GM to be intrinsically “good;" such items will be totally dead in his hands and may even cause some pain when handled.
      • From time to time, strange events may take place around your character that will cause even his friends and allies to worry about him. Plants might wither at his touch, computers might shut off spontaneously, books might burst into flame, These events will not be continual, but may occur once or twice a month. and their exact nature is left to the GM's fiendish discretion.

    Haunted

    Your character suffers from the subtle but persistent attention of an invisible poltergeist or some other minor supernatural force. This presence might have been picked up as a result of looting a tomb or archaeological dig, or it might be related to an ancestral legacy.
    • [2 Points] Weak Poltergeist Your character is the subject of continual mischief as a result of this haunting— small objects will be moved or stolen, animals will be spooked, food and beverages will be spoiled, and so forth. Strange noises might wake him in the night, and vulgar or threatening notes might be typed on computer screens. While the haunting spirit doesn't have the power to harm your character directly, his life will be a bit messy and aggravating as long as the spirit lingers.
    • [4 Points.] Strong Poltergeist The poltergeist's actions are more persistent and harmful. While still incapable of directly attacking your character, the spirit will misplace important objects (personal weapons, vital documents, car keys, etc.) and perform substantial acts of environmental sabotage (slashed tires, exploded home appliances, etc.) roughly 1d3 times per session (roll kept secret by the GM, of course).
    • Special. This supernatural presence is extremely canny and difficult to get rid of. Religious blessings and genuine magic can drive it away for a while (it will return in 1D6 days), but only an extremely involving and costly divine or magic ritual (well beyond the reach of any 1st level character) will drive the spirit away (GM's discretion) permanently. The spirit may have difficulty following the character to other locations, at the GM's discretion.

    Polymorphic Light Eruption

    Your character has a marked aversion to bright light in general and direct sunlight in particular. He also suffers from Photophobia. Photophobia is a symptom of abnormal intolerance to visual perception of light. As a medical symptom, photophobia is not a morbid fear or phobia, but an experience of discomfort or pain to the eyes due to light exposure or by presence of actual physical sensitivity of the eyes, though the term is sometimes additionally applies to abnormal or irrational fear of light such as heliophobia. If he has a severe enough version of this Drawback, he may develop the unseemly habit of exploding when sunlight hits him.
    • [2 Points] Mild Polymorphic Light Eruption: Whenever your character is exposed to bright light without the benefit of protection (such as sunglasses), he will suffer a -1 penalty to all of his skill checks and attack rolls. Whenever he is exposed to direct natural sunlight, he suffers that penalty automatically and loses 1 hit point per round of exposure.
    • [4 Points.] Moderate Polymorphic Light Eruption: The effects cf the drawback are doubled. In bright light, the character suffers a -2 penalty to all skill checks and attack. When exposed to natural sunlight, he suffers that penalty automatically and loses 2 hit points per round of exposure.
    • [6 Points.] Severe Polymorphic Light Eruption: The effects of the Drawback are tripled. In bright light, the character suffers a -3 penalty to all skill checks and attack. When exposed to natural sunlight. he suffers that penalty automatically and loses 3 hit points per round of exposure.
    • [8 Points.] Extreme Polymorphic Light Eruption: In bright light, the character suffers a -4 % penalty to all skill checks and attack rolls. When exposed to natural sunlight, he must make a PE Save or suffer 4d6 points of damage per round of exposure, as he bursts into flame. lf he makes his save. he will suffer only 2d6 points of irresistible damage. Special Handicap – Explosive: [+1 Point] If your character is reduced to 0 hit points by exposure to sunlight, he must make a PE Save or immediately explode. This explosion will kill your character instantly and deal fire damage in a ten-foot radius, 1d4 per level or hit die possessed by your character (whichever allows for a more powerful explosion). A PP Save is allowed for half damage in the event anyone else is caught in the radius of this explosion. The danger of explosion remains each round your character is exposed to sunlight.

    Strange Attractor

    Character attracts bizarre occurrences and weird disruptions Your character is a “weirdness magnet." a focal point for bizarre occurrences and strange disruptions. This Drawback is not necessarily harmful— it just means that an orderly life is out of the question.
    • [2 Points] While the precise effects of this drawback are up to the GM, you should expect your character to suffer visitations of weirdness above and beyond that which is par for the campaign. Mobsters might decide to bury the bodies of a few of their victims in his backyard. He might start receiving all the incoming mail for two dozen Churches of Scientology. The cockroaches in his apartment might begin to display alarming hints of sentience, including the construction of small altars to him. All the money in his wallet might spontaneously transmute lo Confederate States of America currency, circa 1862. These effects should never be directly harmful, but will often be somewhat irritating.

    Character Edges

    As mentioned earlier, Edges generally represent qualities or material goods that can, in one way or another, be lost or destroyed. They exist primarily outside the character. Edges are best used with strict GM permission and supervision, to ensure that all of the player-characters will ?t into the campaign envisioned by the GM. The Price of Edges Edges should in most cases be purchased with Drawback Points. The price of each version of an Edge is listed beside its description.

    Taking Shares in Edges

    Ordinarily, one character will have absolute control over an Edge. However, in the case of certain material Edges (businesses, properties, etc.)it is possible for characters to take a “share” by each placing one or more Drawback Points into a common pool. For example, one character could buy a large house for 4 Drawback Points. Four characters could also pitch in to communally purchase the same house for 1 Drawback Point apiece.

    Edges and Realism

    Players and GMs alike should remember that the systems provided for the use of most of these Edges are meant for use only on a micro- level within a campaign world. That is, they function very well when examined from the limited perspective of the characters but perhaps not so well when extrapolated to the macro-level economics of an entire city or nation. Adding and Subtracting Edges Sooner or later, someone or something is probably going to do something lamentable to one or more of your character's Edges. While it might be hard to deal with the bombing of a favorite building or the murder of a valued ally, you should remember that one of the primary functions of most Edges is to start your character off with a bang. By the time your alterego has reached a moderately high character level, his resource intake should have become substantial enough to replace or improve upon any Edge knocked brie?y out of play by enemy action. Don't forget that it's perfectly acceptable to take those resources and pump them into improving the fruits of your old Edges, too. even before anyone messes with them. The point cost of an Edge dictates its starting point. not its ultimate potential!

    Edges

    Edge

    Description

    Ace

    Aces are those special pilots and drivers who feel more comfortable behind the wheel, throttle, or flight stick than on their own two feet.
    • [1 Points] Aces add +2 to Boating, Driving, and Piloting rolls. In addition, they may also spend bennies to make soak rolls for any vehicle or vessel they control. This is a Boating, Driving, or Piloting roll at -2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it.

    Acrobat

    Those who have formal training in the acrobatic arts or are naturally agile may take this Edge.
    • [1 Points] It adds +2 to all Agility rolls made to perform acrobatic maneuvers (including Trick maneuvers), and also adds +1 to a character’s Parry as long as he has no encumbrance penalty. Example: Buck wants to leap over an angry crocodile and attempt to interrupt the enemy shaman who’s about to cast some dark spell. If Buck had the Acrobat Edge, he’d add +2 to his Agility roll to leap over the croc, but not to the opposed Agility test to try and interrupt the shaman’s action.

    Alertness

    Not much gets by your hero.
    • [1 Points] Very observant and Perceptive: Adds +2 to his Perception rolls to hear, see, or otherwise sense the world around him.

    Allies

    An ally is an NPC, well-known to your character, who feels some sort of emotional attachment and loyalty to him (contrast this with a connection, an NPC that will provide your character with information but feels no particular loyalty toward him). While an ally might not necessarily be a friend, he is willing to risk something to help your character when necessary. and he‘s also willing to offer financial or material assistance on relaxed or deferred terms. An ally in the right place can aid your character and his friends in a wide variety of ways, by providing information without prompting, by providing safe haven after a hard day, or even by fighting alongside your character if circumstances force him to do so. As the GM sees fit, an ally might even serve as an adventure hook for the entire party, by summoning your character to his aid in a time of need. An ally’s practical bond to your character must sometimes be reaffirmed by action on your character's part, but you should rest assured that well maintained alliances are the most effective alliances of all.
  • [2 Points] Standard Ally: The character will be a capable individual about as formidable as a player character of 1st or 2nd level.
  • [4 Points] Powerful Ally: Such an ally will be a relatively well-placed or skilled individual at least as formidable as a player-character of 3rd or 4th level.
  • [6 Points] Very Powerful Ally: Such an ally will be a highly-placed. influential. or outstandingly skilled individual; at least as formidable as a player-character of 5th or 6th level.
  • Special Benefit - Unusual Powers: [+2 Points] Your ally has access to powers (psionics, magic, supernatural abilities, etc.) above and beyond the pale of normality. This will make him more dangerous, more knowledgeable. and harder to destroy. This special benefit is not appropriate to campaigns without supernatural elements.
  • Special: The NPC ally will usually be a character of comparable (or at least closely compatible) temperament and allegiance to your own character, NPC allies may also be “ordinaries;" if so, the GM should add 1-2 class levels to them. Allies and Adventuring Allies are not cohorts! If they join your character on a mission or an adventure, it will be because they're heeding the call of friendship or obligation rather than the siren song of a share in anything captured or taken. Allies will not leave their business to run off with your character at the drop of a hat, most frequently, they'll only do so when their interests (or interests shared with your character) are thought to be endangered. The following tables can be used to generate allies in a hurry, or to provide ideas for the creation of more detailed NPCs.

    Roll 1d20 on the appropriate table.

    Standard NPC Allies

    Roll Ally
    1-2Beat Cop, Detective
    3-4University Professor
    5-6City Council Member/Alderman
    7-8Shop Owner
    9-10Writer, Researcher, or Journalist
    11-12Military Officer (Noncom)
    13-14Computer Programmer
    15-16Thief or Con Artist
    17-18Forest Service Ranger
    19-20Smuggler or Black Marketeer
    Such a character will typically be able to call upon the services of 1d4+1 1st level Ordinaries at any time.

    Table Powerful NPC Allies

    Roll Ally
    1-2Police Precinct Captain
    3-4 Major University Administrator
    5-6City Mayor
    7-8Powerful Business Owner
    9-10Influential Major Journalist
    11-12Military Officer (Commissioned)
    13-14Renowned Computer Expert
    15-16Freelance Cat Burglar
    17-18 U.S. Marshal, Senior FBI Agent
    19-20 Major Underworld Figure
    Such a character will typically be able to call upon the services of 1d6+1 2nd level Ordinaries at any time.

    Table Very Powerful NPC Allies

    Roll Ally
    1-2Police Chief
    3-4World-Renowned Scholar
    5-6Senator or Parliamentarian
    7-8National Tycoon
    9-10Globe-trotting Aristocrat
    11-12Military Officer (Senior)
    13-14National Religious Figure
    15-16 National Underworld Chief
    17-18FBI Divisional Supervisor
    19-20 Veteran Secret Agent
    Such a character will typically be able to call upon the services of 1d8+2 3rd level Ordinaries at any time, and anywhere between 40-100 1st level Ordinaries.
  • Altemate Identity

    Your character has constructed at least one false persona (complete with documents and paperwork) in addition to his “default” identity. The usefulness and depth of this alternate identity both depend on how many Points are invested in it.
    • [1 Point.] Superficial ID: Your character's identity will withstand any normal perusal— he has a fake mailing address, a well-forged picture ID, a false employment record, and even a small bank account.
    • [2 Points] Thorough ID: Your character's alternate identity is far better developed. lt includes a driver‘s license, passport. work permits, bank accounts, rent and property records, criminal records, and school records, all expertly forged or arranged from legitimate sources. Only the most paranoid investigation or the most solid evidence of wrong doing by your character could crack this fictional facade.
    • [3 Points.] Excellent ID: Your character's alternate identity has a great deal of substantiating background evidence, photos, mementos, letters from fictional relatives, awards and plaques, school papers, and mentions in newspapers and other media dating back at least several years. Any private investigator or routine police inquiry would be absolutely fooled, and even a suspicious and thorough investigation would turn up almost nothing to reveal your character's fraud. Your character may have multiple altemate identities if he desires,

    Ambidextrous

    Your hero is as deft with his left hand as he is with his right
    • [1 Points] He may ignore the -2 penalty for using his off-hand.

    Arcane Resistance

    Your character is particularly resistant to magic (or psionics, or weird science, etc), whether by nature or by heritage.
    • [1 Points] He acts as if he had 2 points of Armor when hit by damage-causing arcane powers, and adds +2 to his trait rolls when resisting opposed powers. Even friendly arcane powers must subtract this modifier to affect the resistant hero.
    • [2 Points] Improved Arcane Resistance: As above but Armor and resistance are increased to 4.

    Assistant

    Your character is aided in his adventuring life, work, or research by a close NPC associate who helps the character organize his affairs and protect his secrets, Although called an “assistant,“ this person is really more of a best friend, and might be a servant (butler, chauffeur, pilot, executive secretary, etc.), a relative (uncle, aunt, parent, etc.), or just about anything your character concept can accommodate. Please note that it isn't an assistant‘s purpose to fight alongside your character as a bodyguard or “yes-man." Your character's assistant exists to pick up the burden of certain supporting tasks such as investigation, research, shadowing of other NPCS. equipment acquisition. and occasional helpful errands such as the purchase of groceries.
    • [3 Points] Competent Assistant: Treat the Assistant as a 2nd Level NPC, with skills and OCC selected by you and approved by the GM.
    • [6 Points] Skilled Assistant: Treat the Assistant as a 4th Level NPC. with skills and OCC selected by you and approved by the GM.
    • Special. Should you wish to assign drawbacks to the assistant NPC in order to grant the NPC more skills or useful abilities. you may do so. but only with the GM's explicit permission.

    Attractive

    Your hero or heroine is very handsome or beautiful.
    • [1 Points] His or her Charisma is increased by +2.
    • [2 Points] Very Attractive: Your hero or heroine is drop-dead gorgeous. He or she gains +4 to her Charisma.

    Beast Bond

    Some heroes can exert incredible will over their animal companion.
    • [1 Points] These characters may spend their own bennies for any animals under their control, including mounts, pet dogs, familiars, and so on.

    Beast Master

    Animals like your hero and won’t attack him unless he attacks them first or they are enraged for some reason.
    • [1 Points] His “animal magnetism” is so great he’s attracted a loyal animal of some sort as well. This is typically a dog, wolf, or raptor of some sort, though the GM may allow other companions if it fits the setting. If the beast is killed, another comes in 2d6 days if possible.

    Berserk

    Immediately after suffering a wound (including a Shaken result from physical damage), your hero must make a Smarts roll or go berserk.
    • [1 Points] While Berserk, his Parry is reduced by 2 but he adds +2 to all Fighting and Strength rolls, and his Toughness. The warrior ignores all wound modifiers while berserk, but cannot use any skills that require concentration, including Shooting and Taunt, but not Intimidation. Berserkers attack with reckless abandon. Anytime his Fighting die is a 1 (regardless of his Wild Die), he hits a random adjacent target, (not the original target). The attack may hit friend as well as foe. If there are no other adjacent targets, the blow simply misses The Berserker may end his rage by doing nothing (not even moving) for one full action and making a Smarts roll at -2.

    Black Market Ties

    Your character has insider knowledge of the black market; this will allow him to gain access to black market goods (and speed the acquisition of those goods).
    • General Black Market Ties. For each Point invested in this Edge. your character gains a +5% bonus to Streetwise checks made to locate any black market merchant.
    • Specific Black Market Ties: For each Point invested in this Edge. your character gains a +10% bonus to Streetwise checks made to locate any black market merchant within a specified urban area (and its outlying suburbs). This area is selected at 1st level and cannot be changed. The bonus from specific ties is cumulative with that provided by general ties.

    Block

    Heroes who engage in frequent hand- to-hand combat are far more skilled in personal defense than most others.
    • [1 Points] They’ve learned not only how to attack, but how to block their opponent’s blows as well. A hero with this Edge adds +1 to his Parry.
    • [1 Points] Improved Block: As above, but the hero adds +2 to his Parry.

    Brawny

    Your hero is very large or perhaps just very fit.
    • [1 Points] his bulk resists damage better than most. Add +1 to Toughness. In addition, your hero can carry more than most proportional to his Strength. He can carry 8 times his Strength in pounds without penalty instead of the usual 5 times his Strength.

    Business

    Your character owns (or has a controlling interest in) a stable business in a town or city. Your character doesn't actually run the business (counting inventory is rarely an activity appropriate to a life of heroic adventurer), but he oversees its operations at the highest level and receives regular reports from the NPC employees that run it for him. These employees are considered loyal and friendly, insofar as they are paid to do their job. They won't risk their lives for your character, nor, under any circumstances, will they serve as cohorts or collaborators on an adventure. Your character will receive income from the business on a monthly basis (determined by GM). Each month, the GM should roll 1d8 to determine how well the business is currently doing:
    • 1-2: Bad month. Lost Money
    • 3-4: Poor month. Broke even
    • 5-6: Average month. Showed a profit
    • 7-8; Excellent month. Showed a huge profit
    The initial cost of business ownership is as follows:
    • [1 Point] Small Business: Most small businesses are administered from a home or apartment. lf they have a storefront, it will be relatively tiny. In some crowded urban areas, a small business may be nothing more than a mobile food cart or a fixed stall at a farmer's market.
    • [2 Points] Average Business: An average business deals in a more expensive or specialized set of goods, or has an established storefront with decent foot traffic. Most family restaurants and competitive franchises are average businesses.
    • [3 Points] Large Business: A large business is situated in a busy district. possibly near harbor facilities or a major airport to pick up on the business of travelers. A large and successful bar or hotel would qualify.
    • [4 Points] Huge Business: A huge business is a rare and well-tended affair, with dozens of employees. a steady clientele. and an established market presence.
    • [6 Points] Chain Business: Your character controls 1d4+1 average businesses scattered over a certain area. Their combined income is rather nice.
    • [+2 Points] Special Benefit - Enhanced Profit: Your character's business is unusually profitable, thanks to positioning, lack of competition, quality, or sheer dumb luck. Multiply Profits each month by 2. Business never shows a loss or break even month.
    • Special While your character needn't spend any of his time overseeing the day-to-day details of mundane commerce, there are a number of reasons why a business will occasionally demand some attention. Your character will be expected to deal with extortion and protection schemes, buyout offers honest or otherwise, potentially violent competitors, and other extraordinary distractions. Generally speaking, the better your business does, the more attention it will attract from government authorities and unscrupulous interlopers alike. Should your character neglect his duties as the owner and overseer of a lucrative business (or fail to take adequate steps for good management when he's away for long periods of time), he can expect to enjoy the adventure of dealing with arsonists, extortionists, hostile creditors, penniless debtors, callous tax-men, police officers, annoyed bankers, and other colorful characters.

    Champion

    Fighting d8+Champions are holy (or unholy) men and women chosen to fight for a particular deity or religion.
    • [1 Points] Most are pious souls ready and willing to lay down their lives for a greater cause, but some may have been born into the profession and follow their path with some reluctance. Champions are created to fight the forces of darkness (or good). They add +2 damage when attacking supernaturally evil (or good) creatures, and have +2 Toughness when suffering damage from supernaturally evil (or good) sources, including arcane powers and the weapons, claws, or teeth of such creatures.

    Charismatic

    Your hero has learned how to work with others, even those who might be somewhat opposed to him or his efforts.
    • [1 Points] This adds +2 to his Charisma.

    Civil Rank

    Your character holds a position of authority in a government (either as a policy-maker or a figure within an agency that carries out policy).
    • [1 Point] Superficial Rank: Your character is a “gopher on a senate floor or something similar. His title grants him access to certain areas that are off-limits to the public and puts him in contact with movers and shakers; possibly there's some sort of holiday party every year, but not much else.
    • [2 Points] Minor Rank: Your character is a personal advisor or aide to a powerful regional decision-maker, such as a mayor or state senator. Your character has some influence of that NPC‘s opinions. and may juggle that character's appointment schedule and make certain promises on that NPC‘s behalf. Your character may gain (at the GM‘s discretion) a +10% bonus to Bluff, Diplomacy, and intimidate made when he is speaking on behalf of his employer.
    • [4 Points] Substantial Rank: Your character is a powerful local decision maker or a minor national decision maker; the chief inspector of a city bureau, perhaps, or a city council member (or even the mayor of a small city). If your character has national influence, he might be an administrator for an agency such as the EPA or the IRS. He may serve in an advisory capacity to a law-enforcement agency, however, Law Enforcement Rank is required to have any real powers in that respect. Your character gains a +15 % bonus to Bluff, Diplomacy, and intimidate made when dealing with his constituents or underlings.
    • [6 Points] Significant Rank: Your character is the mayor of a large city, a powerful division head for a state agency, a trusted advisor to a governor (or possibly even a head of state), an appointed official with state- or region-wide powers, or perhaps even some sort of "troubleshooter" for the highest powers of the land. Your character gains a +20% bonus to Bluff, Diplomacy, and intimidate made when dealing with his constituents or underlings.
    • Civil rank beyond the types described above is not offered, due to the general difficulty of integrating such responsibilities with a career of heroic adventuring. Governors, Senators, Presidents, Members of Parliament and the like give the orders that send adventurers out to do business, they tend not to go out and do it themselves.
    • Limitation There are almost certainly stringent codes of professional conduct and public behavior that will constrain a character with this Edge, and there will be established procedures for tossing your character out on his behind if he violates them. If your character has a fixed set of time-consuming duties, use the Duty/Responsibility Drawback to offset some or all of the cost of this Edge.

    Clerical Rank

    Your character has been invested and confirmed as a formal leader within a church hierarchy, responsible for the spiritual guidance of the church's worshippers, the oversight of mundane church affairs. and the social welfare of the church's community. Characters with this Edge have a formal investment in the ever- shifting decision-making hierarchy of a priesthood, and while they may still adventure (especially on missions for the priesthood or against opposed supernatural powers), they will from time to time be summoned back to a church to engage in relatively mundane work. There are three ranks attainable through the use of this Edge, each of which has a title meant only to convey an approximation of the character's duties. Religion-specific titles may be quite different.
    • 2 Points] Priest: Your character assists in the running of a large church or is solely responsible for the running of a small or rural church. Followers: 1d4 1st level Ordinary NPCs Your character gains a +20 % bonus to any check made to gather information relating to his church, its history, or its hierarchy. He maintains some physical control over church facilities and property.
    • [4 points] Senior Priest: Your character would be given control over a large church in a medium-sized city. or over several smaller churches in an out-lying region. Followers: 1d8+1 1st level Ordinary NPCs Your character gains a +25% bonus to any check made to gather information relating to his church, its history, or its hierarchy. He maintains significant physical control over church facilities and property.
    • [6 points] Regional Senior Priest: Your character would be responsible for the largest church in a given city, or for several medium-sized churches in a similar area. He will almost certainly be a public figure and commentator of some sort. Followers: 3d8+3 1st level Ordinary NPCs. Your character gains a +30 % bonus to any check made to gather information relating to his church. its history, or its hierarchy. He maintains total physical control over church facilities and property within his assigned area.
    • Along with the responsibilities of a position, your character will have some discretion over the use of church funds and may call for aid from church followers. Either form of aid will be available once per month with a variable number of lst level Ordinary NPCs available for a day of non-hazardous service. Funds and followers may only be used in the clear pursuit of church goals or worthy causes or causes that can be safely disguised as such.
    • [+1 Point] Special Benefit - Well-Liked: Your character is unusually liked by many of his church's worshippers and community members, He can therefore call upon his allowed number of Ordinaries twice per game month rather than once.
    • Special. If the addition of clerical ranks to a game seems almost certain to bog it down, consider making one or more characters a roving “troubleshooters" for his priesthood, traveling from church to church, dealing with unusual problems and using his formal clout to expedite matters. In campaigns with supernatural elements, “special” clerics can also be dispatched by church hierarchies to hunt the forces of darkness. See the special benefit below:
    • [+1 Point] Special Benefit- Privy to Secrets: Your character is part of an initiated elite within the church hierarchy (or perhaps even a secret society), with access to forbidden information. Your character will probably be charged with extraordinary responsibilities— in supernatural campaigns, this benefit takes on special meaning. Your character gains a +40% bonus to all Gather Information checks made to find anything out about his church.
    • Note All characters possessing this Edge will receive monthly room and board courtesy of their religious order, nothing fancy, but always available in a time of need.

    Combat Reflexes

    Your hero recovers quickly from shock and trauma.
    • [1 Points] He adds +2 to his Spirit roll when attempting to recover from being Shaken.

    Command

    Command is the ability to give clear instructions to surrounding allies and enforce your hero’s will upon them.
    • [1 Points] This makes your character’s compatriots more willing to fight on despite their wounds, and so adds +1 to their Spirit rolls to recover from being Shaken.

    Common Bond

    This Edge signifies a special link between close companions—such as a typical party of player characters. It doesn’t matter whether or not the characters get along perfectly or not, they’ve just formed a close and common bond during their epic adventures.
    • [1 Points] A character with this Edge may freely give his bennies to any other Wild Card he can communicate with. This represents the character giving his verbal or spiritual support to the ally. The player should say what his character is doing to give the support. The gesture could be as complex as a rousing speech, or as simple as a knowing nod.

    Connections

    A connection is an NPC contact, known to your character, willing to supply occasional information and perhaps certain services involving little or no personal risk (smuggling. fencing of goods, passage of messages, etc.) Compare and contrast a connection with an ally— the latter is tied to your character by a bond of friendship or loyalty, while the former won‘t stretch out his neck for your character except when paid well and paid in advance. A connection is a valuable resource, but he should never be mistaken for a dependable comrade. One Point will buy two average contacts, NPCs described in cooperation with the GM. Average contacts ore people “in the know" that are nonetheless not really in command of their situations. An average contact might be:
    • A street-level gangster or thief
    • A beat cop
    • A minor bureaucrat
    • A rookie journalist
    • A low ranking military officer
    One Point can also be used to buy an above average contact along the lines of an average contact but much more powerful and well-connected. For example:
    • A crime boss or smuggler chief
    • A police captain or veteran detective
    • An influential politician
    • A popular and established journalist
    • A high-ranking military officer
    Generally speaking, a connection can be contacted about once per game week (by pre-arranged message service, if not in person) and a single conversation (or the equivalent) can be held. If your character wishes to press a connection for more information in a short time period, he will be intruding upon that connections regular routine and will have to pay (in goods, cash, or information of his own) for the privilege. A connection, if abused or mistreated. will generally slink back into the character's employ in exchange for an unusually large payment by way of an apology. It is , however quite possible for a connection to vanish and swear off all contact with your character if he severely mistreats that connection! If your character treats a connection well, especially by dropping occasional gifts of cash or information in the connection's lap, that connection may (at the GM's discretion) proactively approach your character with important information rather than waiting for your character to come to him. A canny GM can use connections to put out information leading toward adventure or tying into the ongoing plot of the campaign.
  • Special. When in serious doubt as to what a connection can do for a character, the GM may use the following rule of thumb. By getting in touch with an average connection, your character can make an intelligence skill check with a +10 % bonus to the roll. By contacting a major connection, your character can gain a +20% bonus to his roll. Double these bonuses if the questions lie within the very narrow field of the connections specialty, there is a difference, for example, between asking a Navy SEAL about aircraft carrier logistics (not his specialty) and underwater demolition techniques (right up his alley).
  • Danger Sense

    Your hero can sense when something bad is about to happen.
    • [1 Points] Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at -2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat.

    Database/Library

    Your character owns a massive computer database or physical library, which he frequently consults.
    • [2 Points] Useful Library/Database This is a database or library offering a +10 % bonus to each of three (3) Knowledge, Profession, or Craft skills, selected when the library or database is acquired. At least an hour of study must be spent in the library to gain one of these bonuses for the next roll made with the skill in question. A library or database bonus for any given skill may be used only once per day per character.
    • [4 Points.] Huge Library/Database. As above, save that the database or library offers a +20 % bonus to all Knowledge, Profession, and Craft checks made following at least an hour of study. A library or database bonus for any given skill may still be used only once per day per character.
    • Special A player may negotiate with the GM for a special capability or focus for his database or library. For example, a crimefighting adventurer might wish to own a library of criminal tiles or a database that constantly updates the known locations and rap sheets of perpetrators. Such special functions are available only with the GM's explicit permission.
    • [+1-3 Points] Special Benefit – Arcane/Forbidden Materials: Your character's library or database contains material of an occult or highly secret nature (depending upon the supernatural content of the GM's campaign). The nature of this material must be settled by the GM prior to the start of the campaign; whether or not your character knows the full extent of this material is up to him.
    • [+1 Point] Special Benefit – Focus: Your character may select a single Knowledge, Profession, or Craft skill; the library will offer a +20 bonus rather than a +10 bonus to checks involving that subject.

    Dodge

    Heroes are often crafty types who know how to get out of harm’s way.
    • [1 Points] This Edge allows them to use cover, movement, and concealment to make them harder to hit. Unless they are the victim of a surprise attack and taken completely unaware, attackers must subtract 1 from their Shooting or Throwing rolls when targeting them. Characters who attempt to evade area effect attacksmay add +1 to their Agility roll as well (when allowed).
    • [2 Points] Improved Dodge: As above but attackers subtract 2 from their attack rolls, and the character adds +2 to evade area effect weapons when allowed.

    Fast Healer

    Your hero heals quickly.
    • [1 Points] He may add +2 to his Vigor rolls when checking for natural healing.

    Fervor

    A simple phrase uttered by a great leader can sometimes have momentous results.
    • [1 Points] A leader with this ability can inspire his men to bloody fervor by yelling a motto, slogan, or other inspirational words. Those in command add +1 to their Fighting damage rolls.

    First Strike

    Once per turn the hero gets a free Fighting attack against a single foe who moves adjacent to him.
    • [1 Points] This automatically interrupts the opponent’s action, and does not cost the hero his action if he is on Hold or has not yet acted this round.
    • [2 Points] Improved First Strike: As above but the hero may make one free attack against each and every foe who moves adjacent to him.

    Fleet-Footed

    The hero is incredibly fast.
    • [1 Points] His Pace is increased by +2 and he rolls a d10 instead of a d6 when running.

    Florentine

    A character trained to fight “Florentine” is a master at wielding two weapons at once.
    • [1 Points] He adds +1 to his Fighting rolls versus an opponent with a single weapon and no shield. In addition, opponents subtract 1 from any “gang up” bonuses they would normally get against the hero as his two flashing blades parry their blows .

    Frenzy

    Frenzied fighters make fast and furious melee attacks, sacrificing finesse for raw speed.
    • [1 Points] This allows them to make an extra Fighting attack per round at a -2 penalty to all Fighting rolls. This attack must be taken at the same time as another Fighting attack though it may target any two foes adjacent to the hero (Wild Cards roll two Fighting dice and one Wild Die). The -2 penalty is subtracted from all attacks. A character armed with two weapons still only makes one extra attack.
    • [2 Points]Improved Frenzy: As above but the character may ignore the -2 Frenzy penalty.

    Gadgeteer

    These mechanical gurus are so technically savvy they can quickly build a machine to handle nearly any situation.
    • [1 Points] Once per game session, a gadgeteer can create a “jury-rigged” device from spare parts. The device functions just like any other Weird Science device, and uses any power available to Weird Scientists in that setting (though this is still subject to Rank restrictions). It has half the inventor’s Power Points, and once these are used up, the gadget burns out and does not recharge. The inventor must have access to some parts and a reasonable amount of time (GM’s call, but at least 1d20 minutes) to create the gizmo.

    Ghosted

    According to all official records and histories, your character does not exist. There is no record of his birth. He has no criminal record or school history, no licenses for anything, no credit records, no purchase records, no fingerprints or DNA samples in storage. He is a ghost, a nonentity, a high-tech rat that has been allowed to slip between the cracks of civilization.
    • [2 Points] This tactic is often used by secret agencies to make their operatives anonymous. This renders them immune to blackmail or tracking via background habit, it also makes them more easily expendable, and leaves no paper trail to tie them to their employers. Nobody knows your character, or will recognize him on the street until he's done something to establish himself. Perhaps cosmetic surgery has been used to alter his natural features. Whatever the case, your character is protected by a blanket of total obscurity. Anyone attempting to pry into his background will find nothing but dead ends or those false leads your character wishes them to find. It is often taken in conjunction with the Alternate Identity Edge.

    Hard to Kill

    Your hero has more lives than a truckload of cats.
    • [1 Points] When forced to make any of the Vigor rolls on the Knockout Blow or Injury tables, he may ignore his wound modifiers. This only applies to Vigor rolls called for by these tables—he still suffers from wound modifiers for other trait rolls normally.
    • [2 Points] Harder to Kill: Your hero is tougher to kill than Rasputin. If he is ever “killed,” roll a die. On an odd result, he’s dead as usual. On an even roll, he’s Incapacitated but somehow escapes death. He may be captured, stripped of all his belongings, or mistakenly left for dead, but he somehow survives.

    Hold the Line!

    This Edge strengthens the will of the men under the hero’s command.
    • [1 Points] The troops add +1 to their Toughness.

    Holy/Unholy Warrior

    Acolytes, clerics, paladins, holy slayers, and other avatars of the gods are frequently tasked with battling the forces of evil in the mortal world.
    • [1 Points] This Edge gives them a slight advantage against such foes. As an action, a priest or other holy person may call upon his chosen deity to repulse supernaturally evil creatures, such as the undead, demons, and the like. Repulsing evil costs 1 Power Point and has a range of the character’s Spirit in inches. The targeted creatures within that range must make a Spirit roll. Those that fail are Shaken. Those who roll a 1 are destroyed. If they are Wild Cards, they suffer an automatic Wound instead. A character may also be an Unholy Warrior working for the forces of evil. In this case, he repulses good creatures, such as angels, paladins, or good characters with Arcane Background (Miracles).

    Inspire

    Leaders with exceptional reputations and experience in battle inspire the soldiers around them.
    • [1 Points] They add +2 to the Spirit rolls when recovering from being Shaken (this already includes the original +1 bonus for the Command Edge). This greatly improves the chances of men recovering from light wounds or poor morale that might normally take them out of the action.

    Investigator

    Investigators are characters who have spent a great deal of time researching ancient legends, working the streets, or deducing devilish mysteries. Some of these heroes are actual Private Investigators for hire while others may be sleuthing mages in a fantasy world or perhaps inquisitive college professors stumbling upon Things Man was not Meant to Know in the dark of night.
    • [1 Points] Investigators add +2 to Investigation and Streetwise rolls, as well as Notice rolls made to search through evidence.

    Jack-of-All-Trades

    Through liberal book-learning, computer-enhanced skill programs, or just amazing intuitive perception, your villain has a talent for picking up skills on the fly.
    • [1 Points] There is little he can’t figure out given a little time and a dash of luck. Any time he makes an unskilled roll for a Smarts-based skill, he may do so at d4 instead of the usual d4-2.

    Law Enforcement Rank

    Your character has been deputized or employed by a legitimate law enforcement agency, and as a result has both the legal authority and the legal responsibilities of a sworn officer of the law. Your character has arrest and detention powers, search powers, and the power to use reasonable force (modified by the specifics of where and when your character was granted this authority, at the GM's discretion) within his jurisdiction. On the other hand, you character must respect the authority and operations of uniformed law enforcement officials, or his legal powers are history.
    • [2 Points] Minor Rank Your character is a beat cop, a rookie, or a part-time assistant, such as a rural deputy sheriff. Your character is essentially a "spear carrier," fulfilling the orders of his higher-ups without doing too much thinking on his own. His jurisdiction will generally be limited to a single urban area or county. He gains a +5 % bonus to Bluff, Diplomacy, and intimidate checks made against criminals or members of the general public (when he is acting in his official capacity).
    • [4 Points] Substantial Rank: Your character holds a rank commensurate with some ability and experience. He might be a beat sergeant, responsible for several other beat cops and their reports. He might be a detective, responsible for high-pressure investigations and challenging assignments. His jurisdiction will generally be limited to a single urban area or county. He gains a +10 % bonus to Bluff, Diplomacy, and intimidate checks made against criminals, subordinates, or members of the general public (when he is acting in his official capacity). He also gains a +2 bonus to Gather Information checks made to discover anything about his department, its history, or its personnel.
    • [6 Points] High Rank: Your character is a fairly big fish in the law enforcement food chain. He might be a precinct captain, responsible for commanding and controlling dozens of officers. He might be a senior detective, responsible for an entire investigation team or department. His jurisdiction will generally be limited to a single urban area or county. He gains a +15 % bonus to Bluff, Diplomacy, and intimidate checks made against criminals, subordinates, or members of the general public (when he is acting in his official capacity). He also gains a +4 bonus to Gather Information checks made to discover anything about his department, its history, or its personnel.
    • [+1-2 Points] Special Benefit - Wider Jurisdiction: Your character's powers are granted by an agency with more area to cover than one city or county. For 1 point, he can have regional jurisdiction (for example, in an entire U.S. state), and for 2 points he can have national jurisdiction (anywhere within a single sovereign country). Your character will generally outrank (or at least have some Edges over) local law enforcement when specifically assigned to a local case.
    • [+2 Points] Special Benefit - Lessened Scrutiny: Your character is on a very long leash, as far as his behavior is concerned. For whatever reason is appropriate to his story (perhaps he is undercover, perhaps he has friends in high places), many routine disciplinary and procedural violations on his part will be overlooked. While he should be careful not to push things too far, he can get away with quite a bit if he's careful.
    • Limitation There are almost certainly stringent codes of professional conduct and public behavior that will constrain a character with this Edge, and there will be established procedures for tossing your character out on his behind if he violates them (unless he benefits from Lessened Scrutiny, detailed above). If your character has a fixed set of time-consuming duties, use the Duty/Responsibility drawback to offset.

    Level Headed

    Fighters who can keep their cool when everyone else is running for cover are deadly customers in combat.
    • [1 Points] A hero with this Edge draws an additional action card in combat and acts on the best of the draw.
    • [2 Points] Improved Level Headed: As above but the hero draws 3 cards.

    Luck

    The player seems to be blessed by fate.
    • [1 Points] He draws 1 extra benny at the beginning of each game session, allowing him to succeed at important tasks more often than most, and survive incredible dangers.
    • [2 Points] Great Luck: The hero draws 2 extra bennies for his luck at the start of each session.

    Marksman

    The hero excels at taking controlled, measured shots.
    • [1 Points] If he does not move in a turn, he may fire as if he took the aim maneuver (see page 66). Marksman may never be used with a rate of fire greater than 1.

    McGyver

    This character can improvise something when the need for a tool arises.
    • [1 Points] He suffers no negative penalties on trait rolls for lack of equipment in most situations. In addition, given a few simple tools, props, or devices, he can generally rig simple devices to help escape from death-traps, devise weapons to match some bizarre need, or otherwise create something that’s needed when such a thing isn’t actually present. The extent of this is completely up to the Game Master, but creativity should be rewarded, particularly in dire situations where few other answers are possible.

    Military Rank

    Your character holds an enlisted or commissioned rank in the armed forces of a single country. Military rank, precedence, and service distinctions can be a terribly complicated body of knowledge, even for those with many years of active service under their belts. The following very loose abstraction is designed to render the general concept playable to gamers with little or nor practical military knowledge, rather than to capture all the nuances of a system in a manner that will be thoroughly pleasing to those that might have lived with them— my apologies! Also, for direct demonstration purposes. the system provided discusses only the rank and grade structure of the United States armed forces.
  • Special All characters selecting this Edge should also select a military occupation at 1st level.
  • Rank/Grade: The United States armed forces use a system of equivalent “grades” to define the order of rank precedence while preserving the individual titles and idiosyncrasies of each service. There are two grade tracks, Enlisted and Officer. Characters of equivalent grade are considered equal in precedence even across service boundaries; a navy 06 (Captain) is fundamentally evenly matched by an army O-6 (Colonel); he would be outranked by an army O-7 (Brigadier General) and would himself outrank an army O-5 (Lieutenant Colonel). This of course assumes a neutral setting tor any meeting, an army General would not presume to tell a navy Captain what to do aboard the bridge of his own ship.
  • Duties: Players and GMs should define a character's military duties and aspirations before a campaign begins, using reference material whenever required. Loosely speaking, enlisted personnel are the "doors" and officers are the “planners. Grunt work is no more assigned to Colonels and Admirals than strategic planning is assigned to buck Privates. There are, of course, too many exceptions to this general rule to cover, combat pilots in most services are officers, and many lower ranking officers take to the field with their enlisted personnel and endure the same conditions as well as their command responsibilities.
  • Prerequisites: Enlisted personnel must meet certain minimum physical standards. Anyone with a PS, PP, or PE score of less than 10 will not be eligible for service. Enlisted personnel must also have relatively clean criminal records; felony convictions will almost certainly preclude service. Officers must meet the same physical standards and even more stringent educational and background standards. Anyone with an IQ score of less than 10 will not be eligible for officer rank in any service; the GM may deny officer rank to any character he deems to have an obviously deficient technical or educational background. The criminal records of a potential officer will be scrutinized even more closely than those of an enlisted individual.
  • Command Responsibilities: This Edge must be used very carefully and judiciously, the higher a character's rank, the more he will be responsible for within the military hierarchy, the more competition and scrutiny he will face, and the more paperwork he will have to endure. There is a point at which a career of heroic adventuring becomes out of the question for an individual serving in the military.
  • The cost in Drawback Points of any given rank is provided on the table. Definitely use the Duty/Responsibility Drawback to offset some or all of the cost of this Edge. Although Duty/Responsibility is a secondary Drawback, it should be considered mandatory for characters taking military rank.
  • Military rank-holders gain a variable skill bonus to all Bluff, Diplomacy, and lntimidate checks made against military personnel of lesser rank. This bonus increases as the gap between the characters widens (based on the difference in the number of Points spent on their respective ranks), as indicated on the chart below:

    Point Difference Effect
    1+1 bonus to Bluff. Diplomacy, and lntimidate
    2 +2 bonus to Bluff. Diplomacy, and Intimidate
    3 +3 bonus to Bluff, Diplomacy, and lntimidate
    4++4 bonus to Bluff. Diplomacy, and lntimidate
  • Furthermore, an officer gains an additional +1 bonus against enlisted personnel, in addition to those listed above. Please note that these bonuses may only be used in situations where the personnel involved are acting in a military capacity.
  • [+2 Points] Special Benefit - Lessened Scrutiny: Your character is on a very long leash, as far as his behavior is concerned. For whatever reason is appropriate to his story (perhaps he is a Special Operations soldier. perhaps he is detached on a special mission), many routine disciplinary and procedural violations on his part will be overlooked. While he should be careful not to push things too far, he can get away with quite a bit if he's careful. If your character is an officer, he may even have an independent command on a special project, away from continuous scrutiny and oversight. This may be an ideal situation from which to launch a Modem campaign involving military characters.
    RankPoint Cost
    E11
    E22
    E33
    E44
    E55
    E66
    E77
    E88
    E99
    W110
    W211
    W312
    W413
    W514
    O115
    O216
    O317
    O418
    O519
    O620
    O721
    O822
    O923
    O1024
    O1125

    Army Ranks - Enlisted and Officer, from Lowest to Highest
    Pay Grade Insignia Rank Abbreviation Classification 2019 Pay Range
    E-1 No Insignia Private PVT Enlisted Soldier $1,600 per month
    E-2 Insignia of an Army Private Second Class Private Second Class PV2 Enlisted Soldier $1,793 per month
    E-3 Insignia of an Army Private First Class Private First Class PFC Enlisted Soldier $22,630 - $25,510 per year
    E-4 Insignia of an Army Specialist Specialist SPC Enlisted Soldier $25,067 - $30,427 per year
    E-4 Insignia of an Army Corporal Corporal CPL Noncommissioned Officer $25,067 - $30,427 per year
    E-5 Insignia of an Army Sergeant Sergeant SGT Noncommissioned Officer $27,338 - $38,794 per year
    E-6 Insignia of an Army Staff Sergeant Staff Sergeant SSG Noncommissioned Officer $29,840 - $46,220 per year
    E-7 Insignia of an Army Sergeant First Class Sergeant First Class SFC Noncommissioned Officer $34,502 - $62,010 per year
    E-8 Insignia of an Army Master Sergeant Master Sergeant MSG Noncommissioned Officer $49,633 - $70,787 per year
    E-8 Insignia of an Army First Sergeant First Sergeant 1SG Noncommissioned Officer $49,633 - $70,787 per year
    E-9 Insignia of an Army Sergeant Major Sergeant Major SGM Noncommissioned Officer $60,631 - $94,136 per year
    E-9 Insignia of an Army Command Sergeant Major Command Sergeant Major CSM Noncommissioned Officer $60,631 - $94,136 per year
    E-9 Insignia of an Army Sergeant Major of the Army Sergeant Major of the Army SMA Noncommissioned Officer (Special) $60,631 - $94,136 per year
    W-1 Insignia of an Army Warrant Officer 1 Warrant Officer 1 WO1 Warrant Officer $35,597 - $61,510 per year
    W-2 Insignia of an Army Chief Warrant Officer 2 Chief Warrant Officer 2 CW2 Warrant Officer $40,554 - $67,687 per year
    W-3 Insignia of an Army Chief Warrant Officer 3 Chief Warrant Officer 3 CW3 Warrant Officer $45,828 - $80,392 per year
    W-4 Insignia of an Army Chief Warrant Officer 4 Chief Warrant Officer 4 CW4 Warrant Officer $50,184 - $93,478 per year
    W-5 Insignia of an Army Chief Warrant Officer 5 Chief Warrant Officer 5 CW5 Warrant Officer $89,233 - $116,770 per year
    O-1 Insignia of an Army Second Lieutenant Second Lieutenant 2LT Commissioned Officer $36,418 - $45,824 per year
    O-2 Insignia of an Army First Lieutenant First Lieutenant 1LT Commissioned Officer $41,958 - $58,068 per year
    O-3 Insignia of an Army Captain Captain CPT Commissioned Officer $48,560 - $79,002 per year
    O-4 Insignia of an Army Major Major MAJ Field Officer $55,231 - $92,218 per year
    O-5 Insignia of an Army Lieutenant Colonel Lieutenant Colonel LTC Field Officer $64,012 - $108,752 per year
    O-6 Insignia of an Army Colonel Colonel COL Field Officer $76,784 - $135,936 per year
    O-7 Insignia of an Army Brigadier General Brigadier General BG General Officer $101,257 - $151,283 per year
    O-8 Insignia of an Army Major General Major General MG General Officer $121,860 - $175,676 per year
    O-9 Insignia of an Army Lieutenant General Lieutenant General LTG General Officer $172,224 - $186,998 per year
    O-10 Insignia of an Army General General GEN General Officer $15,583 per month
    O-11 Insignia of an Army General of the Army General of the Army GA General Officer $15,583 per month

    Navy/Coast Guard Ranks - Enlisted and Officer, from Lowest to Highest

    Pay Grade Insignia Rank Abbreviation Classification 2019 Pay Range
    E-1 No Insignia Seaman Recruit SR Junior Enlisted $1,600 per month
    E-2 Insignia of a Navy Seaman Apprentice Seaman Apprentice SA Junior Enlisted $1,793 per month
    E-3 Insignia of a Navy Seaman Seaman SN Junior Enlisted $22,630 - $25,510 per year
    E-4 Insignia of a Navy Petty Officer Third Class Petty Officer Third Class PO3 Noncommissioned Officer $25,067 - $30,427 per year
    E-5 Insignia of a Navy Petty Officer Second Class Petty Officer Second Class PO2 Noncommissioned Officer $27,338 - $38,794 per year
    E-6 Insignia of a Navy Petty Officer First Class Petty Officer First Class PO1 Noncommissioned Officer $29,840 - $46,220 per year
    E-7 Insignia of a Navy Chief Petty Officer Chief Petty Officer CPO Senior Noncommissioned Officer $34,502 - $62,010 per year
    E-8 Insignia of a Navy Senior Chief Petty Officer Senior Chief Petty Officer SCPO Senior Noncommissioned Officer $49,633 - $70,787 per year
    E-9 Insignia of a Navy Master Chief Petty Officer Master Chief Petty Officer MCPO Senior Noncommissioned Officer $60,631 - $94,136 per year
    E-9 Insignia of a Navy Command Master Chief Petty Officer Command Master Chief Petty Officer CMDCM Senior Enlisted Advisor $60,631 - $94,136 per year
    E-9 Insignia of a Navy Master Chief Petty Officer Of The Navy Master Chief Petty Officer Of The Navy MCPON Senior Enlisted Advisor $60,631 - $94,136 per year
    W-2 Insignia of a Navy Chief Warrant Officer 2 Chief Warrant Officer 2 CW2 Warrant Officer $40,554 - $67,687 per year
    W-3 Insignia of a Navy Chief Warrant Officer 3 Chief Warrant Officer 3 CW3 Warrant Officer $45,828 - $80,392 per year
    W-4 Insignia of a Navy Chief Warrant Officer 4 Chief Warrant Officer 4 CW4 Warrant Officer $50,184 - $93,478 per year
    W-5 Insignia of a Navy Chief Warrant Officer 5 Chief Warrant Officer 5 CW5 Warrant Officer $89,233 - $116,770 per year
    O-1 Insignia of a Navy Ensign Ensign ENS Junior Officer $36,418 - $45,824 per year
    O-2 Insignia of a Navy Lieutenant Junior Grade Lieutenant Junior Grade LTJG Junior Officer $41,958 - $58,068 per year
    O-3 Insignia of a Navy Lieutenant Lieutenant LT Junior Officer $48,560 - $79,002 per year
    O-4 Insignia of a Navy Lieutenant Commander Lieutenant Commander LCDR Junior Officer $55,231 - $92,218 per year
    O-5 Insignia of a Navy Commander Commander CDR Senior Officer $64,012 - $108,752 per year
    O-6 Insignia of a Navy Captain Captain CAPT Senior Officer $76,784 - $135,936 per year
    O-7 Insignia of a Navy Rear Admiral Lower Half Rear Admiral Lower Half RDML Flag Officer $101,257 - $151,283 per year
    O-8 Insignia of a Navy Rear Admiral Rear Admiral RADM Flag Officer $121,860 - $175,676 per year
    O-9 Insignia of a Navy Vice Admiral Vice Admiral VADM Flag Officer $172,224 - $186,998 per year
    O-10 Insignia of a Navy Admiral Admiral ADM Flag Officer $15,583 per month
    O-11 Insignia of a Navy Fleet Admiral Fleet Admiral FADM Flag Officer $15,583 per month

    Air Force Ranks - Enlisted and Officer, from Lowest to Highest

    Pay Grade Insignia Rank Abbreviation Classification 2019 Pay Range
    E-1 No Insignia Airman Basic AB Enlisted Airman $1,600 per month
    E-2 Insignia of an Air Force Airman Airman Amn Enlisted Airman $1,793 per month
    E-3 Insignia of an Air Force Airman First Class Airman First Class A1C Enlisted Airman $22,630 - $25,510 per year
    E-4 Insignia of an Air Force Senior Airman Senior Airman SrA Enlisted Airman $25,067 - $30,427 per year
    E-5 Insignia of an Air Force Staff Sergeant Staff Sergeant SSgt Noncommissioned Officer $27,338 - $38,794 per year
    E-6 Insignia of an Air Force Technical Sergeant Technical Sergeant TSgt Noncommissioned Officer $29,840 - $46,220 per year
    E-7 Insignia of an Air Force Master Sergeant Master Sergeant MSgt Noncommissioned Officer $34,502 - $62,010 per year
    E-8 Insignia of an Air Force Senior Master Sergeant Senior Master Sergeant SMSgt Noncommissioned Officer $49,633 - $70,787 per year
    E-9 Insignia of an Air Force Chief Master Sergeant Chief Master Sergeant CMSgt Noncommissioned Officer $60,631 - $94,136 per year
    E-9 Insignia of an Air Force Command Chief Master Sergeant Command Chief Master Sergeant CCM Noncommissioned Officer $60,631 - $94,136 per year
    E-9 Insignia of an Air Force Chief Master Sergeant Of The Air Force Chief Master Sergeant Of The Air Force CMSAF Noncommissioned Officer (Special) $60,631 - $94,136 per year
    O-1 Insignia of an Air Force Second Lieutenant Second Lieutenant 2d Lt Commissioned Officer $36,418 - $45,824 per year
    O-2 Insignia of an Air Force First Lieutenant First Lieutenant 1st L Commissioned Officer $41,958 - $58,068 per year
    O-3 Insignia of an Air Force Captain Captain Capt Commissioned Officer $48,560 - $79,002 per year
    O-4 Insignia of an Air Force Major Major Maj Field Officer $55,231 - $92,218 per year
    O-5 Insignia of an Air Force Lieutenant Colonel Lieutenant Colonel Lt Co Field Officer $64,012 - $108,752 per year
    O-6 Insignia of an Air Force Colonel Colonel Col Field Officer $76,784 - $135,936 per year
    O-7 Insignia of an Air Force Brigadier General Brigadier General Brig General Officer $101,257 - $151,283 per year
    O-8 Insignia of an Air Force Major General Major General Maj G General Officer $121,860 - $175,676 per year
    O-9 Insignia of an Air Force Lieutenant General Lieutenant General Lt Ge General Officer $172,224 - $186,998 per year
    O-10 Insignia of an Air Force General General Gen General Officer $15,583 per month
    O-11 Insignia of an Air Force General of the Air Force General of the Air Force GAF General Officer $15,583 per month

    Marine Corps Ranks - Enlisted and Officer, from Lowest to Highest

    Pay Grade Insignia Rank Abbreviation Classification 2019 Pay Range
    E-1 No Insignia Private Pvt Junior Enlisted $1,600 per month
    E-2 Insignia of a Marine Corps Private First Class Private First Class PFC Junior Enlisted $1,793 per month
    E-3 Insignia of a Marine Corps Lance Corporal Lance Corporal LCpl Junior Enlisted $22,630 - $25,510 per year
    E-4 Insignia of a Marine Corps Corporal Corporal Cpl Noncommissioned Officer $25,067 - $30,427 per year
    E-5 Insignia of a Marine Corps Sergeant Sergeant Sgt Noncommissioned Officer $27,338 - $38,794 per year
    E-6 Insignia of a Marine Corps Staff Sergeant Staff Sergeant SSgt Staff Noncommissioned Officer $29,840 - $46,220 per year
    E-7 Insignia of a Marine Corps Gunnery Sergeant Gunnery Sergeant GySgt Staff Noncommissioned Officer $34,502 - $62,010 per year
    E-8 Insignia of a Marine Corps Master Sergeant Master Sergeant MSgt Staff Noncommissioned Officer $49,633 - $70,787 per year
    E-8 Insignia of a Marine Corps First Sergeant First Sergeant 1stSg Senior Enlisted Advisor $49,633 - $70,787 per year
    E-9 Insignia of a Marine Corps Master Gunnery Sergeant Master Gunnery Sergeant MGySg Staff Noncommissioned Officer $60,631 - $94,136 per year
    E-9 Insignia of a Marine Corps Sergeant Major Sergeant Major SgtMa Senior Enlisted Advisor $60,631 - $94,136 per year
    E-9 Insignia of a Marine Corps Sergeant Major Of The Marine Corps Sergeant Major Of The Marine Corps sgtMa Senior Enlisted Advisor $60,631 - $94,136 per year
    W-1 Insignia of a Marine Corps Warrant Officer 1 Warrant Officer 1 WO1 Warrant Officer $35,597 - $61,510 per year
    W-2 Insignia of a Marine Corps Chief Warrant Officer 2 Chief Warrant Officer 2 CW2 Warrant Officer $40,554 - $67,687 per year
    W-3 Insignia of a Marine Corps Chief Warrant Officer 3 Chief Warrant Officer 3 CW3 Warrant Officer $45,828 - $80,392 per year
    W-4 Insignia of a Marine Corps Chief Warrant Officer 4 Chief Warrant Officer 4 CW4 Warrant Officer $50,184 - $93,478 per year
    W-5 Insignia of a Marine Corps Chief Warrant Officer 5 Chief Warrant Officer 5 CW5 Warrant Officer $89,233 - $116,770 per year
    O-1 Insignia of a Marine Corps Second Lieutenant Second Lieutenant 2ndLt Commissioned Officer $36,418 - $45,824 per year
    O-2 Insignia of a Marine Corps First Lieutenant First Lieutenant 1stLt Commissioned Officer $41,958 - $58,068 per year
    O-3 Insignia of a Marine Corps Captain Captain Capt Commissioned Officer $48,560 - $79,002 per year
    O-4 Insignia of a Marine Corps Major Major Maj Field Officer $55,231 - $92,218 per year
    O-5 Insignia of a Marine Corps Lieutenant Colonel Lieutenant Colonel LtCol Field Officer $64,012 - $108,752 per year
    O-6 Insignia of a Marine Corps Colonel Colonel Col Field Officer $76,784 - $135,936 per year
    O-7 Insignia of a Marine Corps Brigadier General Brigadier General BGen General Officer $101,257 - $151,283 per year
    O-8 Insignia of a Marine Corps Major General Major General MajGen General Officer $121,860 - $175,676 per year
    O-9 Insignia of a Marine Corps Lieutenant General Lieutenant General LtGen General Officer $172,224 - $186,998 per year
    O-10 Insignia of a Marine Corps General General Gen General Officer $15,583 per month
  • Mr. Fix it

    • [1 Points] The inventor adds +2 to his Repair rolls. With a raise, he halves the time normally required to fix something. This means that if a particular Repair job already states that a raise repairs it in half the time, a Mr. Fix It could finish the job in one-quarter the time with a raise.

    Nerves of Steel

    Your hero has learned to fight on through the most intense pain.
    • [1 Points] He may ignore 1 point of wound penalties.
      • [2 Points] Improved Nerves of Steel: The hero ignores 2 points of wound penalties.

    Natural Leader

    This edge signifies a special link between a leader and his men.
    • [1 Points] With it, he may share his bennies with any troops under his command. The character also gains one extra benny per session if his troops will be on hand (GM’s call).

    New Power

    An arcane character may learn a new power by choosing this Edge.
    • [1 Points] He may choose from any powers normally available to his particular Arcane Background.

    Noble

    Those born of noble blood have many perks in life, but often have fair as many responsibilities.
    • [1 Points] Nobles have high status in their societies, are entitled to special treatment from their foes, gain +2 Charisma, and also have the Rich Edge. This gives the hero several Edges for the price of one, but the responsibilities that come with being a noble more than offset the additional perks. Nobles often have troops under their control, as well as land, a family home, and other assets. All of this must be determined by the GM and balanced by the grave responsibilities the character faces. As an example, a character in a fantasy campaign might have a company of swordsmen, a small keep, and even a magical sword he inherited from his father. But he also has an entire county to manage, criminals to judge, justice to mete out, and a jealous neighbor who covets his lands and constantly plots against him at court.

    Patron

    Not wholly an ally, not wholly an employer, a patron is an NPC or an organization that supports your character with money and information in exchange for his services or consultation. Your character must be careful not to offend or upset his patron, lest his funds be reduced or cut off. He should also keep in mind the fact that a patron can be a great target for an enemy if the patron's involvement in his affairs is made too obvious.
    • [2 Points.] Weak Patron Your character may call upon his patron 1d3+1 times per month for any one of the following:
      • Money generally 2-500 dollars
      • A 1st level Ordinary NPC to perform a support or research task (for up to twelve hours)
      • A +2 bonus to any Gather information check
      • A weapon or piece of equipment, generally to be loaned for about a week, though lengthier arrangements are certainly possible.
    • [4 Points] Useful Patron Your character may call upon his patron 1d3+1 times per month tor any one of the Following:
      • Money generally 2000-5000 dollars
      • 1-3 1st level Ordinary NPCs to perform a support or research task (for up to 24 hours)
      • A +4 bonus to any Gather information check
      • A weapon or piece of equipment, generally to be loaned for 1D6 weeks, though lengthier arrangements are certainly possible
      • Travel arrangements or hotel reservations in any major city on twelve-hour notice; or
      • A rental vehicle (in the patron's name) on eight-hour notice, generally rented for I day
      [6 Points.] Powerful Patron Your character may call upon his patron 1d3+t times per month tor any one of the following:
      • Money generally 5,000 – 10,000 dollars
      • 1-5 1st level Ordinary NPCs to perform a support or research task (for up to 48 hours)
      • A +8 bonus to any Gather information check
      • A weapon or piece of equipment, generally to be loaned for 2D6 weeks, though lengthier arrangements are certainly possible
      • Travel arrangements or hotel reservations in any major city on three-hour notice; or
      • A rental vehicle (in the patron's name) on one-hour notice, generally rented for I-3 days
    • [+1 Point] Special Benefit - Generous Patron: Your character may select this benefit multiple times; each time he selects it the number of aid requests he may make per month is increased by 1.

    Power Points

    Wizards, weird scientists, and other arcane types always want more power.
    • [1 Points] This Edge grants them an additional 5 Power Points. Power Points may be selected more than once, but only once per Rank.

    Property: Land

    Your character maintains or owns one or more tracts of undeveloped (or estate) land, in the location of his choice (with GM approval). The size of this acreage is based on the number of Points spent and what your character does on his land is his own business. Cost: 1 point per 100 acres

    Property - Living Space

  • Your character maintains one or more rental properties, hidden bolt holes, houses, or secure hideouts to which he can retire (or send others) in a time of need. It may be assumed that the character does not need to pay anything for the upkeep of each property (having taken care of that when he set each property up), and that their locations are not publicized unless the character allows himself to be traced or followed to one during the course of a campaign.
    • Nature of Property Studio apartment or run-down house
    • Large apartment or average house
    • Luxury suite or large house
    • Multi-unit housing or manorial house
    • Apartment building, warehouse.
    • Mansion, or linked network of luxury suites[+1 Point] Special Benefit - Secure Space: Your character has taken the trouble to beef up security in the chosen space or building. The windows are barred and reinforced, the doors are steel with multiple heavy locks, and a thorough check has been performed to ensure that there are no overseen means of entrance. The walls are thick and sturdy, offering substantial cover from incoming fire and other sources of damage. All in all, the property is a good place to weather a siege or hide from enemies.
    • [+1 Point] Special Benefit - Protected Space: Your character has taken the trouble to have the chosen space wired with a variety of alarms and security devices. Each window and door has a breakage alarm, each ventilation unit has an intrusion sensor, and there are pressure plates in the floor in front of each door. Video cameras cover most of the interior and the immediate exterior, and thermal or motion sensors cover the door approaches. This security network can be set to flash loud or silent intrusion warnings to anyone inside the space, via a single control area.
    • [+1 Point] Special Benefit - Secret Space: The space in question is secret! If it's a building, the useful space within is disguised. If it‘s underground or similarly concealed, it's about the size of the listed property (a studio apartment is a studio apartment whether 300 feet underground or 300 feet above it). Entrance and egress are provided for by one or more hidden doors, some of which may have tunnels that open a fair distance away from the secret base itself.
    • [+1 Point] Special Benefit - Hermetically Sealed: The space in question is airtight and has an atmosphere-processing system. This renders anyone inside it immune to radiation, smoke. and toxic atmospheres existing outside the structure. All entrances are equipped with airlocks.
    • [+1 Point] Special Benefit - Special Room: The space in question (if larger than one room) contains a room specially equipped to serve a certain function. A special room offers a 15% bonus to one or more types of skill check performed within:
      • Emergency Room: +15% to First Aid
      • Forensics Lab: +15% to lnvestigate
      • Garage: +15% to Repair checks made on vehicles
      • Laboratory: +15% to Knowledge checks . +20% to Research checks
      • Machine Shop: +15 to Craft (electronic) checks, Craft mechanical) checks, and Repair checks
      A character may select more than one special room for his living space, provided the GM rules that the space is big enough to contain it. The bonuses granted are in addition to those usually granted by equipment such as surgical kits or tool kits.
  • Quick

    Your character was born with lightning-fast reflexes and a cool head.
    • [1 Points] Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5. Level Headed characters draw their additional card and take the best before using their Quick Edge.

    Quick Draw

    This Edge allows a hero to draw a weapon and ignore the usual -2 to his attack that round.
    • [1 Points] If the character must make an Agility roll to draw a weapon, he adds +2 to the roll.

    Rapid Recharge

    • [1 Points] This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
    • [2 Points] Improved Rapid Recharge: The character regains 1 Power Point every 15 minutes.

    Rich

    Whether your hero was born with a silver spoon in his mouth or earned it through hard work, he’s got more money than most others.
    • [1 Points] The guidelines below are listed in modern terms so that your GM can figure out exactly what it means in campaign worlds of his own creation. Rich heroes start with three times the normal starting funds for the setting. If a regular income is appropriate for this setting, the hero receives the modern day equivalent of a $75,000 annual salary.
    • [2 Points] Very Rich: This character is very wealthy. He has five times the starting funds for the setting and, if appropriate, a yearly income of around $250,000. Wealthier characters should have a very complete background as well. This needs to be worked out with the GM, and comes with many more assets as well as onerous responsibilities.

    Rock and Roll!

    Some veteran shootists have learned how to compensate for the recoil of fully-automatic weapons.
    • [1 Points] If a character with this Edge does not move, he may ignore the recoil penalty for firing a weapon on fully automatic.

    Soul Drain

    Spellcasters, mentalists, and other arcane types in dire need of Power Points may use this Edge to drain energy from their own souls.
    • [1 Points] To use this dangerous ability, the arcane character first decides how many Power Points he wants to draw from himself. Then he makes a Spirit roll minus the number of points he’s trying to drain. (This is a free action.) On a Spirit total of 1 or less, the character suffers a wound and falls unconscious for 1d6 hours. On a failure, the character suffers a wound. On a success or better, the character gets the points he needed and may attempt to cast a spell with them immediately (they may not be saved).
    • Example: The crocodile shaman is nearly out of Power Points but wants to blast Buck Savage to bits with the bolt spell. He decides to put 6 points into the spell to get 3 bolts at 3d6 damage. The shaman draws all 6 points from his Soul Drain ability. He makes a Spirit roll and gets a 5. Minus the penalty of 6, he’s in big trouble. He suffers a wound and drops like a sack of stones.

    Special Reputation

    Your character enjoys a great deal of positive word, of-mouth concerning himself or his actions. His reputation precedes him and often makes life easier for him within a selected geographic area or sector of society.
    • Select two of the following skills: Bluff, Diplomacy, Intelligence, Intimidate, and Performance. For every Point invested in this Edge, the character gains an additional +2 bonus to those two skills for the duration of an encounter where an NPC has recognized him (in a friendly fashion). This is cumulative with the usual +4 modifier to all of the above skills that is awarded for such recognition. Up to 4 Points may be invested in this Edge (not counting any points spent on special benefits).
    • [+1 Point] Special Benefit - Very Good Reputation: Any bonus points are awarded to all five listed skills, not just the two your character would ordinarily select.
    • [+1-2 Points] Special Benefit - Wider Reputation: The wider your character's reputation stretches (ie. the more sectors of society in which he can play it to his Edge), the more it will cost. A 2-point version of this benefit would suggest a national or even international reputation, as might be possessed by a major media star.

    Steady Hands

    • [1 Points] Your hero ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles.

    Strong Willed

    Characters with strong willpower use their voice, steely stares, or quick wits to unnerve their opponents.
    • [1 Points] Strong Willed adds +2 to a character’s Intimidate and Taunt rolls, as well as his Spirit and Smarts rolls when resisting Tests of Will attacks.

    Sweep

    • [1 Points] Sweep allows a character to make a single Fighting attack and apply it against all adjacent targets at a -2 penalty. Resolve each damage roll separately. Allies are affected by such attacks as well, so heroes must be careful when and how they use this powerful ability. A character may not use Sweep in the same action she uses Frenzy.
    • [2 Points] Improved Sweep: As above but the hero may ignore the -2 penalty.

    Trademark Weapon

    The hero knows one unique weapon like the back of his hand.
    • [1 Points] When using that specific weapon, the character adds +1 to his Fighting, Shooting, or Throwing skill rolls. A hero can take this Edge multiple times, applying it to a different weapon each time. If a Trademark Weapon is lost, the hero can replace it, but the benefit of the Edge doesn’t kick in for two game weeks.
    • [2 Points] Improved Trademark Weapon: As above but the bonus when using the weapon increases to +2.

    Two-Fisted

    A Two-Fisted hero isn’t ambidextrous—he’s simply learned to fight with two weapons at once.
    • [1 Points] When attacking with a weapon in each hand, the hero still rolls each attack separately, but ignores the multi-action penalty.