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Suitable Disadvantages for Arena Battles Gladiators
Disadvantage Cost Refn. Notes
Bad Back-15 or -25B123
Bad Grip-5/lvlB123
Bad Sight-25B123
Bad Temper-10*B124Make a self-control roll each turn. On a failure, your maneuvers are restricted to All-Out Attack, Attack, Committed Attack, Defensive Attack, or Move and Attack.
Berserk-10*B124
Blindness-50B124
Bloodlust-10*B125Make a self-control roll each turn. On a failure, if possible (including ranged attacks or a Move and Attack maneuver), do one of the following.
  • attack the vitals or eye with an impaling, piercing, or tight-beam burning attack
  • attack skull
  • attack the neck with a cutting attack
  • attack a location that will allow for maximum injury with an All-Out Attack Strong maneuver
  • attack a location that will allow for maximum injury with an extra effort Might Blow (B357, MA131) Attack maneuver
Making preparations, e.g. Aim, Ready, Move, or Evaluate maneuvers, for purposes of setting up one of the above attacks, is allowed, but all subsequent maneuvers must be in preparation for the inevitable attack. I.e. do not resume Bloodlust checks until after your attack.
Bowlegged-1B165Quirk
Cannot Learn-30B125Prerequisite: must make sense, e.g. you’re a golem or mindless undead
Chronic Painvar.B126
Cold-Blooded-5 or -10B127Exotic: the absolute value of this disadvantage's counts against the campaign's exotic traits limit.
Combat Paralysis-15B127
Confused-10*B129Prerequisite: must make sense, e.g. you’re a construct like the Frankenstein monster
Curious-5*B129
Decreased Time Rate-100B129Exotic: the absolute value of this disadvantage's counts against the campaign's exotic traits limit.
Discipline of Faith (Chi Rituals)-10DF21Roll 1d before each match: you have a 1d/16 chance of being down 1FP at the start of that match due to missed sleep. Additionally, you may only spend 90% of your money on equipment; the other 10% goes to your unusul diet, incense. ointments, etc.
Dreadvar.B132Other players will have a chance to discover what you dread.
Dwarfism-15B19
Easy to Kill-2/lvlB134
Epilepsy-30B136
Fat-3B19
Fearfulness-2/lvlB136Intimidated characters must take an All-Out-Defense, Defensive Attack, or Evaluate maneuvers until they make a Will roll that would have won the QC. Each roll after the first is at a cumulative +1.
Flashbacksvar.B136
Fragilevar.B136Prerequisite: must make sense, e.g. you’re a mummy or a magical construct.
Gigantism0B20
Ham-Fisted-5 or -10B138
Horizontal-10*B139Exotic: the absolute value of this disadvantage's counts against the campaign's exotic traits limit.
Hunchback-10*B139Exotic unless you also take Bad Back. If exotic: the absolute value of this disadvantage's counts against the campaign's exotic traits limit.
Infectious Attack-5B140Supernatural
Insomniac-10 or -15B140I will come up with in-game effects if anyone takes this: likely starting the fight with FP loss.
Invertebrate-20B140Exotic: the absolute value of this disadvantage's counts against the campaign's exotic traits limit.
Klutz-5 or -15B141The mishaps—e.g. dropped weapon, falling down—could be considered “life-threatening”.
Lame-10 to -30B141
Low Pain Threshold-10B142
Low TL-5/lvlB22This disadvantage limits you to only weapons and skills of your lowered TL and lower. Season 3 of Arena Battles is TL6 or TL5+1 Steampunk.
Lunacy-1B143Only a Quirk because only the Full Moon will effect you in a fight: 1/10 chance each fight your Will and self-control rolls will be at -2.
Magic Susceptibility-3/lvlB143
Maintenance-5 or -10B143Roll 3d6 vs 15 or 12 before each mission: on a failure your HT is reduced by 1 for this mission and your FP are reduced by your margin of failure.
Minor Handicap-1B165
Missing Digit-2 or -5B144
Mundane Background-10B144This means no chi, cinematic, and magic skills.
Neurological Disorder-5 or -10B144Severe or Crippling pricing changed because only the DX and Basic Move caps effect you in a fight. Mild would only be a Quirk.
Night Blindness-10B144
Nightmares-5*B144
No Depth Perception-15B145
No Fine Manipulators-30B145Exotic: the absolute value of this disadvantage's counts against the campaign's exotic traits limit.
No Legsvar.B145Exotic: the absolute value of this disadvantage's counts against the campaign's exotic traits limit.
No Manipulators-50B145Exotic: the absolute value of this disadvantage's counts against the campaign's exotic traits limit.
Noisy-2/lvlB146
Numb-20B146No combat rolls if situational modifiers are worse than -5. All DX-based combat rolls are at -3.
On the Edge-15*B146
One Arm-20B147
One Eye-15B147
One Hand-15B147
Overconfidence-5*B148Make a self-control roll each turn. On a failure you may NOT take Aim, All-Out-Defense, Defensive Attack, or Evaluate maneuvers.
Overweight-1B19
Pacifism-5B148Reluctant Killer version only
Phobiasvar.B148Pick something appropriate for Arena Battles. Expect your phobia to come up ½ the time.
Restricted Vision-15 or -30B151
Revulsion-5 or -15B151Supernatural
Sadism-15*B152Make a self-control roll each turn. On a failure you must: attack the groin with a crushing attack (B552), attack the arm or hand with a whip (B406).
Semi-Upright-5B153Exotic: the absolute value of this disadvantage's counts against the campaign's exotic traits limit.
Skinny-5B18
Slow Healing 1-5B155You only gain ½ your lost HP (rounded up) back between fights. E.g. If you lost 10 HP in a fight, but then never any in subsequent fights, you would start the subsequent fights at -5, then -2, then -1, then on the fourth fight after you lost 10 HP, you would be back at full HP.
Slow Healing 2-10B155Exotic: the absolute value of this disadvantage's counts against the campaign's exotic traits limit. You only gain ⅓ of your HP (round up) back between fights. E.g. If you lost 10 HP in a fight, but then never any in subsequent fights, you would start the subsequent fights at -6, then -4, then -2, then -1, then on the fifth fight after you lost 10 HP, you would be back at full HP.
Slow Healing 3-15B155Exotic: the absolute value of this disadvantage's counts against the campaign's exotic traits limit. You only gain ¼ of your HP (round up) back between fights. E.g. If you lost 10 HP in a fight, but then never any in subsequent fights, you would start the subsequent fights at -7, then -5, then -3, then -2, then -1, then on the sixth fight after you lost 10 HP, you would be back at full HP.
Squeamish-10*B156Expect “yucky stuff” to come up ½ the time.
Stress Atavism - Mild-10*B156Make a self-control roll at the beginning of the fight. On a failure, all your attacks with weapons suffer same penalties as a Wild Swing (B388).
Stress Atavism - Moderate-15*B156Make a self-control roll at the beginning of the fight. On a failure: • all your attacks with weapons suffer same penalties as a Wild Swing (B388). * You are limited to All-Out Attack, All-Out Defense, Attack, Do Nothing, Move, Move and Attack, and Ready maneuvers.
Stress Atavism - Severe-15*B157Make a self-control roll at the beginning of the fight. On a failure: • all your attacks with weapons suffer same penalties as a Wild Swing (B388). * You are limited to All-Out Attack, All-Out Defense, Attack, Do Nothing, Move, Move and Attack, and Ready maneuvers. * You may only attack unarmed or with swung crushing attacks.
Supersensitive-15B158Supernatural
Susceptiblevar.B158I will come up with in-game effects if anyone takes this: likely starting the fight with FP loss. Other players will have a chance to discover what you are susceptive to.
Unfit-5 or -15B160
Unluckiness-10B160Missing a vital die roll may kill you.
Very Fat-5B19
Vow-5 to -15B160Choose something that actually affects your fighting abilities. E.g. “Use no edged weapons” is okay; “keep silence at all times” is not.
Vulnerabiltyvar.B161Exotic: the absolute value of this disadvantage's counts against the campaign's exotic traits limit. Other players will have a chance to discover what you are vulnerable to.
Weak Bite-2B161Exotic: the absolute value of this disadvantage's counts against the campaign's exotic traits limit.
Weakness-20B161Exotic: the absolute value of this disadvantage's counts against the campaign's exotic traits limit. You take 1 HP of injury every 3 turns. Other players will have a chance to discover what your weakness is.
Wealthvar.houseruleYou may start off with less than $5,000 as a Disadvantage worth -1 per $1000.
Weirdness Magnet-15B161Expect potentially lethal effects, e.g. equipment malfunctions, complications that only bother you, etc.
Wounded-5B162Other players will have a chance to discover your wound.
CallousB125Not allowed as it’s actually an advantage in Arena Battles