Bad Back | -15 or -25 | B123 | |
Bad Grip | -5/lvl | B123 | |
Bad Sight | -25 | B123 | |
Bad Temper | -10* | B124 | Make 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 | -50 | B124 | |
Bloodlust | -10* | B125 | Make 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 | -1 | B165 | Quirk | |
Cannot Learn | -30 | B125 | Prerequisite: must make sense, e.g. you’re a golem or mindless undead | |
Chronic Pain | var. | B126 | |
Cold-Blooded | -5 or -10 | B127 | Exotic: the absolute value of this disadvantage's counts against the campaign's exotic traits limit. | |
Combat Paralysis | -15 | B127 | |
Confused | -10* | B129 | Prerequisite: must make sense, e.g. you’re a construct like the Frankenstein monster | |
Curious | -5* | B129 | |
Decreased Time Rate | -100 | B129 | Exotic: the absolute value of this disadvantage's counts against the campaign's exotic traits limit. | |
Discipline of Faith (Chi Rituals) | -10 | DF21 | Roll 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. | |
-->
Dread | var. | B132 | Other players will have a chance to discover what you dread. | |
Dwarfism | -15 | B19 | |
Easy to Kill | -2/lvl | B134 | |
Epilepsy | -30 | B136 | |
Fat | -3 | B19 | |
Fearfulness | -2/lvl | B136 | Intimidated 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. | |
Flashbacks | var. | B136 | |
Fragile | var. | B136 | Prerequisite: must make sense, e.g. you’re a mummy or a magical construct. | |
Gigantism | 0 | B20 | |
Ham-Fisted | -5 or -10 | B138 | |
Horizontal | -10* | B139 | Exotic: the absolute value of this disadvantage's counts against the campaign's exotic traits limit. | |
Hunchback | -10* | B139 | Exotic 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 | -5 | B140 | Supernatural | |
Insomniac | -10 or -15 | B140 | I will come up with in-game effects if anyone takes this: likely starting the fight with FP loss. | |
Invertebrate | -20 | B140 | Exotic: the absolute value of this disadvantage's counts against the campaign's exotic traits limit. | |
Klutz | -5 or -15 | B141 | The mishaps—e.g. dropped weapon, falling down—could be considered “life-threatening”. | |
Lame | -10 to -30 | B141 | |
Low Pain Threshold | -10 | B142 | |
Low TL | -5/lvl | B22 | This 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 | -1 | B143 | Only 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/lvl | B143 | |
Maintenance | -5 or -10 | B143 | Roll 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 | -1 | B165 | |
Missing Digit | -2 or -5 | B144 | |
Mundane Background | -10 | B144 | This means no chi, cinematic, and magic skills. | |
Neurological Disorder | -5 or -10 | B144 | Severe 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 | -10 | B144 | |
Nightmares | -5* | B144 | |
No Depth Perception | -15 | B145 | |
No Fine Manipulators | -30 | B145 | Exotic: the absolute value of this disadvantage's counts against the campaign's exotic traits limit. | |
No Legs | var. | B145 | Exotic: the absolute value of this disadvantage's counts against the campaign's exotic traits limit. | |
No Manipulators | -50 | B145 | Exotic: the absolute value of this disadvantage's counts against the campaign's exotic traits limit. | |
Noisy | -2/lvl | B146 | |
Numb | -20 | B146 | No combat rolls if situational modifiers are worse than -5. All DX-based combat rolls are at -3. | |
On the Edge | -15* | B146 | |
One Arm | -20 | B147 | |
One Eye | -15 | B147 | |
One Hand | -15 | B147 | |
Overconfidence | -5* | B148 | Make a self-control roll each turn. On a failure you may NOT take Aim, All-Out-Defense, Defensive Attack, or Evaluate maneuvers. | |
Overweight | -1 | B19 | |
Pacifism | -5 | B148 | Reluctant Killer version only | |
Phobias | var. | B148 | Pick something appropriate for Arena Battles. Expect your phobia to come up ½ the time. | |
Restricted Vision | -15 or -30 | B151 | |
Revulsion | -5 or -15 | B151 | Supernatural | |
Sadism | -15* | B152 | Make 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 | -5 | B153 | Exotic: the absolute value of this disadvantage's counts against the campaign's exotic traits limit. | |
Skinny | -5 | B18 | |
Slow Healing 1 | -5 | B155 | You 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 | -10 | B155 | Exotic: 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 | -15 | B155 | Exotic: 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* | B156 | Expect “yucky stuff” to come up ½ the time. | |
Stress Atavism - Mild | -10* | B156 | Make 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* | B156 | Make 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* | B157 | Make 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 | -15 | B158 | Supernatural | |
Susceptible | var. | B158 | I 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 -15 | B160 | |
Unluckiness | -10 | B160 | Missing a vital die roll may kill you. | |
Very Fat | -5 | B19 | |
Vow | -5 to -15 | B160 | Choose something that actually affects your fighting abilities. E.g. “Use no edged weapons” is okay; “keep silence at all times” is not. | |
Vulnerabilty | var. | B161 | Exotic: 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 | -2 | B161 | Exotic: the absolute value of this disadvantage's counts against the campaign's exotic traits limit. | |
Weakness | -20 | B161 | Exotic: 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. | |
Wealth | var. | houserule | You may start off with less than $5,000 as a Disadvantage worth -1 per $1000. | |
Weirdness Magnet | -15 | B161 | Expect potentially lethal effects, e.g. equipment malfunctions, complications that only bother you, etc. | |
Wounded | -5 | B162 | Other players will have a chance to discover your wound. | |
| | | |
Callous | | B125 | Not allowed as it’s actually an advantage in Arena Battles | |