Disadvantages
Disadvantages give mechanical effects to personality traits, incentivising actually considering them during play. I like them, but problem players might make Disadvantages irritating by arguing.
Whenever you suffer from the effect of a Disadvantage (such as taking Iron Damage while you have the Fae Disadvantage), regain +1 Exertion Die the next time you wake up after sleeping for 8 Hours (never exceeding your maximum number of Exertion Die).
The Host may deny you this Exertion Die if they believe you are attempting to game the system to gain additional Exertion Die (such as stabbing yourself for no reason, dealing Iron Damage while you have the Fae Disadvantage).
Whenever you suffer from the effect of a Disadvantage (such as taking Iron Damage while you have the Fae Disadvantage), regain +1 Exertion Die the next time you wake up after sleeping for 8 Hours (never exceeding your maximum number of Exertion Die).
The Host may deny you this Exertion Die if they believe you are attempting to game the system to gain additional Exertion Die (such as stabbing yourself for no reason, dealing Iron Damage while you have the Fae Disadvantage).
Name | Effect |
---|---|
Heroic | If an ally is unconscious or beneath 1 HP you are Jarred while you are not adjacent to them, and must Block or Parry attacks which target them if you are Blocking or Parrying. |
Sadist | If an enemy is unconscious or beneath 1 HP within 5 Spaces of you, you become Jarred if you do not attack or deal damage to them this turn. |
Sentimental | A single object of your choice has great sentimental value to you. If you lose it, or it becomes Broken, you become incapable of gaining and regaining Exertion Die until 1 month has passed, or the object has been regained or repaired. If you begin play with this Disadvantage you may choose to begin play with an item of up to 10 gold in value, such as a gemstone, an odd trinket, or a weapon that can never rust. |
Oblivious | Gain -4 Perception. |
Biter | Your first inclination when interacting with something is often to bite it. Oddly this urge only ever comes over you in certain situations such as when other people are looking at something you just want to bite it, just to find out what that'd be like. You must suffer from this disadvantage twice to gain the usual bonus Exertion Die, but count as having suffered from this Disadvantage twice if you bite a Humanoid, Dragonoid, or Primordial Creature because of this Disadvantage. |
Litterer | You tend to fidget with the things you're carrying, the downside of which is that whenever you go to a new location you have a 20% chance of leaving behind a single (x1) random object which has a result of 3 or fewer when the object's Cost and Inventory Space are added together. Each time you do not leave behind an object, this % chance increases by +20% until you do leave behind an object. Leaving behind this object cannot be intentional. |
Kinemortophobia | You are afraid of creatures with the Undead Creature Type. While you can see one, or are in danger due to one, you are Afraid. While one is adjacent to you, they are considered to be flanking you (this flank cannot be mitigated except by being immune to Fear). Afraid: You cannot move towards the source of your fear. Gain -2 to all d20 rolls. |
Arachnaphobia | You are afraid of creatures with the Arachnid Creature Type. While you can see one, or are in danger due to one, you are Afraid. While one is adjacent to you, they are considered to be flanking you (this flank cannot be mitigated except by being immune to Fear). Afraid: You cannot move towards the source of your fear. Gain -2 to all d20 rolls. |
Entomophobia | You are afraid of creatures with the Bug Creature Type. While you can see one, or are in danger due to one, you are Afraid. While one is adjacent to you, they are considered to be flanking you (this flank cannot be mitigated except by being immune to Fear). Afraid: You cannot move towards the source of your fear. Gain -2 to all d20 rolls. |
Cynophobia | You are afraid of creatures with the Canine Creature Type. While you can see one, or are in danger due to one, you are Afraid. While one is adjacent to you, they are considered to be flanking you (this flank cannot be mitigated except by being immune to Fear). Afraid: You cannot move towards the source of your fear. Gain -2 to all d20 rolls. |
Equinophobia | You are afraid of creatures with the Equine Creature Type. While you can see one, or are in danger due to one, you are Afraid. All Melee Attacks made by an Equine Creature or the rider of such a creature automatically hit you. Afraid: You cannot move towards the source of your fear. Gain -2 to all d20 rolls. |
Botanophobia | You are afraid of creatures with the Plant Creature Type. While you can see one, or are in danger due to one, you are Afraid. While one is adjacent to you, they are considered to be flanking you (this flank cannot be mitigated except by being immune to Fear). Afraid: You cannot move towards the source of your fear. Gain -2 to all d20 rolls. |
Batrachophobia | You are afraid of creatures with the Amphibian Creature Type. While you can see one, or are in danger due to one, you are Afraid. While one is adjacent to you, they are considered to be flanking you (this flank cannot be mitigated except by being immune to Fear). Afraid: You cannot move towards the source of your fear. Gain -2 to all d20 rolls. |
Selenophobia | You are afraid of creatures with the Shifter Creature Type. While you can see one, or are in danger due to one, you are Afraid. While one is adjacent to you, they are considered to be flanking you (this flank cannot be mitigated except by being immune to Fear). Afraid: You cannot move towards the source of your fear. Gain -2 to all d20 rolls. |
Nyctophobia | You are afraid of the dark. While is dark around you, you are Unnerved. So long as you adjacent to a functioning light source, this has no Effect. Unnerved: Gain -2 to all d20 rolls. |
Acrophobia | You are afraid of the heights. While you are adjacent to a sudden drop of greater than 2 Space (such as a ledge), or while you are greater than 2 Spaces in the air, you are Unnerved. You take +2d6 Fall Damage when you would take Fall Damage. Unnerved: Gain -2 to all d20 rolls. |
Wiccaphobia | You are afraid of magic. If you see a creature activate an Offensive Magical skill, you become Afraid of them until it becomes clear to you that they are not a threat to you, or until they apologize sincerely. Afraid: You cannot move towards the source of your fear. Gain -2 to all d20 rolls. |
Aquaphobia | You are afraid of drowning. If you see a creature activate a Hydromancy skill, you become Afraid of them until it becomes clear to you that they are not a threat to you, or until they apologize sincerely. You will not swim unless the other option is to die (or a similar fate, such as imprisonment). Afraid: You cannot move towards the source of your fear. Gain -2 to all d20 rolls. |
Pyrophobia | You are afraid of burning. If you see a creature activate a Pyromancy skill, you become Afraid of them until it becomes clear to you that they are not a threat to you, or until they apologize sincerely. You will not deliberately take fire damage unless the other option is worse. Afraid: You cannot move towards the source of your fear. Gain -2 to all d20 rolls. |
Astraphobia | You are afraid of lightning. If you see a creature activate a Electromancy skill, you become Afraid of them until it becomes clear to you that they are not a threat to you, or until they apologize sincerely. You do your best to stay indoors when it rains, and during thunder storms, unless the other option is to die (or a similar fate, such as imprisonment). Afraid: You cannot move towards the source of your fear. Gain -2 to all d20 rolls. |
Chronophobia | You are afraid of chronomancy. If you see a creature activate a Chronomancy Skill, you become Panicked by them until it becomes clear to you that they are not a threat to you, or until they apologize sincerely. Panicked: You must move as far and as fast away from the source of your panic as possible with their Move Action. If escape is not possible, you may fight or choose to become Terrified. Gain -2 to all d20 rolls. You cannot activate skills which require concentration. |
Hemophobia | You are afraid of blood. If you see a creature deal or take Bleed Damage, your chest tightens, your breathing becomes heavy, and you become light headed, being treated as though you have been Suffocating for 3 rounds until you go 1 full minute without seeing excessive blood. Suffocation (3 Rounds): You cannot activate magical skills. Gain -2 Might |
Claustrophobia | You are afraid of enclosed spaces and entrapment (having no escape). While you are flanked, you are Afraid of those who flank you. Afraid: You cannot move towards the source of your fear. Gain -2 to all d20 rolls. |
Necrophobia | You are afraid of the dead. If you see a creature which shares at least 1 Creature Type with you die (or looks similar enough to you to identify with (such as if you think of yourself as a person, and would identify those remains as having belonged to a person) (player discretion)), or someone of that description who is dead, you are Afraid of them and the thing which made them dead (if any). Afraid: You cannot move towards the source of your fear. Gain -2 to all d20 rolls. |
Autophobia | You are afraid of being alone. While you are not adjacent to ally and cannot see an ally within 10 Spaces during any tense situation (any situation where Rounds are or could be involved), you are Unnerved. Unnerved: Gain -2 to all d20 rolls. |
Agoraphobia | You are afraid of being in crowds. While there are 10 or more creatures within 6 Spaces of you, you are Unnerved. Unnerved: Gain -2 to all d20 rolls. |
Algophobia | You are afraid of feeling pain. While you are in danger of taking damage, you are Unnerved. Unnerved: Gain -2 to all d20 rolls. |
Atychiphobia | You are afraid of failure. When you roll a Natural 1, you become Unnerved (-2) until the end of your next turn. If you were already Unnerved, you cannot perform the same action which caused you to roll a Natural 1 until the end of your next turn (such as attacking) (this is a Fear effect which is treated as the Afraid Condition). If you roll another Natural 1 while you are restricted from performing a specified type of action, you begin to hesitate, becoming Jarred until you have not rolled a Natural 1 in 2 rounds (this is a Fear effect, and so is not mitigated by means which would usually mitigate Jarred, and is treated as the Panicked Condition). Unnerved (-2): Gain -2 to all d20 rolls. Afraid: You cannot move towards the source of your fear. Gain -2 to all d20 rolls. Jarred: You cannot use single chosen action, which you choose. The chosen action must be a Primary, Defensive, or Move action. You must be otherwise able to use the chosen action. |
Megalophobia | You are afraid of creatures which are much larger than you. While you can see, or are in danger due to a creature which is two or more Sizes larger than you, you are Unnerved (-2). While one is adjacent to you, they are considered to be flanking you (this cannot be mitigated except by being immune to Fear). Unnerved (-2): Gain -2 to all d20 rolls. |
Microphobia | You are afraid of creatures which are much smaller than you. While you can see, or are in danger due to a creature which is two or more Sizes smaller than you, you are Unnerved (-2). While one is adjacent to you, they are considered to be flanking you (this cannot be mitigated except by being immune to Fear). Unnerved (-2): Gain -2 to all d20 rolls. |
Forgetful | The Host may spend any number of Exertion Die to reduce the number of ranks you have in a single Knowledge Interest by an amount equal to the number of Exertion Die spent. The host must tell you when they do this. You may spend a single Exertion Die to negate this Disadvantage. If you do, the Host only loses 1 Exertion Die. |
Poor Circulation | Gain Vulnerability to Cold Damage (and Cold Weather). |
Soft Skin | Gain Vulnerability to Fire Damage. |
Weak Heart | Gain Vulnerability to Lightning Damage. |
Thin Skin | Gain Vulnerability to Acid Damage. |
Thin Blood | Gain Vulnerability to Poison Damage. |
Hemophiliac | Gain Vulnerability to Bleed Damage. |
Heretic | Gain Vulnerability to Divine Damage. |
Sacred | Gain Vulnerability to Unholy Damage. |
Force of Life | Gain Vulnerability to Necrotic Damage. |
Magical | Gain Vulnerability to True Damage and Lead Damage. |
Unreal | Gain Vulnerability to Arcane Damage. |
Fae | Gain Vulnerability to Iron Damage. |
Impure | Gain Vulnerability to Silver Damage. |
Vile | Gain Vulnerability to Solar Damage. |