Addiction (1–5)
The character suffers from a physical or psychological dependence on a substance, activity, or behavior. Common addictions include alcohol, narcotics, stimulants, gambling, violence, virtual reality, or other compulsive habits appropriate to the setting. The character must regularly satisfy their addiction or suffer the effects of withdrawal.
| Level | Effect |
| 1 | Mild addiction. Missing the required substance or activity causes the character to become Stymied until the craving is satisfied. |
| 2 | Moderate addiction. Prolonged withdrawal causes the character to become Stymied and suffer -1 to all skill tests. |
| 3 | Serious addiction. Withdrawal causes the character to become Stunned and suffer -1D to all skill tests until the addiction is satisfied. |
| 4 | Severe addiction. Withdrawal inflicts 1 Wound and -1D to all skill tests until the addiction is satisfied or appropriate medical treatment is received. |
| 5 | Crippling addiction. Without regular access to the addiction, the character becomes Stunned, suffers 1 Wound, and cannot naturally recover from additional Wounds until the withdrawal is treated or the addiction is satisfied. |
The frequency with which the addiction must be satisfied depends on its nature and should be determined when this Drawback is selected. A mild caffeine addiction may require only daily use, while an exotic narcotic or supernatural dependency might require more frequent attention. Overcoming an Addiction should be a significant story event requiring extended treatment, exceptional willpower, or both, at the Game Master’s discretion.
Age (1–5)
The character is either unusually young or unusually old for their species. Their age affects their physical and mental capabilities, whether through inexperience and immaturity or the effects of advancing years. Choose Youth or Elder when this Drawback is selected.
| Level | Effect |
| 1 | Reduce one Attribute by 1. |
| 2 | Reduce one Attribute by 2, or two different Attributes by 1 each. |
| 3 | Reduce one Attribute by 1D, or distribute an equivalent penalty among multiple Attributes. |
| 4 | Reduce one Attribute by 1D+1, or distribute an equivalent penalty among multiple Attributes. |
| 5 | Reduce one Attribute by 2D, or distribute an equivalent penalty among multiple Attributes. |
Youth: The penalties represent physical and emotional immaturity. As the character matures, the Game Master may allow some or all of these penalties to be removed through normal character advancement or significant passage of time.
Elder: The penalties represent the effects of old age. At the Game Master’s discretion, an Elder character may occasionally suffer additional age-related complications during a long-running campaign.
Amnesia (1–5)
The character has lost part or all of their memories. Whether caused by trauma, disease, psionic manipulation, magical effects, or some other event, forgotten memories occasionally complicate the character’s life. The missing memories should be determined in cooperation with the Game Master and may become important during the campaign.
| Level | Effect |
| 1 | The character has forgotten isolated memories or specific events. Occasionally, important information is unavailable until it is rediscovered. |
| 2 | Large portions of the character’s past are missing, including relationships, training, or significant life events. |
| 3 | The character remembers little of their personal history. Former allies, enemies, or obligations may unexpectedly return. |
| 4 | The character has virtually no memory of their previous life, though instinctive knowledge and learned skills remain intact. |
| 5 | Complete amnesia. The character remembers nothing of their identity, history, or former life. The Game Master is encouraged to introduce forgotten enemies, allies, secrets, or consequences as major story elements throughout the campaign. |
At the Game Master’s discretion, forgotten memories may gradually return through significant story events, allowing the Drawback to diminish or eventually be removed.
Bigotry (1–5)
The character harbors a deep prejudice or irrational dislike toward a particular group of people. The target of this prejudice should be determined when this Drawback is selected and may be based on species, culture, nationality, religion, social class, political affiliation, profession, genetic modification, psionic ability, or another distinguishing characteristic.
| Level | Effect |
| 1 | The character’s prejudice is mild but noticeable. They suffer a −1 penalty to affected social interactions with members of the targeted group. |
| 2 | The penalty increases to −2, and the character finds it difficult to conceal their feelings. |
| 3 | The character suffers a −1D penalty to affected social interactions and may refuse cooperation or assistance when dealing with members of the targeted group. |
| 4 | The penalty increases to −1D+1, and the character’s prejudice frequently creates conflict or poor judgment. |
| 5 | The character suffers a −2D penalty to affected social interactions. At the Game Master’s discretion, the character’s prejudice may cause them to ignore good advice, refuse necessary cooperation, or take unnecessary risks when dealing with the targeted group. |
The prejudice should be significant enough to create meaningful roleplaying opportunities and occasional complications, but it should not prevent the character from participating in the game. This Drawback reflects the character’s personal beliefs and attitudes, regardless of whether those beliefs are justified.
Compulsion (1–5)
The character is driven by an irresistible compulsion that influences their behavior. Whether it is an obsession, habit, addiction to a particular activity, or an overwhelming psychological urge, resisting the compulsion requires considerable self-control. The nature of the compulsion should be determined when this Drawback is selected.
| Level | Effect |
| 1 | Minor compulsion. Resisting the urge requires an Easy Willpower test. |
| 2 | Moderate compulsion. Resisting the urge requires a Moderate Willpower test. Failure causes the character to become Stymied until the compulsion is satisfied or the situation ends. |
| 3 | Strong compulsion. Resisting the urge requires a Difficult Willpower test. Failure causes the character to act upon the compulsion if reasonably possible. |
| 4 | Severe compulsion. The character automatically follows the compulsion unless they succeed at a Heroic Willpower test. Even on a success, they become Stymied for the remainder of the scene. |
| 5 | Overwhelming compulsion. The character is effectively unable to resist the urge except under the most extraordinary circumstances, as determined by the Game Master. |
Examples of compulsions include compulsive stealing, pathological honesty, obsessive cleanliness, gambling, collecting trophies, constant lying, proving one’s superiority, practical jokes, ritualistic behavior, counting objects, or an overwhelming need to “fix” broken things.
Conviction (1–5)
The character possesses an unwavering devotion to a person, cause, belief, organization, sense of duty, code of honor, or ideal. This conviction guides their actions and often takes precedence over personal comfort, safety, or self-interest. The nature of the conviction should be determined when this Drawback is selected.
| Level | Effect |
| 1 | The conviction occasionally influences the character’s decisions and behavior. |
| 2 | The character routinely places their conviction above personal gain or convenience. |
| 3 | The conviction is central to the character’s identity. Acting against it requires a successful Moderate Willpower test. |
| 4 | The character will willingly endure significant hardship or danger rather than betray their conviction. Acting against it requires a successful Difficult Willpower test. |
| 5 | The conviction defines the character’s life. They will willingly sacrifice wealth, status, relationships, freedom, or even their life rather than knowingly violate it. Acting against the conviction requires a successful Heroic Willpower test. |
Examples of Convictions include loyalty to a military unit, devotion to a deity, a strict code of honor, an oath to protect another, unwavering patriotism, a sacred quest, or a willingness to die for a cause.
Curse (1–5)
The character is afflicted by a supernatural, mystical, or otherwise inexplicable curse that regularly complicates their life. The nature of the curse should be determined when this Drawback is selected. A curse may affect the character physically, mentally, socially, spiritually, or simply through extraordinary misfortune.
| Level | Effect |
| 1 | The curse is a minor nuisance that occasionally creates complications or imposes a −1 penalty when relevant. |
| 2 | The curse becomes more noticeable, imposing a −2 penalty or creating more frequent complications. |
| 3 | The curse significantly affects the character’s life, imposing a −1D penalty when relevant or regularly creating meaningful story complications. |
| 4 | The curse imposes a −1D+1 penalty or creates severe and recurring complications that are difficult to avoid. |
| 5 | The curse is a defining aspect of the character’s life, imposing a −2D penalty when relevant or creating dramatic complications that can alter the course of an adventure. |
Examples include supernatural bad luck, prophetic nightmares, an inability to tell lies, attracting hostile spirits, animals instinctively fearing the character, technological devices malfunctioning in the character’s presence, a family curse, or another appropriate affliction agreed upon by the player and Game Master.
A Curse should create interesting roleplaying opportunities and memorable story complications rather than simply penalizing the character.
For example: Curse of Misfortune (Bad Luck), Curse of Nightmares, Curse of Truth, Curse of Silence, Curse of Ashes, Curse of Shadows, Curse of Blood, Curse of the Beast, Curse of Decay, or Curse of Eternal Hunger
Debt (1–5)
The character owes a significant debt to another individual, organization, or institution. The debt may be financial, personal, moral, or contractual, but it cannot be easily ignored without consequences. Choose the nature of the debt and who it is owed to when this Drawback is selected.
| Level | Effect |
| 1 | The debt is manageable but occasionally creates complications or requires repayment through money, favors, or service. |
| 2 | The debt requires regular payments or obligations, limiting the character’s freedom and resources. Failure to meet these expectations may result in penalties or unwanted attention. |
| 3 | The debt is substantial and significantly influences the character’s decisions. Creditors or interested parties regularly expect repayment, favors, or continued service. |
| 4 | The debt is overwhelming. The character is under constant pressure to repay it, and failure to do so may result in legal action, imprisonment, violence, or the loss of valuable property or relationships. |
| 5 | The debt dominates the character’s life. Powerful individuals or organizations actively enforce repayment, and the character has little realistic hope of escaping the obligation without extraordinary effort or intervention. |
A Debt may involve money, favors, sworn promises, life debts, family obligations, or other commitments. The Game Master should use this Drawback to create meaningful story opportunities and difficult choices rather than constant punishment.
Dependency (1–5)
The character depends upon a particular substance, treatment, activity, environment, or condition to remain healthy or function normally. Unlike an Addiction, this dependency is not driven by craving, but by genuine physical, psychological, or emotional necessity. The exact nature of the dependency should be determined when this Drawback is selected.
| Level | Effect |
| 1 | Missing the dependency causes the character to become Stymied until it is satisfied. |
| 2 | Prolonged deprivation causes the character to become Stunned. |
| 3 | The character suffers -1D to all actions while the dependency remains unmet. |
| 4 | Continued deprivation inflicts 1 Wound in addition to the Level 3 effects. |
| 5 | The dependency is vital to survival. The character suffers 1 Wound at regular intervals until the dependency is satisfied or appropriate treatment is received. |
The frequency with which the dependency must be satisfied depends upon its nature and should be determined when this Drawback is selected.
Eccentricity (1–5)
The character has an unusual habit, mannerism, superstition, or personal ritual that others find odd, distracting, or inconvenient. While generally harmless, the eccentricity occasionally creates complications or interferes with social situations. Choose the nature of the eccentricity when this Drawback is selected.
| Level | Effect |
| 1 | The eccentricity is noticeable and occasionally causes minor inconveniences or a −1 penalty when it becomes relevant. |
| 2 | The penalty increases to −2, and the behavior becomes more difficult to ignore or suppress. |
| 3 | The character suffers a −1D penalty when the eccentricity interferes with the situation and may find it difficult to ignore their habit or ritual. |
| 4 | The penalty increases to −1D+1. |
| 5 | The character suffers a −2D penalty when the eccentricity becomes relevant. At the Game Master’s discretion, the behavior may significantly complicate social interactions or prevent the character from acting normally until the eccentricity is satisfied or accommodated. |
Examples include always speaking in the third person, collecting seemingly worthless objects, refusing to shake hands, insisting on strict rituals, speaking only in formal language, organizing possessions obsessively, constantly quoting famous figures, or another distinctive habit agreed upon by the player and Game Master.
An Eccentricity should be unusual and memorable, but not so disruptive that it overshadows the character or the game.
Enemy (1–5)
The character has made a dangerous enemy who actively seeks to oppose, capture, ruin, or destroy them. The enemy’s motives, resources, and methods should be determined in cooperation with the Game Master. An Enemy should appear often enough to complicate the character’s life, but not so frequently that it overshadows the campaign.
| Level | Enemy |
| 1 | A single individual or small local rival with limited influence and resources. |
| 2 | A skilled adversary or small organization capable of causing recurring problems. |
| 3 | A powerful individual, criminal organization, military unit, or influential faction with significant resources. |
| 4 | A major organization, government agency, noble house, or similar group with extensive reach and the means to pursue the character across regions or worlds. |
| 5 | One of the most powerful individuals or organizations in the setting actively seeks the character’s downfall. Their influence is widespread, and escaping their attention is extremely difficult. |
The exact nature of the enemy should be determined when this Drawback is selected. An Enemy may seek revenge, justice, profit, political advantage, or another objective, but should always create meaningful story opportunities rather than simply serving as a recurring combat encounter.
Greedy (1–5)
The character places an unusually high value on wealth, possessions, or personal gain. Whether driven by avarice, ambition, or an insatiable desire to acquire more, they often place profit ahead of convenience, loyalty, or even personal safety. The exact nature of the character’s greed should be determined when this Drawback is selected.
| Level | Effect |
| 1 | The character dislikes passing up opportunities for profit but can usually exercise restraint. |
| 2 | The character regularly takes unnecessary risks when significant wealth or valuable items are involved. Resisting temptation requires an Easy Willpower test. |
| 3 | Wealth is a major motivator. Resisting lucrative opportunities requires a Moderate Willpower test. Failure means the character pursues the reward if reasonably possible. |
| 4 | The character is consumed by greed. Resisting valuable opportunities requires a Difficult Willpower test, and failure may cause them to betray agreements or ignore obvious dangers. |
| 5 | The pursuit of wealth defines the character. Only extraordinary circumstances or a successful Heroic Willpower test can prevent them from pursuing a valuable prize, regardless of the risks or consequences. |
Greed may be motivated by money, precious objects, rare artifacts, land, power, influence, or any other form of wealth appropriate to the setting. The Drawback should create meaningful roleplaying opportunities and difficult choices rather than forcing reckless or self-destructive behavior.
Hindrance (1–5)
The character suffers from a persistent physical, mental, or sensory impairment that makes certain actions more difficult. The exact nature of the Hindrance should be determined when this Drawback is selected, along with the skills, Attributes, or situations it affects. Hindrances should be significant enough to create meaningful challenges, but not so severe that they make the character unplayable.
| Level | Effect |
| 1 | The Hindrance imposes a -1 penalty to affected actions. |
| 2 | The penalty increases to -2. |
| 3 | The Hindrance imposes a -1D penalty to affected actions. |
| 4 | The penalty increases to -1D+1. |
| 5 | The Hindrance imposes a -2D penalty to affected actions and may prevent particularly demanding tasks at the Game Master’s discretion. |
A Hindrance should normally affect a limited group of related skills or situations rather than all actions. Examples include a bad knee affecting Athletics, a tremor affecting fine manipulation, chronic pain during strenuous activity, poor balance, a speech impediment affecting social interactions, or another appropriate impairment. This Drawback may be selected multiple times, each time representing a different Hindrance.
Illiterate (1–5)
The character cannot read or write proficiently in one or more languages. While they may recognize common symbols, signs, or simple words, written communication is difficult or impossible without assistance. The exact scope of the illiteracy should be determined when this Drawback is selected.
| Level | Effect |
| 1 | The character can recognize simple words and symbols but suffers a −1 penalty to tasks requiring reading or writing. |
| 2 | The penalty increases to −2. |
| 3 | The character suffers a −1D penalty to reading, writing, research, and other literacy-based tasks. |
| 4 | The penalty increases to −1D+1. |
| 5 | The character is effectively unable to read or write the affected language(s) without assistance and suffers a −2D penalty to literacy-based tasks. The Game Master may rule that certain written information cannot be understood at all. |
Illiteracy may result from a lack of education, cultural background, neurological limitations, or another appropriate reason. This Drawback may be selected multiple times, each time applying to a different language or writing system.
Low Self-Confidence (1–5)
The character consistently doubts their own abilities, hesitates under pressure, and is reluctant to trust their own judgment. Even when capable, they often second-guess themselves or expect failure.
| Level | Effect |
| 1 | The character suffers a −1 penalty when attempting particularly stressful or high-pressure tasks. |
| 2 | The penalty increases to −2. |
| 3 | The character suffers a −1D penalty to stressful or high-pressure actions and may hesitate before acting in critical situations. |
| 4 | The penalty increases to −1D+1. |
| 5 | The character suffers a −2D penalty to stressful or high-pressure actions. At the Game Master’s discretion, particularly intimidating or overwhelming situations may require the character to pause or gather themselves before acting. |
This Drawback should only affect situations where doubt or anxiety would reasonably interfere with performance, not routine or familiar tasks.
Mental Instability (1–5)
The character suffers from a significant psychological or emotional condition that occasionally interferes with their judgment, perception, or behavior. Choose the nature of the condition when this Drawback is selected. It should create meaningful complications without making the character unplayable.
| Level | Effect |
| 1 | The condition is mild, causing occasional complications or a −1 penalty when it becomes relevant. |
| 2 | The penalty increases to −2, and the condition manifests more frequently. |
| 3 | The character suffers a −1D penalty when the condition is triggered and may temporarily lose focus or act irrationally at the Game Master’s discretion. |
| 4 | The penalty increases to −1D+1, and episodes become more disruptive. |
| 5 | The character suffers a −2D penalty when the condition is triggered. Severe episodes may temporarily impair the character’s judgment, perception, or behavior at the Game Master’s discretion. |
Examples include hallucinations, delusions, compulsive behavior, pathological lying, unhealthy paranoia, dissociative episodes, obsessive tendencies, or another significant psychological condition agreed upon by the player and Game Master.
This Drawback should be chosen with care. Its purpose is to create interesting roleplaying opportunities and meaningful complications rather than disrupt the game.
Obligation (1–5)
The character has a significant responsibility, commitment, or duty that regularly demands their time, attention, or resources. The obligation may be voluntary or imposed, but it is not something the character can simply ignore without consequences.
Choose the nature of the obligation when this Drawback is selected. Examples include military service, employment, family responsibilities, membership in an organization, religious duties, political office, sworn service, contractual commitments, or another ongoing responsibility.
| Level | Effect |
| 1 | The obligation is occasional and creates minor inconveniences or conflicts with the character’s plans. |
| 2 | The obligation requires regular attention and frequently influences the character’s decisions or availability. |
| 3 | The obligation is a major part of the character’s life. Ignoring it can result in disciplinary action, financial penalties, or the loss of important relationships or privileges. |
| 4 | The obligation demands a significant portion of the character’s time and loyalty. Failure to fulfill it carries severe personal, professional, or legal consequences. |
| 5 | The obligation largely defines the character’s life. It frequently directs their actions, and abandoning or failing it may result in imprisonment, exile, ruin, or other serious repercussions. |
An Obligation should generate interesting story opportunities and meaningful choices rather than simply restrict the character’s actions. The player and Game Master should work together to determine how often the obligation becomes relevant during play.
Personality Flaw (1–5)
The character possesses a persistent personality trait that regularly creates social, professional, or personal difficulties. Choose the nature of the flaw when this Drawback is selected. It should be significant enough to complicate interactions and influence the character’s decisions without making the character unplayable.
Examples: Arrogant, Blunt, Cocky, Cowardly, Condescending, Cruel, Impatient, Indecisive, Jealous, Judgmental, Overconfident, Passive-aggressive, Pessimistic, Procrastinator, Quick-tempered, Rude, Sarcastic, Self-centered, Socially awkward, Stubborn, Vain.
| Level | Effect |
| 1 | The flaw occasionally causes problems. The character suffers a −1 penalty to affected social interactions when the flaw is relevant. |
| 2 | The penalty increases to −2. |
| 3 | The character suffers a −1D penalty to affected social interactions and may occasionally alienate others through their behavior. |
| 4 | The penalty increases to −1D+1. |
| 5 | The character suffers a −2D penalty to affected social interactions. At the Game Master’s discretion, the flaw may also cause NPCs to refuse assistance, react negatively, or complicate negotiations. |
Examples include arrogance, rudeness, condescension, excessive pride, blunt honesty, habitual sarcasm, a quick temper, passive aggression, social awkwardness, stubbornness, vanity, or another personality trait that consistently creates complications.
This Drawback may be selected multiple times, each time representing a different Personality Flaw.
Phobia (1–5)
The character has an intense and persistent fear of a specific object, creature, environment, or situation. Choose the source of the phobia when this Drawback is selected. Whenever the character is confronted with their fear, they must struggle to overcome their instinct to avoid it.
| Level | Effect |
| 1 | The character suffers a −1 penalty to actions while confronted with the source of the phobia. |
| 2 | The penalty increases to −2. |
| 3 | The character suffers a −1D penalty to actions while exposed to the source of the phobia and may hesitate before approaching it. |
| 4 | The penalty increases to −1D+1. |
| 5 | The character suffers a −2D penalty to actions while exposed to the source of the phobia. At the Game Master’s discretion, overwhelming exposure may force the character to retreat, freeze, or seek escape until they regain their composure. |
Examples include fear of heights, enclosed spaces, deep water, fire, darkness, insects, reptiles, crowds, blood, confined vehicles, or another specific object or situation agreed upon by the player and Game Master.
A phobia should be significant enough to create meaningful challenges but should not be so broad that it dominates every adventure.
Poor Memory (1–5)
The character has difficulty remembering names, facts, directions, events, or other learned information. They frequently forget details that others would easily recall and may need reminders or written notes to compensate.
| Level | Effect |
| 1 | The character suffers a −1 penalty to tasks involving memory or recall. |
| 2 | The penalty increases to −2. |
| 3 | The character suffers a −1D penalty to memory-based tasks and may occasionally forget important details at the Game Master’s discretion. |
| 4 | The penalty increases to −1D+1. |
| 5 | The character suffers a −2D penalty to memory-based tasks and may be unable to recall significant information without outside assistance or extensive prompting. |
This Drawback affects recalling information the character has previously learned or experienced. It does not reduce intelligence or reasoning ability, only the ability to remember information when it is needed.
Prejudice (1–5)
The character belongs to a group that is feared, distrusted, disliked, or openly discriminated against by others. The source of the prejudice should be determined when this Drawback is selected and may be based on species, culture, nationality, social status, religion, occupation, genetic modification, psionic ability, criminal history, political affiliation, or another distinguishing characteristic.
| Level | Effect |
| 1 | The prejudice is relatively minor or localized. The character suffers a −1 penalty to affected social interactions when the prejudice is relevant. |
| 2 | The penalty increases to −2, and discrimination becomes more common. |
| 3 | The character suffers a −1D penalty to affected social interactions and may be denied assistance, opportunities, or trust by those who hold the prejudice. |
| 4 | The penalty increases to −1D+1, and the character is frequently treated with suspicion or hostility. |
| 5 | The character suffers a −2D penalty to affected social interactions. At the Game Master’s discretion, the character may face open hostility, persecution, denial of services, or other significant consequences because of the prejudice. |
The effects of this Drawback depend on the campaign setting and should only apply when the source of the prejudice is relevant. This Drawback is intended to create meaningful roleplaying opportunities and story complications rather than constant penalties.
Simple Minded (1–5)
The character has difficulty with abstract reasoning, complex problem-solving, or understanding complicated concepts. They tend to think in straightforward, literal terms and may struggle with planning, subtlety, or unfamiliar ideas. This Drawback does not affect the character’s personality, morals, or common sense.
| Level | Effect |
| 1 | The character suffers a −1 penalty to tasks involving complex reasoning, analysis, or problem-solving. |
| 2 | The penalty increases to −2. |
| 3 | The character suffers a −1D penalty to complex reasoning and analytical tasks. |
| 4 | The penalty increases to −1D+1. |
| 5 | The character suffers a −2D penalty to complex reasoning and analytical tasks. At the Game Master’s discretion, exceptionally complicated plans, puzzles, or abstract concepts may simply be beyond the character’s understanding. |
This Drawback affects reasoning and comprehension rather than memory or personality. A simple-minded character may still be loyal, courageous, perceptive, or highly skilled in practical tasks despite struggling with complex ideas.
Technological Illiteracy (1–5)
The character has little experience with modern technology or struggles to understand advanced devices. Whether due to upbringing, isolation, cultural beliefs, or lack of education, they find sophisticated technology confusing and difficult to operate.
| Level | Effect |
| 1 | Suffer -1 to skill tests involving unfamiliar technology. |
| 2 | Suffer -2 to such skill tests. |
| 3 | Suffer -1D to skill tests involving advanced devices, computers, vehicles, or other unfamiliar technology. |
| 4 | Suffer -1D+1 to such skill tests. Complex technology generally requires assistance or instruction before it can be used successfully. |
| 5 | Suffer -2D to all skill tests involving advanced technology. The character is unable to operate complex devices without extensive training or supervision. |
This Drawback applies only to technology beyond the character’s cultural or educational background. Familiar tools and equipment are used normally.
Wanted (1–5)
The character is actively sought by a government, law enforcement agency, military organization, criminal syndicate, or other influential group. Whether guilty or innocent, their identity is known, and discovery can result in pursuit, arrest, or other serious consequences.
| Level | Effect |
| 1 | The character is wanted in a limited region or by a small organization. Discovery is uncommon but can create complications. |
| 2 | The bounty or interest is more widespread. The character must exercise caution when dealing with authorities or affiliated groups. |
| 3 | The character is wanted across multiple regions or by a powerful organization. Routine travel and public appearances become increasingly risky. |
| 4 | The character is one of the organization’s highest-priority targets. Agents or bounty hunters actively search for them, and assistance from lawful authorities becomes difficult to obtain. |
| 5 | The character is infamous or considered an extreme threat. Their identity is widely known, and powerful forces devote significant resources to locating and capturing—or eliminating—them. |
When selecting this Drawback, determine who wants the character, why they are wanted, and what consequences they face if captured. The Game Master should use this Drawback to create interesting complications and adventure hooks rather than constantly preventing the character from participating in the game.
