03.12 Ron d6 Disadvantages: Physical, Mental & Hindrances
A Note Mental Limitations: Mental Limitations covers Disadvantage that are almost all entirely roleplaying. They are sometimes very difficult to roleplay, and it is recommended that players look them over and talk to their gamemasters before incorporating them into the character.
Age
Age is a Disadvantage that goes two ways – toward extreme youth and extreme age. Because of this, there are two types of Age Disadvantages : Youth and Elder.
Age: Elder (1-4 Points)
An Elder is a character on the other end of the age spectrum. The character has lived a long life and is now nearing it’s twilight. While we do not intend to cover dying of natural causes, it is a Disadvantage that can be used in the game.
For every point invested in this Age: Elder , the character suffers -1 penalty from one Attribute. These can be spread out over multiple Attributes for multiple point or cumulative for one.
In addition, after a certain number of adventures (depending on the aging rate/extreme age of the character – see table below), the character suffers another Age penalty to a single Attribute. This continues until the character retires or dies. The aging rate and the point values for Elder are listed in the chart below.
Note that, in the interests of clarity, a sample number of adventures is also listed. This is a guideline, not a rule, and should be only used by your gamemaster if he agrees with the guideline.
Characters who have the Elder Disadvantage should act like it. Most likely, since they are adventurers, they don’t like to waste time and are kind of stuck in their ways. However, they do have some experience (unless they’ve been unnaturally aged) and patience. This may or may not be reflected by their skill totals, but it can be role-played just the same.
Point Value | Aging Rate | Number of adventures |
---|---|---|
1 | Effectively never | An unlimited amount of adventures; the character is just old forever |
2 | A decade or so | Every 20 adventures |
3 | Two to eight years | 10 to 20 adventures between age reductions |
4 | A year or so | Every 6 to 8 adventures |
Age: Youth (1-4 Points)
The character is very young for his species, and really shouldn’t be out adventuring. Depending on the character’s lifespan, this can be a moderate disadvantage, or an extreme one. Either way, a character that starts with Youth has some modifications that need to be made.
A Youth automatically gains a -1 Age penalty to three Attributes or -1D Age penalty from one Attribute. It all depends on the species. These Age Penalties can be burned off when the character grows up. This can be done based on the Age Rate and number of adventures (see table) or through Advancement.
The way these points are normally recovered is when the character grows up. This all depends on the life span of the character – or, at least, the time it takes the character to grow up. Use the table below to determine how long it takes your character to grow up and the point value for the Disadvantage when it is purchased.
Note that, in the interests of clarity, a sample number of adventures is also listed. This is a guideline, not a rule, and should be only used by your gamemaster if he agrees with the guideline.
Point Value | Aging Rate | Number of Adventures |
---|---|---|
1 | A year or so | 6 to 8 adventures |
2 | 2 to 8 years | 10 to 20 adventures |
3 | A decade or more | at least 20 or more adventures |
4 | A really long time | Most likely the life of the campaign |
After the character grows up, the Age Panelty burn off and the character loses the Disadvantage. In the case of the fourth option, the character never grows up – either he is from a species with an incredibly long life span (which is really just a Special Effect since no one in a gaming environment expects to die of natural causes) or has some sort of abnormality that will not let him grow up.
One important thing to remember is that both the year times and the adventure-times are listed in relation to the character’s life, not chronologically for the universe.
Amnesia (1-4 points)
The character has background, skills or abilities he has forgotten about. This can be a Advantage, or a set of skills, or anything that would help the character – if he knew about it. The table below has suggestions for how to handle this.
Amnesia works best when combined with other mechanics and Advantages. It can be hard to roleplay – you probably know what your character doesn’t – but it can be fun.
Amnesia, Blackouts (1 points)
A type of active Amnesia. During high pressure situations, this character has a tendency to blackout for several minutes. She has no recollection of this lost time. In game terms, the character blacks out whenever she rolls a 1 on the Wild Die and it’s a complication (GM’s Call) Lasts for 1D minutes.
Amnesia, Partial (2 points)
The character does not remember a skill he or she has more than one add in. The character cannot use the skill adds unless in a crisis situation, in which case she temporarily “remembers” and then forgets again. The crisis should be a serious crisis more serious than standard combat.
Amnesia, Total (3 points)
The character doesn’t remember anything about her background, and this is a bad thing. Usually, taking another Disadvantage (such as Debt, Enemy, or Pursued) would be a good idea – and then roleplay the character as if she does not remember the situation.
Amnesia, No Knowledge (4 points)
The character didn’t forget; he or she never knew. Something from the character’s past is coming back to haunt the character, and she doesn’t have a clue as to what it is – but it is a problem. It may be a deadly case of mistaken identity, or maybe the character did something that held no significance at the time.
Attribute Limitations (2-points)
Attribute Limitation is the lowering of the character’s upper limit on a single Attribute. If the character is willing to lower the maximum value his or her Attribute can ever go up to, the character can gain Disadvantage points.
The character can spend 2 Disadvantage points for every 1D off the Attribute limit. This will also reduce the Attribute value if it is higher than the new limit.
For example, a character has a Strength of 3D, max 4D. For two Compensation points, the 4D limit is lowered to 3D. That means the character’s Strength is at it’s maximum.
Limits may be bought off but the points are gone.
Normally, Attribute Limitations are impose on Attributes that already have values lower than the new limit. The character may not increase the limited Attribute above the new limit without first Buying Off the Disadvantage .
The character may gain no more than 6 Disadvantage points by using this Attribute limit, but more than one Attribute may be limited.
Devotion (1-3 Points)
Devotion, Minor (1-Point)
The character feels compelled to take certain actions out of a love of code or perceived duty to something else. The character may, at times, do things he finds morally questionable in order to achieve a greater good. With Minor Devotion, the character’s beliefs do not come into play very often.
Devotion, Moderate (2-Points)
The character with the Moderate Devotion Disadvantage believes very strongly in something and will attempt to persuade others of the rightness of his beliefs. His patriotism or loyalty to an ideal plays a role in his day-to-day life.
Devotion, Major (3-Points)
At this rank, the character’s belief in the cause motivates almost all his actions. The character would willingly die for his belief.
Hindrance (1-5 Points)
Your character has a handicap of some kind. While this is usually physical or mental, the character could have a handicap of any kind. This handicap can not already be solved or “conquered” by such things as cybernetic limbs or alien abilities. A character who is missing an arm suffers no handicap if he has a cybernetic one in its place.
For this reason, physical handicaps should not be worth more than 1 or 2 points at the most. The character could get it replaced at any time, given the money and the inclination. Mental handicaps are different. They are not as easily defined nor gotten rid of by normal means. A character who is mentally handicapped could have a wide range of difficulties, and could have problems beyond mere statistical negatives. Ranges from 1 to 5 point are suggested.
Additional handicaps are story-driven. A character who cannot, for any reason, bring himself to strike another person could be said to have a handicap. A character who has a “life debt” philosophy (if anyone saves her life, that character must serve their savior forever) would be considered handicapped. Even characters who come from low-tech fringe worlds would be considered handicapped they have a hard time understanding technology and exploiting it to their advantage.
The gamemaster and the player should come up with both story and game mechanics to fit the situation. No handicap should be worth more than 5 points, because anything that powerful would cripple the character’s playability. Indeed, players and gamemasters just starting out with Star Wars RPG are advised to look handicaps over carefully before taking them.
Hindrance (1 Points)
Addiction, Minor
The Character cannot go on more than given period of time without engaging in a particular vice to satisfy his/her addiction. The amount of time is determined by the points invested into the Disadvantage. Failure to do so results in lowered metabolic rates, thereby reducing all of the character’s attribute scores. How much depends on the points, again.
At minor, the character can go without the substance for 6 months before penalties incur Penalty: -1 Hindrance Penalty each attributes per week afterward.
After a period of time (at the GM’s discretion), the character has defeated her addiction. If she ever partakes of the formerly addictive activity in the future, she has a 50% (1-3 on a roll of 1D) chance of becoming addicted again.
Argumentative, Minor
This character constantly plays the devil’s advocate. He rejoices when an exploitable situation arises, arguing though she sometimes agrees with her adversary. The argument becomes a game, a strategic contest of wills. The character has a minor physical or mental Hindrance that makes certain actions more difficult. The player and the gamemaster should work out some sort of affliction and then choose one or more skills that are effected (no more than 3). The character then suffers a -2 Hindrance Penalty to all actions performed using the skills Persuasion and Investigation.
Bad Knee, Minor
The character suffers for a physical affliction of the knees. The character then suffers a -2 Hindrance Penalty to all actions performed using the skills Athletics and Fighting.
Compulsive Tendencies, Minor
At any time the character may decide to do or say something that he would not normally do or say under the circumstances. For example, during a conversation with a head of state, the character might blurt out, “Your wife is much uglier than I expected.” In certain situations (GM’s discretion), the character must succeed at a Willpower Test (1) to avoid doing something compulsive. This should be limited to 3 times per session.
Delusions of Grandeur, Minor
The best thing to ever happen to the world. That’s how characters with this Disadvantage view themselves. No one can surpass their prowess-they shouldn’t even bother trying. At any time the character may decide to do or say something that he would not normally do or say under the circumstances. For example, during a conversation with a head of state, the character might blurt out, “Your wife is much uglier than I expected.” The character then suffers a -2 Hindrance Penalty to all actions performed using the skills Persuasion and Investigation.
Dependency, Minor
The character has a slight dependency (not an Addiction) on a substance or even a roleplaying event. If this Dependency does not get satisfied in an agreed upon amount of time (a session or a adventure), the character gets irritable and difficult. The character then suffers a -2 Hindrance Penalty to all actions performed using the skills Persuasion and Investigation.
Extremely Competitive, Minor
To this character everything is a competition. She always wants to race the other characters to the battle, put herself in more danger than anyone else, and slosh down the most drinks. She cannot turn down a challenge. The character then suffers a -2 Hindrance Penalty to all actions performed using the skills Persuasion and Investigation.
Fallback Plan, Minor
This character cannot function unless she has devised a backup plan for every situation she puts herself into. This applies to everything from combat to relationships. This increases the time for Craft/Reapir by 25%.
Hindrance, Minor
The character has a minor physical or mental Hindrance that makes certain actions more difficult. The player and the gamemaster should work out some sort of affliction and then choose one or more skills that are effected (no more than 3). In most cases, the character then suffers a -2 Hindrance Penalty to all actions performed using those skills.
Indecision, Minor
The character does not like making decisions and will delay making them. When roleplaying, the player should actively participate in group discussions, but he should be “wishy-washy’ and indecisive at critical moments. This increases the time for Craft/Reapir by 25%.
Learning Problems, Minor
For some reason or another, the character never made it all the way through school. As a result, the character has difficulty learning new things. With this Disadvantage, the character picks 3 skills outside his Character Class that he struggles with. Each will suffers a -1 Hindrance Penalty in this Disadvantage.
Low Self-esteem, Minor
This character has a low opinion of herself. She constantly berates herself, harping on her bad qualities. The character then suffers a -2 Hindrance Penalty to all actions performed using the skills Persuasion and Investigation.
Poor Memory, Minor
Characters with this problem have trouble remembering. The character then suffers a -2 Hindrance Penalty to all actions performed using the 3 Scholar skills.
Procrastination, Minor
This character always puts everything off. Even when something cannot wait, he still lets it go until it’s too late. This increases the time for Craft/Reapir by 25%.
Rude, Minor
The character is habitually rude and unkind in conversation. The character then suffers a -2 Hindrance Penalty to all actions performed using the skills Persuasion and Investigation.
Stutter
When under pressure, or when relaxed, or when some other fairly common mood hits the character, he stutters. The character then suffers a -2 Hindrance Penalty to all actions performed using the skills Persuasion and Investigation.
Quirk
The character must choose a Quirk.
Sample Quirks include Belches, Prefers a Particular Color(s), Condescending, Refuses to Bathe, Constantly Quotes, Responds only to Full Name and Title, Clichés, Ritual, Cracks Knuckles, Sarcastic, Curses, Signature Quote, Dry Sense of Humor, Scratches Constantly, Enormous Appetite, Scratchy Voice, Extremely Organized, Shouts, Favorite Drink, Shy Around the Opposite Sex, Growls, Snores, Keeps a Journal, Speaks in a Whisper, Lisp, Speaks in Monotone, Loves Puns, Spits, Loves Tragedy, Stutters, Mumbles, Superstitious, Must Always Have the Last Word in a Conversation, Sweats Profusely, Must Buy a Souvenir from Every Place Visited, Takes Insults Poorly, Nervous, Takes Criticism Poorly, Twitch, Talks to Herself, Noisy Eater, Thick Accent, Obsessively Clean, Uses Flowery Language, Optimistic, Utterly Unorganized, Pessimistic, Verbose, Picks Teeth, Whines, Practical Joker, Yawns Constantly.
For every Quirk chosen, the GM and the player must decide what skill it effects and take a -2 Hindrance Penalty against it
Hindrance (2 Points)
Addiction, Moderate
Like Addiction, Minor but the character can go without substance for 3 months. Penalty: -1 Hindrance Penalty per week afterward.
Kleptomania
When in a location where surrounded by small, portable items, the character can not help but feel the urge to compulsively try to lift something. This is a Willpower check to resist.
Learning Problems, Modereate
For some reason or another, the character never made it all the way through school. As a result, the character has difficulty learning new things. With this Disadvantage, the character picks 3 skills outside his Character Class that he struggles with. Each will suffers a -2 Hindrance Penalty in this Disadvantage.
Manic Depressive
This character slips into deep, long-lasting depressions. He doesn’t care about anything during these times. If the character suffered a Critical Failure in the session, the character always goes last in initiative for that session. The player may decide when the character falls into depression and when he extricates himself from it. If the player never lets his character lapse into this state, the GM should take the initiative.
Self-Confidence Issues
The character has no confidence in himself. Whenever he has to perform an important task, the character must roll the Wild Die first. If he rolls a 1, he reduces his chance of success in the current endeavor by 1D and is Stymied until the GM feels he has regained his confidence.
Simple Minded, Minor
The characters passive Willpower is his Willpower Dice Code -1, at a minimum of 1. Also an Willpower Test suffers a -2 Hindrance Penalty.
Trick Shoulder, Minor
The character suffers a physical affliction of the shoulder. The character is habitually rude and unkind in conversation. The character then suffers a -2 Hindrance Penalty to all actions performed using the skills Athletics, Melee Weapons, and Fighting.
Unobservant, Minor
The character is sometimes oblivious to his surroundings. he character then suffers a -2 Hindrance Penalty to all actions performed using the skills Investigation, Languages, and Search
Hindrance (3 Points)
Addiction, Severe
Like Addiction, Minor but the character can go without substance for 1 month. Penalty: -1 Hindrance Penalty per week afterward.
Argumentative, Major
This character constantly plays the devil’s advocate. He rejoices when an exploitable situation arises, arguing though she sometimes agrees with her adversary. The argument becomes a game, a strategic contest of wills. The character has a minor physical or mental Hindrance that makes certain actions more difficult. The player and the gamemaster should work out some sort of affliction and then choose one or more skills that are effected (no more than 3). The character then suffers a -1D Hindrance Penalty to all actions performed using the skills Persuasion and Investigation.
Bad Knee, Major
The character suffers for a physical affliction of the knees. The character then suffers a -1D Hindrance Penalty to all actions performed using the skills Athletics and Fighting.
Compulsive Tendencies, Major
At any time the character may decide to do or say something that he would not normally do or say under the circumstances. For example, during a conversation with a head of state, the character might blurt out, “Your wife is much uglier than I expected.” In certain situations (GM’s discretion), the character must succeed at a Willpower Test (2) to avoid doing something compulsive. This should be limited to 6 times per session.
Delusions of Grandeur, Major
The best thing to ever happen to the world. That’s how characters with this Disadvantage view themselves. No one can surpass their prowess-they shouldn’t even bother trying. At any time the character may decide to do or say something that he would not normally do or say under the circumstances. For example, during a conversation with a head of state, the character might blurt out, “Your wife is much uglier than I expected.” The character then suffers a -1D Hindrance Penalty to all actions performed using the skills Persuasion and Investigation.
Dependency, Major
The character has a slight dependency (not an Addiction) on a substance or even a roleplaying event. If this Dependency does not get satisfied in an agreed upon amount of time (a session or a adventure), the character gets irritable and difficult. The character then suffers a -1D Hindrance Penalty to all actions performed using the skills Persuasion and Investigation.
Extremely Competitive, Major
To this character everything is a competition. She always wants to race the other characters to the battle, put herself in more danger than anyone else, and slosh down the most drinks. She cannot turn down a challenge. The character then suffers a -1D Hindrance Penalty to all actions performed using the skills Persuasion and Investigation.
Fallback Plan, Major
This character cannot function unless she has devised a backup plan for every situation she puts herself into. This applies to everything from combat to relationships. This increases the time for Craft/Reapir by 50%.
Fanatic
This character holds to a philosophical ideal, the source of which may be a sect, a nation, or a person. She will always defends this ideal, even sometimes trading her life for its preservation. Varies with the degree of fanaticism. When confronted with something that conflicts with this belief or ideal, the character must make a Willpower Test or be Stymied until the conditions are gone.
Hindrance, Major
Like Minor Hindrance but the Penalty is increase to -1D.
Indecision, Minor
The character does not like making decisions and will delay making them. When roleplaying, the player should actively participate in group discussions, but he should be “wishy-washy’ and indecisive at critical moments. This increases the time for Craft/Reapir by 50%.
Learning Problems, Major
For some reason or another, the character never made it all the way through school. As a result, the character has difficulty learning new things. With this Disadvantage, the character picks 3 skills outside his Character Class that he struggles with. Each will suffers a -3 Hindrance Penalty in this Disadvantage.
Low Self-esteem, Major
This character has a low opinion of herself. She constantly berates herself, harping on her bad qualities. The character then suffers a -1D Hindrance Penalty to all actions performed using the skills Persuasion and Investigation.
Poor Memory, Major
Characters with this problem have trouble remembering. The character then suffers a -2 Hindrance Penalty to all actions performed using the 3 Scholar skills.
Procrastination, Major
This character always puts everything off. Even when something cannot wait, he still lets it go until it’s too late. This increases the time for Craft/Reapir by 50%.
Rude, Major
The character is habitually rude and unkind in conversation. The character then suffers a -1D Hindrance Penalty to all actions performed using the skills Persuasion and Investigation.
Simple Minded, Major
The characters passive Willpower is his Willpower Dice Code -2, at a minimum of 0. Also an Willpower Test suffers a -3 Hindrance Penalty.
Uncoordinated, Minor
The character has difficulties with hand eye coordination. The character is habitually rude and unkind in conversation. The character then suffers a -2 Hindrance Penalty to all actions performed using the skills Athletics, Melee Weapons, Fighting, and Thievery
Hindrance (4 Points)
Addiction, Extreme
Like Addiction, Minor but the character can go without substance for 1 week. Penalty: -1 Hindrance Penalty for every 2 days afterward.
Learning Problems, Extreme
For some reason or another, the character never made it all the way through school. As a result, the character has difficulty learning new things. With this Disadvantage, the character picks 3 skills outside his Character Class that he struggles with. Each will suffers a -1D Hindrance Penalty in this Disadvantage.
Trick Shoulder, Major
The character suffers a physical affliction of the shoulder. The character is habitually rude and unkind in conversation. The character then suffers a -1D Hindrance Penalty to all actions performed using the skills Athletics, Melee Weapons, and Fighting.
Unobservant, Major
The character is sometimes oblivious to his surroundings. he character then suffers a -1D Hindrance Penalty to all actions performed using the skills Investigation, Languages, and Search
Hindrance (5 Points)
Addiction, Lethal
Like Addiction, Minor but the character can go without substance for 1 day. Penalty: -1 Hindrance Penalty per day afterward.
Uncoordinated, Major
The character has difficulties with hand eye coordination. The character is habitually rude and unkind in conversation. The character then suffers a -1D Hindrance Penalty to all actions performed using the skills Athletics, Melee Weapons, Fighting, and Thievery
Psychosis (1-2 Points)
The character has a mental psychosis that adjusts his or her personality. The Psychosis should not be too major, and should only be 1 or 2 Disadvantage points (per psychosis) or the character will be unplayable. Some “Psychosis” suggestions are paranoia, unrelenting cynicism, gullibility, persistent lying, phobias. While not all of these actually are psychoses, they fit under the basic category for the purpose of the game.
As far as effects go, a one point “Psychosis” doesn’t usually need much in the way of game effects – as long as the player role-plays well. Assign occasional +1’s to Difficulties that affect the psychosis (a character with “Cynicism” may have difficulty persuading people, or a compulsive liar may not be able to pull off a con if his or her lying is well known), but, generally, keep roleplaying. A1-point Psychosis are considered more a Quirk then real Psychosis
Two-point Disadvantage almost always require rule mechanics, but they are along the lines of the one-point “occasional” mechanics. Talk to your gamemaster about selecting these psychoses. Fears and phobias fit well into this category.
Psychosis (1 Points)
Hallucinations, Minor
At random times, this character begins having delusions. He cannot tell when something is truly occurring or just a figment of his imagination. When the character rolls a one on the Wild Die (regardless of the Critical Failure Test), the character must make a Willpower Test to avoid being distracted by a Hallucinations. If he fails, whatever action he was attempting suffers a -2 penalty.
Obsessive Tendencies
Whenever this character decides on a course of action, she cannot help but become totally focused on that action, ignoring all other issues in her life.
Pathological Liar
This character cannot stop himself from lying constantly. No matter what the situation, he is compelled to exaggerate, fib, and outright lie.
Phobia, Minor
The character avoids the object of his fear as often as possible, but has no problem dealing with it when push comes to shove. Depending on the situation, however, the GM may want to impose a Stymied condition on occasion.
Psychosis (2 Points)
Hallucinations, Major
At random times, this character begins having delusions. He cannot tell when something is truly occurring or just a figment of his imagination. When the character rolls a one on the Wild Die (regardless of the Critical Failure Test), the character must make a Willpower Test to avoid being distracted by a Hallucinations. If he fails, whatever action he was attempting suffers a -4 penalty.
Phobia, Major
The character will never put himself in a situation where he has to cope with his fear. If he does wind up in such a situation, he freezes and remains unmoving until the object of his fear subsides. The character is Stymied when in the presence of the fear and can not perform multi-actions in combat.
Nightmares
Almost every night, this character suffers from horrible nightmares, usually related to an unsatisfied issue in his life, though not necessarily. As a result, the character needs 10 hours of sleep per day. Failure to get the required amount of rest results in a 1D penalty to all skill and attribute rolls for that day.
Unhealthy Paranoia
Everyone wants to destroy this character. At least, that’s what she believes. She must constantly look over her shoulder, check every inch of her sleeping environment, and scrutinize every acquaintance. She never knows when her enemies will strike.
Skill Limitations (1-3 points)
When a character limits a skill, he is voluntarily limiting the amount of skill Ranks he may ever have in that skill. It is an imposed limit much like the Attribute limit.
First, the skill limited must be one that with the Characters Class. Second, the character may only specialize in any aspect of the skill no higher than the limitation +1. So, if a character had Ranged Weapons: Slugthrowers limited to 3, a specialization in flechette pistol could not go then higher than 4.
Finally, the skill limitation must be approved by the GM. If the GM does not think that the skill would be used much by the character in the campaign, the Disadvantage may be reduced or overruled. Use the table below for the point values and effects.
Point Value | Effect |
---|---|
1 | The skill is limited to Attribute Die Code-1. |
2 | The skill is limited to Attribute Die Code-2 (Assuming the Attribute is higher than 2D) |
3 | The skill cannot be learned by the character. |