The other half to advantages, Drawbacks are something that will probably hinder your character at various points in the game. You need to take one, but if you would like more advantages, you can always take more. You can only have a maximum of five Advantages and Disadvantages.
Addict
You are reliant on some substance or another and must consume it simply to function now. Effect - If you don't consume your chosen article at least once per session you take a -10 to all tests. Special - Not all substances are made equal. Some are more dangerous or illegal to take than others, and therefore count as more drawbacks. 1 Drawback - Alcohol, cigarettes or a similar easy to find, a common legal item that will only cause problems is abused. 2 Drawbacks - Strong pain killers or semi-legal narcotics that can easily result in a lack of access. 3 Drawbacks - Commonly Illegal narcotics such as Red Sand will cause significant problems if found and have serious side effects. |
Cheapskate
You refuse to part with more money than you need to. And your definition of 'need' is a lot more stringent than most. Effect - You won't pay the price on the tag. Unless you can haggle at least 5% off it's not worth your while. In an emergency, you can make a Willpower test to try and override this impulse. |
Constant Nightmares
Something traumatic has occurred to you in the past, and even though you've made it past that, sometimes it still haunts your dreams. Effect - Each time your character sleeps roll 1d10. On a 1 you have terrible nightmares, and gain the fatigued condition until you sleep restfully again. |
Cursed
You suffer from the effects of a permanent curse. Effect - You suffer from the 1st rank of one Curse talent as though someone else invoked it upon you. At the 5th, 10th and 15th levels this curse increases by one rank, with the 4th Rank being of the victim's choice. This drawback counts as 2 Drawbacks for the purposes of gaining Advantages. Special - The Curse of the Heart cannot be selected. |
Crude
You are socially blunt, inappropriate and liable to cause a fight by putting your foot in it. Effect - You take a -10 to all tests to positively influence people. Special - You cannot take this with the 'refined' advantage. |
Deadly Enemy
You've upset someone. Someone with power and reach. Occasionally, they decide to make your life hell. Effect - Work on the exact enemy with your GM. On occasion, they will cause you problems that would not have otherwise arisen for both you and your loved ones. |
Dulled Sense
One or more of your senses are duller than they should be, either through damage, disease or simply a natural quirk. Effect - Choose one sense. When making tests that would rely on that sense you take a -10. Special - You can take this with 'Sharp Sense' advantage, but both cannot cover the same sense. |
Focused Foci
When casting you must have a Magic Foci. Effect - You are unable to use Magic Talents without a Foci. Special - Must have at least two magic Talents. |
Magical Motions
Your magic requires motions of the hand. Effect - To cast you must have one hand free, and the motion makes your casting obvious. Special - Must have at least two magic Talents. |
Magical Words
You must speak an incantation to cast a spell. Effect - You must say words loudly enough to be heard by anyone within 10m when casting. Special - Must have at least two magic Talents. |
Natural Born Liar
You lie as easily as you breathe. It's so easy. Too easy, sometimes. Effect - You must roll Willpower to avoid lying when you first meet someone and about major events, even in situations where telling the truth would be to your benefit. Eventually, this will burn the trust of everyone you know, unless you're an exceptionally skilled liar who can keep your lies straight. |
Potion Allergy
For some, potions can be as much a pain as a boon. Effect - When an alchemical potion is consumed by the person, they suffer one of the following effects for 1d5 hours. 1 - Reduce Physical Prowess by 1d10 2 - Reduce Agility by 1d10 3 - Reduce Intelligence Wisdom by 1d10 4 - Reduce all damage the character unleashes by 2. 5 - Reduce Speed by 1m 6 - Reduce Perception by half. 7 - Cannot use any abilities that require AP to maintain. 8 - Reduce AP by 1 9 - Take 1d10 damage 10 - Nothing Happens. This Time. |
Nerve Damage
You have damage to the nerves in a limb, reducing its function even with the finest healing. Effect - If the damage is in a hand or arm you can't use two-handed weapons. If the damage is to a leg then your speed is halved, rounded down. Nerve damage in the spine reduces Agility by -10. |
Poor as Dirt
You owe someone money, or someone you care for does. Either way, you need to keep up payments or there are going to be consequences. Effect - A part of your share of all payments or item sales is sent to your lender. Failure to do so will usually result in something unpleasant happening. This includes your starting funds. Special - How badly in debt you are will depend on how much you lose each time. 1 Drawback - 10% of your earnings vanishes. 2 Drawbacks - 25% of your money is collected. 3 Drawbacks - 50% of your cash flow leaves quickly. You cannot take this drawback and the 'Rich as Sin' advantage. |
Unlucky
Occasionally the dice just hate you. The ricochet hits you and never your teammates. Fortune tellers give you a funny look. Effect - You gain one less Luck point at each level, including first. |
Unfulfilled
You struggle to satisfy your cravings for food, drink, gambling and other fundamental joys. Effect - Select one activity, such as eating gourmet meals, drinking fine wines or to excess, with your GM's approval. If you fail to indulge you suffer a -5 to all attributes and tests for the day. |