Bad Sight: -10
- Either near sighted or far sighted, your choice
- Can wear glasses or contacts to correct it
Bad Temper: -10 Points
- Make a Will roll to avoid bullying when you know you shouldn't, but otherwise be a bully
Code of Honor: -5 to -15 Points
- A Formal Code that applies on amongst one's peers is worth -5 Points
- Informal Code that applies all the time is worth -10 Points
- A Formal Code that applies all the time, or which requires suicide if broken, is worth -15 Points
Compulsive Behavior: -5 to -15 Points
- You have a very bad habit you feel compelled to indulge in on a daily basis
- A Will roll is required to avoid the compulsion in a specific instance, or for a specific day. (NOTE: You should not try to avoid the compulsion very often
- GM will decide the Point value based on what the behavior is, how much money it costs, and how much trouble it is likely to get the PC in
Cowardice: -10 Points
- Roll will when you are called on to risk Physical danger
- - 5 on the Will roll if there is a risk of death
- If you fail the roll, you must refuse to endanger yourself, unless you are threatened with an even greater danger.
Gluttony: -10 Points
- Given the chance, you must always burden yourself with extra provisions
- You should never willingly miss a meal
- Must make a Will roll to resist being tempted with a tastey treat or drink
Greed: - 15 Points
- Must make a Will roll to avoid temptation whenever riches are offered (as payment for an honest job, gains from adventure, spoils of a crime, or just bait)
- Honest characters roll at +5 to resist a shady deal and +10 to resist an outright crime
Hard of Hearing: -10 Points
- -4 on IQ rolls on hearing and language checks, and any situation where you must understand someone talking.
Honesty: -10 Points
- You MUST obey the law
- Faced with unreasonable laws, you must roll IQ to see the "need" to break them, and against Will to avoid turning yourself in afterward.
Illiteracy: -5/-10 Points
- -5 for Semi-Literate
- -10 for Illiterate
Impulsiveness: -10 Points
- Act first, think later.
- If it is absolutely necessary to wait and ponder, you must make a Will roll to do so
Jealousy: -10 Points
- Automatic bad reaction toward anyone who may seem smarter, more attractive, or better off that you
- You will resist any plan proposed by a "rival"
- Will hate it if someone else is in the limelight
Lame: -15, -25, or -35 Points
- Crippled leg: -15 Points, -3 penalty to use any physical skill that requires running or walking
- One left: -25 Points, You cannot run. Maximum movement of 2 with crutches or a peg leg,
- Legless or paraplegic: - 35 points, Confined to a wheelchair
Laziness: -10 Points
- Must avoid work, especially hard work, at all costs
Miserliness: -10 Points
- Like greed, only more concerned with holding onto money you already have
- Must make a Will roll ehwn you are called upon to spend money
- - 5 on the Will roll if the expenditure is large
- Failure means you refuse to spend the money, or if the money MUST be spent, you should haggle and complain as much as possible
One Arm: -20 PoInts
- Can't do anything that requires two arms
One eye: - 15 Points
- -1 DEX penalty on combat and anything involving hand-eye coordination
- -3 to use missile weapons, throw objects, or drive any vehicle faster than a horse and buggy
Overconfidence: - 10 Points
- Must roll an IQ roll to be cautious.
Pacifism: - 15 Points
- Self Defense only
- Or, Cannot Kill
Phobias
Can temporarily overcome it with a will Roll, but the fear persists resulting in -2 IQ and -2 DX
Common Phobias
[indent] Blood: -10 Points
Crowds: -15 Points
Darkness: -15 Points
Dogs: -5 Points
Enclosed Spaces: -15 Points
Heights: -10 points
Number 13: - 5 Points
Open Spaces: -10 Points
Spiders: -5 Points
Strange and Unknown things: -15 Points[/indent]
Primitive: -5 Points per Tech Level
Must find a teacher to learn things above your Tech Level
Pyromania: -5 Points
When absolutely necessary, make a WIll roll to override your desire to set things on fire
Sense of Duty: -5,-10,-15,-20 Points
[indent] Close friends and companions: -5 Points
Toward a nation or other Large group: -10 Points
Toward everyone you know personally: -10 Points
Toward all humanity (or appropriate race): -15 Points
Toward every living being: -20 Points[/indent]
Stubbornness: -5 Points
Always want to make your own way, and generally hard to get along with.
Truthfulness: -5 Points
Hate to tell a lie, or are very bad at it
To tell a lie, make a Will roll at a -5 Penalty
A failed roll means you blurt out the truth, or do so poorly the lie is obvious
Vow: -1 to -15 Points
Example Vows
[indent] Always wear red: -1 Point, Quirk
Vegetarianism: -5 Points, Minor Vow
Use no edged weapons: -10 Points, Major Vow
Always Fight with the wrong hand: -15 Points, Great Vow[/indent]
Weak Will: -8 Points per level
For Every level taken, your IQ is lowered by 1 when you make a Will roll
A Character Cannot have both Strong and Weak Will
Youth: -2 to -6 Points
17: -2 Points
16: -4 Points
15: -6 Points
- Either near sighted or far sighted, your choice
- Can wear glasses or contacts to correct it
Bad Temper: -10 Points
- Make a Will roll to avoid bullying when you know you shouldn't, but otherwise be a bully
Code of Honor: -5 to -15 Points
- A Formal Code that applies on amongst one's peers is worth -5 Points
- Informal Code that applies all the time is worth -10 Points
- A Formal Code that applies all the time, or which requires suicide if broken, is worth -15 Points
Compulsive Behavior: -5 to -15 Points
- You have a very bad habit you feel compelled to indulge in on a daily basis
- A Will roll is required to avoid the compulsion in a specific instance, or for a specific day. (NOTE: You should not try to avoid the compulsion very often
- GM will decide the Point value based on what the behavior is, how much money it costs, and how much trouble it is likely to get the PC in
Cowardice: -10 Points
- Roll will when you are called on to risk Physical danger
- - 5 on the Will roll if there is a risk of death
- If you fail the roll, you must refuse to endanger yourself, unless you are threatened with an even greater danger.
Gluttony: -10 Points
- Given the chance, you must always burden yourself with extra provisions
- You should never willingly miss a meal
- Must make a Will roll to resist being tempted with a tastey treat or drink
Greed: - 15 Points
- Must make a Will roll to avoid temptation whenever riches are offered (as payment for an honest job, gains from adventure, spoils of a crime, or just bait)
- Honest characters roll at +5 to resist a shady deal and +10 to resist an outright crime
Hard of Hearing: -10 Points
- -4 on IQ rolls on hearing and language checks, and any situation where you must understand someone talking.
Honesty: -10 Points
- You MUST obey the law
- Faced with unreasonable laws, you must roll IQ to see the "need" to break them, and against Will to avoid turning yourself in afterward.
Illiteracy: -5/-10 Points
- -5 for Semi-Literate
- -10 for Illiterate
Impulsiveness: -10 Points
- Act first, think later.
- If it is absolutely necessary to wait and ponder, you must make a Will roll to do so
Jealousy: -10 Points
- Automatic bad reaction toward anyone who may seem smarter, more attractive, or better off that you
- You will resist any plan proposed by a "rival"
- Will hate it if someone else is in the limelight
Lame: -15, -25, or -35 Points
- Crippled leg: -15 Points, -3 penalty to use any physical skill that requires running or walking
- One left: -25 Points, You cannot run. Maximum movement of 2 with crutches or a peg leg,
- Legless or paraplegic: - 35 points, Confined to a wheelchair
Laziness: -10 Points
- Must avoid work, especially hard work, at all costs
Miserliness: -10 Points
- Like greed, only more concerned with holding onto money you already have
- Must make a Will roll ehwn you are called upon to spend money
- - 5 on the Will roll if the expenditure is large
- Failure means you refuse to spend the money, or if the money MUST be spent, you should haggle and complain as much as possible
One Arm: -20 PoInts
- Can't do anything that requires two arms
One eye: - 15 Points
- -1 DEX penalty on combat and anything involving hand-eye coordination
- -3 to use missile weapons, throw objects, or drive any vehicle faster than a horse and buggy
Overconfidence: - 10 Points
- Must roll an IQ roll to be cautious.
Pacifism: - 15 Points
- Self Defense only
- Or, Cannot Kill
Phobias
Can temporarily overcome it with a will Roll, but the fear persists resulting in -2 IQ and -2 DX
Common Phobias
[indent] Blood: -10 Points
Crowds: -15 Points
Darkness: -15 Points
Dogs: -5 Points
Enclosed Spaces: -15 Points
Heights: -10 points
Number 13: - 5 Points
Open Spaces: -10 Points
Spiders: -5 Points
Strange and Unknown things: -15 Points[/indent]
Primitive: -5 Points per Tech Level
Must find a teacher to learn things above your Tech Level
Pyromania: -5 Points
When absolutely necessary, make a WIll roll to override your desire to set things on fire
Sense of Duty: -5,-10,-15,-20 Points
[indent] Close friends and companions: -5 Points
Toward a nation or other Large group: -10 Points
Toward everyone you know personally: -10 Points
Toward all humanity (or appropriate race): -15 Points
Toward every living being: -20 Points[/indent]
Stubbornness: -5 Points
Always want to make your own way, and generally hard to get along with.
Truthfulness: -5 Points
Hate to tell a lie, or are very bad at it
To tell a lie, make a Will roll at a -5 Penalty
A failed roll means you blurt out the truth, or do so poorly the lie is obvious
Vow: -1 to -15 Points
Example Vows
[indent] Always wear red: -1 Point, Quirk
Vegetarianism: -5 Points, Minor Vow
Use no edged weapons: -10 Points, Major Vow
Always Fight with the wrong hand: -15 Points, Great Vow[/indent]
Weak Will: -8 Points per level
For Every level taken, your IQ is lowered by 1 when you make a Will roll
A Character Cannot have both Strong and Weak Will
Youth: -2 to -6 Points
17: -2 Points
16: -4 Points
15: -6 Points