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New Disadvantages

Amnesia

-60 points
You cannot remember any of your past life, including your name. Your physical skills are unaffected, but the GM makes all rolls for you, because you have no idea what you know until you try to do it. Likewise, the GM makes all mental skill rolls for you, but at -2. The player does not have any idea what advantages, disadvantages and skills the character had, because when the player chooses Amnesia as a disadvantage, the only other things he can choose are the things the character can see in the mirror. Everything else is assigned by the GM.

Easily Distracted

-5/-10/-20 points
You have a hard time sticking to one subject, prefering to follow your mind as it wanders. You can be bril- liant, and have a phenomenal IQ and even do useful work - if it's useful work you can get done when you get around to getting back to it, or that can be done before you lose interest. In its pure form, this is worth 20 points, where you have to make an IQ roll every time something interesting comes along that isn't what you're currently doing. This isn't necessarily that you'll choose the corridor the party didn't go down in your dungeon, but if (for instance) you're a bug collector and there's a particularly interesting bug at the edge of the torchlight in the off corridor, you have to make an IQ roll to not chase the bug.

There are lower point totals for lesser distractions. The -5 would be if something fairly rare triggers the distraction - for instance, the monster in Young Frankenstein was only distracted by the playing of a sin- gle song. (Fearless)

Imaginary Advantage

(varies)
Actually, this is just a restatement of the Delusion rules, except that you have the delusion of an advan- tage (or disadvantage, for that matter -- this would include such things as Hypochondria). The character this is based on had the delusion that he had an Absolute Sense of Direction -- "Yeah! It's over there! I know it is!" Even if you break things down to the cardinal points of the compass, he had a 75% chance of being wrong any time he decided something was in a particular direction. (Fearless)

Plagiarist

-5 points
You have no creativity at all. Everything you say must a repetition, or at best a rehash, of something heard someone else say, or something you read. The more trite the cliche, the more eagerly it will be used -- after all, if everyone says it, it must be great! (Steffan O'Sullivan)

Plague Carrier

-30 points
You carry a loathesome disease (player may choose, but the GM can always substitute typhoid if he doesn't like your idea). Anyone encountering you rolls as per Contagion (sidebar, p. B133) to see if they get it. If and when it becomes known that you are a carrier, you will acquire a Reputation disadvantage which decreases your character value. (SJ)

Terminally Ill

(varies)
You're going to die. Soon. You will be healthy for a little while longer, but then you will start making HT rolls every week as per Aging. If your HT is above 13, you will roll as though it were only 13.

However, if the onset of your final illness will be shockingly sudden (HT rolls every day), you can have an extra -5 points. GMs who allow this disadvantage in one-shot scenarios deserve everything they get. (SJ)

Undistractable

-10 points
Once you get involved in something, there is almost no way, short of a nuclear bomb going off in the same room, that you will remove your attention from whateveritis you are doing. However, you must actually be doing something. You can't concentrate on merely watching (or listening, or so on). Once you become involved in something, you are at a -8 to any sense roll, or even an IQ roll to realize that time is passing. (SJ, from a suggestion by Beth)

Secret

(varies)
A secret is some aspect of your life (or your past) that you must keep hidden. Were iot made public, the information could harm your reputation, ruin your career, wreck your friendships and possibly even threaten your life.

A point value of a secret depends on the consequences if the secret is revealed. The worse the results, the higher tha value, as follows:

If a secret is made public, there will be an immediate negative effect, as described above, ranging from embarassment to possible death. There is a lasting effect. You immediately acquire new, permanent disad- vantages whose point total equals twice that of the secret itself, but you loose the secret disad itself (A 100 point character whose 30 point secret is uncovered becomes a 70 point character.)

The new disads acquired must be appropriate to the secret. Most secrets turn into Enemies, Bad Reputations, Social Stigmas. They might reduce your Status or Wealth (going from Filty Rich to only Very Rich is effectively a 10 point disad). Some secrets could turn into mental or physical disads, but this is very rare. The GM may, optionally, require you to buy off things like Duties or Dependants.


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