Disadvantages

A quick run down of disadvantages and what they can entail.

Physical

Body Odour (1 point) - You have a very potent smell about you and find it hard to interact with people. With this disadvantages you must subtract one from any Social or Social sub-domain checks.

A severe disadvantage for 1 point subtracting 1 from any social or social sub-domain is costly.

Short (1 point) - For some reason you are shorter then normal, you get one less point in strength sub-domain and one less point in the Social domain.

Again a severe disadvantage for 1 point subtracting 1 from strength and 1 from social is costly

Birth Defect (2 point) - You have a very minor birth defect that reflects your affiliation slightly, this could be anything from webbed toes to a slight fuzz on your legs. You start with a vestigium rating of 1.

This is far better! For 2 points you get a point on a vestigum tracker, and vestigum are cute anyway...

One arm (3 point) - It was really not the Fugitive it was you! Erm sorry, you've lost one of your arms, which is kinda bad really, you must add two to all rolls where you would need two arms and worse still you can automatically fail some tasks (such as playing a guitar...)

This is a very nasty disadvantage but it's not that severe. Adding two to skill checks isn't too bad, spend a point of focus and that's it back to base.

Mute (4 point) - You can't speak, your voice box is duffed up, this puts you at a distinct problem when trying to communicate.

A very nasty disadvantage, not being able to speak requires alternate communication methods.

Mutant (6 point) - You are already part beast well at least physically, your body somehow represents your affiliation already and always has since birth, you obviously have some sort of "animal feature" and often are mistreated by others because of it. You start the game with 3 points in vestigium

This is fairly costly but not too much of a disadvantage, can be used as a semi-advantage if you are smart.

Mark of the beast (9 point) - Much like the Mutant disadvantage only more severe, the vestigium you have has been very obvious it may manifest itself in paws, fur, horns or a tail but it is extremely obvious none the less. Additionally people just don't like the look of you and will avoid you or make you leave. You start the game on 5 vestigium

A nine point flaw? Well yes and there's a reason 5 vestigium is very noticible and you can't hide them either, can't even be used as a semi-advantage.

Psychological

Loyal (0 points)- A zero point disadvantage?? Well yes, basically your friends know you that you look after friends, thus they will often help you out, of course the thing is most times you will help them out.

This is the oddest flaw in the whole game, it doesn't cost anything so I guess there's no point in taking it. The fact that you will generally help your friends out is countered by the fact your friends will do likewise.

Compulsion (1 point) - There is some sort of thing that you crave, you must follow you compulsion but you may burn one focus to overcome it temporarily.

Dangerous, if you have an illegal compulsion then this makes it very dangerous. Additionally ref's make your compulsion hard to obtain.

Nightmares (1 point) - There is a haunting dark seed in all your dreams, they come for you in the dark and you often get very little sleep or wake up in cold sweats.

Soooooo where's the disadvantage? Good question, 1 free point to you. Nightmares do suck but it's a roleplaying thing.

Curiosity (2 point) - You may not be a cat (yet) but you are certainly curious, a tiny little bit of you yearns to explore everything and everywhere! You can burn focus to overcome this for a short while.

Read as certain death. Deadly if nothing else. Fun for the ref.

Nervous Twitch (2 point) - There are muscles in your body that you simply can not control under any circumstances, when you are upset you will twitch more then usual.

Again a pretty much free points, don't expect to aim with a gun, and public speeches are just out of the question.

Weak willed (3 point) - You don't feel strong inside, you are weak and a coward. You start off with one less in Spirit and three less in courage (oyp!)

Oyp indeed, for 1 less in spirit and 3 less in courage it's far too costly.

Lifesaver (3 point) - To be blunt you can't kill, in fact you will go out of your way to help save a life.

A "intresting" disadvantage, not being able to kill and feeling the need to help save a life is not all that bad a thing.

The Shakes (4 point) - Like the nervous twitch disadvantage the shakes is a more severe form of nervous twitch. When the shakes takes control the character is completely paralysed and unable to take any action until the shakes fades.

More debilitating then a nervous twitch, a fairly dangerous disadvantage.

Disorder (4 point) - You are not quite with it, you have a major psychological or mental disorder. This is a role-playing flaw. However, you also start with three points in Compus Mentus.

As it says a roleplaying flaw, fun and despite the Compus Mentus not too bad.

Short Temper (4 point) - You have a really short temper, the slightest thing can make you angry. You must burn one focus when someone or something annoys you to avoid flying into a wild fit.

Vaugly dangerous, can result in unwanted combat.

Harmless (4 points) - You are unable to harm or by course of action have harm come to people, this may extend to stopping others from harming. Failure to do so will result not only in loss of focus but other nasty effects of the Gamesmaster's choice...

Initially this doesn't sound to bad but this does mean that if anyone is hurt by you or becuase of you in any way bad things happen. Severe but could be a good roleplaying oppertunity.

Kind (5 points) - You have a naturally nice and kind outlook on life, people like you and look to you for moral support in the darkness, the best thing is you can actually provide it... This also gives you -5 acceptance!!

I'm convinced this should actually be a merit. -5 Acceptance is a major bonus and the drawback of being "kind" is mainly a roleplaying issue.

Berserker (6 points) - You loose control at poor moments, when in combat you have a chance of "accidentally" killing everyone (including your friends) and destroying any equpiment you are carrying. This also gives you 4 rage and 1 primal nature.

This on the other hand is an obvious and major problem the 4 extra rage is not a huge problem the single point in Primal Nature is however.

Clueless (6 points) - You are beyond naivé, you just really aren't with it at all this is a serious problem when dealing with other people, not only are you at -2 social but you can have great fun roleplaying this.

Again mainly a roleplaying issue as mentioned, fun and not a huge disadvantage really.

Sheltered (6 points) - You have never had to face the big bad world and for the most part you don't know that it's not that nice a place, you are very easy to gain the "drop" on and will often be duped.

Likewise a mainly roleplaying flaw not as fun as Clueless but still could be quite easy to have "fun" with.

Other

Separated (1 point) - You HAD a spouse, it's possible that you started out with the Married advantage and were a little busy...

Where's the disadvantage? Well your spouse probably doesn't like you a whole bunch and will be after divorce money and such.

Enemy (2 point) - There is someone out there that doesn't like you all that much, in fact they go out of their way to make your life trouble. Eventually they may confront you in a battle.

Very dangerous but "fun" disadvantage.

Open (3 points) - You live with many people that would activly make your life difficult if they knew that you were falling, you must be very careful to concel your problem.

Can be very nasty unless you also have Known Fallen. Even then it's still a very hard task to keep others from finding out what's going on.

Ward (3 point) - You are devoted to protecting someone and keeping them from harm. You will normally find your ward has a habit of wondering off and getting into trouble.

Like enemy "fun"

Hunted (4 point) - There are some out there that fear and resent you, they are out to get you and may actually succeed. They believe you are a monster that you must be destroyed for the good of everyone. You and all your friends will be endanger.

Rather a worrying disadvantage, can be used and played with.

Horrific Destiny (4 point) - You can see your own death, you know when and how you are going to die, there's a small chance that you can avoid this horrible fate but it will require large amounts of work, skill and good luck.

Very bad. Horrific in fact.

Devil's own (4 point) - You are in league with the dark forces on the Earth, when you roll a 1,1 and 1 it is treated as a 6, 6 and 6. You can never have a perfect success and are more likely to fail in everything you do.

Very bad again, not being able to roll 1,1 and 1 is a very bad thing.

Lycanthrope (5 point) - You are not only falling but you are falling "wrongly" you assume whatever features you have in a cyclic pattern. This does mean that for most of the time you will at least appear mostly human but for every point of vestigium you would normally gain you gain two.

Almost and advantage, gaining two points from vestiguim is a problem however as vestiguim is quite easy to gain.

Off the beaten track (5 points) - You have an uncanny feeling that you will never really find a place to call home and what's worse you'll never really be able to have friends for too long, you just have to live off the beaten track.

Bah what a horrible disadvantage, can be slightly problematic when winding down adventures, those with this flaw will just "vanish" to some secret loner place.

Owner (5 - 7 point) - You have fallen once in the past and whilst you were trying to regain your humanity you were bought and owned by someone, they may still be after you or may still actually own you. How this will affect you is up to the ref but being owned means you have very few legal or moral rights.

A great "fun" flaw to play around with, can even be used as an advantage if you are very smart.

Mental

Where are all the mental disadvantages?

There aren't any, any mental disadvantage is (technically) a disorder of some kind and well wouldn't you just know it we forgot to look up any of them...

There will be a list of possible disorders here in the near future (promise!) but in the mean time enjoy the single Mental disadvantage there is (and even then it's techincally a psycological disadvantage...)

Cautious Nature (3 point) - You are shy, so much so that you withdraw slightly from the world enshrouding yourself as an introvert. Because of your shyness your charisma is at minus 2 and your acceptance is at 3 more then normal.

Ouchie, A 2 point penalty to a subdomain and a 3 point modifier to acceptance, that's just not nice.