Shortcomings

Created 07 Jul 2023, Published 07 Jul 2023, Last modified 01 Dec 2023 23:38

Cannot regenerate hit-points: (200 points)

The player cannot heal himself or herself naturally. The player will require magical or divine healing.

Cannot be healed magically: (200 points)

The player is only able to heal naturally. The player cannot be healed by magical or divine means.

Fear of fire: (30 points)

The player is scared in the presence of fire. The player must roll their cool Vs fear at a –20 penalty. A failed roll results in the player being frightened (fear rules apply).

Fear of dark: (30 points)

The player is scared in the presence of total darkness. The player must roll their cool Vs fear at a –20 penalty. A failed roll results in the player being frightened (fear rules apply).

Fear of Bright Light: (30 points)

The player is scared in the presence of bright lights. The player must roll their cool Vs fear at a –20 penalty. A failed roll results in the player being frightened (fear rules apply).

Deep Sleeper: (30 points)

The player is a very deep sleeper and is not easily awakened. The player has a –80 to their listening skill while asleep.

Naturally unlucky: (80 points)

The player is naturally unlucky. The player loses 1 luck point permanently at character generation.

Blind in one eye: (100 points)

The player is permanently blind in either their left or right eye (choose which). The player has a maximum of 50 in his observation skill.

Bad eyesight: (60 points)

The player has very poor eyesight. The player receives a –30 penalty to all their observation rolls.

Deaf in one ear: (800 points)

The player is deaf in either their right or left ear (choose which). The player receives a –30 penalty to all their listening rolls.

Deaf: (150 points)

The player is totally deaf. The player cannot make any listening rolls.

Deformed Arm: (100 points)

The player has a deformed arm. The player must choose if it is their right or left arm that is deformed. The player receives a –30 penalty to all activities that require the use of the bad arm.

Severed Arm: (200 points)

The player has completely lost an arm (choose which). The player cannot do two-handed activities. There are 60 points to be gained from taking this.

Small Debt: (20 points)

The player has a small debt. The player has a debt of 1,000 gold. While the debt is unpaid the player will have a bad credit rating. If the player doesn’t pay up soon they my get a bounty on them.

Large Debt: (60 points)

The player has a large debt. The player has a debt of 10,000 gold. While in debt the player will have no credit rating.

Wanted Criminal: (10/40/80 points)

The player has a price on their head. Some law enforcement official will be after the player. The player must choose if they are wanted in a district, realm or continent. There are 10 points to be gained for a district, 40 points for a realm and 80 points for a continent.

Enemy: (30/60/120/240/480 points)

The character has a sworn enemy. The enemy will go to any lengths to kill or harm the character, and this includes those who get in the way. The player should give a brief history of what happened to the Guide. The point levels for the Enemy are 30 (Average), 60 (Veteran), 120 (Master), 240 (Anti-Hero) and 480 (God-Like).

Bad tempered: (30 points)

The player requires a cool roll when confronted or provoked. The player has a –10 penalty to their cool (not invoked for fear rolls).

Coward: (30 points)

Player will try and save them selves at all costs and avoid conflicts. There are 10 points to be gained from taking this.

Afraid of Water: (50 points)

The player is scared in the presence of large bodies of water. The player must roll their cool Vs fear at a –20 penalty (fear rules apply). Elven characters cannot choose this shortcoming.

Afraid of Magic: (50 points)

The player is afraid of magic. The player must roll their cool Vs fear at a –20 penalty (fear rules apply). Not available to Magi.

Elemental Failure: (100 points)

The player is permanently inept in one of the magical elements (choose which). The player can never use that element. Magi only can choose this shortcoming.

Wounds cause critical damage: (250 points)

All wounds against the player do critical damage. All hits roll on the critical damage tables.

Vertigo: (30 points)

The player is afraid of heights. The player must roll their cool Vs fear at a –30 penalty when in high places (fear rules apply).

Smelly: (30 points)

The player is naturally very smelly. The player has a –10 penalty to any appeal based rolls.

Vulnerable to Alcohol: (15 points)

Alcohol affects the player twice as much as it would do to others.

Vulnerable to Poison: (80 points)

Poison does twice its effect upon the player, (i.e. the poison value (PV) is doubled).

Very Vulnerable to Poison: (150 points)

Poison does triple its effect upon the player, (i.e. the poison value (PV) is trebled).

Poor Reflexes: (15 points)

The player has bad reflexes. The player has a –2 penalty to their initiative.

Terrible Reflexes: (30 points)

The player has very bad reflexes. The player has a –4 penalty to their initiative.

Tires Easily: (50 points)

The player loses fatigue points at twice the normal rate.

Tires Quickly: (100 points)

The player loses fatigue points at triple the normal rate.

Element level maximum of 80: (20 points)

The players’ element level can never go above 80. The player must choose the element that is to be affected. This shortcoming is for magi only.

Element level maximum of 60: (40 points)

The players’ element level can never go above 60. The player must choose the element that is to be affected. This shortcoming is for magi only.

Element level maximum of 40: (60 points)

The players’ element level can never go above 40. The player must choose the element that is to be affected. This shortcoming is for magi only.

Element level maximum of 20: (80 points)

The players’ element level can never go above 20. The player must choose the element that is to be affected. This shortcoming is for magi only.

Vulnerable to Cold: (40 points)

The player is affected by cold-based attacks. Cold-based attacks do twice the damage to the player.

Vulnerable to Heat: (40 points)

The player is affected by heat-based attacks. Heat based attacks do twice the damage to the player.

Only one god: (250 points)

The player can have one god only and is unable to pray to any of the others. The player must choose the god. Only priests can select this.

Only one alignment: (70 points)

The player is only able to pray to gods that share the same alignment. The player must choose to worship positive, negative or neutral deities. The player can never use any of the other alignment prayers. For example if you choose positive, you can use the prayers of Lourey, Hasder and Nijky. You cannot however use the prayers of any of the neutral or negative gods. This shortcoming is for all players as it also means that your character has to follow the alignment of your character properly or you will get penalised.

Difficulty saying others prayers: (60 points)

The player finds it difficult to pray to gods not of his alignment. The player receives a –10 penalty (on top of the normal penalties) when trying to say the prayers of gods of a different alignment. This shortcoming is for priests only.

Cannot use a god: (70 points)

The player is unable to use one particular god. The player must choose which god they cannot use. Players cannot choose the god Marclo. They must choose one of the other deities in order for this shortcoming to work. This shortcoming affects priests only. Also this can only be taken in conjunction with the shortcoming “Only One Alignment” when you are restricting the alignment you have selected.

Haunted: (70 points)

The player is haunted by an entity. The entity speaks to the player and tries to make them do things. If the player chooses this they must roll their cool whenever the ‘voice’ speaks to them in order to resist its wishes. Roll under the table below to find which entity the player has received.

Roll Entity
1-20 A suicidal spirit
21-40 An insane spirit
41-60 An avenging spirit
61-80 A sadistic spirit
81-100 A demonic spirit

The guide controls the spirit and decides when, where and how it acts according to the entities nature. If the player fails their cool roll they succumb to the entities suggestion or suggestions. The entity never physically manifests itself. However it may be trying to gain a portal into the material world and will be using the player to do so. The roll for the entity is carried out secretly by the Guide. The player is unaware which type of entity is trying to control him or her. There are 70 points to be gained by choosing this.

Obsession: (5 - 70 points)

The player has an obsession with something or someone or could be the obsession of an entity. While the player chooses the obsession the guide decides the severity of the obsession and how many points will be gained. The points gained by taking this shortcoming are from 5 to 70.

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