Created 07 Jul 2023, Published 07 Jul 2023, Last modified 10 May 2024 23:48
The player cannot heal himself or herself naturally. The player will require magical or divine healing.
The player is only able to heal naturally. The player cannot be healed by magical or divine means.
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).
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).
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).
The player is a very deep sleeper and is not easily awakened. The player has a –80 to their listening skill while asleep.
The player is naturally unlucky. The player loses 1 luck point permanently at character generation.
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.
The player has very poor eyesight. The player receives a –30 penalty to all their observation rolls.
The player is deaf in either their right or left ear (choose which). The player receives a –30 penalty to all their listening rolls.
The player is totally deaf. The player cannot make any listening rolls.
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.
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.
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.
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.
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.
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).
The player requires a cool roll when confronted or provoked. The player has a –10 penalty to their cool (not invoked for fear rolls).
Player will try and save them selves at all costs and avoid conflicts. There are 10 points to be gained from taking this.
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.
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.
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.
All wounds against the player do critical damage. All hits roll on the critical damage tables.
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).
The player is naturally very smelly. The player has a –10 penalty to any appeal based rolls.
Alcohol affects the player twice as much as it would do to others.
Poison does twice its effect upon the player, (i.e. the poison value (PV) is doubled).
Poison does triple its effect upon the player, (i.e. the poison value (PV) is trebled).
The player has bad reflexes. The player has a –2 penalty to their initiative.
The player has very bad reflexes. The player has a –4 penalty to their initiative.
The player loses fatigue points at twice the normal rate.
The player loses fatigue points at triple the normal rate.
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.
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.
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.
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.
The player is affected by cold-based attacks. Cold-based attacks do twice the damage to the player.
The player is affected by heat-based attacks. Heat based attacks do twice the damage to the player.
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.
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.
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.
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.
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.
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.