Drawbacks


Drawbacks
DrawbackGain
Ability Decay4
Addiction, mild2
Addiction, severe4
Adversary, minor1
Adversary, severe3
Arm Amputee4
Bad Luck1
Blind4
Blood Hunger1
Brittle Bones2
Caustic Blood5
Chemical Resistance2
Clown1
Combat Fear4
Corrupted Pheromones1
Covetous, mild1
Covetous, severe3
Dependent1
Emotional Problems2
Environment Susceptibility1
Fetid Skin2
Flawed Genetics3
Healing Dependency5
Honorable2
Humorless1
Lethargy2
Light Sensitivity1
Love1
Mental Problem, mild1
Mental Problem, severe3
Minority1
Misfit1
Monochrome Vision1
Obligation2
Poor Resources2
Rapid Aging2
Recurring Nightmares1
Reduced Speed3
Secret1
Slow to React1
Talentless1
Thin Skin4
Ultraviolet Allergy3
Visions1
Weak Body5
Weak Immune System1
Weak Mind2
Youth1
Ability DecayDrawback (4)
Effect: One of your ability scores (your choice) permanently decreases by 2. You cannot apply this drawback to an ability score of 3 or less.
Note: You may take this drawback multiple times. Its effects stack.

Addiction, mildDrawback (2)
Habitual drinking or smoking. When you haven’t gotten you usual “fix,” you suffer from debilitating withdrawal symptoms.
Effect: If you go 24 hours without indulging your addiction you must make a successful Fortitude save (DC 15) or suffer a -1 penalty to all mental checks until you can get what you need. After each additional 24 hours without indulging your addiction you take 1 point of Strength damage and 1 point of Constitution damage until your Strength and Constitution are halved (rounded up).
Note: When you acquire this drawback you must assign a substance for your Addiction. Directors should adjudicate the game effects of a “high” on a character. This can range from a small penalty for being slightly “buzzed,” to the complete stupor. A rough guide would be a penalty equal to the Addiction Point Value of the Drawback. A drug addict character is often unable to control herself. Getting rid of this Drawback should never be a matter of saving up enough points to “buy it off”, you must succeed the withdrawal process. The first few days you suffer no penalty (a number of days equal to your Wisdom modifier). After these few days you suffer an accumulating -1 penalty to save. If you fail any of the rolls, you’ll do whatever it takes to get a fix. Once ten straight days of successful Will saves have passed, you may pay to eliminate this drawback.
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Addiction, severeDrawback (4)
Habitual indulgence of hard chemicals. When you haven’t gotten you usual “fix,” you suffer from debilitating withdrawal symptoms.
Effect: If you go 24 hours without indulging your addiction you must make a successful Fortitude save (DC 22) or suffer a -2 penalty to all mental checks until you can get what you need. For each additional 24 hours without indulging your addiction you take 1 point of Strength damage and 1 point of Constitution damage until your Strength and Constitution are halved (rounded up).
Note: When you acquire this drawback you must assign a substance for your Addiction. Directors should adjudicate the game effects of a “high” on a character. This can range from a small penalty for being slightly “buzzed,” to the complete stupor. A rough guide would be a penalty equal to the Addiction Point Value of the Drawback. A drug addict character is often unable to control herself. Getting rid of this Drawback should never be a matter of saving up enough points to “buy it off”, you must succeed the withdrawal process. The first few days you suffer no penalty (a number of days equal to your Wisdom modifier). After these few days you suffer an accumulating -2 penalty to save. If you fail any of the rolls, you’ll do whatever it takes to get a fix. Once ten straight days of successful Will saves have passed, you may pay to eliminate this drawback.
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Adversary, minorDrawback (1)
Your character has pissed someone off in an, “I’m going to make your life a living hell” kind of way.
Effect: A minor adversary is a nuisance, they either don't bother you very often or don't pose a real threat when they do. You should have a good reason why your character has earned the enmity of the Adversary. Your Director can then weave this enemy into the Season in any way she sees fit. Alternatively, you can select the Drawback and leave it to your Director to decide who the Adversary is.
Note: Killing the Adversary is not enough to eliminate the Drawback; your Game Master will see to it that another Adversary of similar value rears its ugly head shortly afterward.
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Adversary, severeDrawback (3)
Your character has pissed someone off, not in a “I’m not speaking to you” way, more like a “I’m going to kill you bad” kind of way.
Effect: Your adversary is a major problem, they either show up frequently (at least once per session) or pose a real threat when they do. You should have a good reason why your character has earned the enmity of the Adversary. Your Director can then weave this enemy into the Season in any way she sees fit. Alternatively, you can select the Drawback and leave it to your Director to decide who the Adversary is.
Note: Killing the Adversary is not enough to eliminate the Drawback; your Game Master will see to it that another Adversary of similar value rears its ugly head shortly afterward.
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Arm AmputeeDrawback (4)
You have lost an arm, or have been born without one, leaving behind a stump.
Effect: You cannot effectively wield weapons that require two hands. In addition, you take a -2 penalty on to all Strength and Dexterity based skill checks.
Note: While you have this drawback you can not replace your lost arm with an augmentation.

Bad LuckDrawback (1)
Murphy’s Law (“if anything can go wrong, it will”) always applies to everything you do.
Effect: The Game Master has a -1 penalty that they can apply to one of your rolls, after the die is rolled, once per game session. Multiple levels can be added together for a big bonus on one roll, or spread around several different actions. For example, if your have three levels of Bad Luck, your GM can apply a -3 penalty on one action, a -1 penalty to three actions, or a -2 penalty for one and a -1 penalty for another.
Note: Bad Luck, however, is in the hands of the Director, who chooses when it affects a given roll. Directors should exercise caution and good judgment when applying Bad Luck. If they use Bad Luck for meaningless rolls, the Drawback becomes little more than a minor inconvenience. On the other hand, applying Bad Luck to Survival Tests or other critical rolls is a good way to alienate folks. Make the Bad Luck count, but don’t abuse anyone. We’re trying to get you all to have fun here, not create angst (well, not out-of-game angst). This drawback can be selected multiple times (up to your Cha modifier, minimum once), it's effects stack.
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BlindDrawback (4)
You have lost your sight or were born without it.
Effect: You automatically fail perception checks that rely on sight alone. You suffer -4 to all other perception checks.
Note: You can not gain eye augmentations while you have this drawback.

Blood HungerDrawback (1)
You crave the taste of blood. Moreover, you need to drink blood to survive.
Effect: You must consume a pint of blood from a living or recently deceased creature once every 24 hours. If you go 24 hours without consuming blood, you take 1d4 points of Constitution damage. Drinking a pint of blood cures the ability damage caused by blood deprivation in 1d6 rounds. Ability damage caused by blood deprivation cannot be restored through natural healing.
Note: As part of an attack action during a grapple, you can drain blood from a creature. The bitten creature takes normal damage from the bite attack plus an extra 1d6 points of damage from the blood loss.

Brittle BonesDrawback (2)
Your bones are weak to the point that you can not withstand hard or sudden impacts.
Effect: Your hit points reduce by 3, you take an additional 1d6 points of damage from a fall.
Note: You may take this drawback multiple times. Its effects stack.

Caustic BloodDrawback (5)
Your blood is poisonous to your own body.
Effect: If you go 24 hours without taking a dose of antitoxin you must make a successful Fortitude save (DC 15) or take 1d4 points of Constitution damage. Taking a dose of antitoxin cures the ability damage caused by antitoxin deprivation in 1d6 rounds. Ability damage caused by antitoxin deprivation cannot be restored through natural healing.

Chemical ResistanceDrawback (2)
Effect: You receive only half effect from beneficial chemicals or drugs.

ClownDrawback (1)
You refuses to take things seriously and always coming up with jokes and wisecracks, even at the most inappropriate moments.
Effect: Perhaps your are deeply insecure and try to gain other people’s acceptance through humor, or you simply delights in keeping folks off-balance with you comments. The biggest problem you face with this drawback is keeping you mouth shut even when you know a joke will only work against you. People often do not take you seriously even when they should.
Note: Clowns are generally accepted and liked during situations where their quirky humor is not out of place (parties and other social gatherings, or among friends). Their sense of humor gets them in trouble during tense and dangerous situations. You can not select this drawback if you have the humorless drawback.

Combat FearDrawback (4)
Due to a chemical imbalance in your brain, you are gripped by an inexplicable fear whenever you face a dangerous or frightening situation.
Effect: After initiative is rolled, but before you take your first action in combat, make a Will saving throw (DC 15). If you fail the Will save, you are shaken for the rest of the encounter, taking a -2 penalty on attack rolls, saving throws, and skill checks. If the save succeeds, you overcome your moment of fear and negate the ill effects.

Corrupted PheromonesDrawback (1)
You constantly release pheromones that other creatures find repulsive.
Effect: You take a -4 penalty on all Diplomacy checks made against creatures within 30 feet of you.
Note: You cannot take this drawback if you have the Pheromone Regulation mutation.

Covetous, mildDrawback (1)
Everybody wants stuff. You want stuff really badly, and will do almost anything to get it.
Effect: You usually refrains from breaking you own moral code or the laws of the land in the pursuit of you goals, but if a golden opportunity presents itself, the temptation may just be too great. When presented with temptation, you can only avoid acting by making a DC15 Will save.
Note: When you acquire this drawback you must assign a subject for your covetous. There are three types of covetousness: Greed (money and wealth), Ambition (power and influence), and Conspicuousness (fame and renown). It is possible to covet two or more of those things, but each additional source of desire adds but a single point to the value of the original Covetous drawback. The subject of your covetous is limited only by any sense of caution or morality you may have—and in some cases, not even by that.

Covetous, severeDrawback (3)
Everybody wants stuff. You want stuff really badly, and will do almost anything to get it.
Effect: Your desire so strong that it often overwhelms any scruples you may have. When presented with temptation, you can only avoid acting by making a DC22 Will save, with penalties ranging from -1 to -5 depending on the size of the prize. For a high enough reward, you will turn on friends or loved ones, and even betray your own principles.
Note: When you acquire this drawback you must assign a subject for your covetous. There are three types of covetousness: Greed (money and wealth), Ambition (power and influence), and Conspicuousness (fame and renown). It is possible to covet two or more of those things, but each additional source of desire adds but a single point to the value of the original Covetous drawback. The subject of your covetous is limited only by any sense of caution or morality you may have—and in some cases, not even by that.

DependentDrawback (1)
Effect: You have a relative or someone who is close to you, that relies solely on your ability to care for them.

Emotional ProblemsDrawback (2)
You react in unreasonable ways to certain situations and problems. The reaction can be anger, pain or anguish, typically more extreme than normal.
Effect: When you obtain this drawback, assign one of the following options to it: Depression: The very act of living a seems like a chore. Common symptoms include sleep problems (either oversleeping or insomnia), severe procrastination (to the point that the sufferer may lose her job or get kicked out of school), and a lack of interest in anything. A character with Depression suffers a -1 to most Tasks, and tends to avoid becoming involved. A severe shock may snap someone out of this state for a while (a life-threatening crisis could do it), but the character will sink back into inactivity afterward. Certain drugs and psychiatric treatment can reduce the effect of this problem (which also reduces its value to one point). Emotional Dependency: These clingy types are overly dependent on others. Once they make a friend, they want to hang around her all the time. When involved in a relationship, they are excessively needy. This behavior tends to freak friends and relations. You suffer -2 to Cha related skill checks. Fear of Commitment: Whenever your character starts feeling too close to somebody, she becomes afraid and pulls back. Maybe she is afraid that if she lets somebody get too close, they will hurt her, and it’s just not worth the pain. Or perhaps she fears that if she reveals too much about herself, the other person will see the “real her” and be appalled or disgusted. This makes it very difficult to have a healthy relationship with either friends or lovers. You suffer -2 to Cha related skill checks. Fear of Rejection: When this person experiences rejection (or thinks she has been rejected), she feels hurt and angry. People with this problem may be afraid to make friends or approach those they are attracted to, and if their fears come true, they harbor a great deal of resentment and anger. You suffer -2 to Cha related skill checks. Insecurity: Your character is shy or not one to take charge. It’s that kind of insecurity that can paralyze a person and cause them to mumble. An insecure person might hesitate before acting (-2 to Fear Tests) or suffer penalties when interacting with others. You suffer -2 to Cha related skill checks. Loner: This character has little need for friends or companions . . . or others in general. Whether motivated by fear of getting hurt or sheer disgust with those around her, she is highly unpleasant to be around and will not accept aid of any kind. You suffer -2 to Cha related skill checks.
Note: If you are able to convey the inner struggle of your character over the course of several Episodes, the Director might allow you to eliminate the Drawback without having to “pay” any experience points to do so. This drawback can be selected multiple times, each time select an additional emotional problem, and each additional instance of this drawback increases the original drawback value by 1.

Environment SusceptibilityDrawback (1)
Your body does not react well to particularly hot or cold temperatures.
Effect: You take double damage from prolonged exposure to extreme heat or cold.

Fetid SkinDrawback (2)
Your skin is covered with painful, festering sores.
Effect: The festering sores are more aggravating than harmful, but they make it especially hard to wear armor. When you wear any type of armor, decrease the armor's maximum Dexterity bonus by -2 and increase its armor penalty by +4. Further, you have -2 penalty to Diplomacy checks made against a creature within 15 ft. of you.

Flawed GeneticsDrawback (3)
Your body is particularly vulnerable to the ravages of poison, disease, radiation, and other ailments. You also have trouble stabilizing when severely wounded.
Effect: You take a -2 penalty on all Fortitude saves, including saves made to stabilize.
Note: You cannot take this mutation if you have the Great Fortitude feat.

Healing DependencyDrawback (5)
Radiation exposure causes your body tissues to degenerate. You rely on external services to repair damage to your body.
Effect: You can not heal naturally, you require a healing augment or magical healing to heal you.

HonorableDrawback (2)
Effect: Your character follows a code of behavior, and will not break it lightly, if at all. You won't easily break your code’s rules, no matter what the cause. In a life-or-death situation where honor must be ignored, you might do so, but even then a DC20 Will save is necessary to overcome the psychological barriers reinforcing your code of honor. You always keep you word and do you best to fulfill any promises you makes. You will not betray the trust of others once you has accepted it. You may be reluctant to give you word, because once it has been given you will abide by it.

HumorlessDrawback (1)
You finds little amusing, lack the ability to laugh at life, and take everything with the utmost seriousness.
Effect: Other people’s attempts at humor leave you cold or annoyed. Most people find this facet of you personality to be unattractive or bothersome. Clowns and practical jokers most likely select the Humorless as their favorite target.
Note: You can not select this drawback if you have he Clown drawback.

LethargyDrawback (2)
Thanks to slow electrical impulses along your central nervous system, you have trouble reacting quickly to danger.
Effect: You take a -2 penalty on all Reflex saves.
Note: You cannot take this mutation if you have the Lightning Reflexes feat.

Light SensitivityDrawback (1)
Your eyes cannot adjust to bright light.
Effect: Abrupt exposure to bright light (such as sunlight or flash grenades) blinds you for 1 round. On subsequent rounds, you take a -1 penalty on attack rolls, Search checks, and Spot checks as long as you remain in the affected area.

LoveDrawback (1)
Your love life is the stuff songs are made of.
Effect: You start with a relationship or develop one shortly after obtaining this drawback. This love may or may not be reciprocated; you might be in love with someone who barely knows you exists. Whenever you have to choose between following your heart or your head, you must make a DC15 Will save.

Mental Problem, mildDrawback (1)
Effect: Your problem is controllable and you seldom allow the problem to control you during times of crisis, especially when friends and loved ones are involved. People may not even know something is wrong with you. When you obtain this drawback, assign one of the following options to it. Cowardice: Your character is more afraid of danger and confrontation than normal people. She may shun danger altogether, or only risk it when she’s sure she has the upper hand. Cruelty: You like to inflict pain and suffering. You are a sadist with no feelings of remorse. Delusions: You believe something that just isn’t true, you might be a confirmed racist, or convinced that spirits whisper words of wisdom only you can hear. Obsession: A particular person or task dominates you life, to the exclusion of most other things. To pursue you Obsession, you will go to almost any length (as limited by your morality). You may neglect other duties, both personal and professional, to pursue that which fascinates you. The “obsessee” may be a person (who may or may not be aware of your feelings, but who almost certainly would be upset about their intensity) or a task (like getting revenge on somebody, or performing some important or notorious feat). Paranoia: “They” are out to get you. Trust no one. Everything is a conspiracy and everyone is keeping secrets. You never knows when somebody is going to turn against you, but you knows they all will, sooner or later. You expect treachery at every turn, and rarely trust even you friends and relatives. This makes you testimony less likely to be believed, even when you are speaking the truth. Phobia: Something gives you the wiggins; snakes, heights, enclosed spaces, public appearances, etc. Whenever you face the subject of you phobia, you must make a DC20 will save. If the situation is normally frightening, add GM may increase the DC. Recklessness: You are supremely overconfident and impulsive, willing to take incredible risks, often without thinking of the consequences. Most of the time, you never look before you leaps, and get into all kinds of trouble as a result. You prefer to act first and think about it later. You say what’s on her mind with no consideration for diplomacy or courtesy, rush into dangerous situations, and rarely waste time on second thoughts. Reckless does not necessarily mean suicidal, however. Acting on impulse no doubt puts you in jeopardy, but doing something that is clearly lethal is not roleplaying, it’s just stupid. Zealot: You are a person whose beliefs (political, religious or personal) are so strong that they dominate you life and behavior. You are willing to sacrifice anything, including you life (or the lives of others) in service to the ideals you holds dear. You are a danger to herself and others, and shows a total disregard for the law whenever it conflicts with you beliefs.

Mental Problem, severeDrawback (3)
Effect: The character is clearly deranged, with no regard for such considerations as the law, the safety of others, or the integrity of you immortal soul (you know, little things like that). That does not mean you are completely berserk. You may control herself out of fear of being stopped or discovered by the law or other major threat, but when no such fear exists, watch out. When you obtain this drawback, assign one of the following options states within the mild version to it.

MinorityDrawback (1)
Effect: You are considered a second-class citizen because of race, ethnic group, religion or sexual preference. You are disliked by the establishment types. People of dominant groups tend to act negatively towards you; many are automatically suspicious, fearful or annoyed at you for no reason other than what you are.

MisfitDrawback (1)
Dorks, squibs, freaks, and geeks - all names for the misfits of society. In school or out, they are the losers who seem to have a permanent “Kick Me” sign tattooed on their foreheads.
Effect: You don’t interact well socially; you have a -2 penalty to all Cha skill checks. You tend to attract the attention of any cruel or abusive people.

Monochrome VisionDrawback (1)
Your eyes don't process color.
Effect: You can not see color. You see everything in shades of gray. You suffer -1 penalty to Perception checks that rely solely on sight.

ObligationDrawback (2)
Some rights are accompanied by duties. An Obligation must be followed.
Effect: You are expected to routinely risk yourself for the organization, and go above the basic precepts of membership. The welfare of the organization is placed above your own. You are always on call, and do not have time to pursue a normal job (unless it’s a cover for the real assignment) or much of a personal life. The penalties for disobedience or selfishness are severe, and may include death.
Note: Members of secret societies or special agencies often have an Obligation to their group. Failure to fulfill one’s duty can lead to trouble - demotion, loss of job and health benefits, harsh words . . . sometimes it can even be downright dangerous to say “no” to one’s secret puppetmasters. Characters may have an Obligation drawback that is worth 0 points. In such a situation, the character may be obliged in some way but failure to meet their obligation confers a negligible penalty.

Poor ResourcesDrawback (2)
Effect: You are so bad with managing money and resources, you receive half payment and reward whenever one is given.

Rapid AgingDrawback (2)
You age at an increased rate. You appear many years older than your actual age.
Effect: Double your actual age to get your effective age. Your effective age determines your ability score penalties. Double any aging affect applied to you.

Recurring NightmaresDrawback (1)
Effect: You are plagued by terrifying dreams that relive some traumatic experience, or are just frightening and disturbing. On any night when you are afflicted by with nightmares, you suffers -1 to all rolls the following day as a result of exhaustion.
Note: Every night, the Director may check to see if you suffers from nightmares. They may be imposed at the GM’s discretion, or may be rolled randomly (a roll of 1 on a D10 means the character experiences a nightmare that night).

Reduced SpeedDrawback (3)
You are unable to move as quickly as normal due to various mutations and deformities.
Effect: Reduce your speed by 5 feet. This speed decrease also applies to any natural burrow, climb, fly, or swim speed you might have.
Note: You may take this drawback multiple times. Its effects stack.

SecretDrawback (1)
Effect: There exists a dangerous and hidden fact about you. The secret must be such that, should it be revealed, the damage your friends, relatives, reputation and livelihood, would be catastrophic.

Slow to ReactDrawback (1)
Effect: You suffer -4 to initiative.
Note: You can not obtain this drawback if you have the Improved Initiative feat or Lightning Reflexes feat.

TalentlessDrawback (1)
The Talentless individual is totally lacking in creativity and artistic talent. Maybe she is too stolid and practical, or maybe she just doesn’t have the imagination to do anything artistic. This Drawback does not just affect her ability in the arts, but also in many social skills where flair and creativity are necessary.
Effect: You have a -3 penalty when trying to do anything artistic. This penalty does not affect actions where other people’s art is judged; many expert critics are Talentless. When you try to create something, the best you can hope for is a mediocre result.
Note: People with this drawback often make poor liars, charmers, or social butterflies; a lack of creativity often affects the ability to lie convincingly.

Thin SkinDrawback (4)
You are more susceptible to harm.
Effect: You take 1 additional point of damage each time you are wounded.

Ultraviolet AllergyDrawback (3)
Ultraviolet light burns your flesh and causes it to ignite.
Effect: Ultraviolet light (including direct sunlight) burns you for 2d6 points of fire damage per round and causes any light, flammable clothing you are wearing to ignite.

VisionsDrawback (1)
Effect: You see the future in visions or dreams. Most of the time, the visions are not very clear, nor do they happen very often, and they cannot be activated on purpose - they just happen. No rolls are needed.
Note: Directors should make the visions or dreams ambiguous and use images and situations from your character’s life. The visions should reflect her current problems and worries. Friends and enemies may pop up in the visions, offering advice, vague threats, or deep philosophical comments. The Director can use the visions to drop hints about upcoming events—the rise of some great evil, the possible arrival of an Apocalypse, a surprise visit by Crazy Uncle Morty, and other fun stuff.

Weak BodyDrawback (5)
You are more susceptible to harm.
Effect: You take 1 additional point of damage per dice each time you are wounded.

Weak Immune SystemDrawback (1)
Effect: You take a -2 penalty on all Fortitude saves against poison, disease, and radiation sickness.
Note: You cannot take this drawback if you have any feat or mutation that improves your Fort save or Immune System.

Weak MindDrawback (2)
You have certain mental deficiencies that make it harder to resist mind-influencing effects.
Effect: You take a -2 penalty on all Will saves.
Note: You cannot take this mutation if you have the Iron Will feat.

YouthDrawback (1)
Life sucks when you’re a teenager. You feel like an adult, and you want plenty of adult things, but you don’t have the legal rights of an adult.
Prerequisites: You must be under the age of maturity for your race to obtain this drawback.
Effect: Most of the problems youth face are social. Most adults instinctively distrust and look down on you, you have a lot of legal restrictions, and you may have parents or guardians bossing you around. And then there’s all that angst and heartbreak of the so-called "life".