Disadvantages


These are disadvantages that characters may purchase at creation. Each has a specified value in Creation Points (CP). If these disadvantages are not purchased during creation, they may be acquired in game, but that usually happens without a CP bonus. All of these disadvantages are CI Core Rules material.

Diminished Healing: (2 to 4)
The character is resistant to either Necromancy or Water Alchemy (truly masochistic players may choose to take a resistance to both). All healing spells (but not curative spells such as Purify Blood or Cure Disease) of the type of magic to which the character suffers diminished effects require double mana to function, and solutions (Water) have no effect.

Fast Bleeder:(3)
This disadvantage causes the character to bleed out in two minutes instead of the normal five.

Hunted:(1 to 4)
This disadvantage means that a group or individual for some reason actively hunts the character. If the character does not specify a reason and person that is hunting them, plot will do so.
1 point - A single individual with little power
2 point - A small group or organization/A single individual of moderate power
3 point - A large group/A single individual with enormous power and influence
4 point - You are an enemy to an entire race or large organization of substantial power and influence

Frail: (4)
A character who is frail is especially vulnerable to death poisons (or affects that mimic them, such as Corrupt Blood). Poisons within the character's blood are treated as one worse than they actually are: Death Poison becomes a Greater Death Poison, and Greater Death Poison (including Corrupt Blood) becomes Instant Death Poison. Instant Death Poison is unaffected. This includes the effects of Disease after it transfers to poison.

Illiterate:(1)
The character cannot read or write in any way shape or form outside of meaningless scribbles. This character may NEVER learn to read or write.

Intolerance:(1 to 8)
This character has a severe allergy to a given substance. The value of this disadvantage varies dependant on the severity and trigger of the allergy. A mild intolerance causes an itchy aggravating rash at the point of contact. The reaction is instantaneous and bothersome enough to disrupt concentration and cause the character to be unable to run if the exposure is on the legs. Continued exposure for more than five minutes will result in unconsiousness. A severe intolerance will cause immediate unconsciousness and rash development. Continued exposure lasting over a minute will cause a wound to the location. Exposure lasting longer than two minutes results in death.
Players should not just taken an Intolerance to gain more Character Points - there should always be a reason for the Intolerance. Intolerances that are permitted are listed below along with point values.
It is possible to have other Intolerances, though we require at least 30 days to review a newly proposed Intolerance and there is no guarantee that it will be approved.
It should be noted that Intolerances are always physical. Phobias, fears and other psychological or mental Disadvantages fall under the realm of role-playing and cannot be taken as Disadvantages.
Point values are as indicated in the chart below:
Substance Mild Severe
Brews 3 6
Gems 1 2
Gold 1 2
(In-game) Herbs 1 2
Iron 2 4
Leather 2 4
Living Plants (all) 3 6
Magic Items 4 8
Moonlight 2 4
Salt 2 4
Salt Water 1 2
Silver 2 4
Solutions 3 6
Steel 3 6
Stone 3 6
Sunlight 4 8
Wood 2 4

A Skin (such at Barkskin, Metalskin, etc.) will not protect the wearer from any substance to which he might have an Intolerance (i.e. If Fritz the Fighter has an Intolerance to iron and is struck by a iron weapon, his Metalskin will not protect him from the effects of the iron).

Lame:(3)
The character suffers some form of physical difficulty that prevents him/her from being able to move faster than a walk. The character may not jog or run under any circumstances. Any character possessing this Disadvantage who is caught running (for anything other than an out-of-play safety reason) will be struck dead on the spot. The Lame Disadvantage cannot be cured with healing spells.

Monstrous:(1 to 3)
The character has some physical deformity that renders them hideous or highly unusual in appearance. Makeup must be worn to signify the deformity. Monstrous appearances should always be approved before being taken. The player must wear the appropriate make-up at every event. If the make-up cannot be worn the player must play a different character for that event. The Monstrous Disadvantage cannot be cured with Healing Spells. The point value of this disadvantage varies with the severity of the appearance change.
1 point - The character has an unusual skin pigmentation or other minor deformity (such as a horn or fangs)
2 points - The character possesses at least a minor protrusion (such as a horn or fangs) in conjunction with an unusual skin pigmentation.
3 points - The character is truly horrific. Massive scar tissue or other afflictions cover at least 2/3 of the character's features.

Mute:(3)
This disadvantage renders the character incapable of making understandable sounds vocally. The character can still make moans and other indistinct verbal sounds. This disadvantage prevents the character from using any form of magic including empathy. The Mute Disadvantage cannot be cured by healing spells.

Pain Intolerance:(2)
The character is extremely susceptible to pain and discomfort. This causes all pain causing effects to last twice as long. A character with this Disadvantage immediately lapses into unconsciousness upon receiving two Limb Wounds instead of the usual three. This Disadvantage does not affect how quickly a character bleeds to death.

Sickly:(2)
A character who is sickly suffers from a diminished ability to fight off disease. Disease turns into a Death Poison within five minutes, rather than the usual hour. After those five minutes, the character cannot be cured by a Cure Disease spell or brew, and the character dies one hour later. A character may not possess both the Resist Disease advantage and the Sickly disadvantage.

Slow Healer:(3)
This disadvantage causes the character to heal extremely slowly. Under normal circumstances, barring the use of magic or potions, the character takes twice as long as usual to recover from wounds. Thusly a character will require two hours to recover from chirurgery. Magical healing times are not effected by this disadvantage.

Tolerance: (1 to 4)
   Enhancement Brews: A character with this tolerance less effected by Strength and Fortitude brews than a normal character would be. The character requires two brews to benefit from the effects of one when receiving either type of brew. Consuming a single brew has no effect. The second bre must be ingested within one minute of the first.
   Curative Brews:A character with a tolerance to curatie brews is less affected by them than a normal character would be. The character requires two brews to benefit from the effects of one when receiving Cure Disease, General Antidote, Death Antidote, or Greater Death Antidote brews. Consuming a single brew has no effect. The second brew must be ingested within one minutes of the first. If someone else is administering the brew the character should call "Reduced" to indicate the lowered effect.
   Healing Brews: A character with a tolerance to healing brews is less affected by them than a normal character would be. All healing brews have their effects reduced by one level: Heal Grievous Wounds brews act as a Heal Minor Wounds, Heal Minor Wounds act as Accelerate Healing, and Accelerate healing brews act as Stabilize. Stabilize brews have no effect on the character. If someone else is administering the brew the character should call "Reduced" to indicate the lowered effect.

Weak Spirit:(2 to 4)
The character's spirit has been permanently weakened, either due to a previous death, a curse, or any other reason. The effect is as if the character has died previously, regardless of the specific cause of the Weak Spirit. The character may or may not be aware of this condition. Weak Spirit may be worth 2, 3, or 4 points, for one, two, or three previous deaths, respectively.

Weak Will:(2)
Mind effecting spells and effects last twice as long on a character with this disadvantage. A character may not have both Strong Will and Weak Will.

 
 

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