Next to every Disadvantage is a number, this number is added to your total starting skill dice. Also remeber that your starting skill dice is 7D; this number may not fall below 4D, so if your starting skill dice is already below 4D you must raise it to at least 4D by selecting disadvantages. You are allowed a maximum of 3 disadvantages. Also, if can think of any other disadvantages feel free to to send them to me. ** This Disadvantage may not always be available to every character, unless otherwise stated. Note: GM must approve the player's selection of any Advantages or Disadvantages made.Addiction (+3D): The character cannot go more than one day without drinking, gambling, etc (ie: satisfying his/her addiction. Failure to do so results in lowered metabolic rates, thereby reducing the character's attribute scores by 1 for each day he/she goes without. After about one week, the character has defeated their addiction. If he/she ever partakes of the formerly addictive activity in the future, he/she has a 50% chance of becoming addicted again. Argumentative (+1D): This character constantly plays the devil's advocate. He/She rejoices when an exploitable situation arises, arguing though he/she sometimes agrees with his/her adversary. The argument becomes a game, a strategic contest of wills. Blackouts (+2D): During high pressure situations, this character has a tendency to blackout for several minutes. He/She has no recollection of this lost time. In game terms, the character blacks out whenever he/she rolls a 1 on the Wild Die for 1D minutes. Center of Conversation (+1D): This character feels the need to always be in the middle of every conversation. And why not. He/She always knows exactly what to say - at least, that's what he/she thinks. Compulsive Tendencies (+3D): At any time, the character may decide to do or say something that he/she would not normally do or say under the circumstances. For example, during a conversation with a head of state, the character might blurt out, "Your wife is much uglier than I expected." Curiosity (+2D): This character is curious of the world around them. They will actively seek out new experiences and adventures, and anything else that might look interesting to them. They must make a Moderate willpower roll (at a -1D penalty) or they will be unable to prevent themselves from examining whatever looks curious to them. ** Curse (+3D): This character either inherited or brought upon himself/herself a curse. The player must decide the specifics of the hex, but known curses include uncontrollable shape-changing, a violent reaction to something the character loves, and a constant failure at a given task. Debt (+1D to +4D, depending on size of the debt): This character either inherited this debt or borrowed a substantial amount of money. He/She has a time limit for repaying the loan. For +1D they owe 5,000 credits; for +2D they owe 15,000 credits; for +3D they owe 30,000 credits; and for +4D they owe 50,000 credits. (Note: If your character borrowed the money, they probably used it to buy something expensive, like a ship.) Delusions of Grandeur (+1D): The best thing to ever happen in the world. That's how characters with this Disadvantage views themselves. No one can surpass their prowess - they shouldn't even bother trying. Extremely Competitive (+1D): To this character everything is a competition. He/She always wants to race the other characters to the battle, put himself/herself in more danger than anyone else, and slosh down the most drinks. He/She cannot turn down a challenge. Fallback Plan (+2D): This character cannot function unless he/she has devised a backup plan for every situation he/she puts himself/herself into. This applies to everything from combat to relationships. Fanatic (+3D): This character holds to a philosophical ideal, the source of which may be a sect, a nation, or a person. He/She will always defend this ideal, even trading his/her life for its preservation. Hallucinations (+3D): At random times, this character begins having delusions. He/She cannot tell when something is truly occurring or just a figment of his/her imagination. The GM has full control over this Disadvantage. Honesty (+2D): This character cannot help telling the truth all the time, even in a life or death situation - they can however refuse to tell the truth, but they cannot lie. This character gets -1D to Bargain, Con, and Persuasion. Honor (+3D): This character has a strict honor code that they cannot break or bend. They will not betray or otherwise deceive their family or friends. When this character gives their word, they will not go against it; in other words they won't break a promise if they make one. Also, they will usually not run away from fight, even if the odds are against them - they'd rather die than be deemed as a coward. While they cannot break their code of honor, that doesn't necessarily mean they can't break the law; even bad guys can be honorable. Identifiable Marks (+1D): This character has one or more distinguishing marks or physical traits that make him/her easy to identify. These distinguishing marks may include, but aren't limited to large and noticeable: scars, birthmarks, tattoos, etc. Illiterate (+2D): This character doesn't know how to read or write any kind of letters or symbols that represent words or meanings, with maybe the exception of pictures that are illustrating some meaning. Low Self-esteem (+2D): This character has a low opinion of themself. He/She constantly berates himself/herself, harping on their bad qualities. Low tolerance for Alcohol (+1D): This character has a low tolerance for alcohol and usually gets drunk after only a few drinks, or only a few sips. They suffer -1D to stamina checks when drinking alcohol or any other toxins. Manic Depressive (+3D): This character slips into deep, long-lasting depressions. He/She doesn't care about anything during these times. The player may decide when the character falls into a depression and when he/she extricates himself/herself from it. If the player never lets his/her character lapse into this state, the GM will take the initiative. Medical Problem (+3D): This character suffers from an ailment that requires he/she take medicine every day to treat the illness. The player and GM should work together to develop the specifics of the problem, the appropriate medicine, and the ramifications of the failing to take the medicine. Migraine Headaches (+2D): The character has a 33% chance (1-2 on a roll of 1D) chance per day to suffer the unrelenting pain o a severe migraine headache. In game terms, the character receives a -1D penalty to all of his/her attributes for the remainder of that day. Motion Sickness (+1D): Whenever this character rides a creature or vehicle, he/she must make an Endurance check against an Easy (10) difficulty or immediately begin to shake and vomit, giving him/her a -1D penalty to all actions undertaken while still riding. Nightmares (+1D): Almost every night, this character suffers from horrible nightmares, usually related to an unsatisfied issue in their life, though not necessarily. As a result, the character needs 10 hours of sleep per day. Failure to get the required amount of rest results in a 1D penalty to all skill and attribute rolls for that day. No Self-confidence (+2D): The character has no confidence in himself/herself. Whenever he/she has to perform an important task (making an accurate shot, negotiating with a hostage, etc), he/she has a 50% (1-3 on a roll of 1D) chance of losing confidence. If he/she fails this roll, he/she reduces his/her chance of success in the current endeavor by 2D. Obsessive Tendencies (+2D): Whenever this character decides on a course of action, he/she cannot help but become totally focused on that action, ignoring all other issues in his/her life. Pacifist (+2D): This character discourages any form of combat; or anything involving killing or injuring any living thing (or non-living, such as a droid), except in self-defense. The death of others is completely unacceptable to this character, and will usually never hang around anyone who kills or hurts others intentionally. Paranoia (+3D): Everyone wants to destroy this character. At least, that's what he/she believes. He/She must constantly look over his/her shoulder, check every inch of his/her sleeping environment, and scrutinize ever acquaintance. He/She never knows when his/her enemies will strike. Pathological Liar (+1D): This character cannot stop himself/herself from lying constantly. No matter what the situation, he/she is compelled to exaggerate, fib, and outright lie. Phobia (+1D): The die code of this disadvantage varies depending on the level of the character's fear (with a maximum of +3D). At +1D, the character avoids the object of his/her fear as often as possible, but has no problem dealing with it when the time comes. At +3, the character will never put himself/herself in a situation where he/she has to cope with their fear. If he/she does wind up in such a situation, he/she freezes and remains unmoving until the object of his/her fear subsides. Fears include: heights, water, certain creatures, darkness, open spaces, cramped spaces, magic, thunder, lightning, and so on. Physically Impaired (+3D): The character suffers from a problem of the body. He/She may be blind, deaf, or mute (or any other impairment you can devise). Poor Memory (+1D): Characters with this problem have trouble remembering. In game terms, whenever the character has to recall an important piece of information, his/her chances of doing so drop by 2D (for any Knowledge-based skill roll). Procrastination (+1D): This character always puts everything off. Even when something cannot wait, he/she still lets it go until it's too late. Released Convict (+1D): Sometime during this character's life he/she was convicted of a crime (which he/she may or may not have committed). After serving a jail sentence, he/she was released and now must battle the stigma against ex-convicts. Skeleton in the Closet (+2D or more): This character has elements of his/her past that he/she does not want anyone to unearth. The player should choose a specific "skeleton" and tie it in with the character's history. No matter what, he/she must never reveal this secret. It will bring them harm to either him/her of those he/she loves. Superstitious (+2D): This character is superstitious, and avoids anything that can be considered bad luck - they usually go out of their way to confront all things that can be considered good luck, like picking up a coin face side up. Sometimes the keep a small collection of good-luck charms. Sworn Enemy (+1D/+3D): This character has for some reason targeted a specific person or creature (+1D) or a species (+3D) of creatures as his/her direct adversary. Whenever he/she comes in contact with such a being, he/she immediately attacks. Targeted for Assassination (+3D): Someone has put out a contract on this character's life. The assassin could be anyone and could strike at anytime. Wanted for Crime (+2D): A nation, city-state, or culture has declared this character a criminal. The character may or may not have committed the crime he/she has been charged with, but nevertheless, the authorities have begun their search for him/her.