Disadvantages

During Character Creation, if you took an Advantage, you must also take a Disadvantage.

If you are playing a Human, you have the “Advantaged” Feature which allows you to take a second Advantage but if you do so you also need to take a second Disadvantage.

It is possible to get rid of some of these Disadvantages through game play. For example: An Uneducated character could be taught or a Coward could learn what it is to be brave. If you do this, there is no need to replace the Disadvantage you have phased out. Simply add “Resolved” on your sheet (like this - Coward RESOLVED) as a reminder.

Disadvantages can also be added by the staff based on game play. For example: A mage could become Fragile after reading a powerful grimore or a rogue could become Infamous. There is no mechanical payoff or this (you don’t get an extra Advantage or anything) it is simply something that happened. I. this happens add “ADDED” (like this - Infamous ADDED) as a reminder.

NONHUMANS - There is a separate list of Disadvantages that can only be taken by nonhuman character following the main list. Nonhumans can select from this list or the main list.

 
Amnesia (Disadvantage) Your character doesn’t remember anything about their life past a certain point (usually less than a year). It is up to the staff to determine why (your character doesn’t know).

Boastful (Disadvantage) Your character talks about themself and their accomplishments (be they real, imagined or exaggerated) more than is socially acceptable.

Charitable (Disadvantage) Your character is generous with whatever resources they have. This halves their starting funds. Beyond that, it is up to you to play up this trait during the session whenever it would reasonably come into play.

Clumsy (Disadvantage) Your character may never roll more than two dice when making an Agility save and if you roll doubles they automatically fail.

Coward (Disadvantage) When trying to resist any sort of fear spell or effect, your character always rolls 2 dice (even if they have the required skill) and if they roll doubles they automatically fail. A Coward cannot take any Feat or ability (such as Fearless) that allows them to resist fear. This is also a personality trait you should do your best to play when appropriate.

Cursed (Disadvantage) Work with the staff to decide where your character’s curse came from, what it does and how it can be removed.

Enemy (Disadvantage) Your character has an enemy that is actively working against them. This can be a group or a personal nemesis of some kind. Work with the staff to figure out who they are and why they are enemies.

Feeble (Disadvantage) Your character may never roll more than two dice when making an Endurance save and if you roll doubles they automatically fail.

Fragile (Disadvantage) Your character has a base of 2 Wounds instead of the usual 3.

Honorbound (Disadvantage) Your character will never break their word.

Inexperienced (Disadvantage) Your character has less experience that most starting characters (and is likely a bit younger). During character creation you may take one Skill at Rank 2, 4 at Rank 1 and only begin with 1 Feat.

Infamous (Disadvantage, TAG) It must say “Reputation” on your badge and you must tell anyone who asks what your Reputation is. It must be something negative like “It is said that I spent time in prison for murder” or “It is said that I am a coward”. It doesn’t have to be true.

Jinx (Disadvantage) You tend to bring bad luck to those you travel with. While on Expedition any time a character other than yourself rolls two (or more) 1’s when testing, the test automatically fails (say “Jinx” out loud when this happens). No re-roll or other manipulation if the dice is possible. Lucky characters are immune to this effect.

Mundane (Disadvantage) Your character can’t use any one use magic items (such as Healing Potions). Casters cannot be Mundane.

Oathbound (Disadvantage) Your character has made a vow to do (or not to do) something. Work out what that is with the staff. It must be something that comes into play relatively often and has enough of an influence on your character’s actions that it disadvantages them.

Overconfident (Disadvantage) Your character doesn’t have a realistic grasp of their own abilities and takes unnecessary risks.

Planebound (Disadvantage) Any form of planar travel (including going through Portals) is exhausting to your character (it reduces them to 1 wound and if they are already at 1 wound it takes them to 0 and causes them to lose consciousness but is not a Mortal Wound).

Poor (Disadvantage) Your character begins each session with 5 silver. A Poor character can’t take the Wealthy Feat and halves the effect of any Feat that gives them more starting funds.

Secret (Disadvantage) Your character has done something they wish to keep secret, and it would be bad for them if it was discovered. Work with the staff to figure out what the secret is and what the likely consequences are.

Shadowed (Disadvantage) Your character begins the game Shadowed (see Combat). Any character who becomes Shadowed during play gains this Disadvantage. You should work out what the battle was in which they ended up with this disability.

Slow (Disadvantage) Your character loses their first action in any combat.

Unlucky (Disadvantage) When rolling for a test, any die that comes up a 1 cannot be re-rolled by any means. You can be both Lucky and Unlucky.

Uneducated (Disadvantage) Your character always rolls 2 dice for Lore tests (even if they have the skill) and can’t read or write (in any language).

Weak (Disadvantage) Your character may never roll more than two dice for Athletics tests (even if they have the skill) and when making Combat tests to attack (this does not limit them when defending).

Nonhuman Disadvantages

These can be taken by humans with permission and a good explanation.

Apathy (Disadvantage, Dwarves and Elves Only): The long lived can sometimes lose a sense of urgency crucial to adventurers. Your character counts Exceptional Successes (3 dice score) as Successes (as if 2 dice scored) unless one or more dice resulted in a 12.

Distracted (Disadvantage, Elves and Fey Only): Your character’s attention drifts in a way that limits them to never rolling more than two dice when making an Perception test to react to something and if you roll doubles they automatically fail

Empathic (Disadvantage, Wyldlings Only): On each Expedition the first time a living creature dies within close proximity to your character (about 30 feet), you take a Wound.

Forgetful (Disadvantage, Fey Only): Your character tends to forget details. They may never roll more than two dice when making a test that involves remembering something (even if they have the required skill) and if they roll doubles they automatically fail.

Methodical (Disadvantage, Dwarves Only): Any time your character could re-roll a die they can add 1 instead. Multiple re-rolls means multiple adds. They may never actually re-roll for any reason.

Rage (Disadvantage, Dwarves, Uruks Only): Once your character has taken damage in combat they are enraged for the rest of that battle. While enraged, any time they roll for any test other than making a melee attack, any 12 is treated as though it was a 4 (it can be added to or re-rolled normally).

Smol (Disadvantage, Hearthlanders Only) Your character may never achieve more than Partial Success with any Athletics test. When making a melee attack against a larger than man sized opponent they subtract one success from their result.

Tainted (Disadvantage, Hellspawn Only): Consecrated ground is uncomfortable to your character. While on consecrated ground they cannot heal or be healed by any means and if they must test for any reason, reduce the value of each die by 1 (a roll of a 6 becomes a result of a 5).

Wholesome (Disadvantage, Hearthlanders Only) Your character cannot be cynical. Wholesome Hearthlanders find it very difficult to lie. They may never roll more than two dice when making an Influence/Deceive test and if you roll doubles they automatically fail. If this feels like kind of a freebie, it is. It is said the Gods are fond of Hearthlanders.

Wild (Disadvantage, Fey, Uruks and Wyldlings Only): Your character is unfamiliar with the expectations of polite society. It is up to you how far this goes and how to play it, but they know enough to not be immediately thrown out of the tavern.