Disadvantages

You find the presence of others uncomfortable, so much so that it is immediately obvious to those around you. Your preference for solitude causes you to behave in a manner that might best be described as rude. if you take the 2 point version of this disadvantage, you suffer a penalty of -1k0 to all social skill rolls.

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### Ascetic

2 points

You have no taste for or interest in material things, and this minimalist attitude has impacted how others view you. Your gear can only include one weapon, one piece of armor, one set of clothing and necessary tools of the trade for your profession (such as a scroll satchel for a sage), and nothing else.

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### Bad Eyesight

3 points

Your eyesight is exceptionally poor, whether as a result of some medical condition or even from a missing eye. You suffer a penalty of -1k1 to all ranged attack rolls and to any perception-based rolls.

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### Blind

6 points

You possess no natural eyesight whatsoever save for a slight ability to determine light and dark. You gain the Blinded condition permanently.

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### Clumsy

3 point *(4 points for Characters from Dakhazia)*

You were always an incompetent klutz. When you make a Trade skill roll you must keep one of the lowest dice rolled.

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### Disturbing Countenance

2 points

Something about your appearance causes others to respond to you with concern and caution. You are not unattractive, there is just something disturbing about you, such as mixed heritage, a large scar or an odd walk. The TN of all your Speech, Temptation, Etiquette skill rolls is increased by +5.

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### Compulsion

2, 3 or 4 points
There is some activity in which you are hopelessly compelled to partake. It is a ritual that is so ingrained in your behavior that it requires a feat of will to forsake it, even in dire circumstances. This may be something illicit and addictive, such as alcohol or whores, or it may be as innocuous as visiting every church you pass. This basic Disadvantage requires a Willpower Trait Roll of 15 to overcome. The TN of the roll increases by 5 for every additional point gained by the Disadvantage, to a maximum of TN 25 (4 points).

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### Disbeliever

3 points *(4 points for Characters from Mesanct)*

You have experienced a dramatic revelation that has shattered your faith in destiny or one of the gods. Perhaps you believe a specific god has no interest in mortals or that fate has vanished from the life of the faithful. If your disbelief were made public knowledge, you would be shunned by all properly pious individuals and any memberships you possess would be instantly revoked. Your lack of piety makes you uncomfortable around the members of Great Houses, and any social skill rolls made with them have their TN increased by +5.

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### Enemy of the …

Various

You are well known among some circles, but not in the manner you might wish. Rather than being known for your valor and your courage, you are known for being an enemy of that group. This reputation may not be deserved, but it is widespread enough that it no longer matters if it is true. This group will go to extreme lengths to sabotage you or maybe even assassinate you.

* Peasants (2 Points)
* Common folk (3 Points)
* Free folk (3 Points)
* Soldiers (3 Points)
* Outlaws (4 Points)
* Order (Choose one) (4 points)
* Great House (Choose one) (5 Points)
* Royal Family (6 Points)

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### Fearful

4 or 8 *(1 point extra for Characters from Iros)*

Your bones are easily rattled and you get scared more often than not. Fear ranks are considered 1 rank higher for 4 points and 2 ranks higher for 8 points.

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### Frail Mind

3 points *(4 points for Characters from Gloorim)*

You have difficulty concentrating, even when focusing your attention on an opponent. Whenever you make a contested roll using willpower or intelligence, your opponent gains a bonus of +2k0.

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### Greedy

3 points

Material wealth is more important to you than anything else. Opponents attempting to use temptation (bribery) rolls against you gain a bonus of +1k1 to the total of the roll.

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### Gullible

4 points *(5 points for Characters from Mesanct)*

Your trust is given easily and you place tremendous faith in those whom you trust, unfortunately making it very simple for others to take advantage of your naïve nature. Opponents attempting to use a Speech against you gain a bonus of +1k1 to the total of their rolls.

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### Lechery

2 points *(3 points for Characters from Leyden)*

Physical pleasure is a weakness of yours, and you spend considerable time pursuing it. When an opponent makes a temptation (seduction) roll against you, he gains a bonus of +1k1to the total of his roll.

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### Loss of Sense

1/3

You were born without a form sense or lost it later in life, any sense like smell, taste, touch, hearing and listening that was lost at birth are worth 3 points, whereas a losing once sense in the leg due to nerve damage is worth 1.

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### Low Pain Threshold

4 points

Your ability to focus in the face of pain is less than that of others. the TN penalties you suffer due to wound ranks are increased by +5 each rank.

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### Mangled Limb

3 points

One of your limbs has been damaged in such a way that you can’t use it to one hundred percent. If it was your leg that was damaged, then your Water Link is considered 1 for purposes of determining movement and any agility based roll with that limb has it’s TN increased by 10. If it was an arm then any agility based roll has it’s TN increased by 10 when you're using that arm.

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### Missing Limb

6 points

One of your limbs is missing, either through a catastrophic injury or due to an unfortunate defect of your birth. You suffer a penalty of +10 to all TNs involving the use of the limb missing. For example, wielding a two-handed weapon with only one arm would have a +10 to all TNs, but an athletics (running) skill roll would not unless you are missing a leg.

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### Nightmares

3 or 5 points

You suffer from horrible nightmares every time you sleep. They are so disturbing that they often affect you well into the next day. Every night, roll one die. On a result of 6-10. If the die comes up 1-5, you gain one rank of Fatigue. This Fatigue point doesn’t disappear until you get a full night of uninterrupted rest. As a 5-point Disadvantage, the character suffers the effects of the Nightmares unless a 9-10 is rolled on the die.

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### No Sense of Strength

1 point

When handling anything with your hands or in general when using your own strength to do anything, you are unable to hold back at all, if someone throws you a vase you might crush it when catching it. And you can’t hold back how much strength you use when fighting. When rolling damage roll you must always keep the highest die rolled and even when trying to hold back and not deal deadly damage, you need to make a pure strength test. If you fail against a TN of 30 then you deal normal deadly damage.

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### Null

6 points

Magic has no effect on you, all spells that target you fizzle and fail, of course, you still take damage from indirect spells like Sear or Gust, and you are still susceptible to illusions.

You do not have mana either and if you ever learn magic you must spend Fate as mana.

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### Obtuse

2 points *(4 points for Characters from Bercia)*

The point of many fine things simply escapes you. poetry, art, music… it all seems meaningless to you. The experience point cost for increasing any such skills other than investigation or medicine is doubled.

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### Overconfident

4 points *(5 points for Characters from Kothin)*

You possess a grossly inflated view of your own prowess and are often incapable of recognizing when a situation is beyond your ability to handle. You may never take the Full Defense Stance in the first round of combat.

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### Permanent Wound

4 points

Some wounds will not heal, no matter how often they are treated or by what means. Your first wound rank is always filled and these wounds can not be removed or healed unless using powerful magic or divine power.

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### Small

5 points

Maybe it is genetic or maybe you are just unlucky but you are noticeably smaller than others. As a result, heavy armor and large weapons cost 2 more poise for you and your Water Link is considered 1 lower when determining movement speed.

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### Soft-Hearted

2 Points

Human life is precious to you, so much so that you have difficulty executing the basic duty: to kill. When faced with the opportunity to kill another human being, you must succeed at a Willpower Trait Roll (TN 20), or you are unable to do so. If you do kill another, the TNs of all your rolls are increased by +10 for one day as you are wracked with guilt. The penalty is not cumulative with multiple deaths.

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### Spell Affliction

4 points

You suffer from a semi-common condition that causes you to become disoriented and confused when you’re targeted by a spell. When you are the target of a spell, regardless if it’s beneficial or harmful, you become dazed.

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### Sworn Enemy

1/2/4 points

You have earned an enemy, one who will stop at nothing to see you defeated or even killed. The basic version of this advantage assumes that your enemy is of equal power. If your sworn enemy is 50% more powerful than you, increase the value of this disadvantage by 1. For 2 additional points, the enemy becomes your Fated nemesis, and you may not spend Fate when opposing him or her in any situation.

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### Unattractive

1/3/5 points *(1 extra point for Characters from Bercia)*

Your looks are below average and thus the TN of all your social skill rolls is increased by +5 for each rank in this disadvantage.

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### Weakness

4 points

You have a significant weakness of some sort, either physical or mental, that is difficult to overcome even under ideal circumstances. Select one Trait. Dices may never explode in any rolls involving this Trait.