Wizards Revisited

New Disadvantages and Changes

by Jeff Zitomer
Illustrated by Lorelle Ahlstrom


Apathetic: Value = 3

Avatar: "Ah, there's no time for that. Even if we could impress our people with the danger. . ."

This is a fairly common problem in the Faerie lands, and the primary reason why Blackwolf's forces have not encountered significant resistance. It's not that the character doesn't give a damn, it's just that he's so set in his daily routine, he finds it difficult to believe that anything could alter it. As a result, he is difficult to rouse to action. The character has a +1 bonus to resist Oratory or Leadership, but suffers a -3 when using these skills.

Alfie: "It's always been that way and will always be the same. "

Bogus Habit: Value = Variable

The character unconsciously does something that is really annoying or disgusting to watch. This disadvantage must be purchased in two parts: the grossness of the habit and the frequency of occurrence.

For one CGP, the character's habit gets stares, and occasionally, giggles. Examples include belching, drooling and raucous laughter. Unless the character makes a CHA roll (or a suitable substitute, such as Guile or Fast talk), he will get looks from the people around him. He will suffer a -1 penalty to appropriate CHA skills only if the indiscretion was extremely inappropriate (i.e. picking your nose in front of the queen).

For three CGPs, the character is pretty disgusting. Examples include coughing up phlegm and spitting on people when you talk. Unless a CHA roll (or viable substitute) is made at -5, appropriate CHA skills will be at a -1 to -3 penalty, depending upon the situation.

For five CGPs, the character literally makes people sick. Examples include severe halitosis that could cripple a moose and flatulence. Don't bother making CHA skill rolls, people just don't want to deal with you once this problem has cropped up. Previous negotiations might fall through unless the character has planned ahead.

For an additional CGP, the problem does not occur very often. It might occur once during a given social situation on a roll of 1 on ld6.

For an additional two CGPs, the problem has a 50-50 chance of occurring during a given situation.

For an additional three CGPs, the problem will definitely occur. Just pray you can blame someone else. Pointing at an old guy might work in some cases. It's worth a shot.

Compulsion: Value= 2

Weehawk: "Don't be sad, Elinore. I'll kill that monster as soon as he shows us that projector."

The character must either perform or avoid a certain specified behavior. For example, a priest might vow to abstain from alcohol or sex, and a practical joker might not be able to resist pulling a stunt on someone. On a failed WP check, the character gives in to temptation, but will probably suffer from guilt over their lapse of willpower.

Dead Broke: Value = 2

Maybe the character was recently mugged or squandered his money away on women and booze--whatever, the character begins the game with no gold pieces and no steady job. Of course, he cannot purchase money with extra CGPs.

This character might have to take any reasonable offer to earn his daily bread, although a generous GM might allow this character some rations and simple supplies. The character does not have a permanent home.

Destiny: Value = Variable

(Only Faeries and major NPCs)

Elinore: "I must avenge my father's death!"

Just as Avatar knew that he would have to confront his brother, the character's life is doomed to culminate in a situation he'd rather avoid. Like a Shakespearean pawn, the character cannot escape his fate, whether he is aware of it or not.

Note that this does not mean that the character will lose or die, but he won't be any better off. As a disadvantage, this is worth 1-5 CGPs to the character, depending upon the severity. A character who must seek revenge against a superior foe might get 3 CGPs for this disadvantage, whereas a character who is doomed to betrayal by a Close Personal Tie might get 5. The effect upon the character is what's important here.

Foul-Mouthed: Value= 3

Avatar: "I'm glad you changed your last name, you son of a bitch!"

You've got a mouth that your own mother wouldn't kiss. It seems that you can't let a sentence get by without an colorful expletive or two. As a result, you suffer a -3 penalty to Social rolls. You may also suffer a penalty to other Charisma rolls whenever such language would be detrimental.

Glory Hound: Value = 3

Max: "Oh damn. There you go again, stepping on my lines, raining on my parade, costing me medals!"

Like our old buddy Max, the character can't resist an opportunity to look good for his peers, and drools over the thought of medals, commendations, fame--even if the character already has the Status advantage! Really unscrupulous individuals might even backstab their companions to get the recognition they crave . . .

Infamous: Value = Variable

"He is called Necron 99 . . . He travels the land destroying the believers of magic."

Word has spread about some negative aspect of the character, true or not. People will react negatively, but their exact response depends upon their own personal bias. See the advantage Renown for point values and recognition chances.

Klutsy: Value =2

Max: BLAM! "Fritz?"

During non-critical situations, the character tends to drop, trip and bump into things. Dex rolls are at -1.

Magical Handicap: Value = 6

(Magic-using characters only)

The character has never learned to harness a certain type of magical energy. The player must select one of the magical components from the list starting on page 81. The character cannot cast any spells that include that component.

Magical Stigma: Value = Variable

Elinore: "Bad magic, isn't it?"

For two CGPs, the character has had negative or limited contact with magic. As a result, he is extremely uncomfortable with the arcane arts, and suffers a -1 penalty to any roll involving magic. This does not include resisting the effects of a spell, but does include interaction with magical individuals.

For four CGPs, the character suffers a major moral crisis with the use of magic, and suffers a -4 penalty.

For eight CGPs, the character will not use magic at all. He believes that magic is totally evil and cannot be trusted. All magical skills are reduced to zero and cannot be improved. He will not permit the use of magic in his presence.

Motion Sickness: Value = Variable

The character gets sick when traveling by conveyance. Each hour, the player must make a WP check. If he succeeds the character toughs it out. If he fails, he becomes green and queasy for one hour, and all rolls are at -1.

If he fails the WP roll, he must also make a CON roll. If he fails this roll, he becomes physically sick for one hour, and can do nothing but "toss his cookies."

For 3 CGPs, the player must select one of the following situations under which they will become ill:

Land conveyances includes rosses and vehicles)

Air conveyances (includes screeches and planes)

Sea conveyances (includes boats of all types)

For 5 CGPs, the character becomes sick on all three and is always forced to sit or ride in back.

Mute: Value = Variable

Peace: "Peace wants love. Wants free. Will help."

For 3 CGPs (4 for Dwarves), the character is rather taciturn. He can speak, he just prefers not to. When this character does speak his mind, however, he is limited to three-word sentences. This character may suffer a minor penalty (-1) with Charisma skills.

For 5 CGPs, the character is completely silent. He cannot or will not speak --even under torture! The character's only means of communication is through simple gestures. Strict GMs might even forbid these players from passing notes to other players. Depending upon the situation, this character could suffer serious penalties (-5 up to zero chance of success) to Charisma skills.

Pacifism:

Due to their passive nature, Gnomes and Dwarves gain +1 CGP for this advantage. The undergrounders have a history of avoiding combat unless absolutely necessary. This is why they were seen so rarely during the movie. Most Gnomes will join local militias only in an advisory capacity.

Superstitious: Value = Variable

For 3 CGPs, the character is terrified by the supematural (black magic, demons) and will go out of their way to avoid black cats or similar omens. When confronted by the unknown, the GM should require a Willpower roll. The result of this roll determines whether the character rubs his rabbit's foot and proceeds, or turns and bolts like a bunny.

For 5 CGPs, the character must make the roll at -5.

Susceptible to Magic: Value = 5

The character has limited natural defenses against magic, and suffers a defensive penalty of -4 to their Spirit for opposed casts.

Technological Stigma: Value = automatic/variable

Avatar: "Technology was outlawed millions of years ago . . ."

Automatic: the Faerie races, with the exception of Blue Elves and Scortch Elflings, are very uncomfortable with any technology beyond medieval. They blame technology for the destruction of the planet and "all records of past civilization."

In many countries, including Montagar, technology has been outlawed completely. Unless they have the No Technological Stigma advantage, faeries receive a -1 penalty to any skill roll involving technology, including Vehicles and Small Arms. This is why PCs can't become Machinists. In some areas, technological references are used in curses (Weehawk: "Holy Chrome!").

For four CGPs, the character suffers a major moral crisis with the use of technology, and suffers a ~ skill penalty.

For eight CGPs, the character will not use technology at all. He believes that technology is totally evil and cannot be trusted. All technological skills are reduced to zero and cannot be improved. The character will not permit the use of technology in his presence.

Gnome teacher: "My children, the only true technology is nature."

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