Again, this is long; but I like variety:
Drawbacks are the detrimental parts of your character, or, optimistically, the parts of your character that you must overcome to achieve greatness. They defer a certain number of points back for edges. You can have as many as seven Drawbacks, but it is suggested that you take no more than three as they can really hobble a character.
Note: drawbacks marked with an asterisk (*) can be bought off after character creation, paying the points as if it were a double cost skill of the level of the drawback value, (i.e. Overweight would be like a double cost 2nd level skill: 18 xp)
Bad Reputation* (2): The populace reviles you, this incurs a three-die penalty to all influence rolls.
Barred* (1): You have somehow gotten yourself barred from some place of importance, examples include: a court of nobility, the library, a store or the market, a spaceport, etc.
Dangerous Reputation* (1): The populace fears you, this incurs a three-die penalty to all influence roll except intimidation rolls, which gain a plus one die.
Destitute (3): You get only 10% of your starting money.
Heavy Sleeper* (1): You cannot be woken up before your full sleep without pain being involved, and even then you incur one penalty die to your Intuition roll to react to a situation.
Hesitant* (1): Each level incurs a penalty die on your agility when determining Initiative.
Homely (1): You incur a penalty die for each level purchased on all interaction rolls.
Illiterate* (1): You cannot read or write, you cannot take the Magus Edge; not a drawback if illiteracy is the norm.
Impaired Sense (1): One of your five senses are impaired, you incur a two die penalty whenever that sense is used in an Awareness roll.
Inept Skill (1): This incurs a penalty die for one skill, and removes the bonus specialty as well.
Inferior Aspect (2): This incurs a permanent minus one to one of your aspects.
Inferior Stat (3): This incurs a permanent minus one to one of your stats.
Inferior Trait (1): This gives a penalty die to a part of an Aspect; such as hand-eye coordination for Agility, Memory for Logic, or Spiritual Awareness for Awareness.
Lost Sense (3): You have completely lost the use of one sense, you cannot make an Awareness roll with that sense.
Missing Arm (2): You have lost your arm somehow, you cannot use two-hand fighting or anything else that uses two arms.
Missing Hand (2): You have lost your hand somehow, this will affect you whenever you need two hands to do something.
Missing Leg (3): You have lost your leg, you cannot run, or even walk without some kind of aid; any skills requiring that you stand or move about incur a two die penalty.
Mute (2): You have lost the ability to speak. (this is a role-play Drawback, you can only verbally convey actions to the other players; you must write any thoughts that you wish to convey to the GM on paper – not speak them).
Obese* (4): You are extremely fat, you must spend four times the amount of Endurance as normal when doing rigorous activities, plus all movement halved.
Note: This can be bought down to Overweight by spending the difference in points between the two. (42 xp).
Obtuse* (1): You take a penalty die to all Awareness rolls.
Overweight* (2): You are slightly fat, you must expend twice the amount of Endurance as normal when doing rigorous activities.
Phobia, Common* (2): Each level incurs a one-die penalty on your Willpower roll to not run from your object of fear.
Phobia, Uncommon* (1): Each level incurs a one-die penalty on your Willpower roll to not run from your object of fear.
Poor (1): You get only 50% of your starting money.
Poorly Skilled (2): You lose 15 points used to buy skills.
Psychiatric Disorder, Mild (2): This is a mental illness that only slightly impairs your functioning; you incur a one-die penalty when this comes into play. Examples include: mild kleptomania, impulsive behaviors, etc.
Psychiatric Disorder, Severe (2): This is a mental illness that greatly impairs your functioning; you incur a one-die penalty when this comes into play. examples include: severe kleptomania, psychotic rage, paranoia etc.
Unlucky (1): Each level of unluck adds one to your total of ones rolled for determining fumbles.
Note: This doesn’t decrease the number of successes, just increases the chance that you’ll fumble (even having a fumble and a success).
