1.7.1 Disability list

Certain disabilities (marked with a *) are normally only available as racial disabilities.

Disability cps cost Effects
Distinctive looks -2 Noticeably different in appearance from most people (e.g. of a different race, unusual hair colour, tattoo'd). Makes disguise more difficult.
No shadow/ reflection -2 Character has lost his/her shadow and/or reflection. Usually, this will only happen through magic.
Slow learning - 10* Takes twice as long to absorb experience from background, training and general experience as a normal character. Effectively double the time required to gain the cps awards for background, training and general experience. Slow learning does not affect adventure awards.
Short life-span -4* Ages twice as fast as a human character.
Cursed varies

The character is the victim of a long-term enchantment (i.e. > 1 day duration) that is either cast directly on him/her or is in a focused enchantment onto an item that the character possesses. The referee should determine how much the enchantment is worth with reference to how many character points the character would get for buying off the effect normally through characteristics or disabilities, or how many character points it costs to counteract the curse's effects. The referee may apply a small discount to the curse's disability for limitations that make the curse enchantment less bad than simply reducing the capability normally. For example:

  • a long-term characteristic draining enchantment that reduces a characteristic by -2 would typically cost -4 cps (since that would be the equivalent cost of reducing the characteristic score without magic). If the curse was in a focused enchantment on an item that could be taken from the person (say his favourite sword), the referee might rule it only cost -2 cps.
Vulnerability to a particular substance varies Takes damage from contact with the substance. The character receives a wound that starts as a Scratch and increases in severity by one level every 10 seconds of continuous contact with the substance (e.g. after 60 seconds of continuous contact, the wound becomes Fatal and the character dies). The cps award depends on how common the substance is:

-16 Pervasive* (e.g. air, water, rock)

-8 Very common (e.g. iron, gold, wood, cloth, sheep, horses)

-4 Unusual (e.g. rubies, bees, camels, cold iron)

-2 Rare (e.g. a particular type of magic)

Addiction varies Needs to eat, drink, inhale or inject the substance every day. If he/she fails to do so, he/she suffers a wound that starts as a Scratch but that increases in severity by one level per day until the character obtains the necessary substance (e.g. after 4 days of abstinence, the character would have the equivalent of a Serious wound). The cps award depends on how common the substance is:

-0 Pervasive (e.g. water, food)

-2 Very common (e.g. alcoholic drink)

-4 Unusual (e.g. a particular herb or drug)

-8 Rare (e.g. a magic substance)

Heavy sleeper -2 Needs more sleep than normal. Sleeps very soundly - does not get Hearing dice roll to wake up.
Limitation on a particular skill -1 Character suffers -2 penalty on all dice rolls involving a particular skill and a -2 penalty on the skill limit for that skill. A good justification is necessary. This should be an involuntary restriction, not something the character could overcome. For example:

- Limitation in Athletics might reflect a bad back.

- Limitation in Literacy might reflect dyslexia.

- Limitation in Memory might reflect general forgetfulness.

- Limitation in Empathy might reflect anti-social insensitivity.

- Limitation in Polearm might reflect short stature.

- Limitation in Influence might reflect a speech impediment.

Characters cannot take a limitation against a particular magical skill unless they are actively attuned to magic. If a character has more than 3 limitations on particular skills, the fourth and subsequent limitations are worth only -1/2 cps each (rather than the normal -1 cp).

Blindness -12 Cannot see. Suffers penalty of about -6 on dice rolls that assume sight (same penalty as doing something in the dark or out of line of sight). Penalties can be reduced by successful use of other senses (i.e. hearing, smell, touch, etc.)
Missing one eye -2 Character suffers from lack of depth perception (-2 penalty on all dice rolls involving ranged attacks, leaps, judging distance) and lack of periphery vision (-1 modifier to dodges and parries).
Colour blindness -2 Cannot distinguish certain colours (e.g. green and red).
Eyes sensitive to bright light -5 Cannot see properly in bright light. Suffers a penalty of -1 on dice rolls involving sight (i.e. most dice rolls) in daylight, -3 in bright daylight. Counts as vulnerable to flash attacks (i.e. takes a light wound from them).
Deafness -8 Cannot hear. Automatically fails all hearing dice rolls. Needs Lipreading skill to understand speech.
Missing one ear -2 Character suffers a -3 penalty on all hearing dice rolls.
Missing both arms/hands -12 Character cannot grip objects. Counts as a limitation on the following skills: Sleight of Hand, Music, Art, Shooting, Melee, Combat, Martial Arts, Polearm, Shield, Throwing, Climbing, Engineering, Farming, Crafts, Medicine, Mining, Smithery.
Missing an arm -4 Cannot use second arm at all. Cannot use two handed weapons. Counts as a limitation on the following skills: Shield, Shooting, Martial Arts. Referee may impose a penalty of -2 on tasks which benefit from use of both arms (e.g. climbing).
Missing one hand -3 Cannot use two handed weapons. Counts as a limitation on the following skills: Shooting, Martial Arts. Referee may impose a penalty of -2 on tasks which benefit from use of both hands (e.g. climbing).
Withered arm -2 Suffers increased penalty on tasks with off-hand (-6 compared to normal -4). Referee may impose a penalty of -1 on tasks which benefit from use of both arms (e.g. climbing).
Lame - walks with limp -3 Character limps due to a crippled or damaged leg or foot. Counts as a limitation on the following skills: Athletics, Combat.
Lame - missing one leg -6 Character needs a prosthetic (false leg) or walking stick to walk. Counts as a a limitation on the following skills: Athletics, Combat, Martial Arts, Skiing/skating, Stealth.
Lame - missing both legs or paralysed -10 Character must be carried, travel in a wheel-chair or use magic to move around. Counts as a limitation on the following skills: Shooting, Melee, Combat, Martial Arts, Athletics, Polearm, Shield, Skiing/skating, Stealth, Swimming.
Mute -6 Cannot speak. Counts as a limitation on the following skills: Influence, Empathy, Acting, Intimidation.
Eunuch/ Impotent -2 Unable to have/enjoy sex.
Sterile/ Infertile -1 Cannot have children.
Epilepsy -2 Prone to fits and fainting spells from time to time.
Hemophilia -10 Character's blood does not clot properly. This means that the character can quite literally bleed to death from a wound. Character automatically suffers from after-wound Shock (no dice roll to avoid). In addition, until the character has not successfully received medical attention, he/she will continue to suffer this shock (from bleeding) every hour.

Finally, if the character is impaled in the chest or abdomen, the wound will bleed internally and cannot be controlled by mundane medicine - the character suffers shock every day until the wound is magically healed or he/she dies.

Shakes -2 Character suffers from shaking spells. When this happens, has a -2 penalty on all dice throws involving CO.
No teeth -2 Character finds it difficult to eat certain foods.
Skin burns easily -2 Suffers a light wound if skin is exposed to sunlight for more than four hours (two hours in glare, such as desert or snow), with the wound increasing in severity by one level for every four hours (two in glare) thereafter.
Albino -9 Counts as Distinctive Looks, Eyes sensitive to bright light, and Skin burns easily.
Unluck -2 Character is naturally unlucky. Once per game session (or 4-5 hours play at the referee's discretion), the referee can, before the results of a dice roll affecting the character are declared, state that the character is unlucky. The referee can add +3 or -3 to the dice roll, and the dice roll is rolled twice and the referee can choose which of the dice roll results to apply. The referee should choose dice rolls that frustrate the character - not ones that kill the character! Unluck may be taken more than once to increase the number of dice rolls per session that the referee can affect.