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{{Disadvantage}}
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[[:Category:Disadvantages|<span style="font-size: xx-large">List of Disadvantages</span>]]
 
[[:Category:Disadvantages|<span style="font-size: larger">List of Disadvantages</span>]]


A "disadvantage" is a problem or imperfection that renders you less capable than your attributes, advantages, and skills would indicate. In addition to the traits in this chapter, this includes anything with a negative point cost in Chapter 1: low [[Status]], below-average [[Wealth]], etc. You are probably wondering, "Why would I want to give my character disadvantages?" There are two good reasons:
A "disadvantage" is a problem or imperfection that renders you less capable than your attributes, advantages, and skills would indicate. In addition to the traits in this chapter, this includes anything with a negative point cost in Chapter 1: low [[Status]], below-average [[Wealth]], etc. You are probably wondering, "Why would I want to give my character disadvantages?" There are two good reasons:
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# An imperfection or two makes your character more interesting and realistic, and adds to the fun of roleplaying!
# An imperfection or two makes your character more interesting and realistic, and adds to the fun of roleplaying!


RESTRICTIONS ON
==Restrictions on Disadvantages==
DISADVANTAGES
Your GM might wish to "cap" the extra points you can gain from disadvantages; see [[Disadvantage Limit]]. This limit applies to the total points you can get from all traits with negative point costs from character creation ([[Basic Attributes|reduced attributes]], low [[Status]], etc.) or the list of disadvantages. Mandatory disadvantages assigned by the GM don't count against this limit.
Your GM might wish to “cap” the
 
extra points you can gain from disad-
Most GMs will want to enforce two additional restrictions:
vantages; see Disadvantage Limit
 
(p. 11). This limit applies to the total
==Negated Disadvantages==
points you can get from all traits with
You cannot take a disadvantage that one of your advantages would mitigate or negate! For instance, if you have [[Acute Hearing]], you cannot take [[Hard of Hearing]]. Contradictory disadvantages, such as [[Curious]] and [[Incurious]], are also mutually exclusive. The GM has the final say as to which traits are compatible.
negative point costs, from Chapter 1
 
(reduced attributes, low Status, etc.)
==Villain Disadvantages==
or the list below. Mandatory disadvan-
Some disadvantages – [[Sadism]], for instance – are not at all suitable for a "hero," and the GM is free to forbid them to PCs. But they are often found in the more fiendish villains of  adventure fiction, so they are included in the interest of good NPC creation.
tages assigned by the GM don’t count
==Types of Disadvantages==
against this limit.
Like advantages, disadvantages are classified according to how they work in play and who can have them.
 
''Mental'' disadvantages originate from your mind or soul. They stay with you if your mind ends up in a new body. This category includes the vast majority of "magical," "psionic," and "spiritual" traits. Mental disadvantages are marked [[Image:Mental.png]].
 
''Physical'' disadvantages are associated with your body. You can escape them by moving to a new body! If another mind occupies your body, the new owner gains your physical disadvantages.
 
You can acquire a physical disadvantage during play, most likely due to accident or combat. In this case, you immediately suffer the bad effects of the disadvantage. Unlike starting disadvantages, however, physical handicaps acquired in play do ''not'' "give back" points with which to buy abilities – they just lower your point value!
 
''Example:'' If you start out blind, you start with an extra 50 points...but if an explosion blinds you during the game, you're just blind and that's that. Reduce your point total by 50 points to reflect your new disadvantage. You should not keep the same point total and take 50 points of compensating advantages!


Most GMs will want to enforce two
Physical disadvantages are marked [[Image:Physical.png]].
additional restrictions:


Negated Disadvantages
''Social'' disadvantages are associated with your identity. Should it become important to know whether they go with mind or body, the GM's word is final. Note that this category includes below-average [[Status]], [[Wealth]], and so forth. Social disadvantages are marked [[Image:Social.png]].


You cannot take a disadvantage
The GM is the final judge of which category a disadvantage belongs in. It is possible to interpret certain disadvantages in more than one way!
that one of your advantages would
mitigate or negate! For instance, if you
have Acute Hearing, you cannot take
Hard of Hearing. Contradictory disad-
vantages, such as Curious and
Incurious, are also mutually exclusive.
The GM has the final say as to which
traits are compatible.


Villain Disadvantages
''Exotic'' disadvantages are forbidden to normal humans. Nonhumans may acquire such traits from their [[Racial Templates|racial template]], but they still need the GM's permission to take additional exotic disadvantages. Exotic disadvantages are marked [[Image:Exotic.png]].


Some disadvantages – Sadism, for
''Supernatural'' disadvantages are the result of divine intervention, magic, psionics, etc. With the GM's permission, anyone might be cursed in this way – but only if supernatural powers exist in the game world. Supernatural disadvantages are marked [[Image:Supernatural.png]].
instance – are not at all suitable for a
“hero,” and the GM is free to forbid
them to PCs. But they are often found
in the more fiendish villains of
adventure fiction, so they are included
in the interest of good NPC creation.
==TYPES OF DISADVANTAGES==
Like advantages, disadvantages are
classified according to how they work
in play and who can have them.
Mental 2, Physical 3,
and Social 4 Mental disadvantages originate
from your mind or soul. They stay
with you if your mind ends up in a
new body. This category includes the
vast majority of “magical,” “psionic,”
and “spiritual” traits. Mental disad-
vantages are marked 2.
Physical  disadvantages are associ-
ated with your body. You can escape
them by moving to a new body! If
another mind occupies your body, the
new owner gains your physical
disadvantages.
You can acquire a physical disad-
vantage during play, most likely due to
accident or combat. In this case, you
immediately suffer the bad effects of
the disadvantage. Unlike starting dis-
advantages, however, physical handi-
caps acquired in play do  not “give
back” points with which to buy abili-
ties – they just lower your point value!
Example: If you start out blind, you
start with an extra 50 points . . . but if
an explosion blinds you during the
game, you’re just blind and that’s that.
Reduce your point total by 50 points
to reflect your new disadvantage. You
should not keep the same point total
and take 50 points of compensating
advantages!
Physical disadvantages are marked
3.
Social disadvantages are associated
with your identity. Should it become
important to know whether they go
with mind or body, the GM’s word is
final. Note that this category includes
below-average Status, Wealth, and so
forth from Chapter 1. Social disadvan-
tages are marked 4.
The GM is the final judge of which
category a disadvantage belongs in. It
is possible to interpret certain disad-
vantages in more than one way!
Exotic 1, Supernatural
5, and Mundane
Exotic disadvantages are forbidden
to normal humans. Nonhumans may
acquire such traits from their racial
template (see Chapter 7), but they still
need the GM’s permission to take
additional exotic disadvantages.
Exotic disadvantages are marked 1.
Supernatural disadvantages are the
result of divine intervention, magic,
psionics, etc. With the GM’s permis-
sion, anyone might be cursed in this
way – but only if supernatural powers
exist in the game world. Supernatural
disadvantages are marked 5.
Mundane disadvantages are every-
thing else. They are inborn, acquired,
or self-imposed handicaps that any-
one might have. Mundane disadvan-
tages are not marked in any special
way. Assume that a disadvantage with
neither 1 nor 5 is available to anyone.
==SELF-CONTROL FOR MENTAL DISADVANTAGES==
Many mental disadvantages do not
affect you constantly – you may
attempt to control your urges. An
asterisk (*) appears next to the point
cost of any disadvantage that offers a
chance to resist. For each disadvan-
tage like this, you must choose a self-
control number: the number you must
roll on 3d to avoid giving in. This mod-
ifies point value as follows:
You resist quite rarely (roll of 6 or
less): 2 ¥ listed cost.
You resist fairly often (roll of 9 or
less): 1.5 ¥ listed cost.
You resist quite often (roll of 12 or
less): listed cost.
You resist almost all the time (roll
of 15 or less): 0.5 ¥ listed cost.
Drop all fractions (e.g., -22.5 points
becomes -22 points).
The “default” self-control number
is 12: you must roll 12 or less on 3d to
avoid giving in to your problem. This
lets you use disadvantage costs as
written. Choose a self-control number
of 15 if you wish to have a tendency
toward a disadvantage instead of a
full-blown case. A self-control number
of 9 will regularly limit your options. A
self-control number of 6 can be  crip-
pling (especially with genuine psychi-
atric problems).
Note your self-control number in
parentheses after the name of the dis-
advantage on your character sheet.
For instance, if you can resist Berserk
on a roll of 9 or less, write this as
“Berserk (9).”
===Self-Control Rolls===
In circumstances that are likely to
trigger your problem, you may opt to
roll 3d against your self-control num-
ber to see whether your disadvantage
actually affects you. If you roll less
than or equal to this number, you
resist your disadvantage – this time.
Otherwise, you suffer the listed effects.
This is called a self-control roll.
Like all success rolls, self-control
rolls are subject to modifiers.
Exceptionally mild or severe stimuli
can give bonuses or penalties. Drugs
and afflictions can make you more or
less likely to give in. Other disadvan-
tages can make you irritable, reducing
your odds of resisting. See the disad-
vantage descriptions for details.
Example: Your self-control number
is 15, but you are in a highly stressful
situation that gives -5 to your self-con-
trol roll. You must roll 10 or less to
resist your disadvantage.
You never have to try a self-control
roll – you can always give in willingly,
and it is good roleplaying to do so.
However, there will be times when you
really need to resist your urges, and
that is what the roll is for. Be aware
that if you attempt self-control rolls
too often, the GM may penalize you
for bad roleplaying by awarding you
fewer earned points.
Optionally, the GM may permit you
to use one unspent character point to
“buy” an automatic success on a self-
control roll. Points spent this way are
gone for good, but there will be times
when staying on the straight and nar-
row is worth the sacrifice. In this case,
the GM should  not penalize you for
bad roleplaying, because you are
penalizing yourself!
Note that high Will helps you make
Fright Checks and resist supernatural
emotion control, but it does not
improve self-control rolls – not even
for disadvantages with effects identi-
cal to these things. Mental disadvan-
tages represent an aspect of your per-
sonality that you cannot simply will
(or reason) away. This is part of what
makes them disadvantages!
==“BUYING OFF” DISADVANTAGES==
You may use bonus points to “buy
off” many disadvantages – whether
you started with them or acquired
them in play. This costs as many
points as the disadvantage originally
gave you. If the GM permits, you may
buy off leveled disadvantages one
level at a time. Likewise, you can buy
off those with self-control numbers
gradually, by raising the self-control
number. In both cases, the point cost
is the difference between your former
level and your current one. For more
on buying off disadvantages, see
Chapter 9.


Mundane disadvantages are everything else. They are inborn, acquired, or self-imposed handicaps that anyone might have. Mundane disadvantages are not marked in any special way. Assume that a disadvantage with neither [[Image:Exotic.png]] nor [[Image:Supernatural.png]] is available to anyone.
{{Self-Control for Mental Disadvantages}}
=="Buying Off" Disadvantages==
You may use bonus points to "buy off" many disadvantages – whether you started with them or acquired them in play. This costs as many points as the disadvantage originally gave you. If the GM permits, you may buy off leveled disadvantages one level at a time. Likewise, you can buy off those with self-control numbers gradually, by raising the self-control number. In both cases, the point cost is the difference between your former level and your current one. For more on buying off disadvantages, see [[Character Development]].
==Disadvantages for Heroes==
==Disadvantages for Heroes==
Two kinds of disadvantages are particularly suitable for heroic PCs. Roleplayed well, they might limit the character's choices, but they should make the player's experience more fun.
Two kinds of disadvantages are particularly suitable for heroic PCs. Roleplayed well, they might limit the character's choices, but they should make the player's experience more fun.
Line 234: Line 49:
It might seem strange that virtues such as [[Truthfulness]] and [[Sense of Duty]] are listed as "disadvantages." In the real world, we regard such traits as advantages! Their disadvantage value in GURPS comes from the fact that these virtues limit your freedom of action. For instance, someone with Truthfulness will have trouble lying, even for a good cause; therefore, within the framework of the game, he has a disadvantage. This has one very worthwhile benefit: if you want to create a wholly heroic character, you don't have to take any "character flaws" at all. You can get points by choosing only those disadvantages that are actually virtuous!
It might seem strange that virtues such as [[Truthfulness]] and [[Sense of Duty]] are listed as "disadvantages." In the real world, we regard such traits as advantages! Their disadvantage value in GURPS comes from the fact that these virtues limit your freedom of action. For instance, someone with Truthfulness will have trouble lying, even for a good cause; therefore, within the framework of the game, he has a disadvantage. This has one very worthwhile benefit: if you want to create a wholly heroic character, you don't have to take any "character flaws" at all. You can get points by choosing only those disadvantages that are actually virtuous!
===Tragic Flaws===
===Tragic Flaws===
Many of the greatest heroes of history and literature had a "tragic flaw." [[Alcoholism]], [[Appearance|great ugliness]], [[Bad Temper|bad temper]], [[Compulsive Behaviour|compulsive]] behavior, and even [[Addiction|drug addiction]] – all are found in the heroes of fact and fiction. So don't assume that your heroes have to be perfect ... try giving them significant problems to overcome.
Many of the greatest heroes of history and literature had a "tragic flaw." [[Alcoholism]], [[Appearance|great ugliness]], [[Bad Temper|bad temper]], [[Compulsive Behavior|compulsive behavior]], and even [[Addiction|drug addiction]] – all are found in the heroes of fact and fiction. So don't assume that your heroes have to be perfect ... try giving them significant problems to overcome.


==Secret Disadvantages==
==Secret Disadvantages==
You may give your character a disadvantage unknown both to him and to you. Choose a point value and tell the GM. The GM will select a disadvantage and give you its value plus an additional -5 points (e.g., Unluckiness, normally worth -10 points, gives -15 points as a secret disadvantage) ... but he will not give you any hints as to what it is! When your disadvantage finally becomes obvious in the course of play (GM's decision), you must buy off the extra -5 points as soon as possible.
You may give your character a disadvantage unknown both to him and to you. Choose a point value and tell the GM. The GM will select a disadvantage and give you its value plus an additional -5 points (e.g., Unluckiness, normally worth -10 points, gives -15 points as a secret disadvantage) ... but he will not give you any hints as to what it is! When your disadvantage finally becomes obvious in the course of play (GM's decision), you must buy off the extra -5 points as soon as possible.


The GM must pick a secret disadvantage carefully. It should be something that you could believably not know about. If it is a mental disadvantage, the conditions that trigger it should never have arisen ([[Berserk]], [[Bloodlust]], [[Combat Paralysis]], the less-common [[Phobia]]s, and [[Split Personality]] all work well here). Most physical disadvantages are too obvious – although something like [[Hemophilia]] might go unnoticed. You can only list one secret disadvantage on your character sheet, but this might represent more than one trait. The GM is free to select multiple, related disadvantages worth the appropriate number of points.
The GM must pick a secret disadvantage carefully. It should be something that you could believably not know about. If it is a mental disadvantage, the conditions that trigger it should never have arisen ([[Berserk]], [[Bloodlust]], [[Combat Paralysis]], the less-common [[Phobias]], and [[Split Personality]] all work well here). Most physical disadvantages are too obvious – although something like [[Hemophilia]] might go unnoticed. You can only list one secret disadvantage on your character sheet, but this might represent more than one trait. The GM is free to select multiple, related disadvantages worth the appropriate number of points.

Latest revision as of 16:54, 13 October 2020

List of Disadvantages

A "disadvantage" is a problem or imperfection that renders you less capable than your attributes, advantages, and skills would indicate. In addition to the traits in this chapter, this includes anything with a negative point cost in Chapter 1: low Status, below-average Wealth, etc. You are probably wondering, "Why would I want to give my character disadvantages?" There are two good reasons:

  1. Each disadvantage has a negative cost in character points. Thus, disadvantages give you extra character points, which let you improve your character in other ways. But note that disadvantages limit you in proportion to their cost. Be sure to read the disadvantage description in full to know what you are getting into!
  2. An imperfection or two makes your character more interesting and realistic, and adds to the fun of roleplaying!

Restrictions on Disadvantages

Your GM might wish to "cap" the extra points you can gain from disadvantages; see Disadvantage Limit. This limit applies to the total points you can get from all traits with negative point costs from character creation (reduced attributes, low Status, etc.) or the list of disadvantages. Mandatory disadvantages assigned by the GM don't count against this limit.

Most GMs will want to enforce two additional restrictions:

Negated Disadvantages

You cannot take a disadvantage that one of your advantages would mitigate or negate! For instance, if you have Acute Hearing, you cannot take Hard of Hearing. Contradictory disadvantages, such as Curious and Incurious, are also mutually exclusive. The GM has the final say as to which traits are compatible.

Villain Disadvantages

Some disadvantages – Sadism, for instance – are not at all suitable for a "hero," and the GM is free to forbid them to PCs. But they are often found in the more fiendish villains of adventure fiction, so they are included in the interest of good NPC creation.

Types of Disadvantages

Like advantages, disadvantages are classified according to how they work in play and who can have them.

Mental disadvantages originate from your mind or soul. They stay with you if your mind ends up in a new body. This category includes the vast majority of "magical," "psionic," and "spiritual" traits. Mental disadvantages are marked .

Physical disadvantages are associated with your body. You can escape them by moving to a new body! If another mind occupies your body, the new owner gains your physical disadvantages.

You can acquire a physical disadvantage during play, most likely due to accident or combat. In this case, you immediately suffer the bad effects of the disadvantage. Unlike starting disadvantages, however, physical handicaps acquired in play do not "give back" points with which to buy abilities – they just lower your point value!

Example: If you start out blind, you start with an extra 50 points...but if an explosion blinds you during the game, you're just blind and that's that. Reduce your point total by 50 points to reflect your new disadvantage. You should not keep the same point total and take 50 points of compensating advantages!

Physical disadvantages are marked .

Social disadvantages are associated with your identity. Should it become important to know whether they go with mind or body, the GM's word is final. Note that this category includes below-average Status, Wealth, and so forth. Social disadvantages are marked .

The GM is the final judge of which category a disadvantage belongs in. It is possible to interpret certain disadvantages in more than one way!

Exotic disadvantages are forbidden to normal humans. Nonhumans may acquire such traits from their racial template, but they still need the GM's permission to take additional exotic disadvantages. Exotic disadvantages are marked .

Supernatural disadvantages are the result of divine intervention, magic, psionics, etc. With the GM's permission, anyone might be cursed in this way – but only if supernatural powers exist in the game world. Supernatural disadvantages are marked .

Mundane disadvantages are everything else. They are inborn, acquired, or self-imposed handicaps that anyone might have. Mundane disadvantages are not marked in any special way. Assume that a disadvantage with neither nor is available to anyone.

Self-Control for Mental Disadvantages

Many mental disadvantages do not affect you constantly – you may attempt to control your urges. An asterisk (*) appears next to the point cost of any disadvantage that offers a chance to resist. For each disadvantage like this, you must choose a self-control number: the number you must roll on 3d to avoid giving in. This modifies point value as follows:

You resist quite rarely (roll of 6 or less): 2 × listed cost.
You resist fairly often (roll of 9 or less): 1.5 × listed cost.
You resist quite often (roll of 12 or less): listed cost.
You resist almost all the time (roll of 15 or less): 0.5 × listed cost.

Drop all fractions (e.g., -22.5 points becomes -22 points).

The "default" self-control number is 12: you must roll 12 or less on 3d to avoid giving in to your problem. This lets you use disadvantage costs as written. Choose a self-control number of 15 if you wish to have a tendency toward a disadvantage instead of a full-blown case. A self-control number of 9 will regularly limit your options. A self-control number of 6 can be crippling (especially with genuine psychiatric problems).

Note your self-control number in parentheses after the name of the disadvantage on your character sheet. For instance, if you can resist Berserk on a roll of 9 or less, write this as "Berserk (9)."

Self-Control Rolls

In circumstances that are likely to trigger your problem, you may opt to roll 3d against your self-control number to see whether your disadvantage actually affects you. If you roll less than or equal to this number, you resist your disadvantage – this time. Otherwise, you suffer the listed effects. This is called a self-control roll. Like all success rolls, self-control rolls are subject to modifiers.

Exceptionally mild or severe stimuli can give bonuses or penalties. Drugs and afflictions can make you more or less likely to give in. Other disadvantages can make you irritable, reducing your odds of resisting. See the disadvantage descriptions for details.

Example: Your self-control number is 15, but you are in a highly stressful situation that gives -5 to your self-control roll. You must roll 10 or less to resist your disadvantage.

You never have to try a self-control roll – you can always give in willingly, and it is good roleplaying to do so. However, there will be times when you really need to resist your urges, and that is what the roll is for. Be aware that if you attempt self-control rolls too often, the GM may penalize you for bad roleplaying by awarding you fewer earned points.

Optionally, the GM may permit you to use one unspent character point to "buy" an automatic success on a self-control roll. Points spent this way are gone for good, but there will be times when staying on the straight and narrow is worth the sacrifice. In this case, the GM should not penalize you for bad roleplaying, because you are penalizing yourself!

Note that high Will helps you make Fright Checks and resist supernatural emotion control, but it does not improve self-control rolls – not even for disadvantages with effects identical to these things. Mental disadvantages represent an aspect of your personality that you cannot simply will (or reason) away. This is part of what makes them disadvantages!

"Buying Off" Disadvantages

You may use bonus points to "buy off" many disadvantages – whether you started with them or acquired them in play. This costs as many points as the disadvantage originally gave you. If the GM permits, you may buy off leveled disadvantages one level at a time. Likewise, you can buy off those with self-control numbers gradually, by raising the self-control number. In both cases, the point cost is the difference between your former level and your current one. For more on buying off disadvantages, see Character Development.

Disadvantages for Heroes

Two kinds of disadvantages are particularly suitable for heroic PCs. Roleplayed well, they might limit the character's choices, but they should make the player's experience more fun.

"Good" Disadvantages

It might seem strange that virtues such as Truthfulness and Sense of Duty are listed as "disadvantages." In the real world, we regard such traits as advantages! Their disadvantage value in GURPS comes from the fact that these virtues limit your freedom of action. For instance, someone with Truthfulness will have trouble lying, even for a good cause; therefore, within the framework of the game, he has a disadvantage. This has one very worthwhile benefit: if you want to create a wholly heroic character, you don't have to take any "character flaws" at all. You can get points by choosing only those disadvantages that are actually virtuous!

Tragic Flaws

Many of the greatest heroes of history and literature had a "tragic flaw." Alcoholism, great ugliness, bad temper, compulsive behavior, and even drug addiction – all are found in the heroes of fact and fiction. So don't assume that your heroes have to be perfect ... try giving them significant problems to overcome.

Secret Disadvantages

You may give your character a disadvantage unknown both to him and to you. Choose a point value and tell the GM. The GM will select a disadvantage and give you its value plus an additional -5 points (e.g., Unluckiness, normally worth -10 points, gives -15 points as a secret disadvantage) ... but he will not give you any hints as to what it is! When your disadvantage finally becomes obvious in the course of play (GM's decision), you must buy off the extra -5 points as soon as possible.

The GM must pick a secret disadvantage carefully. It should be something that you could believably not know about. If it is a mental disadvantage, the conditions that trigger it should never have arisen (Berserk, Bloodlust, Combat Paralysis, the less-common Phobias, and Split Personality all work well here). Most physical disadvantages are too obvious – although something like Hemophilia might go unnoticed. You can only list one secret disadvantage on your character sheet, but this might represent more than one trait. The GM is free to select multiple, related disadvantages worth the appropriate number of points.