BoB Disadvantages

From Black Country Role Playing Society

Contents

Awkward Ass (3 or 5 points)

You have a susceptibility to beans. Whenever you are in a situation you ass will make it's presence known by realising the worst farts in the whole of the west at the worst possible moment. 3 points and your bottom will only chuff when you are in a tight spot on a 5 or more on a D20. With 5 points you don't get the dice roll.

Bad Fortune (1 point)

A character with Bad Fortune has his fate in the hands of the Sheriff. A character with bad fortune puts his fate in the hands off the Sheriff. The Sheriff makes a secret roll on the table below (or chooses one) some of the results re obvious but others are less so. You may not take this disadvantage more than once. Few of the outcomes have any effect on the game mechanics, but all can cause role playing challenges. You have been warned!

1 - Someone is secretly in love with you and will go to great lengths to mess up your current love life. If any.

2 - You have a disfiguring scar or birthmark, just touching you can cause bad luck. Good luck getting a massage or hooky.

3 - you always lose a item of equipment.

4 - you have allergies to a common item i.e. Tobacco, rum, cotton, bullets

5 - You have the evil eye (one of your eyes is discoloured) People avoid your gaze (you lose one die on social interactions)

6 - One of these days, one roll – a very important roll – is going to fail completely. You won’t even get to roll. You won’t get to use luck or any other mechanic to save the situation. It’s your Destiny accept it!

7 - You have an enemy. You won’t even know you have developed this enemy until it’s far too late of course

8 - You father has accrued a great gambling debt that you will have to pay off soon. Real soon. Clam down chewy.

9 - You haven’t got the hang of one of your skills just yet. All TN for one Skill are at +5, you may spend one experience point to get rid of this bad fortune.

0 - roll again twice on this table, ignore further 10’s


Bad Health (3 points)

A character with Bad Health has his wound ranks figured as if his stamina were one rank lower.

Bad Reputation (2 points)

You’ve already earned yourself a bad Rep. Whenever you meet someone they add a die to a recognition roll, but they begin with a bad impression of your character. You should choose a single word to define your reputation

Brash ( 2 points)

Characters with this disadvantage are hot headed. They seek to avenge any slight, they must a will power roll TN 20 in order to keep control.

Can't Lie (3 points)

A character with this disadvantage just can’t tell a good lie. Whenever he tries, he fails; the party listening doesn’t even need to make a roll.

Chemical Dependancy (3 points)

This character is addicted. The two most predominant addictions are Alcohol and peyote. He needs to feed his addiction on a regular basis or he loses a die on all rolls for every day he goes without feeding his habit.

Credo ( Variable)

You have a code by which you live your life. For 2 points you are always kind to animals. 3 points you will always help a lady in distress. 5 points you have a code against killing.

Dependant (1-4 points)

You have someone who is completely dependant upon you. Who it is, is up to you, but they are helpless without you. 1 point = Adult Dependant 2 point = Elderly Dependant 4 point = Child Dependent

Driven (3 points)

This is the dark side of higher purpose advantage. A character who is driven has a single goal that he will sacrifice anything achieve. He will turn his back on his friends and family.

Face Only A Mother Could Love (2 points)

There is just something about you others find repulsive. Add an additional die to any fear or intimidation attempts, but subtract two dice from any attempts of seduction, cordiality or etiquette.

Gullible (3 points)

You have a soft spot in your heart for sob stories. You believe almost anything anyone tells you if they are convincing enough. The TN to convince you of anything is 5.

Insensitive (2 points)

You must spend a Grit point whenever you want to put yourself at risk for another. The three most important things in your life are your health, your welfare and your wealth. You care little for the plights of others and you don’t make any motions to keep it secret.

Lame (3 points)

You have a crippled leg. All rolls involving Agility are at -2.

Lost Love (2 points)

You once knew true love, and now it’s gone. You tend to have fits of melancholy when you are reminded of your love. Whenever your love is mentioned, you lose a die from all die rolls until you spend a Guts point to bring yourself back to the present

Low Pain Threshold (5 points)

Whenever you get wounded, add an additional -1 to your wound penalty

Meddler (2 points)

You cannot resist getting into other people’s business. You always have an opinion and enjoy sharing it with others. You know what’s best for everyone and have no qualms about telling them. This can get you in a lot of trouble.

Missing Limb (3 points)

You are missing a hand, arm, leg or foot. Any appropriate TN is raised by 10.

Permanent Wound (5 points)

You begin the game with a wound that has never properly healed. In game terms this means you always begin the game at the -1 wound level.

Phobia (2 or 4 points)

Every time you encounter your phobia, all rolls you make lose dice equal to the number of points you gained from this disadvantage. You may spend a Guts point to avoid this penalty for a single action.

Small (3 points)

You are below average height and weight. Whenever you make a damage roll, you can not count the highest roll.

Soft Hearted (2 points)

You have a profound respect for human life. Your conscience overcomes you whenever you are about to commit an act of cruelty. Whenever you try to take a human life you must make a simple willpower roll against 20 or you can’t follow through with the action.


Sworn Enemy (3-6 points)

The character has a sworn enemy that desires his death. You can get a additional 3 points if your enemy is one rank higher than you. Whenever you gain rank, your sworn enemy gains a rank with appropriately increased skills and traits. The enemy can show up at any time


Unlucky (3-9 points)

Any character with Unluck will find himself the victim of the Sheriff’s whim. For every 3 points the character invests in Unluck, the Sheriff may once per session command the re roll of any roll the character makes.

Weakness (5 points)

You can reduce Agility, Awareness, Intelligence, Perception, Reflexes, Stamina, Strength or Willpower by one point to gain 5 character points. You may not reduce a Trait below one or by more than 2 levels.