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Easily Distracted [Ps]

Common, Moderate: 10 Points
Common, Strong: 15 Points

A character who is easily distracted can eaily have their attention diverted away from the task at hand, particularly in chaotic situations. When things in the character periphery start getting more interesting that what the character is currently involved in, the character starts to lose interest in what he was doing in favor of the new distraction.

At the Common, Moderate level, the character may suffer some combat penalties (-1 to -3) in this type of situation. At the Common, Strong level, the character must make an Ego roll in order to not lose track of the situation.

Easily Embarassed [Ps]

Very Common, Strong: 20 Points

A character with this Psych Limit becomes embarassed at any time in which it is even remotely possibly that people are thinking bad things about the character. The character becomes embarassed if his shoes are untied, if a food stain the size of a pin head is on his shirt, if someone else says something snide. Almost any circumstance can embarass the character.

This Psych Limit works well with Shy and Stagefright.

Easily Flattered [Ps]

Uncommon, Strong: 10 Points

A character who is Easily Flattered takes the faintest praise as high flattery. He revels in any good word anyone says about him, and thus holds the flatterer in higher esteem than might otherwise be normal for the situation. The character must make an Ego roll in order to resist the flattery.

This Psych Limit works well with Arrogant, Egotistical, and Megalomaniac.

Easily Flustered [Ps]

Uncommon, Strong: 10 Points

A character with this Psych Limit gets confused easily, especially in chaotic situations. When things start moving quickly and several things happen at once, the character starts to lose track of details and what's supposed to happen until, eventually, the character has no idea what exactly is going on anymore. The character must make an Ego roll in order to not lose track of the situation and get confused.

Easily Panicked [Ps]

Uncommon, Strong: 10 Points

In times of intense stress, a character who is Easily Panicked loses his cool almost immediately. When frightened, threatened, or otherwise put under harmful stress, this character falls to pieces. The character must make an Ego roll in order to keep his cool during a dangerous situation.

Effete [Ps]

Common, Strong: 15 Points

This Psych Limit is only appropriate for male characters. An Effete character acts in a manner that can only be described as "less masculine" than other men. Always prim and proper, he always dresses impeccably (or tries to), is familiar with the finer things in life, speaks lightly, and would never dream of engaging in any activity that would actually make him perspire. He is not precisely effiminate, but rather considers the "stereotypical masculine male" to be a brute to be looked down on rather than admired. This character is usually not homosexual, but may be perceived as such by others.

Good examples of characters with this Psych Limit would be Doctors Frasier and Niles Crane, from the sitcom "Frasier", Basil Fawlty from "Fawlty Towers", and Les Nessman from "WKRP In Cincinatti".

The character must make an Ego roll in order to do anything that might be considered "rugged" or "testosterone filled", unless he does so in an effete manner.

Egotistical [Ps]

Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points

A character who is Egotistical thinks the world revolves around him. The character will assume that he will win any award he is a candidate to win, that he deserves special treatment simply because he is who he is, and believes that no one else's problems are more important than his.

The character can force himself to consider others or to place others before his own wants if necessary. At Common, Strong the character must make an Ego roll to do so, while at Common, Total the character won't consider the wants or needs of others except in the direst of circumstances.

Taking this Psych Limit higher than Common, Moderate is not recommended for Player Characters, as it would tend to make the character annoying to the other players.

Emotionless [Ps]

Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points

An Emotionless character either actually doesn't feel emotions (and thus cannot easily relate to others when they are in highly emotional states) or does feel emotions, but suppresses them (the perfect example of this being Vulcans from Star Trek).

Regardless of which case is true for the character in question, others tend to regard him as cold, unfeeling, and sometimes inhuman.

At Common, Moderate the character can express emotion when it is socially necessary. At Common, Strong the character must make an Ego roll to do so, while at Common, Total the character cannot ever do so.

Enjoys Destroying Other People's Psyches [Ps]

Common, Strong: 15 Points

A character who Enjoys Destroying Other People's Psyches gets his kicks from putting other people through so much mental torture that they crack like eggs. He cruelly taunts others and puts them through horrible stress with the intent on causing them to go insane.

The character will most likely not have any Psych Limits which puts limits on the extent he will go to torture others. (Though he may have compunctions about actually killing others... he wants them in misery, not necessarily dead.

This Psych Limit works well with Amoral and Considers Other People's Psyches As Toys.

Enjoys Matching Wits With Heroes/Villains [Ps]

Common, Strong: 15 Points
Common, Total: 20 Points

A character with this Psych Limit enjoys playing games with his foes. This disadvantage can be used to simulate villains who think up elaborate, multi-layered plans for crimes... and one of the preporatory steps is telling the hero what he's planning to do, but not how. Or a villain who leaves clues to his next crime behind at the scene of his last crime.

In addition, this Psych Limit could represent a hero who becomes obsessed with figuring out such plots and interpreting the clues to the exclusion of almost all else.

Whenever offered an option to either play games or use a direct approach to a villan, the character will preferentially use the games. At Common, Strong the character must make an Ego rollIn order to resist his natural urge to play games, while at Common, Total the character cannot do so except in the most extreme of circumstances.

This Psych Limit works very well with Signature.

Enjoys Playing Mind Games [Ps]

Common, Strong: 15 Points

A character with this Psych Limits likes playing games with other people's beliefs, perceptions, and principles. He builds elaborate mental mazes for others to try and weave their way through. Some times the character does this out of malice, and other times he does it without actually considering the results beforehand.

The character may have other Psych Limits which determine to what lengths (or what ends) the character plays head games with others.

In order to suppress his urge to play with other people's heads, the character must make an Ego roll.

Enjoys Using His Powers [Ps]

Common, Moderate: 10 Points
Common, Strong: 15 Points
Common, Total: 20 Points

A character with this Psych Limits likes having and using his powers so much, he spends more time than most other superhumans using them. If the character can fly, he does so at every opportunity... even to perform such mundane tasks as go grocery shopping and going to job interviews. If the character has an energy blast, he gets a kick from shooting things with it, and can often be found playing "target practice".

The Strength of the disadvantage indicates how well the character can resist the urge to use his powers as often as possible. At Common, Moderate he can do so when necessary. At Common, Strong he must make an Ego roll in order to do so, and at Common, Total he cannot resist the urge to use his powers except in the most extreme of circumstances.

Epilepsy [Ph]

Frequent, Greatly: 15 Points
Frequent, Fully: 20 Points

A character who has Epilepsy is subject to seizures. At Frequently, Greatly the seizures are "petit mal", and are notable as more of a "phasing out"; the character stares into space, oblivious to what is going on around him for the duration of the seizure. At Frequently, Fully the seizures are "grand mal"; during a grand mal seizure, the character's body trembles uncontrollably and he cannot think or speak clearly.

In any stressful situation (especially a life-threatening one), a 13 or less roll will bring on a seizure lasting 1d6 minutes. If the character has any sort of phobia, exposure to the focus of his fear is considered a stressful situation. During a seizure, the character can take no actions. In the case of grand mal seizures, the character suffers 3d6 Stun damage as well.

Explosive Temper [Ps]

Common, Strong: 15 Points
Common, Total: 20 Points

This Psych Limit is used to simulate a character whose temper has no "throttle". (Or, in other words, they go immediately from "mildly annoyed" to "just shy of berserk", with no intermediate steps.) Such a character will resort to violence easily and quickly after a short period of time.

Note that this is not the same as a Hair-Trigger Temper. A character with an Explosive Temper might be one of the easiest-going, patient people alive, and yet when they finally get mad, they immediately lash out physically.

At Common, Strong, the character can restrain himself with an Ego roll. At Common, Total, the character cannot restrain his Explosive Temper except in the direst of situations.