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Fanatic [Ps]

Very Common, Total: 25 Points

A Fanatic believes so strongly in an ideal, country, code, religion, or cause that it is the most important thing in their life. They may or may not die for it, but they are willing to do so. The Fanatic puts the object of his fanaticism ahead of everything else. If the character is fanatical about a code of conduct, he adheres to that code rigidly. If he is fanatically devoted to a leader, he obeys that leader without question. This disadvantage is a step beyond Completely Devoted To His Superiors.

Note that a fanatic does not have to be either mindless or evil. Kamikaze pilots, Moslem terrorists and Patrick Henry ("Give me liberty or give me death") are all fanatics.

Farsighted [Ph]

Infrequent, Greatly: 10 Points

A Farsighted character has trouble seeing objects and print that is too close or too close and is at a -3 to perform any task which involves close scrutiny. Since most campaigns happen in a modern setting, and glasses or contact lenses are freely available to just about anyone who needs them, the point value for this disadvantage has been modified to reflect this fact. If the campaign is taking place in the past, when such items were not so readily available, add 5 points.

Fatalistic [Ps]

Uncommon, Total: 15 Points
Common, Total: 20 Points
Very Common, Moderate: 15 Points
Very Common, Strong: 20 Points
Very Common, Total: 25 Points

Fatalistic can best be summed up as "super-pessimism". Like a character who is Pessimistic, a person who is Fatalistic believes that nothing will work out. In addition, however, a Fatalist always believes that the results of everything not working out will be much more severe than can possibly be imagined.

Such characters rarely have a concern over their own welfare; the justification is a belief that the character is a dead man anyway. In some Fatalists, this attitude evolves into a variation on the Japanese proverb "If you know you are going to die, you can do anything." They are not necessarily Fearless, but are willing to take great risks and face great dangers.

Despite what it appears, this Psych Limit does not work well with Depressive.

Fated To (Occurence or Happenstance) [Ph]

All The Time, Slightly: 15 Points
All The Time, Greatly: 20 Points
All The Time, Fully: 25 Points

A character with this Physical Limitation is Fated to always have something happen, or to never have something happen. The character must have some reason for wanting things otherwise... being Fated To Never Lose A Fight isn't an appropriate disadvantage.

Usually, the reason why the character wants otherwise can be defined in a Psychological Limitation; for instance, a character with Fear of Snakes might be Fated To Meet Snakes At Least Every Third Adventure. A villain who carries a gun might be Fated To Never Use His Gun Against A Character Who Would Be Injured By It. He can still use the gun for intimidation, or to shoot objects, but for some reason whenever he pulls the trigger against a person, the target dodges his bullets or bounces them.

Fearless [Ps]

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

A character who is Fearless risks himself without a thought to his own survival. He takes no consideration of the odds against him, or what might happen to him if he fails. He simply does what he does with no fear. Such a character wouldn't hesitate to enter a burning building, or skydive off of a skyscraper, or go toe to toe with a foe when he knew he was outmatched.

At Common, Strong, the character must make an Ego roll in order to consider the potential danger, but at Common, Total the character wouldn't care even if he did.

Fears Abandonment For Making Mistakes [Ps]

Common, Strong: 15 Points

A character with this Psychological Limit feels strongly that he will lose the respect and friendship of those around him if he makes mistakes. Normally, the mistakes have to be serious for this fear to come into play (the character realizes, for instance, that no one will abandon him over a typo...). He is almost obsessive about doing things the right way, and gets depressed and nervous when things look like they won't work out.

This Psych Limit works well with Shy, Stagefright and Easily Embarrassed.

Fears Breaking Things And Hurting People [Ps]

Common, Strong: 15 Points

This Psych Limit is only appropriate for bricks or other characters with great strength. With this disadvantage, the character isn't sure of his control over that strength. Whether justified or not, he takes great care because he is afraid of the consequences if he doesn't.

This Psych Limit should only be taken by Player Characters or NPC Heroes. Villainous bricks generally won't care if they break things or hurt people.

Fears Changing Into (Character's Other Form) [Ps]

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

This Psych Limit is only appropriate for those characters who have another form (such as the Incredible Hulk from Marvel comics, or Captain Marvel from DC comics). The character should have some reason for not wanting to become the other form; perhaps the other form is of monstrous appearance (as with the Werewolf By Night), or perhaps the other form is of a different moral character (as with Edward Hyde), or perhaps the character is a bit of both (as with the Incredible Hulk). In any case, this disadvantage means that the character is afraid transform, even in times of emergency. The reason why is left up to the players.

At Common, Strong the character will avoid situations where he has to transform, but can force himself to do so if he makes an Ego roll. At Common, Total, he never voluntarily change form except in the direst of emergencies.

Fears Losing Powers [Ps]

Common, Strong: 15 Points

A character with this Psych Limit has a psychological investment in his or her powers. The character somehow feels that they define him. As such, the thought of losing them is abhorrent. The character will avoid any circumstance which might involve the loss of their abilities unless an Ego roll is made.

This disadvantage is only appropriate for characters with some superhuman ability (no matter how minor).

Feels Guilty About (Past Action Or Event) [Ps]

Common, Strong: 15 Points

A character with this Psych Limit has some terrible occurrance in their past. Either they themselves were the cause of the occurrance or they were the victim of it. Either way, the character feels responsible and thus guilty for it. This feeling need not be rational. In some cases, this Psych Limit could be defined as Survivor's Guilt (in which many people close to the character did not survive some event in the past, but the character did, and for this the character feels guilt).

In order to avoid feeling in this manner when reminded of the past, the character must make a successful Ego roll.

This Psych Limit works well with Runs From Responsibility, Feels He Must Prove Himself, Must Overcome Failure To Protect (Loved One), Depressive, Seeks Revenge, Prone To Depression, Grim and Humorless, Moody, and Flashbacks of (Traumatic Experience) during (Situation).

Feels He Must Prove Himself [Ps]

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

A character who Feels He Must Prove Himself thinks he has to prove that he's brave enough, strong enough, capable enough, etc. Whether he has to prove it to himself or others is up to the player.

In order to prove himself, the character takes risky chances. However, he is not Reckless; he recognizes that the chances he takes are risky, but cannot make himself refuse to take them because how else can he prove himself?

At Common, Moderate the character can force himself to not take risks in this manner when necessary. At Common, Strong the character must make an Ego roll in order to do so. At Common, Total the character cannot do so except in the most dire of circumstances.

Feels Indebted To (Other Character) [Ps]

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

This character owes another character (whether NPC or PC) a debt due to the other character's actions in the past. What caused the debt is up to the player. The character may feel that he owes so much to the other person that he is compelled to assist them whenever possible (and within his other Psych Limits).

At Common, Strong the character must make an Ego roll in order to refuse to help the other character when asked. At Common, Total he cannot do so except in the most extreme of circumstances.

Feels Loyalty To His Superiors [Ps]

Very Common, Moderate: 15 Points

This is the "mild" versions of both Always Obeys The Orders Of His Superiors and Completely Dedicated To (Agency or Person). Like those two Psych Limits, it is most appropriate for a character who is a member of some paramilitary or military organization.

A character with this Psych Limit would, under normal circumstances, never dream of disobeying an order or violating the policies and regulations of the organization he works for, but under unusual circumstances could do so without making an ego roll.

Feels No Pain [Ph]

All The Time, Greatly: 20 Points

This Physical Limitation is most appropriate for characters in a heroic level campaign. The character has no sense of pain, and therefore is not aware of when he is injured. The character can easily break bones or suffer from sprains and tears and never realize it, or the character could get seriously cut and then bleed to death before realizing he was even hurt.

Feels That Any Criticism He Receives Is True, Whether It Is Or Not [Ps]

Common, Total: 20 Points

This is a variant on Low Self-Esteem. A character with this Psych Limit believes every bit of criticism about himself is true. He has a hard time holding onto a positive self-image in the face of critical appraisal. However, unlike someone with Low Self-Esteem, a person with this Psych Limit will accept complements and believes praise about himself as well.

Note that obviously ridiculous criticism will not be believed, but jokingly made sarcastic remarks not meant as criticism will be.

Feels Underappreciated [Ps]

Very Common, Strong: 20 Points

This Psych Limit is another variant on Low Self-Esteem. However, rather than the character having a low opinion of himself, he perceives that others have a low opinion of him and resents it. A character who Feels Underappreciated feels that, no matter how hard he tries or to what degree of excellence he acts, his efforts go unnoticed. (This is sometimes known as the "Susan Lucci Psych Limit".) This causes resentment on the character's part toward those he feels are underappreciating him.

The character can avoid these feelings if he makes a successful Ego roll.

This Psych Limit works well with Young.

Fervent Patriot [Ps]

Common, Total: 20 Points

A character with this Psych Limit believes in his country and would do almost anything to further its aims. They would gladly give their lives in the service of it, and tend not to believe any derogatory information leveled at their country. Even when presented with hard evidence that their country is less than ideal, they will not accept it unless a successful Ego roll is made.

Note that the character's patriotic feelings are not necessarily directed toward the government of his country (though this may well be a part of it... the player should decide).

Flashbacks Of (Traumatic Experience) During (Situation) [Ps]

Uncommon, Strong: 10 Points
Common, Strong: 15 Points
Very Common, Strong: 20 Points

A character with this Psych Limit collapses into hysteria during a certain situation because the situation harkens back to a period in the past during which the character suffered a horrifying, painful, or otherwise traumatic experience.

For example, a character could have Flashbacks Of Child Abuse When Yelled At or Flashbacks Of Rape When In Close Quarters With Men. The Frequency of the disadvantage depends on how common the situation causing the flashback occurs.

Regardless of Frequency, the character must make an Ego roll in order to overcome the feelings the flashbacks cause and act normally.

Flamboyant [Ps]

Common, Strong: 15 Points

A Flamboyant character always adds a little extra panache to whatever it is he does. Its not enough, for instance, for the character to dress well. He has to dress well and stand out. (For instance, the character might wear an all-white tuxedo, complete with top-hat, tails, and cane, to a formal event.) The character is always a tad showy. He speaks large, makes large gestures, and has a hard time being sedate while in public.

In order to avoid acting in this manner, the character must make an Ego roll.

Flustered By Failure [Ps]

Common, Strong: 15 Points

A character with this Psych Limit has a hard time recovering from failure. After an incident of failure, he tends to stand, flatfooted and open-mouthed, amazed at what happened. This does not occur every time the character fails at something... only when the character fails at something important or that he had an amazing chance of success at.

In order to avoid being Flustered By Failure, the character must make a successful Ego roll.

This Psych Limit works well with Arrogant.

Focuses On Current Activities To The Exclusion Of All Else [Ps]

Very Common, Strong: 15 Points

This Psych Limit mights also be called "Obsessed With Whatever He Is Doing" or "Total Concentration". A character who Focuses On Current Activities To The Exclusion Of All Else tunes the rest of the world out when he concentrates on something. Any activity that is not done in an offhand, casual manner is focuses on, like a laser beam. All else is suddenly considered unimportant and secondary, even such basic tasks as eating and sleeping.

In order to force himself not to focus in this manner, or to redirect his attention once he has become focused, the character must make an Ego roll.

Follower [Ps]

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

A character who is a Follower looks to others for leadership when leadership is needed. He will give his opinion on what should be done, but leaves the decisionmaking to others. When others look to the character for leadership, he feels uncomfortable with it and will tend to rely on the advice of the others for every decision. (In cases like this, sometimes the character will appoint another the "de facto leader" and use his advice as the decision itself, even while retaining the "figurehead" position of leader.)

At Common, Moderate the character can force himself to make decisions and actually lead when necessary. At Common, Strong the character must make an Ego roll in order to do so.

Forgetful [Ps]

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

A character with this Psych Limit forgets things those things that he is not dealing with at the moment. He can't remember phone numbers, people's names, directions, etc. without writing them down... and even then he might not remember where he wrote them down. Very important information (like the names of his wife and children, where he works, etc.) are not forgotten... just things he doesn't deal with every day.

At Common, Moderate the character can force himself to remember these things when necessary. At Common, Strong the character must make an Ego roll in order to do so. At Common, Total he cannot except in the most extreme of circumstances.

This Psych Limit is different from Absent-Minded in that a character who is Absent-Minded forgets things when distracted, while this character forgets things at any time.

Frugal [Ps]

Uncommon, Moderate: 5 Points

This Psych Limit is a variation on Cheap/Spendthrift; the character isn't precisely cheap, but rather prefers to do more with less. He is willing to spend money when necessary, and in some cases prefers to buy the best (and possibly most expensive). However, he also prefers not to spend a lot of money when its not strictly necessary.

The character can avoid acting in this manner when necessary.