Pacifist [Ps]

Very Common, Strong: 20 Points
Very Common, Total: 25 Points

Quite simply, a Pacifist will not fight; the thought of harming another sentient being is repulsive to him. This Psych Limit is closely related to Will Only Fight In Self Defense and Reluctant to Injure.

At Very Common, Strong the character can make an Ego roll in order to force himself to harm another. If taken at Very Common, Total the character will never raise his hand in anger at another being.

Note that a Pacifst may still be very, very good at combat. Consider the example of Kwai Chang Kane (played by David Carradine in the television series "Kung Fu".)

Paranoia [Ps]

Very Common, Strong: 20 Points

A character with this disadvantage is just slightly out of touch with reality. He believes that "they" are watching him, interfering with his life, and making perhaps even trying to kill him. Who precisely "they" are is up to the player, but usual candidates are the IRS, the CIA, the FBI, the local cops, Microsoft, the tobacco companies, the feminists, the communists, the nazi's, aliens, republicans, democrats, the phone companies and the Roman Catholic church.

A paranoid character trusts no one except very, very close friends, and he keeps an eye on them just in case. This Psych Limit works very well with Delusions.

Paraplegia [Ph]

All The Time, Greatly: 20 Points

A Paraplegic character has lost the use of two of his limbs through a paralyzing injury. Not only can the character not move the limbs in question, he has no sensation in those limbs. Injuries to the paralyzed limbs heal slower than injuries elsewhere.

Most commonly the two limbs in question will be the character's legs. In this case, the character suffers the effects of having No Legs. In addition, the character may or may not be incontenent; in this case, the character must either wear diapers or use a catheter or colostamy bag.

If the character has lost the use of his arms, he suffers the same effects as having No Arms.

And please note that just because you are paranoid doesn't mean that they aren't really out to get you.

Passionate About (Subject) [Ps]

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

A character with this Psych Limit is emotionally involved about a certain specific subject. When talking about this subject, he speaks emphatically and with great emotion. When acting toward this subject, he does so with verve and zest. His enthusiasm for the subject seems boundless, and he never backs off of it if he can help it.

The frequency is determined by how common the subject is. In order to avoid acting in this manner, the character must make a successful Ego roll.

Perfectionist [Ps]

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

A Perfectionist has to have everything just right, all the time. He is driven to succeed at all times, and feels that failure is not an option. Because of this, the character becomes unwound when things stray from his carefully set plans, or if he fails at a given task. (For that matter, the character becomes unwound if he doesn't succeed as greatly as he expected... second place is as good as last for this character).

This Psych Limit works well with Control Freak.

At Common, Moderate the character resist being disturbed when things are not as he plans them to be when necessary. At Common, Strong the character cannot do so unless he makes an Ego roll.

Permanently Altered By Intrusive Cybernetics [Ph]

Infrequently, Slightly: 5 Points

Obviously, this Physical Limitation is only appropriate for those characters who gain their powers from cybernetic implants. A character who has been Permanently Altered By Intrusive Cybernetics has had major and vital parts of his own body replaced, to the point that if the cybernetics were removed, the character would most certainly die without unusual and extreme medical care.

This does not necessarily mean that the character's cybernetic systems are obvious to those around him.

Pessimitic [Ps]

Uncommon, Moderate: 5 Points
Uncommon, Strong: 10 Points
Common, Moderate: 10 Points
Common, Strong: 15 Points

The classic definitions of both Pessimist and Optimist is this: "An optimist believes that this is the best of all possible worlds. A pessimist fears that this is true." Seriously, a character who is Pessimistic believes that nothing works out for the best. Pessimists are the people who believe in Murphy's Law.

The frequency and strength of the Psych Limit determines when and how badly the character feels pessimistic. At Uncommon, Moderate the character generally feels pessimistic only when something very important is riding on it, but he is able to "shake off" his "bad feeling about this" if necessary. At Uncommon, Strong the character can do so only with an Ego roll. At Common, Moderate, the character gets pessimistic any time anything good might happen for the character, but as before can shake it off when necessary. At Common, Strong an Ego roll is needed.

It is not recommended that player characters take this higher than Uncommon, Strong; otherwise, the character would be too annoying to the other players.

This Psych Limit should not be taken with Low Self Esteem. A character with both of these Psych Limits should instead take Depressive. Pessimistic taken at a Very Common frequency or a Total strength should be taken as Fatalistic instead.

Phobia [Ps]

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

A Phobia is a morbid fear or hatred of something. The phobia's focus can be a place, a person, an object, a situation, etc. Most players know about the fear part but not the intense hatred. A phobia manifesting as hate adds a new twist to situations and helps define a character's personality. It's the difference between a servile person and a revolutionary.

Phobias are usually of two types: background and inherent (these categories have no real world psychological or psychiatric basis). A background phobia comes from a traumatic experience in a character's past. A background phobia can also explain another disadvantage, a special ability, or both. For example, Simon Keating has a slight limp, a psi ability, and a moderate case of acrophobia. As a child, he fell out of a hayloft, giving him a concussion and a shattered left hip. An inherent phobia is one that is just there. Most children develop lachanophobia (fear of vegetables). They don't eat or look at them. Did a carrot-wielding maniac attack them? Probably not. They just don't like them, and like most childhood fears, they usually grow out of it.

A phobia controls a character's action, behaviors, and reactions when confronted with the focus. It can be as simple as trying to avoid the focus or as complex as plotting the death of a person's entire family.

This sounds a little like Seeks Revenge, but it isn't. Seeks Revenge is target specific. When a character sees their family killed, he seeks vengeance against the person who actually killed them. But a phobic will not stop until everyone who is remotely associated with the focus is dead. Seeks Revenge stems from a single incident. A Phobia has to develop over time in contact with the focus. A revenge disadvantage can be bought off when the target is dead. A Phobia cannot be bought off. A character with an "Intense fear and hatred of left handed people" will not be happy until there are none left, anywhere.

Anyone who has read 1984 remembers how Winston Smith's fear of rats was used against him. Torture is just one way a character can be manipulated by his Phobias. A NPC who knows about the Phobia, can use it to advantage. An arch-villain can threaten a helpless partner or loved one with the focus of the Phobia. The possibilities are endless for a devious GM.

There are quite literally hundreds of different specific Phobias. In the real world, the two most common are acrophobia (fear of heights) and claustrophobia (fear of enclosed spaces). Some phobias are obvious (such as dentophobia, the fear of dentists), some are unusual (such as gymnophobia, the fear of personal nudity), while others are utterly bizarre (such as arachibutyrophobia, the fear of getting peanut butter stuck to the roof of your mouth). What follows is a partial (very partial believe it or not) list of some possible phobias:


Fear of Bathing


Fear of Parasites


Fear of Loud Noises


Fear of Heights


Fear of the Outdoors or Wide Open Spaces


Fear of Wild Animals (as opposed to domestic animals)


Fear of Pointed Objects


Fear of Men


Fear of Hypodermic Needles


Fear of Getting Peanut Butter Stuck To The Roof Of Your Mouth


Fear of Spiders


Fear of Water


Fear of Imperfection


Fear of Failure


Fear of Dirt and Being Unclean


Fear of Flying (as opposed to the fear of heights)


Fear of Blue (the color)


Fear of Bullets


Fear of Tall Buildings


Fear of Books


Fear of Communists


Fear of Plants


Fear of Thunderstorms


Fear of Beautiful Women


Fear of Being Ridiculed


Fear of Mirrors


Fear of Clowns


Fear of Colors


Fear of Clocks


Fear of Enclosed and Tight Places


Fear of Climbing Staircases


Fear of Beds or Fear of Sleeping In A Bed


Fear of Being Crowded (as opposed to crowds themselves)


Fear of Cemetaries


Fear of Having Sex


Fear of Precipices, Balconies, Ledges, and Cliffs (any sharp drop-off)


Fear of Glass


Fear of White People


Fear of Computers


Fear of Bicycles


Fear of Dogs


Fear of Having to Make a Devision


Fear of Dinner Conversation


Fear of Crowds


Fear of Dentists


Fear of Animal Fur


Fear of Crossing The Street


Fear of Accidents


Fear of Churches


Fear of Electricity


Fear of Red (the color)


Fear of Cats


Fear of Laughter


Fear of Crossing Bridges


Fear of Growing Old


Fear of Old People


Fear of Public Speaking


Fear of Personal Nudity


Fear of Women


Fear of Being Touched


Fear of the Sight of Blood


Fear of Horses


Fear of Dampness or Wetness


Fear of Falling Asleep


Fear of Doctors


Fear of Poison


Fear of Being Isolated or Singled Out


Fear of Jewish People


Fear of Defeat


Fear of Dust


Fear of Being Tired


Fear of Vegetables


Fear of White (the color)


Fear of Dark Places


Fear of Loud Noises


Fear of Going Insane


Fear of Long Waits


Fear of Punishment


Fear of Large Objects


Fear of Music


Fear of Being Bound or Tied Up


Fear of Being Alone


Fear of Automobiles


Fear of Fog


Fear of Black (the color)


Fear of Black People


Fear of New Things


Fear of Hospitals


Fear of Becoming Ill


Fear of Darkness


Fear of Being Overweight or Gaining Weight


Fear of Being Inside an Automobile


Fear of Pain


Fear of Rain


Fear of Dreams


Fear of Having Body Odor


Fear of Children


Fear of Bald People


Fear of Being Poor


Fear of Becoming Bald


Fear of Sunshine


Fear of Kissing


Fear of Love or Falling In Love


Fear of Being Afraid


Fear of Bright Lights


Fear of Choking


Fear of Beards


Fear of Politicians


Fear of Purple (the color)


Fear of Fire


Fear of Radiation


Fear of Criticism


Fear of Feces or Defecation


Fear of the Moon and Moonlight


Fear of Blindness or Going Blind


Fear of Burglars or Being Burglarized


Fear of Shadows


Fear of Being Stared At


Fear of Left-Handed People


Fear of Oriental People

Social Phobia

Fear of Dealing With Other People


Fear of Mice


Fear of Speed or of Moving Quickly


Fear of Being Buried Alive


Fear of Cattle


Fear of Deformed People


Fear of Being Poisoned (as opposed to poison itself)


Fear of the Number Thirteen


Fear of Homosexuals and Homosexuality


Fear of Urine or Urination


Fear of Green (the color)


Fear of Yellow (the color)


Fear of Foreigners or Strangers


Fear of Dryness

As a side note, you may notice from the above list that Uranophobia is the fear of homosexuals and homosexuality. Homophobia, from the Greek root word "homos" (meaning "self"), is the fear of one's self.
When creating a character with a Phobia, the player and GM must decide how common the focus of the Phobia is and how intense the character's reaction to it is. The point value depends on these two factors.

Physically Incapable Of Interacting With Other People [Ph]

All The Time, Fully: 25 Points

This Physical Limitation represents a character who, for some reason, cannot engage in normal discourse and interaction with other people. The character may need special help to do so, or may not be able to do so under any circumstances (depending on the circumstances). Either way, there is some reason he isn't able to interact as everyone else does.

As a result, any skill roll which requires social interaction (such as Oratory or Persuasion) is made at a -3 penalty.

Commonly, this disadvantage should only be taken by characters with extreme physical conditions. Examples include characters who are only brains in a jar, or who are permanently on fire, or who radiate numbing cold so painful that other people cannot come within 10 feet of the character. Other possible reasons include being permanently 20 feet tall or permanently 6 inches tall.

Poor Balance [Ph]

Frequently, Greatly: 15 Points

A character with this Physical Limit has trouble keeping his balance. On slippery or unsure footing, he tends to slip and fall. In addition, the character has trouble carrying objects when they are not carefully balanced. Also, the character must avoid ledges, as he has a tendency to lose his equilibrium on them. Any Dexterity roll related to keeping his balance suffers a -2 penalty.

Poor Traction [Ph]

Frequently, Greatly: 15 Points

As a result of his powers, a character with this Physical Limitation tends to slide when pushed. Their feel can't "get a good grip" on the ground while they are moving, and are somewhat unstable while standing still. The character suffers an additional +2" knockback on all attacks. They also suffer a -2 penalty to any Dexterity roll which deals with the character keeping his feet.

This Physical Limitation is restricted only to characters with the appropriate powers.

Prankster [Ps]

Common, Moderate: 10 Points

This character is a practical joker. He loves humor, and loves playing tricks on others. However, the jokes are never deliberately cruel or harmful, and he would never do something of that sort to someone else. IN some cases, the jokes are simple, and in others they are complex, requiring months of set up. Regardless of the joke, the character loves pulling them.

The character can easily stop pulling practical jokes when necessary.

Preachy [Ps]

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

A Preachy character feels the persistant need to share his own personal moral code with others, and if possible convert them to it. It is not enough for him to say "I believe in thus and so", because the character also believes that others should too. The most obvious example of this would be a devout Christian, who not only believes that God wants him to tell other people about his faith, but convert them as well (whether they want to be converted or not).

At Common, Moderate the character can keep himself from acting in this manner when necessary. At Common, Strong the character can only do so if he makes a successful Ego roll. At Common, Total he cannot do so except under the most extreme of circumstances.

Prefers Diplomacy To Force [Ps]

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

A character who Prefers Diplomacy To Force believes that violence should be used as a last resort. Known to science fiction fans as "Picard's Disease", this Psych Limit does not mean that the character won't ever resort to violence, or that he is bad at fighting. It simply means that he will use talk and discussion to try and resolve problems before fighting.

At Common, Moderate the character can fight before talking when necessary. At Common, Strong the character must make an Ego roll to do so. At Common, Total the character will always talk before fighting except in the most dire of circumstances.

Prefers Not To Kill [Ps]

Common, Moderate: 10 Points

The weakest of all of the "Problems With Killing" disadvantages, this Psych Limit indicates that the character is willing to use lethal force when necessary, which is very, very rare in the character's opinion.

A character with this Psych Limit is willing to fight and do injury, but in a moment where the decision is "Kill/Don't Kill", this character will always choose "Don't Kill", unless the situation is such that not killing is the worse of two evils. At that point, the character will not hesitate before killing.

The GM should watch a character who takes this Psych Limit like a hawk to make sure it is roleplayed correctly. The character does have moral objections to killing, but realizes that sometimes it may be necessary. This should not be used as an excuse for a murderous character.

Prejudiced Against (Group) [Ps]

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

A character who is Prejudiced Against (Group) hates and disdains members of a specific group. When interacting with members of this group, the character becomes hostile, condescending, and arrogant. If the "offensive" person angers the Prejudiced character, violence may result.

If this disadvantage is taken at Common, Strong the character can make an Ego roll in order to peaceably interact with members of the particular group. At Common, Total the character cannot do so except in the most dire of circumstances.

This Psych Limit is a more general form of Racist). The latter disadvantage covers only ethnic groups.

Naturally enough, this Psych Limit is only appropriate for villains.

Private/Hates Public Exposure [Ps]

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

A character with this Psych Limit hates being in the public eye. He prefers to work in the shadows... or failing that, never gives interviews, appears at public functions, or gives testimony in court if he can help it. This does not necessarily make him a Loner or Antisocial; he just likes his privacy. He may well have close friends and teammates.

This character hates being mentioned in the news, hates being questioned by police, and would love it if the world would just let him be to do what he does.

At Common, Moderate the character will appear in public if necessary. At Common, Strong the character must make an Ego roll in order to force himself not to avoid public exposure. At Common, Total the character will only do so in the most dire of circumstances.

This Psych Limit is only appropriate for characters who also take the Secret Identity disadvantage.

Procrastinator [Ps]

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

A character who is a procrastinator cannot get anything started early. He will put off (intentionally or unintentionally) the doing of something that should be done without outside pressure

At the strong level, the character must make a successful Ego roll in order to not put out what should be done.

Prone To Depression [Ps]

Uncommon, Strong: 10 Points

A character who is Prone To Depression can become Depressive when things go wrong (or stay wrong for too long). The character doesn't always react in this manner (for instance, if dinner is ruined or if he gets a flat tire); its when things get to an intolerably stressful level that the character tends to become depressed.

At such times, and in order to avoid entering a depressive period, the character must make a successful Ego roll.

Prone To Violence [Ps]

Uncommon, Strong: 10 Points

A character who is Prone To Violence can become violent when things become too stressful or when he is angry. The character tends to lash out violently at the cause of his stress or anger, regardless of how he may otherwise want to react. Whether he uses verbal or physical violence is up to the character.

At such times, and in order to avoid becoming violent, the character must make a successful Ego roll.

Protective Of (Group, Person, Place, Or Object) [Ps]

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

A character with this Psych Limit feels that he has a duty to protect a group, a person, a place, or an object. The character will always act to protect the focus of this duty before all other actions (including seeing to his own safety or fighting an opponent). The character will never take any actions that would endanger the focus of his protective urges, and will sharply rebuke those who do.

If this is taken as Common, Strong, the character can suppress his urge to be protective should the situation warrant it (if its a case of "the good of the many outweigh the good of the few", for example) and if he makes an Ego roll. A character who takes it at Common, Total can only suppress his urge to be protective only the most drastic of situations, and even then he will look for a way to do something to save the day.

Proud Of Himself [Ps]

Common, Moderate: 10 Points

A character who is Proud Of Himself has moments in which he holds himself in high esteem. This is not the same as Egotistical or Arrogant, as the character generally only has these feelings on those occasions that he has done something worth being proud of. At these times, however, the character can get almost insufferable.

The character can control his urge to preen and primp when necessary.

Prude [Ps]

Uncommon, Strong: 10 Points
Uncommon, Total: 15 Points

A character with this Psych Limit has very conservative views about sex and sexual behavior. He believes that sex is something that should happen in private, between a man and his wife, preferably with the lights off. He does not hold with "modern perverse thinking" that seemingly allows any sort of sexual behavior to go on right out in public.

At Uncommon, Strong the character must make an Ego roll in order to avoid reacting in this way to sexual behavior (even such mild sexual behavior as kissing in public). At Uncommon, Total the character will only be able to do so under the most extreme of circumstances.

Psychopathic/Sociopathic [Ps]

Common, Total: 20 Points

A character who is a Psychopath or Sociopath (the two are not quite identical, but for the purposes of this list, they are being treated in that manner) has a clear and lucid understanding about the world, with the exception being his view on how the world interacts with himself.

In short, the character does not feel that the normal rules of "good and bad" (rules which he acknowledges exist) apply to him, and thus he is free to do whatever he wants, whenever he wants. The people around him don't actually matter (since they have to follow the rules and he doesn't), and thus killing them is acceptable behavior.

This Psych Limit precludes the character from having any sort of moral compunction against violence or criminal behavior. It is only appropriate for villains.

Publicity Seeker [Ps]

Common, Strong: 15 Points

A character with this Psych Limit likes to read about himself in the newspapers, and see stories about himself on the television. He is not necessarily a Gloryhound (this Psych Limit might be considered a mild form of that one); he is quite willing to share the credit for his accomplishments, or even give it away if its appropriate. He just wants his name to be known.

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


Uncommon, Strong: 10 Points
Uncommon, Total: 15 Points

A character with this Psych Limit is fascinated with fire. He loves watching things burn, and consequently loves setting things on fire. Characters whose Pyromania is taken at Uncommon, Strong can make an Ego roll in order to resist his urge to burn things or to stand and watch a fire.

It is strongly recommended that player characters not take this disadvantage.