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Bad Tempered [Ps]

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

A character who is Bad Tempered is never completely in control of his or her emotions. In moments of stress, anger, or fear, the character tends to react with hostility, rage, and violence to the cause of his feelings. This is not to say that the person is always angry, all of the time. (For that, the character should take Always Angry and Hostile). Rather, it is only when things are going wrong that the character's anger is unleashed.

Characters who take this Psych Limit as Common, Moderate can calm themselves down with a little effort and not react in this manner. Characters who take it as Common, Strong must make an Ego roll to do so. Characters who take it as Common, Total can never force themselves to calm down. It is not suggested that player characters take this disadvantage higher than Common, Strong.

Believes (Focus) Is All-Powerful [Ps]

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

This Psych Limit is only appropriate for characters who rely on some sort of Focus. The character is so impressed with the Focus's power that he believes that no one can stop it. When using the Focus, the character is gleefully Overconfident, believing he can take on the world, if he had to, and win because of the object's power. He may not necessarily think he is using the object to its best effect, but if so will consider that to be his fault and not the fault of the object.

The Focus may or may not actually be All-Powerful. That is a decision best made by individual GM's.

At Common, Strong the character can only consider the risks of a situation after making an Ego roll, while at Common, Total the character will only do so in the most dire and world-shaking of circumstances. This is, of course, assuming the character is wielding the Focus at the time; if not, the character may act in any way he sees fit (including hiding and running...)

This disadvantage is one found often among the characters from DC Comic's Green Lantern title, where the phrase "The power ring is the most powerful weapon in the universe" is bandied about regularly.

This Psych Limit is a combination of Overconfident and Impressed With (Focus's) Abilities and thus should not be taken in combination with either of those Psych Limits. It may be taken in combination with Believes He Is Unbeatable, since belief in one's self and belief in one's tools are two different things.

Believes He Can Do No Wrong [Ps]

Common, Total: 20 Points

A character with this Psych Limit believes that he never makes a mistake. To this character, his every action is planned and on purpose. He never acknowledges the consequences of his actions, since he believes that there can be none. The character can possibly be forced to see that not everything he does is right in extreme circumstances.

This does not mean that the character is necessarily Amoral. He could have a defined code by which he lives in, and might try very hard to live by that code. However, he sees the consequences of his actions as "necessary evils".

For example, Blasterman, a well known superhero, has this Psych Limit. While fighting his arch-nemisis, Evilman, Blasterman's powerful energy beams strike the home of a family of four. The home burns down with everything the family owns in it. Blasterman's probable reaction would be one of "It was necessary to stop the villain". By no means will he feel responsible for helping the family replace their home and belongings.

The character will act in this manner at all times except during the most extreme of circumstances.

This Psych Limit works well with Arrogant, Conceited, and Overconfident.

Believes He Is Sanctioned By A Higher Power [Ps]

Common, Total: 20 Points

You could also call this Psych Limit "Religious Zealot". This character believes that everything he does is acceptable because he has been sanctioned by a higher, supernatural authority (which could be God, the Devil, Darkseid, Galactus, or whatever).

The character may or may not have additional Psych Limits defining his religion's code of conduct. If he does, as long as his actions do not violate that code, he will believe that everything he does is good, just, and in all ways perfectly alright.

Believes He Is Unbeatable [Ps]

Common, Total: 20 Points

This Psych Limit is the ultimate form of Overconfident. The difference between the two is that a character who is merely Overconfident acknowledges, begrudgingly at least, that there is a chance (however small) that he could lose.

He just doesn't think it will happen.

A character with this Psych Limit does not, will not, and refuses to acknowledge any such "fact" exists at all. He knows how powerful he is, how skilled a combattant he is, and how much of a Billy Bad-Ass he is. No one can take him down, ever. At least, this is what the character believes.

If the character is ever actually defeated (especially if the character is easily defeated), he must make an Ego roll or drop into a depressive funk. In such a state, the character's DCV is penalized by -3, and he is lazy and careless. This funk lasts for an indeterminate time (depending on circumstances, GM whim, and the interaction of other characters). At the end of this time, the character returs to normal, sure that his defeat was a result of "a fluke" or "the law of averages" (the rationale being "Even people as good as I am will lose once! But its just not going to happen again!").

If the Ego roll is successful, the character goes right past the depressive stage to the "massive denial and justification" stage.

Believes In (Group Or Cause), Right Or Wrong [Ps]

Very Common, Strong: 20 Points

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

This Psych Limit cannot be taken any less frequently than Very Common. Taken any stronger than Strong and Fanatic should be taken instead. If the Group in question is a country or a government (the two are not necessarily the same thing... one could believe in one's country but not one's government), the character should take Fervent Patriot instead.

Believes In The Basic Goodness Of Mankind [Ps]

Very Common, Strong: 20 Points

A character with this Psych Limit believes that the overwhelming mass of humanity are decent, good-hearted people who will help each other when needed. They believe that you can always count on the kindness of strangers, and that other people mean no harm generally.

Such characters are easily manipulated by the more cynical or criminal elements, as they are openly trusting of others with no real source for the trust. Even the most obvious of "bad elements" will be trusted by this character.

In order to show anything other than trust toward others, the character must make an Ego roll. If the roll fails, he trusts the other character to do the right thing, regardless of any other circumstance or factor. And if the other character doesn't live up to his expectations, the trusting character rationalizes such unfriendly behavior away.

This Psych Limit works well in combination with Cheerful Charlie and naïve.

Biggest Fan [HW]

Less Powerful than PC, limited to certain geographical area, appears 8 or less, mild: 0 Points
Less Powerful than PC, limited to certain geographical area, appears 11 or less, mild: 5 Points
Less Powerful than PC, limited to certain geographical area, appears 14 or less, mild: 10 Points

A character with this Physical Limitation has a fan. This other person is a devoted follower of the character, and there is nothing that the character can do to change it without treating the Fan like dogshit. The fan shows up whenever the character makes a public appearance, runs a fan club which talks about the character and boasts of his powers, and opposes anyone who disparages the character.

If the character has a Public Identity, he can expect to find the Biggest Fan hanging out around his home or office, and might even catch the Fan pawing through his garbage looking for souveniers.

Even if the character's true identity is not known, the character will discover that he can't seem to go anywhere without the Fan showing up. Other characters will begin to avoid contact with the Fan's "hero" in order to avoid the fan. In addition, the character will soon acquire a reputation for having followers.

The Fan should not be purchased as a follower, as he rarely will ever do what the character wants him to do. Likewise, he doesn't necessarily have to be taken as a DNPC; just because he gets the character into trouble doesn't mean that he gets himself into trouble. Also, the GM should be careful to not turn the Biggest Fan into a Stalker.

It should be noted that it is possible for the Biggest Fan of a Player Character to be another Player Character.

Bigmouth/Braggart [Ps]

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

A Bigmouth/Braggart is constantly shooting his mouth off about his own accomplishments. He doesn't actually mean any harm by this; his bragging is usually a sign of an insecurity complex. On the other hand, he may be bragging because he is full of himself. And lastly, he may be bragging simply because he is Talkative and lacks any other subject of conversation. (The decision of which is up to the player.)

At Uncommon, Moderate the character can keep himself from bragging when necessary. At Uncommon, Strong the character cannot do so except under the most extreme circumstances.

This Psych Limit works well with both Unsure Of Self and Overconfidence.

Bitter [Ps]

Common, Moderate: 10 Points

This character is disappointed and unpleasant about something in his life. He is not necessarily unfriendly or antisocial, but has a very negative worldview and feels that life keeps screwing him over (and over, and over, and over). Some characters are quietly bitter, while others feel the need to let everyone around them know how bitter they are at least once per adventure.

Blind [Ph]

All The Time, Fully: 25 Points

A character who is Blind cannot see at all. The player may buy the character's other senses up as compensation if he so chooses, without removing the penalties of being blind. The classic example of the blind martial artist who operates using a "radar sense" is still hampered by being blind, since he cannot read, cannot distinguish color, etc.

This character is unaffected by any sort of visual Flash attacks, as well as visually-based Images, Mental Illusions, or Darkness. Also, he suffers no penalties for operating in the dark.

However, in unfamiliar territory, the character must use a cane or be lead by a companion or guide animal to navigate safely. Walking by cane is slow (½ normal Movement Rate). Many activities are impossible to a blind person; common sense will dictate which.

In combat, use the rules for Blind Fighting found in the Ultimate Martial Artist.

Bloodlust [Ps]

Common, Strong: 15 Points

A character with this Psych Limit wants to see his opponents dead or very incapacitated. They will make killing blows in battle, put an extra shot into a down foe just to make sure, will attack guards that could have been snuck past, etc. Such characters must make an Ego roll in order to accept a surrender, to not grievously harm an opponent, and to not try and kill a disabled opponent.

A character with this disadvantage is not necessarily murderous or a casual killer. Rather, he is simply ruthless. He saves his animosity toward "legitimate" targets: criminals, enemy soldiers, etc.

GM's should limit this Psych Limit to hardened vigilantes and shadowy fringe characters. It is most appropriate for Dark Champions characters.

Body Of (Unusual Substance) [Ph]

All The Time, Slightly: 15 Points

The character's body is made of some unusual, possibly inorganic substance. Examples would include a character whose body is made of steel, or wood, or quartz crystal. The specific effects of this disadvantage should be determined by the GM based on the material in question.

For example, a character's whose body is made of steel wouldn't be as limber and flexible as normal. His sense of touch would be lessened, and he would have no sense of temperature unless the temperatures in question were extreme (such as boiling hot or below freezing).

Bruises Easily [Ph]

Infrequent, Slightly: 5 Points

A character with this Physical Limit gets marked up by physical contact easily. Even when the character wins fights, he looks like he lost. The character's comeliness should never be more than 12, and for 1d6 weeks after any combat in which he was hit (not necessarily damaged... just being hit will do it), suffers a -1 to his Comeliness. In addition, any Presence attacks based on fearsomeness will suffer a -1d6 penalty.Psychological Limitations

Bully [Ps]

Very Common, Strong: 20 Points

This is an easy Psych Limit to figure out. This character enjoys picking on anyone smaller or (in the bully's perception) weaker than he is. In fact, doing so is so natural to him that he must make an Ego Roll in order to not do it.

A Bully will seldom pass up an opportunity to intimidate or threaten someone smaller or weaker. In combat, he tends to attack the nearest, smallest opponent first. It should be noted that most bullies are actually cowards at heart, and will avoid a fair fight if they can help it.