Natural Limitations
These may be purchased only when a character is created, unless there is some very good plot-related and GM-approved reason for a character to acquire such a disadvantage at some point during a game.
Natural limitations may not be bought off without permission from the Game World Committee.
Hemophilia (-1 point)
Your blood has a reduced ability to clot. Thus, you will fall unconscious and begin critical bleeding after two limb wounds and you will bleed to death after one minute of critical bleeding.
Lame (-2 points)
You cannot run. This means the fastest you can move is a brisk walk. This is defined as the character having one foot on the ground at all times–dragging your foot is a good way to make sure you’re following through on this.
Missing Arm (-3 points)
You are missing an arm. The missing arm should be placed behind your back and played as if it were completely missing (i.e., you cannot strap shields to it and weapon hits to it will behave exactly as body hits). It cannot be regenerated or healed.
If you are a spell caster, you may use the "missing" arm to hold your spell book (which technically does not exist in-game).
Mute (-2 points)
You cannot talk–or even whisper–at any time for any reason. Mouthing words is acceptable, unless you are psychologically mute rather than physiologically (i.e., struck silent by trauma as opposed to a damaged larynx).
Being mute does not prevent you from being a spell caster.
Stigma: Disliked Group (-0.5 points)
You are a member of an easily recognizable species, ethnicity, or other group that is known and disliked by the dominant culture of the game. You are treated with suspicion and hostility by all you meet. This includes:
- You will be immediately suspected in any crime investigation.
- Innkeeps and merchants will usually charge you more than normal.
- Most common folk will distrust you and will not value your word.
Although you are normally protected by the law, authorities will often treat you badly if they feel they can get away with it.
For Continuing Games
Half-orcs, half-grum, Dosanese, and self-evident gypsies and Kahla-Ranites have this Stigma as a racial/group disadvantage.
Stigma: Hated Group (-1 point)
You are a member of an easily recognizable species, ethnicity, or group that is known and hated by the dominant culture of the game. Everywhere you go, no matter how you try to disguise yourself, people will identify and revile you. This includes:
- To a significant extent, the law does not protect your rights, property, or life. Authorities will treat you badly but will not normally act against you without some (albeit trifling) reason.
- You will be immediately suspected in any crime investigation.
- Innkeeps and merchants will usually charge you more than normal. There may be a fee for simply being allowed in the inn. Merchants occasionally refuse to sell to you at all.
- Your word and honor are devalued by most people you meet. You are generally assumed to be untrustworthy.
For Continuing Games
Orcs and grum have this Stigma as a racial disadvantage.
Weakness (-1 point)
You are much weaker than average. When successful in a Brawling contest, you do no damage at all. In addition, any time you are hit with a weapon, you fall backwards until your torso touches the ground (as with a Slip spell). Finally, you are completely unable to perform any sort of strenuous activity, such as carrying people, heavy lifting, pushing, moving, etc.
