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Thread: Interesting Disadvantages

  1. #1
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    Interesting Disadvantages

    If I recall correctly this type of thread has been run before...

    But as I am unable to find one, I started a new one...

    I came accross this as a disadvantage (unoffical) and I just had to share it with you all. It killed me...

    Disadvantage - Amnesia (?60? points)
    You cannot remember any of your past life, including your name. Your physical skills are unaffected, but the GM makes all rolls for you, because you have no idea what you know until you try to do it. Likewise, the GM makes all mental skill rolls for you, but at -2. The player does not have any idea what advantages, disadvantages and skills the character had, because when the player chooses Amnesia as a disadvantage, the only other things he can choose are the things the character can see in the mirror. Everything else is assigned by the GM.
    There's more, but I forgot what it is. (SJ)

    Please note: This is not my idea, so I cannot take credit for it. But I do like it, and think it would be a laugh if Steve Long or Dan Simon added it in to FREd or DH. (I suppose you could make it as a generic disadvantage).

    Still not sure if I should get offened or not, at the implication that I'm a disadvantage ?

    Anyone got other strange disadvantes you've come accross that could be playable and are interesting ?

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    Re: Interesting Disadvantages

    Originally posted by Amnesia
    Anyone got other strange disadvantes you've come accross that could be playable and are interesting ?
    I just made a character, the Iron Cricket, who takes damage from magic-based aids. The Iron Cricket was given a mystical gift called the "Golden Egg" which imbued him with super-martial arts abilities. Unfortunately, he was not spiritually prepared for the gift. The upshot of it is that he's been "overstuffed" with mystical energy, so any attempt to add more hurts him.

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    Psychological Limitation: Likes to Pull Pranks

    Here is an animated example I made.

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    Originally posted by Super Squirrel
    Psychological Limitation: Likes to Pull Pranks

    Here is an animated example I made.
    Ok, there's something wrong with that picture... I cant place it but my soul says EVIL!
    "Remember that for every good, there must be an evil. This is the only way to maintain balance."

  5. #5
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    fantasy genre: gnome-a-phobic (actual character disadvantage)
    I'm gonna live forever. So far so good.

    "You don't tell me anything, You just go on and on, And you don't make no sense" -- Jim Barnes of Cold Chisel
    "If your head needs a bandage, try a roadhouse open sandwich, dodge the waitress and hit the road again" -- Don Walker of Cold Chisel
    "And if I don't hang around, our old gambling grounds, it does not mean that I've forgotten, we believed, and I still do" -- Don Walker of Cold Chisel

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    Originally posted by GradonSilverton
    Ok, there's something wrong with that picture... I cant place it but my soul says EVIL!
    Yeah...that dude needs to put some pants on and stop yelling all those obsceneties.

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    Had I known my character would be acting like this when I created him, I would have taken it as a Psych Limit:

    Must pull pranks (on specific friend); believes without him pulling pranks, friend will die of terminal boredom.

    The fun part is: my friend who plays the character who gets all the pranks on him, enjoys how my character does that. It's a dull guy/funny guy combination. Works like a dream. Too bad I can't get any points for it now.

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    Did you get this one already?

    Originally posted by lensman
    Right,
    CourtFool: The pysch lim you must have:
    Compelled to Correct others
    Total, very Common
    Must add that to Master List of Psychs.

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    Wink Who am I?

    Heres one for fun;
    I had a PC with MIND CONTROL, the special effect/ side effect was that he had to act and think a certain way and convinced others likewise. At one point he tried to convince a known criminal , via Mind Control, that they were really a police officer and should go to the nearest police station (and surrender themselves)
    The PC fell victim to that side effect and started to believe he was a police officer, undercover. I got a few laughs as he started to spout all sorts of laws that the other PC's had violated; No proper fire escape in the base, your vehicle is illegally parked, unregistered mutant, using an alias, etc

    Have fun

  10. #10
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    Re: Interesting Disadvantages

    Originally posted by Amnesia
    I came accross this as a disadvantage (unoffical) and I just had to share it with you all. It killed me...

    Disadvantage - Amnesia (?60? points)
    You cannot remember any of your past life, including your name. Your physical skills are unaffected, but the GM makes all rolls for you, because you have no idea what you know until you try to do it. Likewise, the GM makes all mental skill rolls for you, but at -2. The player does not have any idea what advantages, disadvantages and skills the character had, because when the player chooses Amnesia as a disadvantage, the only other things he can choose are the things the character can see in the mirror. Everything else is assigned by the GM.
    There's more, but I forgot what it is. (SJ)

    Please note: This is not my idea, so I cannot take credit for it.
    Still not sure if I should get offened or not, at the implication that I'm a disadvantage ?
    That particular disadvantage description is taken word for word from the Mental Disadvantages section in GURPS Compendium I. I Don't know where you found it but I don't think Steve Jackson Games would be too pleased about ANYBODY claiming credit for it, since it's official GURPS core material. (In GURPS it's worth -25 points.)
    "Assuming we had an infinite number of monkeys at our disposal, why would we want them to write the works of Shakespeare? We already have the works of Shakespeare. Get them working on something a bit more original, like a unified theory of quantum gravity." - Me

  11. #11
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    How about this one?

    Physical Limitation
    Hiccups
    Can be quite tricky in stealthy situations. Worth -5 to -15, according to hiccups/minute. Of course, losing the hiccups would take a lot more than just having a character shout "BOOOOOOH!!!!".
    A single babel fish shoots out of the slot. It sails across the room and through a small hole in the wall, just under a metal hook.

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