Cowardice (4 point penalty)
Any time the character tries to accomplish a task which may cause him physical harm, he must make a Save against Cool at -2 in order to show some guts and stick around. If he fails, he must run or hide, whichever is more convenient.
Weak Stomach (4 point penalty)
Anytime the character sees anything disgusting or gross, he must make a Save vs. Cool. If he fails, he will become nauseous, suffering -4 to all skills until he is away from the offending sight. Just seeing blood itself gives him a +2 to his Cool, but stuff like severed heads and mutilated corpses can create a -4 (or worse) modifier.
Cyber-Rejection (10 Point Penalty)
The character with this disadvantage cannot have any cyberware grafted onto or into his body or his immune system will violently reject it. If a Save against Body (at -4) is made, the Cybernetics will not work, and the character will take 2 points of damage daily until they are removed. This damage is cumulative, and will not heal. If the roll is failed, the character must make a Death Save once per hour until the cyberware is either removed or the character dies, in addition to taking the 2 points of damage per day.
Glass Jaw (2 point penalty)
A character with this disadvantage is easily knocked out by blows to the head, and therefore suffers a -2 to Stun saves after taking such injuries.
Hemophilia (6 point penalty)
A character with this disadvantage has blood that doesn’t clot very well. When injured, the character will continue to take one point of damage a round until the bleeding is stopped, or until he dies. This will continue while the character is unconscious, as well.
Unmistakable Feature (2 point penalty)
The character has a birthmark, scar, tattoo, or other unusual feature that makes him easily identifiable to others. Note that this can include having an identical twin, or looking just like Marlon Brando. This penalty can be removed only with the most expensive and intrusive type of Bodysculpting.
Debt (Financial) (2, 4, or 6 point penalty)
The character in question owes someone money. The nature of the debt is up to the player and GM to decide, but it shouldn’t be an amount that the player can pay off immediately. This debt need not be based on money, but on equipment that was previously lost or damaged (a car that the PC wrecked, money owed in a court settlement, child support or alimony, etc.). The character need not pay all the money at once, but it must be a constant drain on his resources. Failure to make regular payments can lead to a lousy credit rating, repossession of equipment or property, and arrest. The debt amounts are guidelines, subject to the GM’s whim and approval. For an additional -2 SPs, the debt is owed to a less-than-scrupulous party who will happily cause the character grief if he fails to pay up on time (for example, a mob bookie who sends three thugs to break a character’s legs if he misses an installment). GMs, be aware that a character needs to buy off the debt with IP before he can completely pay the debt off.
At -2, the character must pay 200 eurodollars a month for a year before the debt is paid off.
At -4, the character must pay 500 eurodollars a month for a year, or 300 eurodollars a month for two years, before the debt is paid off.
At -6, the character must pay 1000 eurodollars a month for a year, or 600 eurodollars a month for two years, before the debt is paid off.
Divided Loyalty (4 point penalty)
The character has a deep-seated loyalty for something or someone other than his current employer or fellow PCs (a government organization, a corporation, a gang, etc.). The interests of the character’s employer (or controller or whatever) may not always be in line with that of the other PCs. The GM should discuss the details with the player prior to play, and then plan accordingly. Ignoring this disadvantage is a good way for a PC to end up in deep trouble. Unlike Close Personal Tie, this disadvantage does not necessarily represent a loved one or members of the character’s family (though, in some particularly twisted circumstances, it could).
Domineering (2 point penalty)
A character with this disadvantage likes to be in charge, and will attempt to fill the leadership role in any group. He is bossy, unforgiving of failure, and expects those below him to follow his orders to the letter. Domineering people are typically disliked by their underlings. This is reflected in a -2 penalty to any Leadership rolls made by the domineering character against NPCs who are familiar with him.
Drug Addiction (2 to 10 point penalty)
The cost for a drug addiction is based on the legality of the substance and the total cost per dose. Something that costs a lot, or is highly illegal, is probably going to be harder to get, and the risks involved in keeping your habit are greatly increased. Likewise, something that you can buy at the corner market for five dollars is going to be easier to purchase. When determining the cost of the addiction, cross-index the legality of the substance with the cost of the substance on the following chart :
Cost Legal/Common Prescription Type C Type B Type A
1-150 euro -2 -3 -4 -5 -6
151-300 euro -3 -4 -5 -6 -7
301-450 euro -4 -5 -6 -7 -8
451-600 euro -5 -6 -7 -8 -9
601-750+ euro -6 -7 -8 -9 -10
Greedy (4 point penalty)
The character is selfish, miserly, and obsessed with money. When offered a bribe, a Save against Cool must be made at a -2 modifier in order not to accept it. In addition, people of this sort are known to betray friends for a few lousy bucks, and this may affect reputation as well.
Kleptomania (6 point penalty)
The character is a compulsive thief who will steal anything he thinks that he can get away with. What’s more, he may not even realize that he’s stealing anything until he is caught. When faced with an opportunity for thievery, the player (or the GM, secretly) must make a Save vs. Cool at -2. If the save is failed, the character must make an attempt to swipe the desired object (be it a string of faux pearls or a diamond ring). Failure of the theft roll could lead to incarceration or violent death.
Pacifism (4 or 6 point penalty)
At -4, the character will under no circumstances kill anyone intentionally. Unintentional killing will cause feelings of guilt. The character may still harm opponents, either knocking them unconscious or crippling them.
At -6, the character will not intentionally hurt anyone. Hurting anyone will cause the character grief, and killing anyone may cause total mental breakdown.
Rebellious (2 point penalty)
One of the quintessential features of the stereotypical Cyberpunk character. A rebellious character suffers a -2 to all interpersonal skill rolls when dealing with authority figures (police, government officials, corporate officers, etc.).
Rival (2 or 4 point penalty)
You have a rival, someone who presents legitimate competition in your area of expertise. Your rival should be a fully developed character, with skills and abilities that equal (or, in some cases, exceed) your own. Your rivalry need not be a hostile one, depending on the point cost of the disadvantage.
At -2, your rivalry with this competitor is almost friendly and tainted with professional courtesy. While the two of you aren’t friends, you’re certainly not enemies. Business, after all, is business.
At -4, your rival has taken a personal interest in making sure that he succeeds at your expense. He sees you as an obstacle to be overcome, and he will go out of his way (illegally, if need be) to overshadow you, outbid you for contracts, and generally make your business life unpleasant. This competition usually stops short of murder, though he may consider that as an option if the stakes are high enough.
Vendetta (2, 4 or 6 point penalty)
The character has a score to settle with someone. The way he settles the score isn’t important, but he must seek vengeance if the opportunity presents itself unless he makes a save against his COOL -2.
At -2 SPs, the target of the character’s hostility is a single individual, or a small group of people (ie, a rival ops team, a small gang, etc.).
At -4, it’s a moderate-sized gang, nomad pack, company, or organization.
At -6, he’s after only the largest and/or most powerful group (ie, Arasaka, the IRA, or LEDiv).