New Disadvantages
EYESIGHT
The character is considered to be nearsighted and as such has trouble reading signs or making out details at a distance. Treat all ranged attacks as one category worse. Long range becomes Extra Long range and has a penalty of -8.
HEARING
The character is considered to be hard of hearing. In cases where hearing is a factor in surprise, the character is penalized -2 on the surprise check. Detect Noise rolls are made at -15%.
SMELL
The character's sense of smell is impaired. In cases where smell is a factor in surprise, the character is penalized -2 on the surprise check. Any NWP that requires a sense of smell is also penalized -2. The character also finds it difficult to tell if food is spoiled if there are no visual clues.
TASTE
The character gets no chance to detect that food has been altered or spoiled unless there are scent or visual clues.
TOUCH
The character is considered to have dull tactile senses. They would be oblivious to a gentle caress or a pinprick. Rogues with this disadvantage have a -10& to pick pockets and open locks attempts.
AGE
The character with this disadvantage has chosen to be Old or
Venerable. Abilities are modified as follows, with the restriction that no
ability may go below the racial minimum or above the racial maximum. Note that
these ability modifers are cumulative:
OLDEASILY ENRAGED/BESERKED
Subtract 2 points of Strength, 2 points of Dexterity, and 1 point of Constitution. Add 1 point of Wisdom.VENERABLE
Subtract 1 more point of Strength, 1 more point of Dexterity, and 1 more point of Constitution. Add 1 point of Intelligence and 1 more point of Wisdom.
Beserkers go crazy during periods of stress, can't tell friend from foe, and automatically attack whomever is in front of them until the target is knocked out, then seeking the next closest target. Beserk characters use their most familiar or often-used weapon or spell while attacking.
All enraged or beserk characters receive a +2 to hit and a +2 to damage. They also receive no bonus to AC from Dex and have a further -2 penalty to their AC. They may not use missile weapons to attack. Spellcasters can only use destructive and direct damage spells.
The situations that will cause the character to become enraged or beserk must be declared at character generation (the level of circumstance will be determined by the DM). The character's chance to become enraged/go beserk is based on a roll on 3d6.
Enraged: 8 or lessAn enraged character can try to recover after 3 rounds. A beserker can try to recover after the first opponent is put down. The chance to recover each round is based on a 3d6.
Beserk: 14 or less
Enraged: 12 or less
Beserker: 8 or less
DEPENDENCE
A character with this disadvantage is physically dependent on
some substance, item or event, without which the character slowly dies.
Dependence can be used to simulate chemical dependencies, as well as characters
who feel they have to do something to survive (and "will themselves to die" if
they do not do this). Modifiers for dependence are: Availability of the
substance; Time before taking damage from lack of the substance; and Damage
taken once withdrawal begins. All of these must be declared at character
generation, and the player should consult the DM concerning substances or events
that can cause dependence.
Availability:
Uncommon 3
Common 2
Very Common 1
Time before taking damage:
1 Month 0
1 Week 1
1 Day 2
1 Hour 3
Damage taken during withdrawal:
1d6x2 1
1d6x3 2
1d6x4 3
1d6x5 4
d6x6 5
1d6x7 6
DISTINCTIVE FEATURES
A character with this disadvantage has some easily
recognizable physical feature(s) that is difficult to conceal. Race doesn't
count - the feature must be distinctive for a member of that race, and could
include unusually colored hair, eyes or skin, unusual height, obvious scars, a
strange voice, extra limbs, and so on. This disadvantage can only be taken once
(unless the DM agrees to allow it to be bought later, for example, after a wish
gives an elf a pair of feathered wings), and the number of points it is worth is
at the DM's discretion, keeping in mind that many AD&D characters are rather
distinctive to begin with.
PHYSICAL LIMITATION
A character with this disadvantage has a physically hampering problem, such as
blindness or a weak leg. The amount of points given for a physical limitation is
determined by how often the limitation gets in the way and how damaging it is
(DM's discretion). Note that physical limitations may affect movement and class
skills (a blind or mute mage cannot usually cast spells; a mute or one-handed
bard will find singing or playing difficult; a legless thief will take penalties
to climbing walls or moving silently; and so on).
Unlike other disadvantages, this one may be bought (at the DM's discretion) or even given by fiat to players who are impaired as a result of adventuring (for example, losing an arm).
REPUTATION
A character with this disadvantage has a reputation as
either being good and willing to help others out, or evil and dangerous. Either
way, the character is likely to be waylaid by admirers or foes seeking help or
vengeance. This disadvantage is modifed by its frequency.
Frequency:
Infrequently 2 (about once every 4 games)
Frequently 3 (about once every 2 games)
All the time 5 (once or twice in a game)