Disadvantages (MC)
The advantage of Disadvantages is that they provide you with more Character Creation Points, which can be used to increase Attributes, skill classes or buy positive traits.
Body odor
Points: +10.
Requirements: None.
Effects
The MC accumulates Filth 50% faster than default. Being filthy provides noticeable chance penalties to most charm and sexual persuasion rolls.
Near-sighted
Points: +15.
Requirements: None.
Effects
The MC receives a -15 chance penalty to all ranged combat and hunting actions.
Debt
Points: +15.
Requirements: None.
Effects
The MC starts with a $25,000 debt that deducts $25/day for one thousand days.
Gluttonous
Points: +20.
Requirements: None.
Effects
The MC consumes 2 extra food rations/day and has a daily 5% risk of lowering his Stamina with one point down to a minimum of 49.
Limp
Points: +15.
Requirements: None.
Effects
The MC takes double the amount of time to pass through a district due to his injured leg. This effect becomes inactive after building the stables.
Pacifist
Points: +100.
Requirements: None.
Effects
The MC cannot attack in any combat situation. His Followers are unaffected by this disadvantage but going solo into a fight always means defeat.
Stiffness
Points: +25.
Requirements: None.
Effects
The MC cannot increase his DEXTERITY beyond 70.
Unlucky
Points: +20.
Requirements: None.
Effects
This disadvantage enables a special, repeatable domestic event chain that involves various smaller mishaps such as injuries, broken items and temporary debuffs. There's a daily 2% chance that the event chain executes.
Weak-boned
Points: +25.
Requirements: None.
Effects
The MC cannot increase his STRENGTH beyond 70.
Weak-willed
Points: +25.
Requirements: None.
Effects
The MC cannot increase his WILLPOWER beyond 70.