Disadvantages

Here you can find all of the disadvantages available to us during character creation. Disadvantages marked with were created (or updated) specifically for this campaign. You can also check out our available Advantages here.

Ascetic
You have no taste for or interest in material things, and this minimalist attitude has impacted how others view you. Your School Outfit includes only weapons, armor, clothing, necessary tools of the trade for your profession (such as scroll satchel for shugenja), and nothing else. Any time you would be awarded Glory as a result of your actions, you receive only half the normal amount. Coupled with the normal restriction for Monks in gaining Glory, ascetic monk characters would only gain one quarter the normal amount of Glory.
This Disadvantage is worth 3 points to Dragon or Monk characters.
Value: 2 Type: Mental
Bad Eyesight
Your eyesight is exceptionally poor, whether as a result of some medical condition or even from a missing eye. You suffer a penalty of -1k1 to all ranged attack rolls and to any Perception-based rolls.
Value: 3 Type: Physical
Bad Fortune: Secret Love
Somewhere, someone is madly in love with you, and will go to any lengths to sabotage your romantic interests, even politically arranged marriages, in order to ensure that you remain available, for them.
Value: 3 Type: Spiritual
Bad Fortune: Disfigurement
You have a birthmark of some sort that appears on a visible portion of your body. Others regard it as a clear mark of bad fortune (which in Rokugan, it is), and give you a very wide berth.
Value: 3 Type: Spiritual
Bad Fortune: Evil Eye
One of your eyes is discolored. People avoid looking you in the eyes at all costs, and some believe your very presence invites evil spirits.
Value: 3 Type: Spiritual
Bad Fortune: Allergy
You are allergic to a common substance, something you come into contact with regularly, such as silk, cotton, or sushi. Its presence breaks you out in a very uncomfortable rash, which in turn makes others react poorly to your presence.
Value: 3 Type: Spiritual
Bad Fortune: Lingering Misfortune
At some point in your future, you will fail an extremely important dice roll in a spectacularly disastrous fashion. The GM will decide when this happens, and no mechanical effect will allow you to overcome it or to circumvent it.
Value: 3 Type: Spiritual
Bad Fortune: Unknown Enemy
Someone somewhere in another Clan hates you, and wishes to see you dead. You have no idea who they are or why they hate you, but you will very soon.
Value: 3 Type: Spiritual
Bad Fortune: Moto Curse
You possess a spiritual weakness that makes you extremely susceptible to the Shadowlands Taint. You suffer a penalty of -1k0 to any roll made to resist acquiring the Taint. Only members of the Unicorn Clan may take this Disadvantage, and they receive 4 points for it.
Value: 3 Type: Spiritual
Bad Fortune: Yogo Curse
You are cursed to betray the one you love the most, just as the first Yogo was cursed by Fu Leng himself. Normally only members of the Scorpion Clan may take this Disadvantage, and they receive 4 points for it. (GMs may allow other characters of the Yogo bloodline to take the curse as well, if they wish.)
Value: 3 Type: Spiritual
Bad Health
You suffer from a chronic medical condition that constantly renders you weak and susceptible to both illness and injury. Your Earth Ring is considered one rank lower for the purposes of determining Wound Ranks and for resisting diseases.
Value: 4 Type: Physical
Blind
You possess no natural eyesight whatsoever save for a slight ability to determine light and dark. You suffer a penalty of -3k3 to all ranged attack rolls and -1k1 to melee attack rolls. Your base Armor TN is equal to your Reflexes Trait plus 5 (armor adds bonuses as normal). Your Water Ring is considered two ranks lower for the purposes of determining how far you may move as part of a Move Action. Any attempt at a Simple Move Action requires an Athletics / Agility Roll (TN 20) or you are knocked Prone. You may not make Perception rolls unless the GM judges that you can use senses other than sight for the roll.
Value: 6 Type: Physical
Brash
You have a notoriously short temper and are likely to answer anything you perceive as a threat with steel. If you are threatened or insulted, you must make a Willpower Trait roll (adding your Honor Rank to the total) at a TN of 25, or you will attack immediately.
This Disadvantage is worth 4 points to Lion characters.
Value: 3 Type: Mental
Can't Lie
You are psychologically incapable of telling a lie, perhaps because it has been so thoroughly drilled into your nature by your honorable family. Not only can you not tell a lie, but if someone in your presence tells a lie and you know that it is untrue, you must succeed at a Willpower Trait Roll (TN 20) or immediately correct them. This can cause untold difficulty in court settings and can lead to complete disgrace if you are not careful.
Value: 2 Type: Mental
Compulsion
There is some activity in which you are hopelessly compelled to partake. It is a ritual that is so ingrained in your behavior that it requires a feat of will to forsake it, even in dire circumstances. This may be something illicit and addictive, such as sake or gambling, or it may be as innocuous as visiting every major temple you pass. This basic Disadvantage requires a Willpower Trait Roll of 15 to overcome. The TN of the roll increases by 5 for every additional point gained by the Disadvantage, to a maximum of TN 25 (4 points).
Value: 2, 3, 4 Type: Mental
Consumed: Control
You are determined to control and dominate others, no matter what the cost, and can never admit that you are wrong or might have made a mistake. You suffer a -1k1 penalty on all Etiquette and Sincerity rolls.
Value: 4 Type: Mental
Consumed: Determination
You believe you can do anything on your own, without the need for any outside help or agency, or even any inner strength. You cannot spend Void Points to enhance die-rolls. (You can still spend Void Points for other purposes and enhancements.)
Value: 6 Type: Mental
Consumed: Insight
You seek profound insight in even the most trivial things, to the exclusion of normal activity. Choose one of your School Skills. Any time you use this Skill, you must make a Willpower Trait Roll at TN 20 or become lost in reverie as you seek a deeper understanding of this skill. (You can be snapped out of this reverie by pain, loud noise, shaking, etc.)
Value: 4 Type: Mental
Consumed: Knowledge
You are obsessed with gaining more knowledge and understanding of all things, no matter what the cost. Any time you encounter some topic, area of research, or new idea, no matter how trivial, scandalous, or blasphemous it might be, you must make a Willpower Trait Roll at TN 25 or decide to study it.
Value: 4 Type: Mental
Consumed: Strength
Raw physical power is the only way to defeat your foes. Finesse and negotiation are for fools. You must call one extra Raise (for no effect) in order to use the Called Shot, Feint, or Disarm Maneuvers in combat, and you suffer a -1k0 penalty to any Etiquette roll.
Value: 5 Type: Mental
Consumed: Will
You must get your way, and others must give way to your wishes. You have no respect for the opinions or desires of others. You suffer a -1k1 penalty to all Courtier and Temptation Skill Rolls, as your refusal to compromise or respect others makes you socially intolerable.
Value: 4 Type: Mental
Consumed: Perfection
At the GM’s discretion, your character’s pursuit of perfection can at any time cause you to take -5 on a Skill roll.
This disadvantage is worth 5 points to Crane characters.
Value: 4 Type: Mental
Deaf
The character cannot hear without special equipment. Aside from the obvious story implications, any skill rolls involving hearing automatically fail. On the other hand, the character may purchase the Read Lips advantage for 1 point, and is automatically considered to be fluent in sign language.
Value: 4 Type: Physical
Benten's Curse
The Fortune of Romantic Love has forsaken you utterly, and others find your company unpleasant as a result. The TN of any Etiquette roll you make is increased by +10.
Value: 3 Type: Spiritual
Bishamon's Curse
The Fortune of Strength finds you offensive to his divine essence, and has denied you his domain. Your Strength is considered one rank lower for determining the Damage Roll of any weapon you wield.
Value: 3 Type: Spiritual
Daikoku's Curse
The Fortune of Wealth finds you unpleasant, and as a result all your mercantile interests come to very little. You suffer a penalty of -1k1 to all Commerce rolls, and the koku of your School's starting outfit is reduced by 1.
Value: 3 Type: Spiritual
Ebisu's Curse
The Fortune of Honest Work finds you a distrustful soul, and others can instinctively sense the aura of mistrust surrounding you. You suffer a penalty of -1k1 on all Social Skill rolls made with non-samurai citizens of Rokugan.
Value: 3 Type: Spiritual
Fukurokujin's Curse
The Fortune of Wisdom has denied you his blessings, and you find yourself none the wiser for it. When making a Lore Skill Roll, your TN is increased by +5.
Value: 3 Type: Spiritual
Hotei's Curse
The Fortune of Happiness has denied you his blessings, and you are poorer for it. Any Technique or Advantage that requires you to spend a Void Point to activate instead requires two Void Points.
Value: 6 Type: Spiritual
Jurojin's Curse
The Fortune of Longevity has turned his back on you. You suffer a penalty of -2k0 to resist all poisons and diseases.
Value: 3 Type: Spiritual
Aranisu's Curse
The Fortune of Irony frowns upon you. Once per mod, you inexplicably fail a non-life-or-death Skilled roll. You don’t know why, you just fail.
Value: 5 Type: Spiritual
Azai's Curse
The Fortune of the Endless Void frowns upon you. Once per mod at a time of the GM’s choosing when you are within the abyss of space, you must roll raw Willpower at TN 25 or collapse into panic-wracked sobs for the next hour.
This disadvantage is worth 6 points to Dragon characters.
Value: 5 Type: Spiritual
Ekibyogami’s Curse
The Fortune of Plague and Pestilence frowns upon you. You suffer -1k1 to any roll to resist the effects of disease, poison, infection, or any physical affliction – including curses and magical effects which create such afflictions.
Value: 2 Type: Spiritual
Hofukushu’s Curse
The Fortune of Vengeance frowns upon you. Any time you deal 30 or more Wounds, you automatically suffer 5 Wounds in return.
Value: 3 Type: Spiritual
Junji’s Curse
The Fortune of Sacrifice frowns upon you. You must make a raw Willpower roll at TN 25 any time you wish to put yourself in harm’s way for another.
This disadvantage is worth 5 points to Scorpion characters.
Value: 4 Type: Spiritual
Kisada’s Curse
The Fortune of Persistence frowns upon you. Whenever your first attempt to solve a problem fails, you must make a raw Willpower roll at TN 20 in order to attempt another solution to the same problem.
This disadvantage is worth 5 points to Lion characters.
Value: 4 Type: Spiritual
Koshin’s Curse
The Fortune of Roads frowns upon you. Opponents gain two Free Raises on any Attacks of Opportunity against you.
Value: 3 Type: Spiritual
Kurohito’s Curse
The Fortune of Perfection frowns upon you. When attempting any sort of artistic, performance, or gift-giving roll, if you fail the TN by more than 10, you inadvertently add in a detail that causes grave insult to someone around you. This disadvantage is worth 3 points to Crab characters.
Value: 2 Type: Spiritual
Megumi’s Curse
The Fortune of Heroic Guidance frowns upon you. You may only spend Void Points while in combat.
This disadvantage is worth 7 points to Mantis characters.
Value: 6 Type: Spiritual
Osano-Wo’s Curse
The Fortune of Fire and Thunder frowns upon you. Any time you suffer magical damage from fire or from spells with the Thunder keyword, you suffer an additional +1k1 Wounds.
This disadvantage is worth 4 points for Phoenix characters.
Value: 3 Type: Spiritual
Otemi’s Curse
The Fortune of Recovery frowns upon you. Any attempts to heal you, magical or otherwise, heal -2k0 Wounds, to a minimum of 1k1.
Value: 4 Type: Spiritual
Saibankan’s Curse
The Fortune of Magistrates and Judges frowns upon you. You suffer -2k0 on any social roll when interacting with lawful authority figures.
This disadvantage is worth 4 points for Scorpion and Ronin characters.
Value: 3 Type: Spiritual
Sakura’s Curse
The Fortune of Stories frowns upon you. You suffer a -1k0 to all social rolls when interacting with a character who has not yet complimented your obvious beauty.
This disadvantage is worth 5 points to Crane characters.
Value: 4 Type: Spiritual
Tsugumu’s Curse
The Fortune of Secrets frowns upon you. Any time you learn a secret, you must share it with someone within the next five minutes. It doesn’t matter who; you just need to tell someone.
Value: 3 Type: Spiritual
Uzume’s Curse
The Fortune of Dancing frowns upon you. Once per mod at a time of the GM’s choosing, you must roll raw Willpower at TN 25 or begin dancing uncontrollably for the next five minutes (or 1 round of combat).
Value: 4 Type: Spiritual
Dark Fate
There is a destiny of tremendous significance in store for you, and sadly it is not an illustrious one. Before your death, you will usher tremendous darkness into the world in some way. Perhaps you will allow family secrets to fall into the hands of the enemy, or perhaps you will allow the Great Kaiu Wall to fall to the Shadowlands. Destiny protects those for whom it has great plans, even if they do not desire it. Once per session, when you suffer Wounds that would kill you, you are instead reduced to one Wound.
Value: 3 Type: Spiritual
Disbeliever
You have experienced a dramatic revelation that has shattered your faith in Rokugani theology. Perhaps you believe that the Fortunes have no interest in mankind, or perhaps you have come to believe that the Tao of Shinsei holds nothing but empty promises. If your disbelief were made public knowledge, you would be shunned by all properly pious individuals everywhere, and any membership yo possess in temples or monastic orders would be instantly revoked. Your lack of piety makes you uncomfortable around shugenja and monks, and any Social Skill Rolls made with them have their TN increased by +5.
Value: 3 Type: Mental
Disturbing Countenance
Something about your appearance causes others to respond to you with concern and caution. You are not necessarily unattractive, merely disturbing in some way. The TN of all your Social Skill Rolls is increased by +5.
This Disadvantage is worth 4 points to Spider characters.
Value: 3 Type: Physical
Doubt
Something has happened to cause you to question your training, so much so that it interferes with your ability to perform properly. Select one of your School Skills. Every time you use this Skill, you must declare one Raise that confers no benefit.
Value: 4 Type: Mental
Driven
You are possessed by some goal, and will sacrifice almost anything to accomplish it, even your honor. Family, friends, material possessions, and even Bushido mean nothing compared to the potential completion of this goal, whatever it may be.
Value: 2 Type: Mental
Elemental Imbalance
The kami of one element favor you, but so much so that their voices sometimes overpower your will and cause your invocations to achieve results other than what you intended. Only shugenja may take this Disadvantage. Choose an element in which you do not possess a Deficiency. Whenever you cast a spell of this element, you must make a Willpower Trait Roll at TN 15 + 5 per rank of this Disadvantage. If you fail the roll, something disastrous happens. The spell may fail outright, it may target someone altogether different from who you intended, or other effects as determined by the GM.
Value: 2, 4, 6, 8 Type: Spiritual
Enlightened Madness
The touch of divine insight has twisted your mind and soul, driving you to strange and violent acts. Choose either a Ring or a Skill. If you are of the tattooed orders you may also choose one of your tattoos. Any time you use the Skill/tattoo or make a Ring roll or Spell Casting Roll using the Ring, you must roll Willpower or be temporarily consumed by madness, passing into the control of the GM for the next eight hours. The TN of the Willpower roll is 20 for the 4-point version of this Disadvantage, 30 for the 6-point version.
Value: 4, 6 Type: Spiritual
Epilepsy
You possess a rare and poorly understood condition that causes you to experience seizures from time to time, consisting of a trance-like state, rigid muscle spasms, and frothing at the mouth. These are brought on by high stress or flashing lights, such as fireworks displays. Under such circumstances, you must succeed at a Willpower Trait Roll at TN 15 to avoid the seizure. If you fail, you experience a seizure and may roll a second Willpower Trait Roll (TN 10) for each minute to end it.
This Disadvantage is worth 5 points to Crane characters.
Value: 4 Type: Physical
Fascination
You are completely fascinated by some subject, and will go to great lengths to learn more about it or to experience it in new ways. Typical subjects of a samurai's fascination include music, horses, poetry, and history. This fascination badly impedes your judgement, and you will take even dishonorable actions to learn more, which could end in absolute disgrace if your actions are discovered.
Value: 1 Type: Mental
Failure of Bushido: Compassion
You must spend a Void Point before you are able to act on behalf of someone of lower Status or social caste.
Value: 3 Type: Mental
Failure of Bushido: Courage
When facing an opponent of higher Glory or Status, or when facing a Shadowlands opponent, the TN of all rolls to make is increased by +5.
Value: 4 Type: Mental
Failure of Bushido: Courtesy
Any time you make a Social Skill Roll to apologize or avoid giving offense, you must call a Raise for no effect, or the roll will automatically fail.
Value: 4 Type: Mental
Failure of Bushido: Duty
You cannot spend Void Points to negate Wounds.
Value: 6 Type: Mental
Failure of Bushido: Honesty
You cannot spend Void Points on any Sincerity Skill Roll to which the Honesty emphasis could apply (whether or not you have the empasis).
Value: 3 Type: Mental
Failure of Bushido: Honor
You cannot add your Honor Rank to any roll to resist Intimidation or Temptation.
Value: 3 Type: Mental
Failure of Bushido: Sincerity
Any time you are rolling the Sincerity Skill to convince someone of what you are saying, you must call an extra Raise for no effect, or the roll automatically fails.
Value: 4 Type: Mental
Frail Mind
You have difficulty concentrating, even when focusing your attention on an opponent. Whenever you make a Contested Roll using Willpower, your opponent gains a bonus of +2k0.
Value: 3 Type: Mental
Greedy
Material wealth is more important to you than anything else, even though samurai are not meant to be sullied by commercial interests. Opponents attempting to use Temptation (Bribery) rolls against you gain a bonus of +1k1 to the total of the roll. This Disadvantage is worth 4 points to Mantis characters.
Value: 3 Type: Mental
Gullible
Your trust is given easily and you place tremendous faith in those whom you trust, unfortunately making it very simple for others to take advantage of your naive nature. Opponents attempting to use Sincerity (Deceit) against you gain a bonus of +1k1 to the total of their rolls.
Value: 4 Type: Mental
Haunted
One of your ancestors has chosen to bestow personal attention on you, constantly offering you advice and making demands. Perhaps the ancestor merely wishes you to live up to the ideals of your Clan and family, or perhaps he has some unfinished task or duty which he wishes you to complete. You must show all due deference and respect to your ancestor, and do your best to live up to his (or her) expectations. If you fail to do so, your ancestor's disapproval will bring bad fortune upon you: so long as your ancestor remains angry, once per session one of your die rolls (chosen by the GM) will suffer a -1k1 penalty.
Value: 3 Type: Spiritual
Idealistic
You adhere closely to the code of Bushido, perhaps too closely, and you have a hopelessly naive view of the world and how things work. You have impossible standards that not even the most heroic individual could hope to meet, much less you. Whenever you lose Honor, the loss is increased by 1 point. This Disadvantage is worth 3 points to Lion characters.
Value: 2 Type: Mental
Insensitive
Your primary interest is in yourself and things that you care about. The plight of others simply does not interest you, and you find it difficult to pretend otherwise. With the exception of those who contribute directly to your well being, such as your lord, you must spend a Void Point to place yourself at risk for the welfare of any other person unless there is an immediate benefit for you personally. This Disadvantage is worth 3 points to Scorpion characters.
Value: 2 Type: Mental
Jealousy
You are obsessed with outperforming another individual in order to prove that you deserve all the things he has, things you perceive as superior to your own. Choose one other PC or a major NPC in your campaign. You are obsessed with overcoming them at all costs, and will go to any lengths to do so. Once you have bested the target of your jealousy, your nature will cause you to become jealous of someone else.
Value: 3 Type: Mental
Lame
One of your legs is withered or perhaps even near-useless, either due to a birth defect, a crippling injury, or a ravaging disease. Your Water Ring is considered 1 for the purposes of determining Move Actions, and any Agility Trait Rolls or Agility-based Skill Rolls that require any sort of activity in your lower limbs suffer a penalty of +10 to the TN.
Value: 4 Type: Physical
Lord Moon's Curse
The madness of Lord Moon, Onnotangu, lingers in your soul, driving you to fits of madness despite your increased understanding of the universe. You gain an additional Void Point at sunset on any night of the full moon. If you do not use this Void Point, it is lost with the sunrise. However, when the full moon rises, you must make a Willpower Trait Roll against a TN 15 + 5 for each level in the Disadvantage after the first. If you fail the roll, you lose control of your character for the evening. You awaken the next morning with no idea of what atrocious acts you might have committed…
Value: 3, 5, 7 Type: Spiritual
Lost Love
You shared a bond of true love with someone once, and have since lost it. This need not be romantic love, as familial or brotherly love lost is equally tragic. You tend to suffer bouts of melancholy when reminded of your lost love. When you are reminded of your loss, all your TNs are increased by 5 until you spend a Void Point to regain your focus. This disruption of your concentration cannot happen more than twice per day, and at least one hour must pass between instances.
Value: 3 Type: Mental
Low Pain Threshold
You ability to focus in the face of pain is less than that of others. The TN penalties you suffer due to Wound Ranks are increased by +5 each rank.
Value: 4 Type: Physical
Missing Limb
One of your limbs is missing, either through catastrophic injury or due to an unfortunate defect of your birth. You suffer a penalty of +10 to all TNs involving the use of the limb missing. For example, wielding a two-handed weapon with only one arm would have a +10 to all TNs, but an Athletics (Running) Skill Roll would not.
Value: 6 Type: Physical
Momoku
There is a fundamental spiritual imbalance present in your soul that no one can explain or rectify, but it has a dramatic impact on your place within the universe, and harmony is a state virtually unknown to you. You possess Void Points, but may not spend them on anything except School Techniques which specifically require Void Points. The basic uses of Void Points are unavailable to you.
Value: 8 Type: Spiritual
Obtuse
The point of many fine things simply escapes you. Poetry, art, music… it all seems meaningless to you. The Experience Point cost for increasing any High Skill other than Investigation or Medicine is doubled. This Disadvantage is worth 4 points to Crab and bushi characters.
Value: 3 Type: Mental
Overconfident
You possess a grossly inflated view of your own prowess, and are often incapable of recognizing when a situation is beyond your ability to handle. When outnumbered or facing a clearly superior enemy (whether in court or in battle) you must succeed at a Perception Trait Roll (TN 20) in order to recognize the situation for what it is and leave instead of engaging. This Disadvantage is worth 4 points to Lion and Mantis characters.
Value: 3 Type: Mental
Permanent Wound
Some wounds will not heal, no matter how often they are treated or by what means. You first Wound Rank is always considered full. This Disadvantage is worth 5 points to bushi characters.
Value: 4 Type: Physical
Phobia
You possess an irrational fear that you cannot overcome, no matter how much you struggle to convince yourself that there is no reason behind it. When confronted with the subject of your phobia, all of your TNs are increased by +5 for every point you possess in this Disadvantage.
Value: 1, 2, 3 Type: Mental
Ruined City Survivor
A duty posting within the Ruined City is a difficult one at best. The city is dangerous and short of resources, save what can be taken from the ruins, refurbished, and turned into an asset. Still, many stationed within the city must make the best of sub-standard equipment as a result of availability. You receive no koku as part of your starting Outfit, and two items from your Outfit are missing as well (you choose which ones are missing).
Value: 4 Type: Material
Old
Time takes its toll on a body, and makes a young girl’s brown hair turn gray. You suffer a -5 penalty to all Agility and Strength rolls.
Value: 4 Type: Physical
Profligate
You are terrible with money. You automatically fail all Commerce rolls, and all goods cost 50% more for you, since merchants can tell a sucker when they see one.
This disadvantage is worth 5 points for Lion characters.
Value: 4 Type: Material
Shadowlands Taint
You have felt the touch of darkness, and it has not left you unscathed. You possess the Shadowlands Taint, a condition that makes you hopelessly spiritually lost in the eyes of virtually the entire Empire, and which essentially is incurable. You have 0.5 ranks of Shadowlands Taint. It is up to you whether you are actually aware of your Taint, since it is not detectable at this level.
Value: 4 Type: Spiritual
Sleeper Agent
Unknown to you, the Kolat have previously kidnapped you and programmed you to be one of their sleeper agents. A trigger word or phrase is implanted in your mind. Anyone who knows it may speak it aloud, followed by a simple command of five words or less. You will be compelled to carry out the command regardless of personal wishes. Sleeper agents are generally considered one-time-only assets, so their survival is not a factor in the tasks they are assigned. Some sleepers are given a fail-safe that causes them to kill themselves should the mission fail – if this is the case for you, this Disadvantage is worth 8 points.
Value: 5 Type: Mental
Small
You are noticeably smaller than average for a denizen of the Emerald Empire. As a result, your Water Ring is considered one rank lower for determining the distance of your Move Actions, and you suffer a penalty of -1k0 on the Damage Rolls of all melee attacks. You may not take the Large Advantage.
Value: 3 Type: Physical
Soft-Hearted
Human life is precious to you, so much so that you have difficulty executing the basic duty of the samurai caste: to kill. When faced with the opportunity to kill another human being, you must succeed at a Willpower Trait Roll (TN 20), or you are unable to do so. If you do kill another, the TNs of all your rolls are increased by +10 for one day as you are wracked with guilt. The penalty is not cumulative with multiple deaths. This Disadvantage could potentially also apply to killing nonhuman creatures or even Shadowlands monsters, although the Experience Point value should be increased in such cases. This Disadvantage is worth 3 points to Phoenix characters.
Value: 2 Type: Mental
Space Sickness
You are particularly bad at operating in weightless environments. You suffer a -2k0 penalty to all rolls made while in zero-G in addition to the standard -1k1, making the total penalty -3k1, and this penalty also applies to physical rolls.
This disadvantage is worth 3 points to Phoenix characters.
Value: 2 Type: Physical
Technophobe
You struggle to adapt to modern technology. You’ll use it – but you’re not happy about it. You suffer a -1k0 penalty when attempting to use any type of modern technology – ships, vehicles, appliances, you name it.
Value: 3 Type: Mental
Touch of the Void
You have been touched by the essence of the Void, and it has forever damaged your mind. Whenever you draw upon the Void, the effect is powerful, but can overwhelm you. When you spend a Void Point to augment a roll, you gain a bonus of +2k1 instead of +1k1. Every time you spend a Void Point, however, you must succeed at a Willpower Trait Roll (TN 30) or be Dazed for one Round. This disadvantage is worth 4 points to Phoenix characters.
Value: 3 Type: Spiritual
True Love
True love in Rokugan can be a wonderful experience, but more often than not it is a disaster, for it is rare for samurai to be allowed to marry for love. Whenever you are in a position where you must choose between love and duty, you must spend a Void Point before you can choose your duty over your lover.
Value: 3 Type: Mental
Uncentered
Whether it is due to poor teaching, a lack of understanding on your part, or simply an absence of true harmony within your soul, you are incapable of mastering the deepest mysteries of the Void. You may not learn any Void Kiho and you cannot take the Ishiken-do or the Void Versatility Advantages. This is worth 2 points for clan monks and 4 points for brotherhood monks.
Value: 2, 4 Type: Spiritual
Unlucky
Fortune favors the mortal man… just not in your case. A number of times per session equal to your rank in this Disadvantage, the GM may force you to immediately re-roll one roll, keeping the second roll in all cases.
Value: 2, 4, 6 Type: Spiritual
Wanderer
You get lost easily. Even with written directions in hand you never seem to be able to find the place you’re looking for. You practically can’t get anywhere - even in a city you know well - without a guide. You suffer a -15 penalty when using the Navigation emphasis.
Value: 2 Type: Physical
Weakness
You have a significant weakness of some sort, either physical or mental, that is difficult to overcome under ideal circumstances. Select one Trait. That Trait is treated as if were one rank lower for purposes of all rolls and Trait-based mechanical effects.
Value: 6 Type: Physical
Wrath of the Kami
The spirits of a particular element have a vehement dislike of you, and when invoked to smite you, they gleefully and enthusiastically comply. This may be the result of a shugenja's curse, an offense you offered to the Fortunes, or a variety of other spiritual causes. Select one element when you purchase this Disadvantage. Spells of this element cast against you confer one Free Raise on the Spell Casting Roll. This Disadvantage is worth 4 points to shugenja characters.
Value: 3 Type: Spiritual
Unable Drinker
You really can’t handle your liquor. You become extremely inebriated from even tiny amounts of alcohol.
Value: 1 Type: Physical
Venerable
Time takes its toll on a body, and makes a young girl’s brown hair turn gray. You suffer a -10 penalty to all Agility and Strength rolls.
Value: 8 Type: Physical