Near Human Biology is worth 5 HPs and indicates that the character is very similar to normal humanity, though with subtle differences, such as Amazons, Atlanteans, elves, or humanoid aliens. Generally, this means that the character can reproduce with humans. Doctors suffer a +1 CS to OV/RV on Medicine skill checks.
is worth 25 HPs and indicates that the character is not human, but still operating on the same principles of science: carbon-based with cells and organs that function in similar fashion to a human’s, etc. This is usually reserved for more unusual aliens like Kryptonians, Martians, or Skrulls; fantasy races such as satyrs, lizard people, or mermaids; or for characters that have Always On powers that significantly alter them, such as Invulnerability or a Self Linked power. Doctors suffer a +2 CS to OV/RV on Medicine skill checks. is worth 50 HPs and indicates that the character is an artificial life form, such as a robot or golem. In this case, the Medicine skill cannot be used to heal the character at all. Instead, the Gadgetry skill is required. Furthermore, without the Genius advantage, the healer suffers a +2 CS to OV/RV on Gadgetry skill checks. is worth 50 HPs and indicates that the character is a life form radically different from a human being, such as a vampire or elemental. It is based on completely alien laws of life, usually rooted in the arcane. In this case, the Medicine skill can barely be used to heal the character at all. The healer suffers a +4 CS to heal the character. If he has the Occult skill, this penalty is reduced to +2 CS.
Dependent (Bonus: 10)
If you think being married is tough, you should try having kids. A character with this drawback has family that relies upon him financially and emotionally and whose well-being is worth more to him than his own life. This is typically a child, but it could also be an elderly or handicapped relative.
The dependent should be detailed for the use in subplots. Villains who discover a hero’s dependent have a serious advantage over a hero, though kidnapping or harming a child is a very dangerous route to take against most heroes, as it is not unheard of for even the best to go to any lengths to recover or avenge their child.
A character who adopts this drawback may only receive the bonus HPs once, no matter how many dependents he has. If the child also has superpowers it does not affect the HPs of this drawback, since the hero has the added responsibility of training the child. If the child fights along side the hero, then he is a Sidekick, not a dependent.
Gothic Curse (Bonus: 5/25/50)
A character with this drawback suffers from a mystical restriction on his movements or behavior. It goes beyond an attraction, fear, or hatred because there exists no chance to resist or overcome it. It is different from a vulnerability in that it does not harm or weaken the character. A gothic curse only prevents or forces certain of the character’s actions and behaviors.
The character suffering a Gothic Curse has no control over the curse and must abide by its restriction. He cannot roll to resist or overcome it and he cannot spend HP to avoid it. He must abide by the restraint of the curse.
Most supernatural creatures suffer from multiple curses. However, when creating a player character with multiple curses, only the single curse with the highest value grants any HP Bonus.
A Minor curse is one that rarely comes into play or only slightly restricts a character’s actions. Examples include casting no reflection or shadow, a flame being visible through him, the character must count scattered seeds of a specific kind, he is detectable as a magical or evil creature, he is scarred by Holy items, etc.
A Serious curse is one that frequently comes into play or that seriously restricts a character’s actions. Examples include an inability to cross running water, enter a house without invitation, animals reacting negatively to his presence, a common herb or flower can repel the character or keep him at 3 APs of distance, he cannot cross a line of salt, etc.
A Catastrophic curse is one that constantly comes into play or dominates a character’s actions. Examples include an inability to leave a specific residence or estate, he must use an anagram of his real name, he is fated to prey on those he loves or his family, he must reenact the events of his death, etc.
Media Bias (Bonus: 20) A character with this drawback is mistrusted among the citizenry due to the media’s negative bias against him. How this bias got started is up to the player and the GM. It could be that some editor simply hates the character, the character had a highly publicized snafu, the character is a member of an unpopular minority (like a mutant), etc. Such a character tends to attract a huge crowd of paparazzi and/or protesters at public appearances. His name is always being smeared in the headlines and tabloids, on talk radio, on the Internet, and on the news. Most NPCs, including other heroes, begin play with an Attitude of Suspicious toward characters with the Media Bias advantage. Additionally, the Multi-Attack penalties on Persuasion attempts against NPCs are increased by +1 CS when made by a character facing Media Bias. The character would receive a +2 CS for Persuasion of 2 targets, a +3 CS to the targets’ OV/RV against 3-4 targets, and so on. A Media Bias character doesn’t have it all bad. In an age of obvious media bias and irresponsibility, many people may assume the character is actually a real hero and attempt to help him out when they can, even without his asking. In addition, some villains and crackpots may even assume the bias is correct and the hero is one of them. The GM has final say on this, but about one in ten NPCs should react positively. Villains do not receive any HPs for this drawback.
Missing Time (Bonus: 15)A character with this drawback has events in his past that he cannot recall. The missing time acts as a sort of Dark Secret about which the character himself has no recollection. This could lead to a great many problems, from unknown enemies suddenly appearing to discovering evil deeds one committed to being accused of crimes to any other shadows from the past coming forth to haunt the character.
Oblivious (Bonus: 15) A character with this drawback is easily distracted or not very observant. When making Perception Checks, this character suffers a +1 CS to OV/RV.
Person of Interest (Bonus: 25/50)
This drawback functions like a forced connection. The agency always watches the character and it occasionally exerts direct influence in his life, either demanding he perform some task or complicating his life or the lives of his associates. This should occur every few sessions. In other words, the agency is a constant part of the character’s life, for good or for ill.
The agency need not be evil, only intrusive and inconvenient. The character may even be employed by the agency- he may even have a connection associated with it. However, the interference of the agency is always a trade off. It may provide some assistance, but is just as likely to have caused the problem in the first place.
For 25 points, the agency is relatively benign, such as an employer or a government agency that simply has too much red tape- like SHIELD, the FBI, or Checkmate.
For 50 points, the agency is wicked to the bone and very dangerous, such as a potent supervillain like Galactus, a powerful and evil company like LexCorp, or a sinister group like the Illuminati.
Personality Change (Bonus: 25/50)Under certain conditions, the character’s personality radically and uncontrollably changes. The conditions could be an Alter Ego change, exposure to certain substances, like red kryptonite, the failure of a psychological instability or rage roll, or a very hard knock on the head.
The change in personality is usually from the character’s normal personality to one almost opposite- usually from hero to villain or vise versa. To represent this, the player should choose an alternate Motivation for the character that takes over during his time as the alternate personality.
The character recalls his actions as the alternate personality, though he has no control over them, unless he also takes the Missing Time drawback.
The duration of the change is always highly variable. It could last until the character recovers from the instability or rage, changes back from the alter ego, until the altering substance is destroyed or removed far away (3 APs or more), or after a brief amount of time (15 APs). In these cases, the change is considered a Minor one and is worth 25 HPs.A Major change is worth 50 HPs. This change is completely unpredictable. It lasts until the character rolls a 2. Once per day, the character is allowed a roll to recover from the change. He rolls the dice and if the result is a 2, he returns to his original identity. Also, if the character rolls a 2 on any check, he recovers.