Project Nemesis is a fan driven website for games that use the One-Roll Engine (like Nemesis, Wild Talents, Reign and Monsters) or Chaosium's Basic Roleplay System (BRP) (like Call of Cthulhu) and the Delta Green setting.
Ailin': You are more likely to get an illness then others and take longer recovering from it.Penalty: Body -1d for health and resistence related rolls only. Wounds heal half as fast as normal and hospital time is doubled. Add: 4d
Bad Hearing: Your hearing isn’t as good as others. The characters background should reflect the cause and severity of this hindrance. Penalty: -2d on all hearing rolls -1d if the character is wearing a hearing aid Add: 3d (atleast one of these must be used for a sense skill)
Bad Eyesight: Your eyesight isn’t as good as others. The characters background should reflect the cause and severity of this hindrance. Penalty: -2d on all sight rolls & -1d on all search rolls (excluding research type rolls) No penalty if the character is wearing glasses. Add: 4d
Weak-Willed: You don’t deal too well under pressure (or torture) and give away secret and/or party plans when asked forcefully. Penalty: All resistence rolls have a difficulty of +2 Add: 2d
Heavy Sleeper: It takes nothing short of a miracle to wake you up and you have to work hard on not falling asleep during a stake-out. Penalty: Character has to pass an endurance roll for every hour he's awake after his normal bed time to attempt to stay awake. To wake up the character has to make a succesful Mind roll. Add: 3d
Lying Eyes: You simply can not tell a lie and when you do try, your eyes give you away. Penalty: Peoples chances are doubled to see if you are lieing unless you successfully make a look sincere roll at difficulty 4+. Add: 2d
Nightmares: Your character is plagued with nightmares and often wakes up screaming in the middle of the night. Because of this you often oversleep and are suffer from exhaustion. Penalty: Every other night make a madness check to see if you experience nightmares, if you do you have -1d to all Body skills due to exhaustion. Add: 5d
Thin Skinned: Even a small wound bleeds extensively and requires immediate attention. Penalty: You receive 1 extra shock damage every time you take damage. Add: 4d
Arrogant: The character must search out and dominate / humiliate the most dangerous opponent in combat. This does not mean however that you can not come to the aid of others or do anything other then fight. Penalty: - Add: 3d
Squeamish: You are easily shocked. Penalty: All Madness checks have a minimum difficulty of three. Add: 4d
Code of Honor: The character keeps his word and acts like a gentleman. Penalty: If you do not you get a failed nodge in self unless you make a successful self check at difficulty 4. Add: 2d
Loyal: The character tries to never betray or disappoint his friends (family, colleagues, cell members). Penalty: If the character betrays or disappoint a friend etc he gets a failed nodge in self unless a successful self check is made at difficulty 5. Add: 3d
Vow: The character has made a pledge to himself, a group, a deity or a religion. Penalty: If the character betrays or disappoint a friend etc he gets a failed nodge in self unless a successful self check is made at difficulty 6. Add: 1-4d (GMs discretion)
Emotional Problems (Compulsive): The character feels compelled to do something on a constant basis, finding it difficult not to do so, even when they do not necessarily need to or have more pressing matters to attend to. The character must pass a <undefined> when trying to resist their compulsion, inflicted at the GMs discretion. Penalty: A successful Mind roll is required to temporarily stop the compulsive behaviour. Add: 1-5d (GMs discretion)
Emotional Problems (Flashbacks): In situations of great stress or prompted by appropriate stimuli, the character may experience flashbacks, reliving a past traumatic event in their heads for 1d Turns. While experiencing these flashbacks, the character is generally incapable of action, but may make a <undefined> test each Turn to snap back to reality. Additionally, strong stimuli, such as violent shaking, pain, loud noises, a friends yelling, etc. may snap the character out of their flashback with a <undefined> test. Of course, it is often such stimuli that caused the flashback in the first place. Penalty: Roll against the appropriate Madness meter to see if a Flashback occurs, if one does the character is frozen for height - hardened rounds with a minimum of 1. Add: 1-5d (GMs discretion)
Emotional Problems (Phobia): Characters with this drawback suffer from an unreasoning fear of something, beyond any normal capacity it might have to cause fear, if indeed it is frightening at all. When faced with the object of their phobia, the character must make <undefined>, or suffer a 1d penalty on all their actions for 2 Turns. The phobia should be roleplayed, and its bonus depends on how common the subject of the phobia is and how much it could impede the characters life. A minor phobia, such as fear of the number 13, would only be worth 2d; a common phobia, such as heights, arachnids, etc. worth 4d; a phobia of blood, enclosed spaces, or fire might be worth 5d; a phobia of darkness, or open spaces, might be worth 10d. Penalty: Roll against the appropriate Madness meter normally (including a failed or hardened nodge) Add: 1-8d (GMs discretion)
Indebted: This drawback indicates that the character owes someone something and will be called upon to repay that debt sometime, bit by bit, or all at once. The value of this drawback depends on what the character owes and to whom. For example, owing a local loan shark $5,000 if the character has no income, might be worth 2d, whereas owing a malevolent Demon your life might be worth 10d. If the character fails to repay his/her debt, the individual owed attempts to gain recompense by one means or another. Even if the debt is repaid (at least in the mind of the character), the lender may seek to extract more. Penalty: The penalties are roleplayed, which may vary from being very cautious to not daring to go out without a disguise. Add: 1-10d (GMs discretion)