Addiction (minor): When faced with a troubling situation, you must make a Challenging (9) Will test or turn to your addiction.  You suffer -1 to all tests.   After one hour you may make a Challenging (9) Endurance test to recover from this penalty.  If your addiction is not available within an hour of failing the test, you go into minor withdrawal and suffer a -2 penalty till you have had your "fix".  You also must make a Formidable (12) Will test to resist your addiction choice during this time.<br/><br/>Alcoholic: When faced with a troubling situation, must make a Formidable (12) Will test, or turn to alcohol (or drugs) to calm your nerves.  While intoxicated, you have a -2 penalty to all tests.  If you are in a place where alcohol is readily available, you become roaring drunk and have a -2D penalty.  Penalties remain until you get a good night's sleep.  Each hour of sleep, make a Challenging (9) Endurance test.  Success reduces the penalty by 1 (3 reductions equal 1D).  If no alcohol is available within the hour of failing the test, you go into withdrawal and suffer a -1D penalty.  You also must make a Hard (15) Will test to resist any readily available alcoholic drink.  This drawback may be substituted for another addictive drug.<br/><br/>Childhood Disease: Decrease Health by 2<br/><br/>Coward: Requires Will 3 or lower, 0 in Dedication.  When engaged in combat, take -1D on all tests.  Each round you may try as a Free Action to make a Formidable (12) Will test.  Success removes the 1D penalty, and grants you a +1B on all tests till combat ends.<br/><br/>Crippled: Reduce Movement by 2 yards (min of 1 yard).<br/><br/>Cruel Insanity: -2D for all Awareness Empathy tests.  Also starting disposition is 1 step worse for people that recognize you character having this drawback.<br/><br/>Dark Secret: You have some dark secret in your past that you will do anything to protect.  You must engage in Social Combat when confronted with your past. Starting disposition is -1 steps then would be normal.  If you loose, then you exchange this Drawback for Outcast.<br/><br/>Disturbing Habit: When recognized, you gain a +1D on all Persuasion (Intimidate) tests, otherwise, suffer a -1D to all other Persuasion tests.<br/><br/>Fear: You have a phobia.  When int he presence of that phobia, you suffer a -1D to all tests.  Each round you may make as a Free Action a Formidable (12) Will test.  Success removes the penalty for the remainder of this encounter only.<br/><br/>Flaw*: Pick one Ability and have a -1D penalty when testing that Ability.  This Drawback maybe taken multiple times, with a different ability taken each time.<br/><br/>Forgetful: Whenever testing Cunning, you must reroll all 6's and take the second roll.<br/><br/>Haughty: -1D on all Awareness tests involving Empathy.  Also your starting disposition with anyone below your Status is at least Dislike.<br/><br/>Ignoble: -1D on all Persuasion and Status tests.<br/><br/>Illness: Each day, make a Challenging (9) Endurance test.  Failure means you suffer as if you have an Injury.  If you cannot suffer any more injuries, you must take a Wound.  If you cannot take another Wound, then you die.<br/><br/>Impaired Sense: Choose Blindness or Deafness as your impaired sense.  You automatically fail all Awareness tests that solely rely on that sense.  Also Movement is reduced by -1 yard (min 1 yard.).<br/><br/>Inept: Whenever you roll for Agility, you must reroll 6's and take the second roll, even if it is worse.<br/><br/>Insubordinate: Suffer -1D to all Persuasion tests with those with a higher Status then you.   Also if you loose a Social Combat with a person whose Status is higher, make a Formidable (12) Will check, or initiate regular combat with the person.  Students losing to teachers may instead yell, scream, insult, etc.<br/><br/>Lascivious: During Social Combat, if your first Persuasion test does not use Seduction, you take a -2 to Intrigue Defense till the end of the scene.  You also suffer a -1D to all Persuasion (Charm) tests.<br/><br/>Marked: You bare some visible physical defect.  When testing Persuasion, reroll all 6's, and take the second roll.<br/><br/>Maimed: You have lost a limb.  If the limb is a leg, half your movement rate (min 1 yard) and take -1D on all Athletic tests.  If a hand, -2D on any test requiring two hands, and cannot use weapons that require two hands.<br/><br/>Mute: -2D for all Social Combat.  However, your opponents take a -2D to determine what your disposition is.<br/><br/>Naive: You take a -3 penalty to Intrigue Defense against Deception tests.<br/><br/>Outcast: You take a -2D on all Status checks.<br/><br/>Out of your League: Requires student.  In combat situations where adults are involved, reroll all 6's and take the second roll for all tests.<br/><br/>Poor Health: Reduce Endurance tests to remove injuries or wounds by 3.<br/><br/>Reviled: When engaged in Social Combat, your opponent disposition is one step worse then normal.  Also, take a -1D to all Status checks.<br/><br/>Sickly: Take -1D on Endurance tests to resist hazards and ailments.<br/><br/>Squib: You have no magic.  Reduce Magic to 0, but receive 1B to Fortitude and Discipline.  You may also raise any one ability by 1.<br/><br/>Supreme Arrogance: Requires Status 3 or higher.  You take a penalty to all Awareness tests equal to your Status rank.<br/><br/>Threatening: During Social Combat, if your first Persuasion test does not use Intimidate, you take a -2 to Intrigue Defense till the end of the Scene.  Also you take a -1D for all Persuasion (Charm) or (Seduce) tests.<br/><br/>Vulnerability: Choose Charms or Curses.  Your passive resistance is lowered by 3 against those types of spells.