Habit

Your warrior has an annoying and constant habit of some sort. Maybe she picks her nose, says “y’know” in every sentence, or chews gum like it’s going out of style.

A Minor Habit irritates those around her but isn’t dangerous. Your hero suffers a –1 Charisma.

A Major Habit is a physical or mental addiction of some sort that is debilitating or possibly even deadly. This includes drug use, chronic drinking, or perhaps even an addiction to virtual reality in a high-tech setting. A character who doesn’t get his fix must make a Fatigue check every 24 hours thereafter (see Fatigue on page 99). The first failed roll makes the character Fatigued, then Exhausted. The final result is a coma for hard drug use, or a bad case of the shakes for things like alcohol or VR. Medical care may ease the symptoms. Otherwise the victim must live with the penalties for 1d6 days. Afterward, the hero must buy off the Hindrance by sacrificing an opportunity to Advance or he eventually falls back into his dependency.