Disadvantages

During Character Creation, if you took a Heroic Trait, you must also take a Disadvantage.

If you chose the Nonhuman Trait, you must also take the Nonhuman Disadvantage. If you took the Nonhuman Trait and elected to also take a second Heroic Trait, you must take a second Disadvantage. 

It is possible to get rid of some of these Disadvantages through game play.
For example: An Uneducated character could be taught or a Coward could learn what it is to be brave.
 
Disadvantages can also be added by the staff based on game play.
For example: A mage could become Fragile after reading a powerful grimore or a rogue could become Infamous.

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Amnesia: Your character doesn’t remember anything about their life past a certain point (usually less than a year). It is up to the staff to determine why (your character doesn’t know).

Apathy (Dwarves and Elves Only): The long lived can sometimes lose a sense of urgency crucial to adventurers. Your character counts Exceptional Successes (3 dice score) as Successes (as if 2 dice scored) unless one or more dice resulted in a 12 (can be rerolled and added to to get there).
 
Boastful: Your character talks about themself and their accomplishments (be they real, imagined or exaggerated) more than is socially acceptable.
 
Charitable: Your character is generous with whatever resources they have. This halves their starting funds. Beyond that, it is up to you to play this during the session.

Clumsy: When making an Agility or Stealth test, your character always rolls 2 dice (even if they have the required skill) and if they roll doubles they automatically fail.

Coward: When trying to resist any sort of fear spell or effect, your character always rolls 2 dice (even if they have the required skill) and if they roll doubles they automatically fail. Cannot be taken with Dread or Fearless.

Cursed: Work with the staff to decide where your character’s curse came from, what it does and how it can be removed.

Distracted (most often Elves and Fey): Your character’s attention drifts in a way that will make them fail any Perception test for awareness.

Empathic (Wyldlings Only): On each Expedition the first time a living creature dies within close proximity to your character (about 30 feet), you take a Wound. Bows are your friend.
 
Enemy: Your character has an enemy that is actively working against them. This can be a group or a personal nemesis of some kind. Work with the staff to figure out who they are and why they are enemies.

Feeble: Your character may never roll more than two dice when making an Endurance test and if they roll doubles they automatically fail.

Forgetful (often Fey): Your character has poor long term memory and tends to forget details. They may never roll more than two dice when making a test that involves remembering something (even if they have the required skill) and if they roll doubles they automatically fail.

Fragile: Your character has a base of 1 Wound instead of the usual 2.

Honorbound: Your character will never break their word.

Inexperienced: Your character has less experience that most starting characters (and is likely a bit younger). During character creation they may take one Skill at Rank 2, 4 at Rank 1 and only begin with 1 Feat. Cannot be taken by characters with the Veteran Trait.

Infamous: It must say “Reputation” on your badge and you must tell anyone who asks what your Reputation is. It must be something negative like “It is said that I spent time in prison for murder” or “It is said that I am a coward”. It doesn’t have to be true.

Jinx: You tend to bring bad luck to those you travel with. While on Expedition any time a character other than yourself rolls two (or more) 1’s when testing, the test automatically fails (say “Jinx” out loud when this happens). No re-roll or other manipulation if the dice is possible. Lucky characters are immune to this effect.

Methodical (Dwarves Only): Any time your character could re-roll a die they can add 1 instead. Multiple re-rolls means multiple adds. They may never actually re-roll for any reason.

Mundane: Your character can’t use any one use magic items. Casters cannot be Mundane.

Nonhuman: Your character cannot be raised, resurrected or returned from the dead by any means because when they die their spirit’s energy is returned to the universe. They no longer exist in any form save in the memories of those who knew you.

Oathbound: Your character has made a vow to do (or not to do) something. Work out what that is with the staff. It must be something that comes into play relatively often and has enough of an influence on your character’s actions that it disadvantages them.

Overconfident: Your character doesn’t have a realistic grasp of their own abilities and takes unnecessary risks.

Planebound: Any form of teleportation or planar travel (including going through Portals) is exhausting to your character (it reduces them to 1 wound and if they are already at 1 wound it takes them to 0 and causes them to lose consciousness but is not a Mortal Wound).

Poor: Your character begins each session with 5 silver. Can’t be combined with the Wealthy Trait and halves the effect of any feat that gives them more starting funds.

Rage (most often Dwarves and Uruks): Once your character has taken damage in combat they are enraged for the rest of that battle. While enraged, the first time they roll for any test other than making a melee attack, any 12 is treated as though it was a 4 (it can be added to or re-rolled normally). Any 12 that comes up after the first roll is unaffected.

Tainted (Hellspawn Only): Consecrated ground is uncomfortable to your character. While on consecrated ground they cannot heal or be healed by any means and if they must test for any reason, they only roll 2 dice (even if they have the required skill).

Secret: Your character has done something they wish to keep secret, and it would be bad for them if it was discovered. Work with the staff to figure out what the secret is and what the likely consequences are.
 
Shadowed: Your character begins the game Shadowed (see Combat). Any character who becomes Shadowed during play gains this Disad.

Slow: Your character loses their first action in any combat.

Unlucky: When rolling for a test, any die that comes up a 1 cannot be re-rolled by any means. You can be both Lucky and Unlucky.

Uneducated: Your character always rolls 2 dice for Lore tests (even if they have the skill) and can’t read or write (in any language).

Venerable (Elves Only): Your character has literally forgotten more than most humans have had the time to learn. Allows you to take the Veteran Trait for “free” (in addition to whatever Venerable was taken to offset) but they only get an “advance” every other session. Cannot be combined with Inexperienced.

Weak: Your character always rolls 2 dice for Athletics tests (even if they have the skill) and when making Combat tests to attack (this does not limit them when defending).

Wholesome (Hearthlanders Only): Your character cannot be cynical. 

Wild (Fey, Uruks, Wyldlings and characters from a wild or ‘savage’ culture such as Nords): Your character is unfamiliar with the expectations of polite society. It is up to you how far this goes and how to play it, but they know enough to not be immediately thrown out of the tavern.