Campaign Drawbacks

Drawbacks are traits in reverse. Instead of granting you a boon, they grant you a negative effect, typically in particular circumstances. If you choose to take a drawback, you may take a third trait that you have access to. You don’t have to take a drawback.

Doubt: You lack confidence in your abilities or confidence in the universe at large. Whenever you fail a skill or ability check, you take a -4 penalty on that type of skill or ability check for the next hour.

Jinxed Item: You possess an object that you shouldn’t. Perhaps it has some sort of supernatural badness about it. Perhaps it is stolen and someone desperately seeks it. Perhaps it is simply large and awkward. Regardless, for some reason you feel compelled to keep this object close about you. You may describe what your character believes to be true about this item, subject to GM approval. There will be some sort of penalty involved, which will be based on the item itself. If you ever lose this item, temporarily exchange this drawback for the Doubt drawback until you regain possession of it.

Misdeeds: You are a divine spellcaster of either Desna, Iomadae, or Pharasma. You have committed misdeeds that have cost you your spellcasting and other supernatural abilities. You either underwent or still need to undergo an atonement spell, and this fact is known to members of your faith in Ustalav. There will be some sort of penalty involved, which will be based on the specific misdeed.

She’s a Witch!: The extremist fanatics of the Pharasmin Penitence know your name, and hunt you for being a witch. As the campaign begins you have thus far avoided being captured by them, but you know that they’re on your trail.

Stranger to Ustalav: You are an aasimar, elf, fetchling, half-orc, orc, ratfolk, tiefling, or other race severely distrusted by the rural residents of Ustalav (subject to GM approval). You have a -2 penalty to Charisma-based checks other than Intimidate while your race is in evidence. The PCs begin the campaign with 1 fewer Trust point.

Supernatural Advisor: You hear a voice that gives you occasional advice. You do not know the voice’s origin, or its agenda. The voice does not always respond when you speak to it. You are under no obligation to follow the advice given to you by the voice. Any time a week passes without communication from your advisor, exchange this drawback for the Doubt drawback until communication resumes. Repeatedly ignoring the advice given to you by the voice may result in petulance, insults, and/or retribution.

Technological Object: You possess a piece of technology more advanced than is generally available in Ustalav. You may describe what your character believes to be true about this piece of technology, subject to GM approval. While this technology is in evidence you have a -2 penalty to Charisma-based checks other than Intimidate. Characters with this drawback may take levels in the gunslinger class. If you ever have no high technology objects in your possession, temporarily exchange this drawback for the Doubt drawback. The PCs lose 1 Trust point the first time a resident of Ravengro sees this object.

Unreliable Patron: Someone occasionally offers you support, perhaps financially or perhaps in terms in information or maybe something else altogether. This patron is using you for unknown ends and does not have your best interests at heart. Your patron knows that you have travelled to Ravengro and why, and you have agreed to keep your patron apprised of your future travel plans. Occasionally your patron asks you to perform minor, unobtrusive tasks, and to date you have always done so. If you ever experience a falling out with your patron, exchange this drawback for the Doubt drawback until you reconcile.

Campaign Drawbacks

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