Social Limitation

This Disadvantage means the character’s ability to interact with society and/or other people is somehow limited, restricted, more difficult than usual, or dangerous to him. Examples include keeping an important secret (such as a secret identity or the fact that the character accidentally killed someone years ago), being well-known or famous (enemies or crazed fans can easily find the character and/or make his life difficult), being an ex-convict, or belonging to a disfavored minority group.

The value of Social Limitation depends upon how often the restrictive circumstances occur and their effects on the character. If the Limitation does not restrict the character in some cultures or societies with which he frequently interacts, the Limitation is worth less.

Social Limitation shares some similarities with Disadvantages such as Reputation, Distinctive Features, and Hunted. The player and GM should examine each of these to determine the best way to represent appropriate hindrances.

Value Circumstances Occur
5 Occasionally ( 8 -)
10 Frequently ( 11 -)
15 Very Frequently ( 14 – )
Value Effects Of Restrictions
+ 0 Minor (inconvenience but little danger; that which is taken away can, eventually, be recovered or restored) (character may be fired, disowned, or suffer other minor problems)
+ 5 Major (there is a risk of potential injury or extreme inconvenience; that which is taken away can only be restored with great difficulty) (character may suffer imprisonment, be required to undertake dangerous tasks, and so forth)
+ 10 Severe (extreme risk of death or injury; that which is taken away cannot be restored)
- 5 Social Limitation Is Not Limiting In Some Cultures Or Societies

Examples:
Public Identity: The character is well-known to the public for some reason, and information about him can easily be located. His enemies can attack him whenever they want, fans and admirers may mob him at awkward times, and so forth: Frequently, Major: 15 points (or Severe [20 points] if the character has a large number of enemies who want to kill or maim him).

Famous: Like Public Identity, but the character doesn’t have any signifi cant enemies (at least at the start of the campaign), just bothersome fans: Frequently, Minor: 10 points.

Subject To Orders: The character belongs to an organization (such as the military) that has near-total control over his life and actions — it can even order him to go on dangerous missions. Although the character doesn’t have to obey, disobedience may entail severe consequences: Very Frequently, Major: 20 points (or Severe [25 points] if the character is typically sent on suicide missions).

Non-Atlantean: On Atlantis, non-Atlanteans can be citizens, but they don’t enjoy the full range of social privileges and access that true Atlanteans do. Even in the lands of the Dominion, an Atlantean can usually get things done easier, and enjoys more advantages, than the natives of the land he’s visiting: Minor, Occasionally; 5 points

Slave: Slavery in Atlantis is a relatively mild condition (Major, Occasionally; 10 points). In many other societies it’s a far more onerous state of existence (Very Frequently, Major; 20 points).

Harmful Secret: The character has some secret that prove harmful to him if revealed — it could cost him his job, family, or reputation, or be used to blackmail him: Occasionally, Minor: 5 points.

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Social Limitation

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