TEXT: Arch Nemesis:  
  Somewhere in the characters past he has managed to hurt, humiliate or defeat a villain 
  who took it a little harder and more personally than most to such an extent that they have 
  sworn revenge on the hero whatever it takes.  
  (2pt): An Arch Nemesis of this level is someone of half the characters power level. They 
  will show up or make their presence felt at least once every couple of adventures or so in 
  some way. Usually an Arch Nemesis of this level will seek to humiliate or embarrass the 
  character or set him up and lead him into danger where possible, while the more violently 
  inclined will seek to strike at the characters friends and family as opposed to a direct 
  confrontation with the hero himself, as the villain knows he will likely lose again.  
  (5pt): The character has an Arch Nemesis of roughly equal power level who will show 
  up at least once per adventure in some fashion. At this level the villain will quite often 
  developed intricate plans whose sole purpose is to hurt or expose the character. Villains 
  at this level will often try to hurt the hero directly and are quite happy to fight toe-to-toe 
  though prefer where possible to attack with a group to help ensure their victory.  
  (10pt): An Arch Nemesis of this type is twice the characters power level and will make 
  their presence felt at least once every session. An arch nemesis of this sort has sworn his 
  entire life to your destruction, but killing you is simply not enough for this kind of villain. 
  For this kind of villain they will commonly seek to take away systematically everything 
  that means anything to a hero, his name, his family, his job, his wealth, his reputation. 
  And when they do confront the hero directly they inevitably make a big show of it, 
  choosing to stage such conflicts in very public places for a number of reasons. First and 
  foremost because they know the risk to innocents will keep the hero off balance, but also 
  because they want the heroes defeat to be public so that everyone will know the villain 
  beat him.  
   
  Life Bound:  
  Through some strange twist of fate the character with this weakness has found his well 
  being tied to an object, person or place to such an extent that any harm done to the thing 
  they are bound to, is suffered by the character too and should it be destroyed then so is 
  the character.  
  (2pt): The characters lifeforce is bound to an item, person or place of their choice, any 
  damage of one type (chosen by the character) done to the binding object is also suffered 
  by the character too, although they receive any usual saves and immunities like normal. 
  Thus a character who is bound to a house and has chosen fire as the damage he need 
  watch for, but is also himself immune to fire, and suddenly finds the house is set on fire 
  could only be knocked unconscious not killed by such an occurrence.  
  (5pt): The characters lifeforce is bound to an item, person or place of their choice, any 
  damage done to the binding object from one source (chosen by the character) is also 
  suffered by the character too, although they receive any usual saves and immunities like 
  normal.  
  (10pt): The characters lifeforce again is bound to a person, item or place as with above 
  but any damage of any sort done to the binding object is suffered by the character as if he 
  was vulnerable and although they still get to make saves against any damage they do so 
  with no bonuses at all just a d20 roll. Should the binding object be destroyed then so is 
  the character who is bound to it.  
  
   
  Cursed:  
  Character with this weakness, are cursed in some fashion that has a dramatic impact on 
  their lives. Such instances of this weakness include the likes of family curses, hexes, 
  ancient curses on tombs, the evil eye of gypsies and so forth. Whatever the curses origin 
  however, its effects are often sorely felt by the cursed individual in spite of it as they try 
  to live their lives. All cursed characters find that the origin of their powers is related to 
  the curse if not the sole reason for them and as a result can cause their powers to behave 
  unpredictably until the cure is lifted.  
  (2pt): The character suffers from their curse in some way at least once per adventure, 
  causing a single uses of their powers to fizzle with no effect (chosen by GM) usually at 
  the least opportune moment.  
  (5pt): The characters curse is such that it affects them once per session, causing 1d4 uses 
  of their powers to possibly work incorrectly (rolled secretly by the GM), and go off target 
  scattering in a random direction (use grenade-like missile scatter table) instead of at the 
  intended target. Powers with a personal range simply fizzle.  
  (10pt): Curses of this level are dangerous in the extreme. The GM should roll a d6 every 
  time the character uses a power and on a roll of one, the power works in reverse. So for 
  example a healing character would harm someone, an energy blast heals an enemy, a 
  flying character falls, a force field traps the character instead of protects them, a draining 
  character starts giving his attribute to a target and so forth. A cursed character of this sort 
  can never be sure if he is going to help or hinder.  
   
  Dependants:  
  Not all heroes are without ties, indeed many have families and loved ones, people they 
  care for and are directly responsible for. In the Supers genre these dependants are a 
  common source of access for a villain to get at the hero, either through kidnapping or 
  hurting them. Dependants as a weakness means the character has people he is directly 
  responsible for however and not just related or acquainted too. For example a character 
  may have an elderly aunt who relies on the hero to look after them, or the hero may have 
  a wife and children and so forth. They are a means for someone to track the hero and 
  identify him and people who can be used as leverage to get as hero to do things they 
  would not normally or take risks they would normally avoid.  
  (2pt): The character has a minor dependant who relies upon them but is not a grave risk 
  to the hero such as a beloved pet or roommate, parents who live in another city or state 
  that the character visits or contacts irregularly maybe once a month or less. Any villain so 
  inclined could make one attempt per month to identify the hero or his dependants at this 
  level. Requiring a Gather Information check with a DC of 30 + characters PL. Of course 
  once a villain discovers you identity he not only knows who you are but who means 
  something to you.  
  (5pt): The character has a moderate dependant such as a wife and children or relatives 
  within the same city, people he cares about and contacts or visits at least once a week if 
  not every day. Any villain so inclined could make one attempt per week to identify the 
  hero or his dependants at this level. Requiring a Gather Information check with a DC of 
  20 + characters PL. Of course once a villain discovers you identity he not only knows 
  who you are but who means something to you.  
  
  (10pt): the character has major dependants, he could be a single parent, or with a 
  disabled spouse or relative that relies upon them for care. Someone the character contacts 
  perhaps numerous times per day and goes home to every day without fail. Any villain so 
  inclined could make one attempt per day to identify the hero or his dependants at this 
  level. Requiring a Gather Information check with a DC of 10 + characters PL. Of course 
  once a villain discovers you identity he not only knows who you are but who means 
  something to you.  
   
  Hunted:  
  A Character can make a number of enemies as they go through their daily activities and 
  not only super villains are a potential threat, indeed a character can step on the toes of 
  numerous organisations also from the media, law enforcement, government agencies 
  through to criminal organisations and major corporations. Once a character has upset 
  some of these people they inevitably try to find and apprehend the character, placing 
  rewards on them, giving bad press, through to putting contracts on them or hiring bounty 
  hunters.  
  (2pt): The character has upset someone of limited resources or influence, someone who 
  wishes the character apprehended or humiliated but not harmed. As such the characters 
  PR has suffered and they suffer a –1 penalty to all Reaction and Charisma related checks 
  they make. Enemies that fall within this category are local newspapers, large businesses, 
  local police enforcement.  
  (5pt): The character has upset someone of significant resources and with some influence, 
  someone who although not set on harming the character is also not adverse to it should it 
  be necessary in apprehending them. At least once per adventure some attempt to 
  apprehend the character will be made. Such characters also face a smear campaign and 
  also suffer a –3 penalty to all Reaction and Charisma checks they make. Enemies that fall 
  within this category include national newspapers, national corporations, state law 
  enforcement, dilettante’s and senators.  
  (10pt): The character has upset someone of near limitless resources and with major 
  influence, someone who uses the smear campaign as a means to justify their doing harm 
  to the character. Enemies of this level have no interest in apprehending the character and 
  simply want them removed. At this level at least one attempt on their lives will be made 
  per adventure. Such characters also face a smear campaign and also suffer a –5 penalty to 
  all Reaction and Charisma checks they make. Enemies that fall within this category 
  include global media, international corporations, government agencies, celebrities and the 
  fantastically rich.  
   
  Programmed (Constructs only):  
  A programmed character is someone by their very nature faces certain boundaries to 
  their actions and they cannot by any means not even through sheer force of will 
  overcome these boundaries while they exist.  
  (2pt): A character programmed to this level must choose three things that they either 
  must do or definitely cannot do. For example a character may choose not to be able to 
  hurt employees of a specific corporation, must protect the innocent, must obey the CEO 
  of a named corporation. Whenever faced with situations where these rules apply they 
  must abide by them. The parameters chosen need not be things that would commonly 
  
  come into play.  
  (5pt): A character programmed to this level must choose six things instead of three and 
  one of the eight is chosen by the GM. The parameters chosen must be things that would 
  come into play with relative regularity.  
  (10pt): A character programmed to this level must choose nine things instead of eight 
  and two of these are chosen by the GM. The parameters chosen must be things that would 
  commonly come up.  
   
  Data (Constructs only):  
  A character with the Data weakness faces a bigger threat than most sentient constructs 
  as their sentience is purely a matter of programming and as such all facets of their nature 
  can be re-programmed. Essentially allowing someone else to change them radically 
  provided they can overcome the characters natural defences and gain access to their 
  CPU.  
  (2pt): A programmed character with this level weakness can have any points they have in 
  skills be reprogrammed and spent by someone who gains access to their CPU. In addition 
  one personality trait can be added or removed from the character or up to one hour of 
  memories added or removed. The character must be helpless before such changes can be 
  attempted and it requires a computers check DC 20 + the character PL in order to do so. 
  Each attempt to hack the character takes one hour whether successful or not.  
  (5pt): A programmed character with this level weakness can have any points they have in 
  skills and feats be reprogrammed and spent by someone who gains access to their CPU. 
  In addition three personality traits can be added or removed from the character or up to 
  one day of memories added or removed. The character must be helpless before such 
  changes can be attempted and it requires a computers check DC 20 + the character PL in 
  order to do so. Each attempt to hack the character takes twenty-four hours whether 
  successful or not.  
  (10pt): A programmed character with this level weakness can have any points they have 
  in skills, feats and mental attribute points be reprogrammed and spent by someone who 
  gains access to their CPU. In addition five personality traits can be added or removed 
  from the character or any amount of memories added or removed. The character must be 
  helpless before such changes can be attempted and it requires a computers check DC 20 + 
  the character PL in order to do so. Each attempt to hack the character takes 1d4 days 
  whether successful or not.  
   
  Imaginary:  
  Imaginary characters do not belong entirely in this reality and as such can be 
  disbelieved, once disbelieved the imaginary character finds it increasingly difficult to 
  affect or interact with this reality in regards to things and events around them. An 
  imaginary character could be a dream or nightmare made manifest or a cartoon for 
  example, but the power of such beings exists only so long as you believe it is real. Of 
  course someone must discover the character is imaginary or not entirely real first in 
  order to disbelieve them.  
  (2pt): Once someone is aware the character is imaginary at this level they can attempt to 
  disbelieve him or her. In order to do this they must make a Will save against a DC of 10 
  + the imaginary characters power level. If the check is successful they disbelieve the 
  
  imaginary character causing them to fade from this reality albeit slightly, in effect 
  causing the imaginary character to make any attacks against them as if their opponents 
  had one-quarter concealment. At this level the imaginary character can still interact with 
  there environment when disbelieved though do suffer a –1 penalty on all skill checks 
  requiring fine manipulation or brute strength. Once someone has disbelieved the 
  character they thereafter receive a +2 bonus to disbelieve them again.  
  (5pt): Once someone is aware the character is imaginary at this level they can attempt to 
  disbelieve him or her in the say way as laid out above. If the check is successful they 
  disbelieve the imaginary character causing them to fade from this reality causing them to 
  become ghostlike in transparency, in effect causing the imaginary character to make any 
  attacks against them as if their opponents had one half concealment. At this level the 
  imaginary character begins to have trouble interacting with their environment and suffer a 
  –3 penalty on all skill checks requiring fine manipulation or brute strength. Once 
  someone has disbelieved the character they thereafter receive a +2 bonus to disbelieve 
  them again.  
  (10pt): Once someone is aware the character is imaginary at this level they can attempt to 
  disbelieve him or her in the say way as laid out above. If the check is successful they 
  disbelieve the imaginary character causing them to fade from this reality causing them to 
  vanish from sight, effectively removing them from this reality, in effect causing the 
  imaginary character to make any attacks against them as if their opponents had total 
  concealment. At this level the imaginary character begins can no longer interact with 
  their environment for the most part and is effectively incorporeal, vanishing from sight. 
  Once someone has disbelieved the character they thereafter receive a +2 bonus to 
  disbelieve them again.  
   
  Damned:  
  The character who is damned is someone who has in the past committed such an 
  atrocious deed or act that the powers that be themselves have been infuriated and cast 
  the character down in what is commonly referred to as a fall from grace. A character 
  who has fallen from grace must seek redemption and until they find it they are largely at 
  risk from threats around them that those who are not damned are not. Of course a for a 
  character to become damned they must have some ties to a greater power to begin with, 
  typically this is a god or cosmic being of immense power, or in the case of villains a Duke 
  of Hell or Satan himself.  
  (2pt): A character is damned at this level has had only a minor fall from grace, which can 
  be rectified with the completion of a fairly involved task such as protecting a particular 
  individual, retrieving a stolen artefact, thwarting the plans of a specific foe etc.. Until the 
  character completes this task they find that their fall from grace interferes with their 
  natural healing causing them to recover stun and lethal hits at half the speed they would 
  normally.  
  (5pt): Someone damned at this level has had a significantly more serious fall from grace, 
  which can only be set right through the completion of numerous tasks likely spanning 
  years in order to prove their atonement. Until the character has atoned properly they find 
  that not only does it take twice as long for them to heal naturally but they also find that 
  being within the presence of or contact with sanctified items or places causes them to be 
  shaken unless they can succeed at a Will save DC 15.  
  
  (10pt): Those who have fallen from grace at this severity have committed the gravest of 
  acts and require a lifetimes of atonement and dedication to putting them right, perhaps 
  even several lifetimes. Until such individuals have atoned properly they find that not only 
  do they not heal naturally at all but sanctified places and items affect them as if they were 
  susceptible to them but the DC is only 10 +1 per minute of exposure.  
   
  Thrall:  
  Not everyone is master of their own destiny some unfortunate few are the thralls of other 
  more powerful beings. A character who is a thrall is either a slave or servant of some 
  greater being and can be coerced to do services for their master from time to time or act 
  in ways they would not normally do. For some thralls the control over them is minimal 
  but for others it is complete and so strong they cannot resist. The worst part of being a 
  thrall is the fact you are conscious and aware of all you do while you are forced to act 
  for your master, but helpless to resist.  
  (2pt): The character is thrall to some powerful being but fortunately they exert minimal 
  control over the character. Occasionally around once per month the character will be 
  coerced to do something while they sleep. They won’t recall what exactly though will at 
  the GM’s discretion have vague flashbacks in dreams about the things they get up to 
  while under the control of their master.  
  (5pt): At this level of thraldom the character is coerced into doing something around 
  once every adventure. The character can attempt to resist the control with a Will save DC 
  10. Control of them rarely lasts more than an hour and control only ever occurs during 
  the hours of darkness, and during that time they are fully conscious and aware of what 
  they are doing but unable to prevent it. If the character is being forced to do something he 
  would never normally do, such as kill someone or jump off a cliff he can make another 
  attempt to resist control.  
  (10pt): Characters with this level of thraldom are completely the creatures of their 
  masters will and around once every session their master will exert their control over the 
  character, which can only be resisted for a short time with a DC 10 +1 per additional 
  attempt each round. Control of the character at this level lasts only until the sun comes up 
  the following day. The character again is conscious but powerless to prevent himself 
  from acting during this time. At this level of thraldom the character is still able to make 
  another attempt to regain control of himself if forced to do something he would never 
  normally do, but all he buys himself is a little time as the saves for control begin again, 
  the only safety he has is during the daylight hours.  
   
  Finite Powered:  
  A finite powered character quite simply put is someone whose abilities are running on a 
  finite charge. Sooner or later the character will have used up all the power available to 
  them and they will find themselves powerless once more. Such characters are commonly 
  those who have had powers imbued to them from more powerful often cosmic beings, the 
  energy they have been given is limited and will sooner or later be used up completely. 
  However a finite powered character can also represent someone whose abilities manifest 
  for a limited time after accidental exposure to some energy or chemical and so forth.  
  (2pt): A finite powered character at this point is unlikely to run out of power any time 
  soon. The Gm at the beginning of each adventure should roll a percentile dice, if the roll 
  
  comes up 01% then the characters power has been used up and he loses access to all 
  powers. The GM should not reveal the result of their roll until the character tries to use 
  their powers of course.  
  (5pt): A finite powered character at this point has a 01-05% chance at the start of each 
  adventure of their power running out.  
  (10pt): At this severity the finite powered heroes power will run out on a roll of 01-10% 
  at the start of an adventure.  
   
  Haunted:  
  A haunted character is someone who is tormented and visited by a vengeful spirit who 
  will trouble the character until properly exorcised or the reason for them keeping them 
  from the afterlife is resolved, typically this involves righting some wrong the spirit caused 
  in life. Haunted characters are often nervous and things tend to go wrong or get moved 
  or break while they are around with no feasible means of explanation and so they 
  themselves often end up blamed for the actions of the spirit. In worst-case scenarios the 
  spirit can actually hurt those who around the character.  
  (2pt): The character is haunted by a troubled poltergeist when the character is around 
  things go missing, typically small things like tickets, keys harmless objects. Also things 
  have a tendency of being moved while none watches. The character may leave a room 
  only to find all the chairs stacked on top of one another when they return. Although an 
  annoyance the poltergeist is largely harmless.  
  (5pt): The character is haunted by a spiteful ghost, one which will interfere with the 
  characters life, smashing plates and cups, slamming doors shut, puncturing tyres, causing 
  a room to become cold or mist filled, lights to drift about and screams and moans to be 
  heard. Haunting of this sort are not dangerous but are distracting and disturbing both and 
  take a mental toll on a hero. Each morning they awake they must make Fortitude save DC 
  15 or awake fatigued.  
  (10pt): The character is haunted by a terrifying entity, a malicious spirit full and rage and 
  spite that seeks not only to make the characters life a misery but to cause them physical 
  harm. This ranges from bruises and scratches through to actual physical assaults and 
  attacks. Once per adventure at this level the spirit will attack the character, which will be 
  half the characters power level. A spirit even if defeated will return the next time fully 
  healed to attack the character again.  
   
  Mental Disorder:  
  The character suffers from an unfortunate yet troubling mental disorder of some kind. 
  This disorder has an affect on the characters actions; responses and outlook depending 
  upon its severity and can provide a liability and even sometimes a life threatening risk.  
  (2pt): The character suffers from a minor disorder such as turrets or a mild anxiety, panic 
  attacks, depression or a obsessive compulsive disorder, post traumatic stress syndrome, or 
  if a younger character Attention Deficit Hyperactivity Disorder (or DHD as it is more 
  commonly known). The disorder is not pleasant but can be for the most part handled or 
  kept in check with therapy and regular medication. Although those who suffer with a 
  mental disorder at this level lead relatively normal lives they suffer a –5 penalty to all 
  charisma and reaction related checks from those who are aware of their disorder due to 
  the stigmata attached to such conditions.  
  
  (5pt): The character suffers from more acute versions of those listed above or mild cases 
  of those listed below. Characters with a mental disorder at this level are required to take 
  their medication regularly to keep their disorder in check, failure to do so causes their 
  symptoms to surface once more. During any day the character goes without medication 
  have them make a Will save during any stressful situation DC 15 failure meaning they 
  can only make a half action as their symptoms begin to kick in. they return to normal 
  once the stress causing element has been removed or has ended but until they take their 
  medication (medicine check DC 10 + cost of weakness) they remain prone to their 
  conditions and must continue making the saves during stressful times.  
  (10pt): At this rank the character suffers from a serious mental disorder that can lead 
  them to harm or even to do others harm such as Schizophrenia, Sever Anxiety attacks, 
  Manic Depression (bi-polar), Dementia. At this level the failure of the character taking 
  their medication can be serious indeed and they must make a Will save at the star of each 
  day DC 15 + 1 per day since they last had there medication (medicine check DC 10 + 
  cost of weakness). Failure meaning they relapse into their condition, which depending on 
  the disorder can result in the character either being helpless (sever anxiety, dementia or 
  depression for example), or becoming violent (manic depression, schizophrenia), it may 
  even mean another personality comes to the fore that is completely different to the core 
  personality of the individual. Either way the problems persist until the character receives 
  medication.  
   
  Possessed:  
  Unbeknownst to many the characters powers are not his at all but those of a possessing 
  spirit and the powers themselves can be stopped by means of an exorcism that drives the 
  possessing spirit from the character. Depending on the strength of the possessing spirit it 
  may be driven away for a considerable amount of time or return after a short time, but 
  until it does the character is powerless. Possessing spirits inevitably have some task they 
  wish the character to perform that relates to the events of their deaths and revealing 
  those who were responsible.  
  (2pt): If presented by an item of faith or someone performs a rite of exorcism the 
  character must make a Fortitude save DC 10 or lose the ability to use their powers for a 
  round after which the possessing spirit returns.  
  (5pt): If presented by an item of faith or someone performs a rite of exorcism the 
  character must make a Fortitude save DC 15 or lose the ability to use their powers for the 
  duration of the encounter after which the possessing spirit returns.  
  (10pt): If presented by an item of faith or someone performs a rite of exorcism the 
  character must make a Fortitude save DC 20 or lose the ability to use their powers for the 
  duration of the session after which the possessing spirit returns.  
   
  Incurable Illness:  
  An incurable character suffers from some terminal conditions and is running on 
  borrowed time. The greater the power of the weakness the less time the character has. In 
  a comic context this would cover such individuals as those infected by the likes of the 
  Legacy virus for instance. In a real life context it could mean the character had Aids or 
  terminal cancer of some kind. A terminally ill character may grow sick from time to time 
  but sooner or later they will inevitably expire altogether and shed the mortal coil.  
  
  (2pt): The characters condition is largely in remission or slow developing and as such 
  doesn’t really impede too often on the characters life, however they do occasionally have 
  their off days as their illness slowly begins to progress. Once per month the character 
  must make a Fortitude check DC 15 or lose a battle with their illness, the result of which 
  is a permanent loss of a point of constitution. Should the characters constitution reach 
  zero the character loses their battle with their condition and dies. Hero Points may not be 
  used to gauruntee a success on such checks.  
  (5pt): At this level the characters condition is mostly okay but is definitely more 
  aggressive in its development. Once per adventure the character must make a Fortitude 
  check DC 15 or lose a battle with their illness, the result of which is a permanent loss of a 
  point of constitution. Should the characters constitution reach zero the character loses 
  their battle with their condition and dies. Hero Points may not be used to gauruntee a 
  success on such checks.  
  (10pt): A character with an Incurable condition of this level is fighting a near daily battle 
  with their condition and knows it is only a matter of time before they lose. Once per 
  session the character must make a Fortitude check DC 15 or lose a battle with their 
  illness, the result of which is a permanent loss of a point of constitution. Should the 
  characters constitution reach zero the character loses their battle with their condition and 
  dies. Hero Points may not be used to gauruntee a success on such checks.  
   
  Dependency:  
  A dependant character suffers from some form of addiction or dependency the severity of 
  which can affect their judgement and lead them into actions and situations they would 
  normally never find themselves. A Dependency can be anything from a gambling 
  problem, an eating disorder a drug addiction, sex addiction, alcoholism, and so forth.  
  (2pt): When confronted with the source of their temptation they must make a Will save 
  DC 10 or give in to temptation and indulge themselves. Given suitable discouragement or 
  after a single indulgence the character can usually regain control of themselves before 
  things go too far.  
  (5pt): When confronted with the source of their temptation they must make a Will save 
  DC 15 or give in to temptation and indulge themselves. The character typically indulges 
  until removed from the source of their dependency, but for the week following their 
  indulgence they suffer a –2 penalty to their checks to resist temptation.  
  (10pt): When confronted with the source of their temptation they must make a Will save 
  DC 20 or give in to temptation and indulge themselves. At this level a character will 
  indulge themselves until forcibly removed from the source of their dependency and after 
  having failed to resist temptation must make a check each day following their indulgence 
  with a –2 penalty on their check, with failure meaning they actively seek out the subject 
  of their dependency again in order to indulge once more.  
   
  Pact:  
  A character that has a pact has been granted their powers from some outside force, 
  occasionally a god, but more often an alien or extra dimensional being and in return the 
  character has been asked to perform some service. The nature and risk involved in 
  fulfilling this service depends upon the severity of the weakness. Pacts can take many 
  forms from selling your soul, or sacrificing your first born through to recovering specific 
  
  artefacts or dedicating yourself to some faith or cause completely right down the line to 
  simply passing a message to someone that you must find.  
  (2pt): A pact of this level is a minor request and typically requires a relatively minor 
  service in return such as the sacrifice of a valuable item, the retrieval of some lost tome or 
  the corruption of an innocent. A character typically has a fairly long time to repay the 
  debt (Gm should roll a d20 each adventure, on a roll of 1 the debt is called) but once the 
  debt is called the character either does what was asked or suffers as if by the unlucky 
  weakness.  
  (5pt): Pacts of this level are fairly more serious in nature and require that some opponent 
  of the force be removed, some important task be performed, or a number of lives be 
  sacrificed to the power in question. A character typically has only so much time however 
  before the debt is called (GM should roll a d20 each adventure and on a roll of 1-5 the 
  debt is called) but once the debt is called the character either meets the terms of the pact 
  or he is visited by a number of agents of the force equal to the characters power level of 
  up to half the characters own power level in level themselves.  
  (10pt): Pacts of this level are so significant they will take a lifetime to pay and commonly 
  require a service for the power to be met once per month. Failure to perform this service 
  has the character visited by a greater agent of the force of equal power level to the 
  character.  
   
  Host Dependency (For Symbiotic characters):  
  Not all characters are the host in a symbiotic relationship indeed some are the symbiote 
  itself. And as a host can suffer from prolonged separation with the symbiote, the symbiote 
  itself is essentially very vulnerable and limited without a host in what it can do and how it 
  can interact with its environment.  
  (2pt): The symbiote finds being without a host difficult and tiring and they are left to 
  move under their own steam, which they are not really designed to do for prolonged 
  periods of time. A symbiote without a host must make a Fortitude DC 10 check or begin 
  their day Fatigued.  
  (5pt): The symbiote finds being without a host difficult as it essentially exposed 
  completely to their environment and they suffer a susceptibility to some form of energy 
  like sonic, heat, cold and exposure to this form of energy poses a serious threat to them 
  while they are without a host. Once the symbiote is joined with a host however they no 
  longer suffer from the susceptibility.  
  (10pt): While without a host the symbiote suffers as though by Vulnerable and slowly 
  begins to die unless they can find a host to join with first.  
  Without a host the symbiote instantly becomes formless blob like shifting mass unable to 
  hold any form on its own. As if affected by the Alternate Form - Semi Solid with the 
  uncontrolled Flaw. In this form they are limited to movement only unless they also have 
  the Additional Limb (pseudo pod) super feat. the symbiote cannot assume any shape or 
  form though can try to grapple someone in order to attempt to join with him or her.  
   
  Symbiotic Dependency (For Symbiotic characters):  
  There are those individuals in the world whose extraordinary abilities come largely from 
  their symbiotic relationships with certain creatures, be they alien, extra dimensional or 
  just unknown. Those who share these symbiotic relationships frequently find that after 
  
  time they become addicted to the experience and find it increasingly tough and even 
  sometimes life threatening to be separated from their symbiote.  
  (2pt): The character finds it distracting to be separated from the symbiote and suffers a –
  1 penalty to all skill checks while separated unless they succeed a DC 10 concentration 
  check at the beginning of each day as the character is distracted and unable to 
  concentrate.  
  (5pt): The character suffers extreme anxiety while separated from his symbiote and at the 
  start of each day must make a Will save DC 15 or be panicked and run away from the 
  situation in an attempt to try and desperately find the symbiote. The character must make 
  a Will save each round in order to regain composure or they remain panicked and keep 
  frantically searching.  
  (10pt): The character grows so accustomed to being joined to a symbiote and enjoying 
  the benefits such a joining provides that they grow addicted to it suffering sever panic 
  attacks and withdrawal when removed from the symbiote for prolonged periods. The 
  character must make a Will save DC 10+PL of symbiote for each day that he remains out 
  of physical contact with it, failure results in the character being shaken, suffering –2 
  penalty on attack rolls, saving throws, skill checks, and ability checks and suffering 1d2 
  temporary Constitution damage. They are also driven to actively seek out the symbiote in 
  order to rejoin with it. He remains shaken until reunited with the symbiote and will lose a 
  point of constitution each day he remains separated until finally falling into a coma when 
  their constitution reaches 0, such a coma persists until the host and symbiote are reunited 
  or the character succeeds at a Fort save DC 10 + PL of symbiote - number of days in a 
  coma as the character undergoes radical withdrawal. Even after having withdrawn from a 
  symbiotic Dependency the character suffers the symbiotes PL as a penalty on all reaction, 
  skill or save checks to avoid being persuaded or influence by the symbiote to rejoin with 
  it ever after.  
   
  Implanted:  
  The character is implanted with some device that poses some kind of threat or risk either 
  to their safety or ability to defend them from harm. Commonly such devices are used as a 
  means of control either by an individual to ensure the loyalty of his companions or more 
  commonly by an organisation to control their employees.  
  (2pt): The character is implanted with something that doesn’t necessarily pose a direct 
  physical threat but does allow someone to externally keep track of the character.  
  (5pt): The character is implanted with something which can either negate the characters 
  ability for a short period of time or attempt to disable them with an amount of stun 
  damage.  
  (10pt): The character is implanted with something that can either negate their abilities 
  indefinitely or cause lethal damage of enough to kill the character. 
  
SOURCE: textdata/thevault/Super Hero Games/Mutants & Masterminds/Mutants & Masterminds Weaknesses.pdf