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Colorblind

 

Rules: The adventurer cannot distinguish between colors. This can have negative effects on some checks, like Alchemy (“pour two drops of red liquid into the green liquid”), recognizing coats of arms (Etiquette), or Orienting in the jungle. The GM decides the magnitude of the penalty and also whether a check is even possible.

Prerequisites: No disadvantage Blind

AP Value: -2 adventure points

 

Publication: Core Rules page 172