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Post by Galadare on Dec 6, 2005 19:16:56 GMT -5
Perks and Flaws In addition to skills, Skill Points can be used to purchase Character Perks. Furthermore Character Flaws can be taken to increase the number of skill points available. All perks all perks and flaws are subject to GM approval. I'll list the perks and flaws below but you'll have to contact me for details. Available perks are as follows: Accelerated Healing | Acute Senses (specific) | Ambidextrous | Animal Companion | Animal Kinship | Authority | Common Sense | Connections | Debt | Double Jointed | Fake Identity | Famous | Favor | Immunity | Influence | Intuition | Light Sleeper | Longevity | Lucky | Machine-touch | Perfect Pitch | Photographic Memory | Property | Quick Learner | Radiation Resistance | Rank | Sense of Direction | Sense of Time | Strong Immune System | Subordinates | Thick-skinned | Wealthy | |
Available flaws are as follows: Addiction | Age | Amnesia | Animal Antipathy | Bad Luck | Beliefs | Blood-lust | Code of Honor | Criminal Background | Curse | Debt | Dedicated | Dependents | Destitute | Flashbacks | Goal | Heavy Sleeper | Infamous | Insomniac | Lame | Liar | Mechanically Inept | Motion Sickness | Nemesis | Obligation | One-Armed | Paranoid | Phobia | Poor Senses | Quirk | Radiation Vulnerability | Secret | Sick | Slow Healing | Slow Learner | Social Stigma | Split Personality | Thin-skinned | Wanted | Weak Immune System |
As with skills, if you don't see something that you think should be there contact me and we'll discuss adding it. Unspent Skill Points Skill Points that are not spent on skills or perks become emergency dice (more on that later).
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Post by Galadare on Dec 13, 2005 15:49:40 GMT -5
Code of Honor is a flaw because it restricts your actions. If, for example, your Code of Honor covers not harming children, that INCLUDES that poor, deluded, twelve year old cultist who is busily trying to kill you with his .50 caliber machine gun.
It is important to note that many of the perks and flaws come with potential flip-sides. Code of Honor, for example, has the potenial flip side of respect from other characters who admire those that live by Codes of Honor.
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Post by Galadare on Dec 14, 2005 17:22:15 GMT -5
Andrek asked me about the following perks and flaws:
Perks: Accelerated Healing A character with Accelerated Healing recovers from injury in three-quarters of the normal time-frame.
Common Sense Characters with Common Sense get warned by the GM when they are about to do something foolish. This warning is NOT required to have any detail.
Immunity The character is immune to one (and only one) drug, disease or toxin. Immunity only has a downside if the drug has beneficial effects.
Longevity The character will live longer than normal. After attaining middle-age the character will look and feel like someone that is half his or her age.
Lucky Lucky doesn't work well with the nature of Play-By-Post as written so I'm gonna tweak it. A lucky character may either re-roll a fumble or invert a modifier (IE -3 to +3). The character can use his Luck once in a thread that he or she is active in.
Machine-touch Any attempt to repair a mechanical device is regarded as complexity 1, regardless of how complicated the device is.
Quick Learner Quick Learner does two things: 1) one month is subtracted from the amount of time it takes to learn a new skill. 2) the character's tutor gets +1 on his roll to determine the XP discount he can provide when learning or improving a skill.
Radiation Resistance The character gets +1 on health tests made to resist radiation poisoning.
Sense of Direction Characters with a sense of direction never seem to get lost. Characters with the 3D version don't get disoriented in micro-gravity.
Sense of Time The character never loses track of time.
Strong Immune System A character with a Strong Immune System gets a +1 bonus on Health checks against toxins and diseases. The downside is that the character is also more resistant to beneficial drugs.
Thick-skinned The Stamina of a Thick-skinned character is increased by five. All stamina based attributes are recalculated from the new total.
Flaws: Addiction The character is either addicted to or is dependent upon a specific chemical or activity. The character requires regular doses of the agent in order to feel normal.
This flaw also covers medical conditions (such as ulcers, coronary arrhythmia, paranoid schizophrenia, etc.) that must be controlled through regular medication.
In game terms addiction gets complicated so I'll post more on it later.
Beliefs A character with the beliefs flaw believes something that may subject him to ridicule. Examples include the existence of The Great Pumpkin, the continued life and travels of Elvis, and any number of conspiracy theories other than textbook paranoia. The potential upside of beliefs is the potential for allies among those who share the character's beliefs, deluded or otherwise.
Code of Honor A character with the code of honor flaw holds to a system of beliefs that in some may limits his activities. Examples include not harming women and children, never telling a lie, never taking more than a set number of steps on a given day. The potential upside of a code of honor is respect from characters who care about codes of honor.
Dedicated A character with this flaw is dedicated to a cause that he or she must promote as often as possible. Potential upsides are contacts and respect as well as assistance from others that are dedicated to the cause. However, those willing to help for the cause may also expect to get help for the cause.
Flashbacks The character suffers debilitating flashbacks from his or her past. Particularly in stressful situations.
Goal Goal is similar to dedicated but without the network of fellows.
Phobia The character is very afraid of something. Mild phobias provide penalties in certain situations, while severe phobias are capable of keeping a character from acting at all.
Quirk A quirk is a habit (not necessarily bad) or trait that is mildly inconvenient for the character.
Secret The character has a deep dark secret that needs to remain hidden. This could be involvement in a conspiracy or a criminal background (Criminal Background represents a known criminal history).
Wanted Someone is chasing the character. Wanted typically represents an organization or someone who is hunting the character for professional reasons. A personal enmity is covered by the Nemesis flaw.
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