Players Option Additions


New Traits and Disadvantages
Races: Minotaurs.
Certain races have recommended Traits and Disadvantages:


Traits

Night Vision (10): The character's eyes adapt rapidly to the darkness. He or she cannot see in total or magical darkness, but if there is any light at all, they can see fairly well. All penalties for darkness are reduced by -1.

Psionic Wild Talent (9/15/10/30): The character has a psionic wild talent. For 9 CPs, roll randomly for a psionic devotion. For 15 CPs, roll randomly for a psionic science. For 20 CPs, the character can choose a devotion. For 30 CPs, the character can choose a science.

Disadvantages

Absent-Mindedness (-10): The classic disadvantage of eccentric geniuses. The character has difficulty paying attention to anything not of immediate interest. An absent-minded person suffers a -5 penalty to all Intelligence (Reason or Knowledge) checks except those for a task he is currently interested in and concentrating upon. If no engaging task or topic presents itself, his attention will drift to more interesting matters in five minutes; he will ignore his immediate surroundings until something catches his attention and brings him back. Once adrift in his own thoughts, an absent-minded character must make a Reason check with a -5 penalty in order to notice any event short of personal physical injury.
The absent-minded person may attempt to rivet their attention on a boring topic through sheer strength of will. To do so, he must make a Willpower check with a -5 penalty once every five rounds. "Boring topics" include guard duty, small talk or other forms of meaningless conversation, repetitive manual tasks, riding through a barren area...

Albinism (-7): The character possesses no natural body pigment; their hair and skin is pink-white and their eyes are pink. An albino will always be remembered, and can never blend into a crowd. Albinos must avoid direct sunlight, as they have no resistance to sunburn; they suffer 1 hit point of damage for every hour of exposure to ordinary direct sunlight, or every 3 turns of hot summer or desert sun. Additionally, they suffer a -2 penalty to all ranged weapon attacks made in direct sunlight.

Bad Sight (-5): The character may either be nearsighted or farsighted (player's choice). Nearsighted characters cannot read small print, etc., more than a foot away, or road signs, etc., at more than 10 yards. Attack rolls using a melee weapon suffer a -2 penalty. If using a missile or thrown weapon, use the modifier appropriate to double the actual distance to the target.
Farsighted characters cannot read a book except with great difficulty (triple the normal time) and suffer a -3 on any rolls involving close manual labor.
This problem can be corrected with corrective glasses. Remember that accidents or head blows may knock glasses off, enemies may take them, etc.

Blindness (-20): The character cannot see at all. For partial compensation, the character may start with any of the Acute senses at only half cost. Furthermore, they suffer no extra penalties of any kind when operating in the dark! In unfamiliar territory, they must travel slowly and carefully or be led by a companion or guide animal. Many actions and abilities are impossible to the blind; DMs should use common sense.
A blind character possesses a -5 penalty to all combat skills. They can use melee weapons, but cannot make called shots and cannot fire missile weapons.
In civilized countries, a blind person gains a +1 bonus on reaction rolls.

Bloodlust (-8): The character wants to see his foes dead. They will go for killing blows in a battle, put in an extra shot to make sure of a downed foe, attack guards that could have been avoided, and so on. A Willpower roll is necessary to accept a surrender, or even to take a prisoner under orders. Even in a non-combat situation, you will never forget that a foe is a foe.

Bully (-10): The character likes to push people around whenever they can get away with it. Depending on their personality and position, this may take the form of physical attacks, intellectual harassment, or social "cutting." A Willpower roll is necessary to avoid gross bullying when they know they shouldn't—but proper role-playing requires to bully anybody they can. The character suffers a -2 reaction penalty, since no one likes a bully.

Compulsive Lying (-6): The character lies constantly, for no other reason than the joy of telling the tale. A compulsive liar delights in inventing stories about his deeds, lineage, wealth—whatever might impress his audience. Even when exposed as a liar, he will cling tenaciously to his stories, calling his accuser a liar and a scoundrel.
In order to tell the pure, unvarnished truth, a compulsive liar must make a Willpower check with a penalty of -4.

Deafness (-7): The character can hear nothing. Any information you receive must be communicated in writing (if you are literate) or through sign language. The character also possesses a -3 penalty to learning any modern or ancient languages. However, they gain a +3 to any Reading Lips checks.

Gullibility (-6): A gullible person naturally believes everything he hears; he'll swallow even the most ridiculous story, if it's told with conviction.
In order not to believe a lie—or an improbable truth, for that matter—a Reason check is needed, modified by the plausibility of the story. A lie well-told, or involving something the character has no familiarity with calls for a -6 penalty. A lie concerning a topic the gullible character is familiar with calls for a -3 penalty to the roll; and even an outlandish tale will be believed if the victim fails an unmodified Reason check.
Furthermore, a gullible character suffers a -3 penalty to disbelieve illusions.

Hard of Hearing (-5): The character is not deaf, but has some hearing loss. They possess a -10% penalty to all detect noise checks.

Mute (-10): The character cannot speak. All communications with others (and the player's communication with other players!) must be in writing or with sign language.

Odious Personal Habits (-5/-10/-15): The character behaves, some or all of the time, in a fashion repugnant to others. The worse the behavior, the more bonus points. The player may specify the behavior when the character is first created, and work the bonus out with the DM. Some samples: Body odor, constant scratching, or tuneless humming might be worth 5 CPs apiece. Constant bad puns or spitting on the floor would be worth 10 CPs apiece. 15 CP habits are possible, but are left to the imagination of those depraved enough to want them.
For each 5 points the habit is worth, the character suffers a -1 penalty to their reaction rolls made by someone in a position to notice the problem. For example, Ragnar Foulbreath, who has halitosis worth 10 CPs, suffers an automatic -2 on reaction rolls to anyone who comes face-to-face with him.

Paranoia (-10): The character is out of touch with reality. Specifically, they think that everyone is plotting against them. They will never trust anyone except old friends... and they keep an eye on them, too, just in case. Other characters, understandably, react to paranoids at -2. A paranoid NPC has an automatic -4 reaction against any stranger.

Sadism (-15): The character delights in cruelty... mental, physical, or both. People react to a known sadist at -3, unless they are from a culture holding life in little esteem. When a sadistic character has an opportunity to indulge his desires, but knows he shouldn't (e.g., because the prisoner is one that should be released unharmed), he must make a successful Willpower roll to restrain himself.

Split Personality (-10/-15): The character possesses two or more distinct personalities, each of which may have its own set of mental problems or behavior patterns. This allows them to have mental disadvantages that would otherwise be incompatible.
Each personality should have his or her own character sheet. Their basic stats may be somewhat different and skills may be different, and personality traits can be totally different. Distribution of earned CPs between the personalities is up to the DM.
In any stress situation, the DM rolls a Reason check; a failed roll means a switch to another personality. No more than one roll per game hour is required.
Any NPC who is aware of this problem will feel (probably with justification) that the character is a dangerous nutcase, and will react at -3 to them.
If the personalities are facets of a single "individual", this is a 10-CP disadvantage. If the personalities are largely unaware of each other, interpret their memories differently, and have different names, it is a 15-CP disadvantage.

Stubbornness (-3): The character always wants their own way. Make the character generally hard to get along with—role-play it! Others react to you at -1.

Stuttering (-7): The character suffers from stammering or other speech impediment. They suffer a -2 penalty to reaction rolls where conversation is required, and all proficiencies requiring speaking (e.g., Diplomacy, Fast Talking, etc.) suffer a -5 penalty.


Recommended Traits and Disadvantages:

Races such as elves has recommended the Allure trait, dwarf the Inherent immunity/poison, these have been given by TSR. Now that I allow some humanoids in my game should I make a list to show what I recommend for these. Recommended Traits cost one less, while recommended Disadvantages give one more than normal.

Races Recommended
Elf Allure, Keen eyesight
Dwarf Inherent immunity /poison, Bad Tempered, Greed, Stubbornness,
Halfling Glibness, Keen Hearing, Keen Taste
Gnomes Keen Touch, Obscure Knowledge
Wemic Keen Hearing, Keen Smell
Minotaur Keen Smell, Bully
Satyr Singing, Musical Instrument, Allure
Thri-Kreen Inherent Immunity/Heat
Mongrelman Impersonation
   

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