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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