Post by Stix on Jul 14, 2008 3:08:51 GMT -5
Disadvantage | CPs |
Allergies, Moderate | 3 |
Allergies, Severe | 8 |
Bad Tempered | 6 |
Bruise Easily | 8 |
Clumsiness, Moderate | 4 |
Clumsiness, Severe | 8 |
Colorblind | 3 |
Compulsive Honesty | 8 |
Cowardice, Moderate | 7 |
Cowardice, Severe | 15 |
Deep Sleeper | 7 |
Dependent | 5 |
Fanaticism | 8 |
Greed | 7 |
Irritating Personality | 6 |
Lazy | 7 |
Powerful Enemy | 10 |
Phobia, Moderate: Crowds | 4 |
Phobia, Moderate: Darkness | 5 |
Phobia, Moderate: Enclosed Spaces | 5 |
Phobia, Moderate: Heights | 5 |
Phobia, Moderate: Magic | 8 |
Phobia, Moderate: Water | 6 |
Phobia, Severe: Crowds | 10 |
Phobia, Severe: Darkness | 11 |
Phobia, Severe: Enclosed Spaces | 11 |
Phobia, Severe: Heights | 10 |
Phobia, Severe: Magic | 14 |
Phobia, Severe: Water | 12 |
Qualm | 2 |
Sickly | 5 |
Temperature Sensitivity | 5 |
Tongue-tied | 6 |
Unlucky | 8 |
Vice | 5 |
Disadvantage Descriptions
Allergies, Moderate: This disadvantage represents either a mild allergy to something common (pollen or mold, for example) or a worse allergy to something that occurs under rarer circumstances (such as bee stings or eating a specific food). For allergies to something common and airborne, the character suffers a 20% chance of spell failure whenever exposed to his allergen, and must make a Wisdom check to avoid sneezing at inopportune times (such as when stealth is to the PC’s advantage). Strength and Constitution scores are reduced by 1d3 points when exposure continues. These penalties clear up after 1d3 hours of avoiding the allergen. Allergies to an ingested or injected substance require a save vs. poison (whenever stung by a bee, for example) at a +4 bonus. Successfully saving still means suffering swelling, pain and itching which impose a -2 penalty to armor class and all attack, proficiency, ability, and saving throw rolls for 3d20 hours. Failing the save causes the same penalties, followed by death by anaphylaxis in 1d6 hours.
Allergies, Severe: A character with this disadvantage has crippling allergies to common irritants, or lethal allergies to a larger category of more specific substances. For airborne allergies, the character’s chance of spell failure rises to 50%, and the check to prevent sneezing is rolled against one-half of his Wisdom score. Strength and Constitution scores are reduced by 1d6 points. Problems persist for 1d6 hours even after avoiding the source of the allergy attack. Circumstantial allergies (nuts, spices, insect venom) require a save vs. poison. Passing the save is still agonizing (a -4 penalty to armor class and all attack, proficiency, ability, and saving throw rolls for 2d4 days) but survivable. Failing the save causes paralysis and spasms due to crippling pain and swelling, with death following swiftly in 1d6 rounds.
Bad Tempered: The character has difficulties with the niceties of social interaction, and is quick to take insult at any number of slights—real or imagined. The character must pass a Wisdom check when given some cause to be insulted. If the check fails, the character returns the perceived slight with growing hostility. Usually, the bad temper will not cause the character to attack others; more often, the character’s bad temper will cause a pleasant situation to deteriorate into an argument (though turning an argument into open hostility is certainly possible).
Bruise Easily: This disadvantage can be a real drawback for a character who spends a lot of time in harm’s way. Every time the character suffers damage from a blunt weapon, or a mishap such as a fall, he suffers 1 extra point of damage for each die of damage rolled. This damage is not as long-lasting as normal damage, recovering at a rate of 1 hit point per turn after the fight. However, if a character’s hit points are reduced to zero, and some of the points of damage are bruise damage, he is rendered unconscious but not dead—much like the damage inflicted by punching.
Clumsiness: The character with this disadvantage has the unfortunate habit of dropping things, tripping, or knocking things over at inopportune times. When attempting fine manipulation, steadiness or graceful movement, the character must make a Dexterity check (or a check against half his Dexterity, for a severe disadvantage). Failure means the character loses his grip, stumbles, or trips.
Colorblind: This relatively innocuous disadvantage means that the character cannot distinguish colors. For game purposes, he sees things in black, white, and shades of gray.
Compulsive Honesty: The character with this disadvantage cannot tell a lie and cannot behave in a deceitful fashion. He tends to be blunt rather than tactful, even if this means insulting someone who he and his companions are trying to impress. The character could participate in a deception—but only if it is a matter of life and death. Even then, the character must make a Wisdom check every time he is called upon to speak a falsehood or to act out a role in front of witnesses. Failing the roll means that the character cannot hide the truth and comes clean.
Cowardice: The character might want to be brave and to fight heroically, but an inner voice of caution constantly suggests the merits of flight or concealment. When a violent encounter begins, the character must pass a Wisdom check to overcome his cowardice. (The roll is 1/2 the character’s Wisdom if this is a severe disadvantage.) If the check is successful, the character can behave in any fashion for the duration of the encounter. If the check fails, however, the character will seek to leave, to hide behind friends, or to otherwise cravenly attempt to avoid the fight. The character is allowed to make another Wisdom check each subsequent round during the encounter. He flees or hides as long as he fails, but as soon as he passes the check he can perform normally—and is exempt from any further checks.
Deep Sleeper: The character with this disadvantage will only awaken when disturbed by a very loud noise, or by physical prodding, shaking, etc. When the character does wake up, it will take 1d6 rounds before he is capable of any action other than groggily sitting up and trying to figure out what’s going on.
Dependent: The character is limited in actions by a young child or elderly relative who depends upon him for at least a portion of their livelihood. Perhaps he must support the dependent financially, or has an obligation to stay close to home in case needed. In the worst-case scenario, the dependent could become the victim of one of the character’s enemies.
Fanaticism: This can be a substantial disadvantage for a character. The fanaticism can be dedication to a particular cult, religion, or god, or it can be more based in the character’s affairs, in the sense of overwhelming loyalty to a state, a military presence, a faction, or a particular leader. Whatever their sources, the different types of fanaticism have several things in common. If a certain code of behavior is called for by the belief, then the character must conform to that behavior and encourage others to do the same. The fanatic suffers a -4 reaction penalty with anyone who opposes the object of his zeal.
Greed: A character with this disadvantage is compelled to seek power and/or riches by whatever means possible. Even obvious attempts to manipulate the character with money or power require a Wisdom check to avoid succumbing to temptation.
Irritating Personality: This disadvantage can make it difficult for the character to obtain cooperation and aid from others. The character suffers a -2 reaction penalty; during social encounters, character should make a Wisdom check to resist the effects of the disadvantage. A failed check means the most irritating aspects of the PC’s personality rise to the surface (examples include overbearing criticism, laughing at inappropriate times, or a complete lack of tact).
Lazy: A lazy character will never do any more work than is absolutely necessary. He will rely on his companions to do things such as build campfires, cook, and keep watch through the night. The character will generally neglect details of preparedness in favor of catching a few minutes more sleep. However, if he really wants to do something that does not have a clear and urgent need (digging a trench around a camp in case an attack is made against them, for example) the character can roll a Wisdom check at a -4 penalty. Failure of the check means that the character decides the time could be better used by catching a little shut-eye—or at least by lying in the shade somewhere.
Phobias: A character who is consistently afraid of one particular thing (or category of things) can have a real problem while adventuring. The phobia disadvantages are worth varying degrees of character points, based on the frequency of encountering that which the character fears, and whether the player chooses a disadvantage that is moderate or severe.
The effects are generally the same. If the character is threatened by a violent encounter with the object of the phobia, he must roll a Wisdom check (at one-half his Wisdom, if the phobia is severe). If successful, the character can function normally, but if the check fails he must flee or otherwise seek to avoid the encounter for 1d6 rounds. After this time, check again, and continue to do so each 1d6 rounds until a check succeeds.
Phobia—Crowds: The character becomes panicked when surrounded by people. Shopping in marketplaces, dining at massive feasts, and celebrating at festivals are all problems. The character must make a successful check to enter such a setting (or to remain in one, if a crowd gathers around him). If the character fails the check, he will seek a private nook or cranny to get out of sight, or try to leave the premises altogether. Even if he passes, the success only lasts 2d6 turns—then the character must make another check.
Phobia—Darkness: This disadvantage compels a character to find or create some source of light when surrounded by utter darkness. The character will be reluctant to enter darkened settings, only doing so after a successful check. He can repeat the check every 1d6 turns, if necessary. The check is not necessary if some light is present, though the character still will be nervous and uncomfortable. If the character passes the check, he can force himself to enter the darkness. He also must check if suddenly immersed in darkness. Failure of this check can result in the character fleeing headlong down a corridor or freezing, terrified, in place. If circumstances do not dictate one or the other, flip a coin to determine which reaction the character suffers.
Phobia—Enclosed Spaces: This has effects similar to the darkness phobia, though of course the presence of light is immaterial—this phobia can strike in a lighted room or in a narrow, winding tunnel. In general, when the ceiling is no more than two feet overhead, and the walls are within two feet of the character’s outstretched hands, he’ll have trouble. As with the fear of darkness, the character must make a successful check before entering an enclosed area.
Phobia—Heights: This character has difficulty climbing ladders and ropes, perching on walls, and negotiating steep, cliff-side trails. He will be eager to look for another way around if such a climb is called for, but if he makes a successful check he can overcome his fear. If the check fails, however, the character will do everything possible to avoid the climb. Another check is allowed 2d6 turns later.
Phobia—Magic: The character with this fear is nervous about all things magical—spells, creatures, and items. Although he may wear and use magical items that do not have visible effects (including magical weapons and armor, rings of protection, and the like), he will not ingest potions, wear a ring of invisibility, or learn or cast spells. If attacked by a magic-wielder using a spell with visible effects, the character must make a check or flee as described in the introduction to the phobia section.
Phobia—Water: This character cannot have a swimming proficiency. He fears boats and narrow footbridges, and he will not be compelled to enter water that is much deeper than his waist.
Powerful Enemy: A character with a powerful enemy has acquired a bitter foe. The reason for this vendetta can go back even to before the character’s birth—a family feud, for example, or a need to remove the last heir to a line. Whatever the enemy’s nature, it must be powerful and pervasive enough to affect the character wherever he goes in the campaign. While this does not mean that the PC’s life is one long chase scene, he will need to keep a wary eye over his shoulder. The enemy will routinely send agents after the character. Also, the enemy should have good conduits of information, being able to keep general tabs on the PC.
Qualm: Due to some emotional unrest or moral code, the character sometimes refuses to act, in even in his own best interest. He might refuse to harm a woman or believe it to be disgraceful to hide his identity. In combat, he might refuse to attack an unarmed opponent or strike from behind. If a Qualm is violated, the PC receives a -1 to all die rolls for the next week.
Sickly: The character is less resilient to illnesses and toxins thanks to a compromised immune system. He suffers a -2 to all saves vs. disease and poison.
Temperature Sensitivity: The character suffers worse from temperature extremes than most others. He suffers a -2 to all saves vs. heat and cold.
Tongue-Tied: The character has the tendency to incorrectly state facts, forget names, and just generally say the wrong thing; he suffers a -2 reaction penalty.
Unlucky: The character with this disadvantage does not suffer penalties on his die rolls. However, he has the knack for being in the wrong place at the right time. He can be in a city of 10,000 people—and if there’s one person he doesn’t want to see, chances are good that individual steps out of a portal right in front of him. If this character makes a pass at a young woman, she turns out to be a polymorphed fiend. And if only one member of the party loses his climbing gear on Gehenna, the unlucky PC is naturally the one to have to scale the slopes bare-handed.
Vice: Finding himself irresistibly drawn to a petty vice, the character must make a successful Wisdom check to avoid succumbing to his instinctual urges whenever tempted by a particular weakness. Typical weaknesses include gold, alcohol, gambling, and sex.