|
Defects Please refer to the Gameplay Guide for overall information about defect use in the game. This page currently lists all defects. It can list only the mundane or supernatural defects instead. If you would like to add a defect to your character that isn't listed here, please suggest it to Scott. Jump to a defect: Addiction Attack Restriction Bane Compulsive Curiosity Compulsive Liar Compulsive Shutterbug Conditional Ownership Curse Delusion Discrimination Disease Easily Distracted Frail Glory Hound Gluttony Inept Combat Involuntary Physical Change Less Capable Low-Powered Magical Restrictions Marked Missing Limb Mute Nemesis No Sense of Danger No Sense of Humor One-Way Transformation Owned Phobia Protector Recurring Nightmares Red Tape Sensory Impairment Significant Other Simply Irresistible Skeleton in the Closet Special Requirement Stranger in a Strange Land Unattractive Under Surveillance Unskilled Untraveled Vulnerability Wanted Weak Point Wild Beast mundane optimal stat: Soul 2 levels, 1 point per level The character suffers addictions that may affect his behavior. All addictions must be satisfied on a regular basis for the character to function. The difference between an Addiction and a Special Requirement is that an addiction is contrary to the nature of the being (such as cigarettes being poisonous to a human body), while a Special Requirement is normal. In the event that the character possesses multiple addictions, add 1 point for each. Level One: The addiction can be ignored for a reasonable time, then the character must begin making increasingly difficult Soul checks to continue functioning without it. Level Two: The addiction cannot be ignored except for very difficult Soul checks. When the cravings hit, the character will cease to do anything else but fulfill his addiction. Addiction is taken by these characters: Elise LeBlanc, level 1, cigarettes Lawrence Tate, level 1, alcohol Melchitt, level 1, Wine mundane optimal stat: Soul 2 levels, 1 point per level Characters with this defect have limitations on what subjects they can physically attack because of moral reservations, emotional attachments, strict orders from a superior, or actual mental programming (because of mind control or magical spells). The attack restriction can only be overcome during exceptional circumstances and may result in harsh consequences, including unbearable guilt or punishment by superiors. In any case, a difficult Soul check must be overcome. Add 1 point to the total value of the defect for every restriction after the first one. Level One: The character's restriction applies to something one would rarely need to attack in the game. The character's reservations are less hard to overcome. Level Two: The character's restriction applies to something one often needs to attack in the game. The character's reservations are more hard to overcome. 2 levels, 1 point per level A bane makes the character exceptionally vulnerable to an otherwise harmless substance, such as holy water or sunlight or silver, which causes physical damage and possibly secondary physical effects like welts or boils. If your character has additional banes, add 1 point for each. Level One: The bane causes minor damage: 10 pounts by touch or 2 points by presence, depending on its nature. Level Two: The bane causes major damage: 30 points by touch or 6 points by presence, depending on its nature. mundane optimal stat: Soul 2 levels, 1 point per level This defect reflects a character's compulsion to satisfy his curiosity whenever it is piqued. When the character wants to know something, he feels an irresistible urge to know right away, and cannot be pacified or be told to wait. The character may even risk harm to satisfy his curiosity. In order to resist finding out something that he wants to know, the character has to make a Soul check with a difficulty modifier. (What the character would want to know in a given situation would be up to the player to decide, but the GM may intervene.) Level One: The character takes low risks to satisfy his curiosity, and resists at -3 difficulty. Level Two: The character takes high risks to satisfy his curiosity, and resists at -6 difficulty. Compulsive Curiosity is taken by these characters: Elise LeBlanc, level 1 John Sheppard, level 1 mundane 2 levels, 1 point per level Most people lie sometimes, but this defect is for the people who can't seem to stop. They lie all the time, about completely innocent matters, out of a compulsion. This is not the same as denial, which would be covered by Delusion, nor is it the same thing as Skeleton in the Closet, which only applies to one big secret. This is for people who know they're lying, and lie about virtually everything. Level One: The character will admit to lying once caught, or most people don't know the character is a liar. Level Two: The character will never admit that something was a lie, or almost everyone knows the character is a liar. Compulsive Liar is taken by these characters: Lawrence Tate, level 1, Lies about identity Melchitt, level 2 mundane 2 levels, 1 point per level Intended for photographers, this defect means that the character is compelled to take a photograph of a certain subject whenever an opportunity presents itself. Compelled means compelled: The character is incapable of doing anything else until he gets his shot, even if he has to make several skill checks to get it. Only a particular photographic subject interests the character enough to compel this activity. The character with this defect must take a camera with him at all times. Level One: The character can avoid stopping to take the photograph if doing so would cause death or serious bodily harm. Level Two: The character will always stop to take the photograph. mundane 2 levels, 1 point per level This defect represents that some item of the character's actually belongs to someone else. This item must be valuable, rare, or expensive, not commonplace. The character may or may not have the permission of the actual owner, and the character often has been issued the item for a specific purpose and is only supposed to use it for that purpose (hence conditional). If the character has been issued the item and loses or breaks it, he is responsible for its repair and/or replacement. If the character has stolen the item and is found with it, it will be taken away from him, usually with criminal consequences. If multiple items are owned by other parties, add an extra 1 point to the total value of the defect for each. Level One: The item was given with the owner's blessing, but the character must replace it if it breaks or goes missing. Level Two: The object has been stolen, and the owner (and possibly the police) is actively trying to get it back. mundane 2 levels, 1 point per level A cursed character has likely offended a being of great power in his or her past, or is the direct descendant of someone who did so, since curses often pass through bloodlines. The curse can take a near limitless number of forms, but should not provide the character with any real advantage. (Remember, it's a curse!) The exact nature, background, and limitations of the curse should be discussed with the GM. If this defect is taken by a mundane human, the curse may have come from a supernatural entity, but it should not have any supernatural effect on the character. Level One: The character suffers from a small disadvantage. Level Two: The character suffers from a large disadvantage. Curse is taken by this character: Elise LeBlanc, level 1, the supernatural constantly happens to her mundane 2 levels, 1 point per level This defect is for characters who are convinced about something that isn't true. It can be denial, it can be dementia, it can be hypnosis, or it can be caused by a variety of means, as long as the end result is that the character believes something that is not true, and generally can't be convinced otherwise. It's perfectly acceptable to make this defect silly, such as the man who believes he's the love-child of an alien visitor or the woman who believes she's as good as a professional opera singer and is always showing it off. However, to be worth a point, the delusion must be a significant influence on the character's behavior or attitude, otherwise it's an insignificant quirk. In the event that the character has multiple distinct illusions that all influence his behavior or attitude, each one after the first is worth 1 more point. Level One: The delusion has some influence on the character's behavior or attitude. Level Two: The delusion has major influence on the character's behavior or attitude. Delusion is taken by this character: Melchitt, level 1, Narcissism mundane 2 levels, 1 point per level The character experiences routine discrimination or harassment on account of his or her gender, age, race, ethnicity, religion, homeland, socio-economic class, or other factor. Just because a character belongs to a group that often receives this treatment does not mean that the defect is required; it's optional. But if the defect is taken, the character should routinely face this treatment in the game, sometimes from the other player characters. Level One: The character experiences a minor degree of discrimination or harassment. Level Two: The character experiences a major degree of discrimination or harassment. Discrimination is taken by this character: Gao, level 2, Young, homeless, uneducated, insane mundane 2 levels, 1 point per level The character is afflicted with a disease that makes life more difficult. There are a variety of effects beyond medical, including possible effects on the character's social life, appearance, stamina, and longevity. Level One: The character has a minor disease that has a small detrimental impact on his or her life. Level Two: The character has a major disease that has a significant detrimental impact on his or her life. mundane 2 levels, 1 point per level When the character encounters an object of obsession, the character becomes incapable of any action (including self-defense) until the object is no longer present. Possible examples include attractive members of the opposite sex, food, hobbies, famous people, music, one's own looks, books of ancient lore, and magical items. Each additional object beyond the first is worth 1 extra point. Level One: The object is encountered infrequently. Level Two: The object is encountered frequently. Easily Distracted is taken by these characters: Gao, level 2, Food John Sheppard, level 1, Magical Items Lawrence Tate, level 1, alcohol mundane 2 levels, 1 point per level The character is not as rugged as his or her stats indicate and can be defeated more easily. Level One: The character has 10 fewer HP. Level Two: The character has 20 fewer HP. mundane 2 levels, 1 point per level This defect applies to characters who go to great lengths to capture attention and fame, whether it's positive or negative. They want to be seen, they want to be heard, they want to be known. Characters who merely want to be the center of attention at a party and are willing to make fools of themselves to that end do not count; this is about characters who do scandalous things just to keep their names in the newspaper. The character must continue acting this way routinely for the defect to continue to apply. Level One: The character devotes time, money, or resources to getting famous, or is willing to risk damaging property (personal or otherwise) in the pursuit of fame. Level Two: The character risks personal injury (or in extreme cases, possible death) for the sake of becoming famous. mundane 2 levels, 1 point per level Any character can enjoy eating, but your character takes it to disgusting and/or unhealthy ends. Characters who merely complain about wanting more food might be better represented by Addiction. Use Disease if the character's health is in danger from this. Level One: The character's eating habits are unpleasant. (No matter how good the character's table manners are, polishing off that much food in one sitting is off-putting.) The character is overweight and suffers minor nuisances like not finding good clothes, being out of breath after a few flights of stairs, et cetera. Level Two: The character eats voluminous amounts of food and turns away almost anyone at the table. The character is morbidly obese and suffers major consequences like not being able to run, breaking furniture by sitting on it, not fitting in narrow spaces, et cetera. mundane 2 levels, 1 point per level This defect reflects a character's poor judgment in combat situations, which can often place him or her in precarious positions. Level One: The character's AV & DV are lowered by 1. Level Two: The character's AV & DV are lowered by 2. 2 levels, 1 point per level A character with this defect will undergo a physical change when a specific game condition is met. Changes can include height, weight, sex, color, body shape, as well as partial or whole transformations into plants or animals. The alternate form cannot give the character any significant advangtage or disadvantage over his normal form (unless Metamorphosis is taken to govern the effects, or Wild Beast is taken so that they don't matter). The change may, however, provide an unexpected or unique benefit that is usable in some situations. For example, a character who changes into a fish when he gets wet may be the only survivor from a sinking ship. The exact nature of the involuntary change, how it will affect the character, and the conditions under which it will occur should be discussed with the GM. A character who has undergone an involuntary physical change will find it fairly easy to change back unless One-Way Transformation is also taken. Level One: The change occurs infrequently. Level Two: The change occurs frequently or is very disadvantageous. mundane 2 levels, 1 point per level Currently, the three game stats indicate the same level of ability in all aspects of each stat: the Body stat represents all physical aspects, the Mind stat represents all mental aspects, and the Soul stat represents all spiritual and willpower aspects. Some characters may have one or more aspects of a stat at a less proficient level than the rest, however, and this is where the Less Capable defect comes in. For example, a bulky brawler might have a high strength, excellence endurance, fast running speed, good manual dexterity, and healthy immune system... but be rather clumsy. Similarly, a witty, perceptive, and insightful academic genius that might happen to have a surprisingly bad memory. Multiple aspects can be taken for an additional 1 point each. Examples of aspects include: Body: Strength, agility, endurance, running speed, immune system. Mind: Intelligence, wits, perception, memory, intuition. Soul: Luck, willpower, charisma, magic & psionic aptitude. Level One: The character suffers a -2 penalty to related checks. Level Two: The character suffers a -4 penalty to related checks. Less Capable is taken by this character: Lawrence Tate, level 1, -2 to memory checks 2 levels, 1 point per level The character possesses much less magical power than she or he would normally have. This defect is only available to characters that have an EP-based attribute. Level One: The character has 10 fewer EP. Level Two: The character has 20 fewer EP. 2 levels, 1 point per level For characters who possess some kind of magic or psionics, this represents that it is either difficult to perform or occasionally ceases to function, or both. The effect can be major or minor. Some examples of minor restrictions are: - The character must always dress in a peculiar set of ritual clothing (or body paint, or whatever) to use magic. - The character must transform into a special costume in order to use his or her magic. - The character's magic works at the pleasure of a patron spirit, god, goddess, or demon, and may cease to function if the character disobeys the patron's commands or violates particular religious or other strictures. - The character's magic is limited if the character violates certain minor taboos. - About half of the character's magic powers are dependent on possession of a particular item. Should the character ever lose or break the item, he or she cannot access these powers. Some examples of major restrictions are: - The character's magic ceases to function if he or she is in close proximity (or physical contact) with metal, water, wood, or some other material. - The character must perform blood sacrifices for his or her magic to work. - The character's magic only functions half or less of the time; for example, it may not work during daylight, or it may only work when the moon is shining on the character. - All or nearly all of the character's magic is dependent on possession of a particular item. Should the character ever lose or break the item, he or she cannot access these powers. Magical Restrictions of this sort are a good way to establish the nature of a particular form or school of magic. Players are encouraged to invent a variety of restrictions for their character. Multiple unrelated restrictions can be taken for an additional 1 point each. Level One: The character's magic suffers from a minor restriction. Level Two: The character's magic suffers from a major restriction. Magical Restrictions is taken by this character: Melchitt, level 2, Does not function when in physical contact with metal mundane 2 levels, 1 point per level A character is considered marked if his or her body bears a permanent and distinguishing design that may be difficult to conceal. The design may be a family symbol, an identifying birthmark, a permanent scar, or a unique tattoo. If the mark is not considered out of the ordinary (such as freckles or a common tattoo), this defect does not apply. Level One: The mark is easily concealable. Level Two: The mark cannot be concealed because of its prominence or location, such as the face or hands. Marked is taken by these characters: Elise LeBlanc, level 1, a small flower like mark on the bottom of her right foot Gao, level 2, Heterochromia iridum John Sheppard, level 2, Slashing Scar across right eye mundane 2 levels, 1 point per level A character missing any of his arms, hands, legs, or feet is at a significant disadvantage in all situations, including combat. This includes characters whose limbs are paralyzed, thus ineffective. Level One: The character is missing one of the above. If missing an arm or hand, the character cannot hold objects while punching or using a hand-held weapon. If missing a leg or foot, the character is slower to get around and less maneueverable, using crutches or a cane or a prosthetic. Level Two: The character is missing multiple limbs. If missing both arms or hands, he or she cannot carry hand-held weapons, grab or push objects, or punch enemies in combat. If missing both legs or feet, he or she must use a wheelchair to get around, significantly limiting his or her mobility. mundane 2 levels, 1 point per level The character cannot talk. This may be caused by injury (damaged vocal cords), biology (genetic disorder), magic (voodoo curse), ineptitude (was never taught language), choice (monastic vow of silence), or any other means. Level One: The character can make sounds and communicate like a beast, but cannot actually speak a real language. Written communication is possible. Level Two: The character has no means of communication at all. Mute is taken by this character: Gao, level 2 mundane 2 levels, 1 point per level The character has someone in his or her life who actively interferes with goal achievement on a regular basis. He or she could be a professional rival such as someone competing for the favor of the character's boss. The nemesis could also be personal, such as a criminal pursued by a detective who devotes his existence to putting the crook behind bars. The nemesis may even be a romantic rival such as someone chasing the same man or woman the character is pursuing. The nemesis should be someone who makes the character's life difficult frequently (and cannot be easily removed), but the nemesis does not need to be a normal enemy. It might be someone the character loves very much, but one whom they cannot avoid, such an overbearing parent who lives at home with the character or a nosy kid brother who follows the character no matter where he or she goes. In the event that there are multiple nemeses for a character, add 1 to the total point cost for each after the first one. The nemesis should be equivalent in power to the character at the time this defect is taken, and it should no longer apply if the character begins to outrank the nemesis significantly. Level One: The nemesis is only a nuisance to the character. Level Two: The nemesis is capable of harming, killing, or capturing the character. mundane 2 levels, 1 point per level The character may be naïve or inattentive or just stupid, but he is unable to tell when he is in danger. This could be mortal danger, or something less significant (he might not realize he's about to be fired or ruining a relationship). The character is usually aware of the situation, just not cognizant of the consequences. This defect strongly affects the character's behavior whenever appropriate, and may well lead to his harm or ruin. Level One: The character can be made aware of the danger by other people, and the defect doesn't apply in deadly situations. Level Two: The character is blind to danger even when others try to explain it to him, and the defect always applies, even when the character or others could be killed. No Sense of Danger is taken by these characters: Alexandria Knight, level 1 Elise LeBlanc, level 1 mundane 2 levels, 1 point per level Your character is humorless, cut off from this essential aspect of the human experience. This doesn't mean that the character can't be nice and can't enjoy something pleasant, just that she or he is out of the loop whenever jokes are made. Level One: The character understands jokes, but never finds them funny or makes any of his or her own. Level Two: The character does not understand humor. When someone makes a joke, the character either is baffled or takes the statement literally. No Sense of Humor is taken by these characters: Alexandria Knight, level 1 Gao, level 2 2 levels, 1 point per level For characters able to transform (voluntarily or involuntarily) into other physical forms, this defect represents that the character is unable to transform back easily, not until certain preconditions are met. This might include a magical ritual, acquisition of a certain object of power, or even just the passing of several hours' time. If this defect applies to multiple forms, add 1 point to the total value for each one after the first one. Level One: It takes several hours of work or special circumstances to enable the character to transform back to an earlier form. Level Two: As above, but the process requires expensive (or hard to find) replacement components, ingredients, or other prerequisites. mundane 2 levels, 1 point per level This defect implies ownership by a group, such as a corporation, a criminal organization, a church, a military faction, a controlling family, a pack of witches, or otherwise. Free will has little meaning for the character with this defect. Control over the character can be exerted through a variety of methods including blackmail, brainwashing, legal contract, mind control, magical spells, or propaganda. Dire consequences await a character whose actions conflict with the mandate of the owning party. Level One: The owning group has partial ownership of the character. Level Two: The owning group has total (or near total) ownership of the character. mundane optimal stat: Soul 2 levels, 1 point per level The character suffers a crippling fear of a particular object, event, or person. Avoiding situations that could trigger the phobia takes a high priority in the character's life. Whenever the object of fear is encountered, the character must make a Soul check to resist. If failed, the character must either flee the scene or cower helplessly in fear (player's choice). If successful, the character may take action, but cannot interact with or attack the source of the phobia, and remains uncomfortable. Multiple phobias can be acquired for 1 point each. Level One: The phobia is encountered infrequently. Level Two: The phobia is encountered frequently. Phobia is taken by these characters: Alexandria Knight, level 1, Alexandria wants nothing to do with priests Elise LeBlanc, level 1, alligators mundane optimal stat: Soul 2 levels, 1 point per level This defect is for characters who go out of their way to protect something that they consider sacred, whether it is religious beliefs, the environment, small children, or another untouchable subject. The character will not only go out of his way to avoid doing harm himself, but will do take action to prevent others from doing harm. Level One: The character is passionate about protecting the subject and will speak in its defense. The character may have to make a Soul check at +2 difficulty to willfully harm the subject (GM's discretion). Level Two: The character is fanatical about protecting the subject and will use violence if necessary to stop others. The character absolutely cannot harm the subject. Protector is taken by these characters: Elise LeBlanc, level 1, small children, especially around age 5 John Sheppard, level 1, Ancient Relics Lawrence Tate, level 1, alcohol mundane 2 levels, 1 point per level When this defect haunts a character, he or she has trouble sleeping at night and functions at less than optimum performance during the day. The nightmare can be a memory of a tragic event or traumatic experience, or it might be something else such as a prophetic vision or warning. The nightmare may not occur every night but it will haunt the character on a regular basis. Additionally, the nightmares do not need to portray the exact same events again and again, but the visions should be related in some way. Level One: The nightmares occur infrequently and have a minor effect on the character's lifestyle. Level Two: The nightmares occur frequently and have a major effect on the character's lifestyle. Recurring Nightmares is taken by these characters: Gao, level 1 Lawrence Tate, level 1, Father's death, subdued by alcohol and cause of drinking mundane 2 levels, 1 point per level The character has to negotiate his or her way through a complicated bureaucracy in order to accomplish tasks. This defect is generally associated with characters who are members of law-enforcement organizations or similar government agencies that require paperwork, but large criminal organizations may also require a character to receive permission from several levels of bosses before undertaking certain high-profile jobs such as a hit. Red Tape also includes whatever measures the character must take "after the face" to appease the organization to which he or she belongs. For example, a cop may need to fill out a report every time his or her weapon is fired, or may have to follow a complicated series of steps to obtain a search warrant. A criminal may be required to pay a percentage of his take to the local crime boss or face some very strict penalties. Level One: This represents a minor but consistent hardship for the character. Level Two: This represents a major hardship for the character. mundane 2 levels, 1 point per level One or more of the character's senses (sight, hearing, taste, touch, smell) is either diminished or completely gone. An example of a diminished sense is being near-sighted or hard of hearing. Characters with a diminished sense are at -3 to make perception checks with that sense, unless they have a non-permanent way of overcoming it. (For instance, a near-sighted character could wear glasses to avoid the perception penalty, as long as it was possible for the glasses to get lost or broken.) In the event that more than one sense is diminished or lost, add 1 point to the total value of the defect for each one after the first. Level One: A sense is diminished. Level Two: A sense is completely gone. Sensory Impairment is taken by this character: Elise LeBlanc, level 1, glasses mundane 2 levels, 1 point per level Everyone has people in their lives about whom they care, but this defect indicates that the character will go to any length to keep a specific loved one safe from harm, even at the cost of his or her own life. The significant other should be a regular feature in the campaign, and should sometimes fall into jeopardy as part of the plot. Note that this is a permanent person in the character's life; a visiting cousin or a one-night stand is not a significant other. The character's sense of obligation towards the significant other is enough that the character will take great pains to ensure his or her safety and well-being. Examples include parents, siblings, regular lovers, spouses, close friends, and very close co-workers (such as a cop's partner). It is acceptable for one PC to take another as a significant other as long as this relationship is role-played, especially when the other PC is in danger (which should happen often). In the event that there are multiple significant others, add 1 point to the total value of the defect for each one after the first. This defect is not usually given to Flunkies, given their inability to fight for the character. Level One: The significant other is rarely placed in danger, or appears infrequently. Level Two: The significant other is often placed in danger, or appears frequently. Significant Other is taken by these characters: Elise LeBlanc, level 1, parents, also The Circle Lawrence Tate, level 1, mother mundane 2 levels, 1 point per level The character attracts susceptible members of one gender (or both if desired) like bees to nectar. For some reason they are just drawn to the character, fall helplessly in love (or lust), and will not let go nor give the character a moment's peace. Even worse, they will fight each other over the character to keep one another from consummating the relationship. This defect does not necessarily represent some unusual charisma or even a beautiful appearance on the part of the character, but rather his or her constant fate to meet people who become obsessed with him or her. It must be played as a hardship, not a convenience. Level One: The character will entice some of the people encountered. There are only a few people actively chasing him or her. Level Two: The character will entice all (or nearly all) of the people encountered. There are many people actively chasing him or her. mundane 2 levels, 1 point per level The character has a dark secret. Exposure of this secret could cause harm to the character in the form of public humiliation, loss of a job, loss of friends, arrest, injury, or even death. The number of points gained from this defect is based on how severe the consequences of having the secret revealed would be. The secret must be important enough that the character will take active steps to keep others from learning of it. If the secret is ever revealed, the character will suffer the associated consequences, and the point(s) will be taken away or new appropriate defects could be put in place instead. A second-level skeleton is usually reserved for characters who face destruction if their secret is discovered, such as a vampire or werewolf living among humans, or an undercover cop that has infiltrated the mob. While other players in the group may know the secret, their PCs usually should not. Multiple distinct secrets may be purchased for 1 extra point each, but they must be completely separate from each other in nature. Level One: The skeleton is very difficult to discover, the consequences of discovery are not too severe, and/or the character's reputation will be slightly impacted. Level Two: The skeleton is relatively easy to discover, the consequences of discovery are major, and/or the character's reputation will be seriously impacted. Skeleton in the Closet is taken by these characters: Alexandria Knight, level 1, to be revealed Elise LeBlanc, level 1, guilt over not saving brother's life mundane 2 levels, 1 point per level This defect forces the character to meet a special requirement before an action or task can be completed, or in extreme cases, before the character can function at all. This requirement may involve a physical object, an event, an action, an environmental condition, or even a state of mind. Everyday activities such as eating and sleeping normally don't have special requirements unless they must be carried out under unusual conditions or more frequently for some reason. This defect covers a wide range of possibilities and should be discussed with the GM prior to being taken. In the event of multiple Special Requirements, add 1 point for each to the total cost, after the first one. Note that Addiction might be better suited to the character's needs. Level One: The requirement is easy to obtain, or it is rarely needed. Level Two: The requirement is difficult to obtain, or it is constantly needed. mundane 2 levels, 1 point per level This defect applies when the character is semi-permanently stuck in a strange land that is unfamiliar. He or she may not speak the language, or be familiar with the customs, or know how to get assistance, or have anyone to whom to turn for help. The character must be inconvenienced by the situation in a specific way and cannot simply "make do." Level One: The character is somewhat inconvenienced. Level Two: The character is very inconvenienced. mundane 2 levels, 1 point per level An unattractive character may find it difficult to blend into a crowd because their appearance is distinctive. The term "unappealing" does not necessarily mean ugly, but can also also refer to a bad smell, manner of speech, or even an unpleasant habit that provokes a consistently negative reaction. Level One: The character is mildly unappealing. He or she receives a -2 penalty on attempts at etiquette, performing arts, and seduction. Level Two: The character is highly unappealing. He or she receives a -4 penalty on attempts at etiquette, performing arts, and seduction. Unattractive is taken by this character: Gao, level 1, -2 on etiquette, performing arts, and seduction checks mundane 2 levels, 1 point per level This defect applies when the character is being watched or observed constantly. He may be followed, he may be photographed, he may be stopped and asked for identification. The identity of the observing party, the reasons for observation, and the effect that the observation has on the character's life can vary wildly, not to mention the consequences of the character being observed doing something he shouldn't be doing. In order for the defect to apply, the observation has to have at least some effect on the character's life, whether or not it affects his behavior. This can even apply to a very famous person, who can't walk down a city street without being hounded by strangers. The surveillance must be real; if the character is paranoid and just imagining it, use Delusion instead. This defect usually can't be used in conjunction with Wanted if the pursuing party and the observing party are the same, because they wouldn't need to pursue their victim any more if they knew where he was. Level One: The surveillance has some effect on the character's life, or the consequences of being seen doing something he shouldn't be doing are minor. Level Two: The surveillance has great effect on the character's life, or the consequences of being seen doing something he shouldn't be doing are major. mundane 2 levels, 1 point per level The character has very little life experience or special training, and so begins with few or no skill points. (The amounts below are total, not cumulative.) It is assumed that all player characters received at least an eighth-grade education. (Attending high school was not commonplace until 1900.) This defect is appropriate for characters who didn't get that far. It does not apply to characters who are just as knowledgeable without the schooling, having achieved that education through other means; it only applies who characters who are not as educated as someone who has finished approximately eight years of public education. Level One: The character has 5 fewer skill points. Some formal education received. Level Two: The character has 10 fewer skill points. No formal education received. Unskilled is taken by this character: Gao, level 2, Never been schooled mundane 2 levels, 1 point per level In 1899, travel is much less commonplace than today. Characters with this defect have been very little of the world, and have virtually no experience with traveling itself, whether booking passage or packing luggage or traveling safely or getting around, or just what it's like to be on a train or boat. As the character travels in the campaign, sooner or later this must be bought off. Level One: The character has not traveled beyond the edge of his or her home state or territory, and has almost no experience with traveling. The world is intimidating to this character. Level Two: The character has never left town, and has zero experience with traveling. The world is a very scary place to this character. Untraveled is taken by this character: Gao, level 2 2 levels, 1 point per level The character loses twice as many HP as normal from a particular attack form. It might be something with appropriate mystic resonance, such as wooden stakes for vampires or silver for werewolves. It could also reflect the character's nature, such as a fire elemental taking extra damage from water, or a faerie's vulnerability to cold iron. The GM must approve any vulnerabilities to prevent abuse of the system. A character may be vulnerable to either a common or rare attack form. Examples of common attack forms are fire, metal weapons, wooden weapons, and special attacks. Examples of rare attack forms include a particular kind of attack (such as lightning or wind), silver weapons, and a weapon blessed by a religious leader. For every GM-approved vulnerability after the first one, add 1 point. Level One: The attack form is rare. Level Two: The attack form is common. Vulnerability is taken by this character: Melchitt, level 2, "Cold iron" mundane 2 levels, 1 point per level The character is a wanted man or woman, either by law enforcement, or by a private organization such as a crime family or gang, and does not want to get caught. The character may be sought for questioning, or for incarceration, or for torture, or for any other purpose. Depending on the nature and severity of the reasons why the character is wanted, the pursuing party may have publicized the chase, such as wanted posters in areas the character is believed to inhabit. When the character draws attention to himself or herself, there is some possibility of being recognized and reported. Any encounter with the pursuing party will result in an attempt to capture the character. Level One: The character is wanted in general. There may be warrants out for his or her arrest, or a reward for information leading to his or her capture. Level Two: The other party is actively pursuing the character, trying to capture him or her, with one or more "investigators" on the case full-time. This puts pressure on the character to run instead of merely hiding. Wanted is taken by this character: Gao, level 1, The Organization mundane 2 levels, 1 point per level The character possesses an Achilles's Heel. It is assumed that this trait is hidden, only revealing itself through careful surveillance or the character speaking of it. If an attacker knows the location of the weakness, an attack aimed directly at that point is much more likely to injure or kill the character, or produce other effects like paralysis. The weak point has to be above and beyond common "weak points" that people normally possess such as the brain, the heart, and so on. It represents an abnormal weak point, such as a bum knee which, if struck, can cripple the character permanently. Add 1 point for every additional weak point after the first one. Level One: The character has a weak point capable of causing significant injury (double damage) or other harmful effects if hit. Level Two: The character has a weak point that will result in death if hit. 2 levels, 1 point per level For characters able to transform (voluntarily or involuntarily) into other physical forms, the effect of Wild Beast is that the character loses control of himself while in that form, like it's a split personality. Level One: When transformed, the character has no control over his actions. He behaves as a wild beast. He is aware of his actions. Level Two: As with Level One, but he is unaware of his actions and does not remember them later. |