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chargen:drawbacks [2024/09/14 21:44] – [Deaf: 10] elfinlockschargen:drawbacks [2025/01/17 18:31] (current) – [Blind: 20] elfinlocks
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 ===== Addiction: Varies ===== ===== Addiction: Varies =====
 <WRAP round box> <WRAP round box>
-//A character with the Addiction quality is hooked on a substance, or particularly addictive activities such as gambling or sex. Physiological Addictions affect the Body’s functions, producing pain, nausea, shakes, and other side effects that can impair the character, particularly during withdrawal.//+//A character with the Addiction quality is hooked on a substance. Physiological Addictions affect the Body’s functions, producing pain, nausea, shakes, and other side effects that can impair the character, particularly during withdrawal.//
  
-**Effect:** The effect of the Addiction quality varies dependent on the severity of the addiction. Addictions come in four tiers: Mild, Moderate, Severe, and Burnout. Each of these tiers determines how frequently your character must indulge in their addiction, and the effects thereof. Addictions get worse over prolonged periods of time without treatment. Each level of Addiction has a **Starting Dosage** level that tells the character how much of a substance or activity they must use for a craving to be sated. The more severe a character’s Addiction, the more substance or time devoted to the activity he needs to satisfy his cravings. Depending on the level of Addiction, the character will need to periodically make a [[chargen:common_terms#saving_throws|Will save]] (DC 20 + your [[priority:health|Hit Die]]) if they haven't indulged (however, rolling a 1 on this save is an automatic failure). This DC may be adjusted by the GM depending on the situation.+**Effect:** The effect of the Addiction quality varies dependent on the severity of the addiction. Addictions come in four tiers: Mild, Moderate, Severe, and Burnout. Each of these tiers determines how frequently your character must indulge in their addiction, and the effects thereof. Addictions get worse over prolonged periods of time without treatment. Each level of Addiction has a **Starting Dosage** level that tells the character how much of a substance or activity they must use for a craving to be sated. The more severe a character’s Addiction, the more substance or time devoted to the activity he needs to satisfy his cravings. Depending on the level of Addiction, the character will need to periodically make a [[chargen:common_terms#saving_throws|Will save]] (DC 20 + 2 per tier of addiction) if they haven't indulged (however, rolling a 1 on this save is an automatic failure). This DC may be adjusted by the GM depending on the situation.
  
 At the lower end of the spectrum for the Addiction quality (Mild, Moderate), it is easier to hide the effects of an Addiction. At the most severe levels (Severe, Burnout), there are noticeable physical and mental signs of Addiction. These signs negatively impact the character even if he is not suffering the effects of withdrawal. At the lower end of the spectrum for the Addiction quality (Mild, Moderate), it is easier to hide the effects of an Addiction. At the most severe levels (Severe, Burnout), there are noticeable physical and mental signs of Addiction. These signs negatively impact the character even if he is not suffering the effects of withdrawal.
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 ==== Mild Addiction: 3 ==== ==== Mild Addiction: 3 ====
-**Starting Dosage:** 1 dose or 1 hour of habit-related activity+**Starting Dosage:** Vagrant Lifestyle
  
-Mild cravings occur once a month for the character. If a character fails his [[chargen:common_terms#saving_throws|Will save]], he suffers symptoms of withdrawal and must actively seek out and use the substance or engage in the activity to find relief. This could mean delaying plans that the party may have meticulously put together for a job, especially if the character is busy gambling or smoking instead of preparing and making themselves available.+Mild cravings occur once and while for the character. If a character fails his [[chargen:common_terms#saving_throws|Will save]] after one month of not sustaining at least a Vagrant lifestlye (or 1 Silver per day), he suffers symptoms of withdrawal and must actively seek out and use the substance to find relief. This could mean delaying plans that the party may have meticulously put together for a job, especially if the character is busy smoking instead of preparing and making themselves available.
    
 While the character is suffering withdrawal symptoms, they suffer a -2 penalty to all mental checks, including skills such as [[priority:skills:profession|Profession]] or [[priority:skills:knowledge|Knowledge]], as well as to the DCs of any spells cast (if the addiction is a psychological dependency). Alternatively, if the addiction provides a more physical affliction, this -2 penalty applies to the character’s physical checks, including skills such as [[priority:skills:athletics|Athletics]], and to attack rolls.  While the character is suffering withdrawal symptoms, they suffer a -2 penalty to all mental checks, including skills such as [[priority:skills:profession|Profession]] or [[priority:skills:knowledge|Knowledge]], as well as to the DCs of any spells cast (if the addiction is a psychological dependency). Alternatively, if the addiction provides a more physical affliction, this -2 penalty applies to the character’s physical checks, including skills such as [[priority:skills:athletics|Athletics]], and to attack rolls. 
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 ==== Moderate Addiction: 5 ==== ==== Moderate Addiction: 5 ====
-**Starting Dosage:** 1 dose or 1 hour of habit-related activity+**Starting Dosage:** Peasant Lifestyle 
 + 
 +If the character does not maintain a Peasant Lifestyle (or 2sp per day) or higher they must roll against addiction. If the player is sustaining a Vagrant Lifestyle they may elect to sacrifice the lifestyle instead of rolling against addiction. This represented the addiction coming first above even shelter or food.
  
 A craving at the Moderate level occurs roughly every two weeks. If the character experiences withdrawal, he suffers a –4 to all Mental-attribute-based tests (if psychological dependency) or –4 to all Physical-attribute-based tests (if physiological dependency) until the craving is satisfied. A craving at the Moderate level occurs roughly every two weeks. If the character experiences withdrawal, he suffers a –4 to all Mental-attribute-based tests (if psychological dependency) or –4 to all Physical-attribute-based tests (if physiological dependency) until the craving is satisfied.
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 ==== Severe Addiction: 10 ==== ==== Severe Addiction: 10 ====
-**Starting Dosage:** 2 doses or 2 hours of habit-related activity+**Starting Dosage:** Tradesman Lifestyle
  
-The addiction is spiraling out of control. The addict experiences cravings once a week. If he fails the [[chargen:common_terms#saving_throws|Will save]], he suffers a –4 modifier to **both** their Mental- and Physical-based tests while in withdrawal. In addition, he suffers a –5 penalty to [[priority:skills:diplomacy|Diplomacy]] and [[priority:skills:bluff|Bluff]], whether he is in withdrawal or not. It is all but impossible now for the character to hide his addiction, even when he’s had his fix. The physical and psychological symptoms of the damage caused by his Addiction are readily apparent to the close observer.+If the character does not maintain a Tradesmen Lifestyle (or 3sp per day) or higher they must roll against addiction. If the player is sustaining a Peasant Lifestyle they may elect to downgrade the lifestyle instead of rolling against addiction. This represented the addiction coming first above even shelter or food and his Lifestyle would be treated as Vagrant. 
 + 
 +The addiction is spiraling out of control. The addict experiences cravings once a week. If he fails the [[chargen:common_terms#saving_throws|Will save]], he suffers a –4 modifier to **both** their Mental- and Physical-based tests while in withdrawal. In addition, he suffers a –5 penalty to [[priority:skills:diplomacy|Diplomacy]] to any NPC who would look down on this behavior and [[priority:skills:bluff|Bluff]], whether he is in withdrawal or not. It is all but impossible now for the character to hide his addiction, even when he’s had his fix. The physical and psychological symptoms of the damage caused by his Addiction are readily apparent to the close observer.
 </WRAP> </WRAP>
  
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 ==== Burnout: 20 ==== ==== Burnout: 20 ====
-**Starting Dosage:** 3 doses or 3 hours of habit-related activity+**Starting Dosage:** Gentry Lifestyle 
 + 
 +If the character does not maintain a Genrty Lifestyle (or 6sp per day) or higher they must roll against addiction. If the player is sustaining a Peasant Lifestyle they may elect to downgrade twice the lifestyle instead of rolling against addiction. This represented the addiction coming first above even shelter or food and his Lifestyle would be treated as Beggar.
  
 Burnout is the final progression of the Addiction Drawback. The addict experiences cravings for their drug or habit of choice every day. Until they satisfy their craving with a fix, the character suffers a –6 penalty to both his Mental- and Physical-based checks while in withdrawal. Burnout is the final progression of the Addiction Drawback. The addict experiences cravings for their drug or habit of choice every day. Until they satisfy their craving with a fix, the character suffers a –6 penalty to both his Mental- and Physical-based checks while in withdrawal.
-Because his Addiction is now obvious to even the most casual observer, the character suffers a –10 penalty for all [[priority:skills:diplomacy|Diplomac]]and [[priority:skills:bluff|Bluff]] checks, whether he is in withdrawal or not.+Because his Addiction is now obvious to even the most casual observer, the character suffers a –10 penalty for all [[priority:skills:diplomacy|Diplomacy]] to any NPC who would look down on this behavior and [[priority:skills:bluff|Bluff]] checks, whether he is in withdrawal or not.
 </WRAP> </WRAP>
 </WRAP> </WRAP>
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 ---- ----
  
-===== Asthmatic: =====+===== Asthmatic: 15 =====
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 //You suffer from chronic asthma attacks, which may be onset by physical duress or airborne pollutants.//  //You suffer from chronic asthma attacks, which may be onset by physical duress or airborne pollutants.// 
  
-**Effect:** When exposed to airborne pollutants (small airborne particles), you may suffer an attack. You must make a DC 20 [[chargen:common_terms#saving_throws|Fortitude save]] or be nauseated for 1d6 rounds (rolling a 1 on this save is an automatic failure). This may be triggered by appropriate spells, such as [[priority:magic:spells:tier2:glitterdust|Glitterdust]], cloud spells, or natural causes such as a sandstorm. +**Effect:** When exposed to airborne pollutants (small airborne particles), you may suffer an attack. You must make a DC 20 [[chargen:common_terms#saving_throws|Fortitude save]] or be [[game_systems:combat:status_conditions#nauseated|nauseated]] for 1d6 rounds (rolling a 1 on this save is an automatic failure). This may be triggered by appropriate spells, such as [[priority:magic:spells:tier2:glitterdust|Glitterdust]], cloud spells, or natural causes such as a sandstorm. 
  
-Secondly, your asthma inhibits your physical abilities - anytime you [[chargen:common_terms#action_types|double move]] or charge more than once within a single minute, or take the [[chargen:common_terms#action_types|run]] action, you become fatigued for 1d6 rounds.+Secondly, your asthma inhibits your physical abilities - anytime you [[chargen:common_terms#action_types|double move]] or charge more than once within a single minute, or take the [[chargen:common_terms#action_types|run]] action, you become [[game_systems:combat:status_conditions#exhausted|exhausted]] for 2d4 rounds.
 </WRAP> </WRAP>
  
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 ---- ----
  
-===== Blind: 20 =====+===== Blind: 30 =====
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 //You are blind, either from birth or an accident later in life, and must deal with all the consequences. You wish you were Ichi right now.// //You are blind, either from birth or an accident later in life, and must deal with all the consequences. You wish you were Ichi right now.//
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 **Special:** This flaw can’t be taken if you are already blinded from another source. This flaw cannot be removed through magical means, outside of GM permission. **Special:** This flaw can’t be taken if you are already blinded from another source. This flaw cannot be removed through magical means, outside of GM permission.
 +</WRAP>
 +
 +----
 +
 +===== Borrowed Time: 30 =====
 +<WRAP round box>
 +//Your time draws near, and there's nothing you can do about it.//
 +
 +**Effect:** Your character has a limited time to live, whether due to an incurable illness, a looming threat, or similar circumstances chosen by you. At the beginning of the campaign, the Game Master rolls 1d%, and adds 30, to determine your date of death. You are aware of the rough timeframe (such as about a month, about 2 months, etc), but nothing more precise. When your time is up, you permanently die - no resurrection, no Hero Points, no reincarnation - the character is permanently and irrevocably dead. Choose this Drawback with caution.
 </WRAP> </WRAP>
  
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 ---- ----
  
-===== Illiterate: =====+===== Illiterate: =====
 <WRAP round box> <WRAP round box>
 //You no read good.// //You no read good.//
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 ---- ----
  
-===== Impaired: 10 =====+===== Impaired: 15 =====
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 //Due to a physical injury, deformity, or similar impairment, you are unable to move about without assistance.// //Due to a physical injury, deformity, or similar impairment, you are unable to move about without assistance.//
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 ---- ----
  
-===== Medicated: =====+===== Medicated: 10 =====
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 //You suffer from an illness, which although luckily there is a cure, it must be constantly reapplied to avoid further complications.// //You suffer from an illness, which although luckily there is a cure, it must be constantly reapplied to avoid further complications.//
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 //You are completely inept at melee combat.// //You are completely inept at melee combat.//
  
-**Effect:** You are not proficient with [[equipment:weapons#tablesimple_weapons|simple weapons]].+**Effect:** You are not proficient with [[equipment:weapons#tablesimple_weapons|simple weapons]], and may not begin the game with any other weapon proficiencies.
 </WRAP> </WRAP>
  
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 ---- ----
  
-===== Paranoid: 10 =====+===== Paranoid: =====
 <WRAP round box> <WRAP round box>
 //You can’t seem to get it together enough to work with anybody.// //You can’t seem to get it together enough to work with anybody.//
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 ---- ----
  
-===== Phobia: Varies =====+===== Phobia: 5-15 =====
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 //You are exceptionally afraid of a particular thing. Common phobias include darkness, vermin, magic, crowds, goblins, and other such subjects.// //You are exceptionally afraid of a particular thing. Common phobias include darkness, vermin, magic, crowds, goblins, and other such subjects.//
  
-**Effect:** Whilst within 40 feet or within sight of the phobia source, the character is stricken with fear and unable to act properly - they must do anything in their power to get out of sight of their phobia. If they are unable to flee, they gain the equivalent of the nauseated condition for as long as they are within the vicinity of their fearWork with the GM to determine the [[game_systems:experience|Experience]] gained from a given phobia - most are worth between and 15 Experiencedepending on their rarity.+**Effect:** Whilst within 40 feet or within sight of the phobia source, the character is stricken with fear and unable to act properly - the phobia must be a relatively common sight in the campaign world. If the source of your phobia is rare, the value of this Drawback should decrease accordingly. 
 + 
 +Depending on your level of phobia, when within sight and/or range of your phobia, you may be [[game_systems:combat:status_conditions#shaken|Shaken]] (5)[[game_systems:combat:status_conditions#terrified|Terrified]] (10), or [[game_systems:combat:status_conditions#panicked|Panicked]] (15).
 </WRAP> </WRAP>
  
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 ---- ----
  
-===== Scaredy Cat: =====+===== Scaredy Cat: 10 =====
 <WRAP round box> <WRAP round box>
 //You jump at your own shadow.// //You jump at your own shadow.//
  
-**Effect:** Any time you would normally be shaken, you are instead frightened. Any time you would normally be frightened, you are instead panicked. +**Effect:** Any time you would normally be [[game_systems:combat:status_conditions#shaken|shaken]], you are instead [[game_systems:combat:status_conditions#terrified|terrified]]. Any time you would normally be [[game_systems:combat:status_conditions#terrified|terrified]], you are instead [[game_systems:combat:status_conditions#panicked|panicked]]
 </WRAP> </WRAP>
  
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 **Effect:** You take a -2 penalty on ranged attack rolls, [[priority:skills:disable_device|Disable Device]], and [[priority:skills:sleight_of_hand|Sleight of Hand]] checks, and you cannot take 10 with such skills. [[priority:skills:disable_device|Disable Device]] and [[priority:skills:sleight_of_hand|Sleight of Hand]] may never become [[chargen:common_terms#key_skills|Key Skills]] for you. **Effect:** You take a -2 penalty on ranged attack rolls, [[priority:skills:disable_device|Disable Device]], and [[priority:skills:sleight_of_hand|Sleight of Hand]] checks, and you cannot take 10 with such skills. [[priority:skills:disable_device|Disable Device]] and [[priority:skills:sleight_of_hand|Sleight of Hand]] may never become [[chargen:common_terms#key_skills|Key Skills]] for you.
 +</WRAP>
 +
 +----
 +
 +===== Sickly: 25 =====
 +<WRAP round box>
 +//You are of particularly ill health, and should probably not be adventuring at all.//
 +
 +**Effect:** First, you are more easily affected than others by a strenuous situation - any time you would be [[game_systems:combat:status_conditions#fatigued|Fatigued]], you are instead [[game_systems:combat:status_conditions#exhausted|Exhausted]]. Any time you would be [[game_systems:combat:status_conditions#sickened|Sickened]], you are instead [[game_systems:combat:status_conditions#nauseated|Nauseated]]. Secondly, your physical health is very easy to threaten - Fortitude must always be your [[priority:health|bad save]], and whenever you roll a Fortitude save, you must roll twice and take the worse result.
 </WRAP> </WRAP>
  
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 //You are highly suggestible and easily duped.// //You are highly suggestible and easily duped.//
  
-**Effect:** You take a -3 penalty on Will saves, and a -5 penalty on all [[priority:skills:sense_motive|Sense Motive]] checks. Sense Motive may never become a [[chargen:common_terms#key_skills|Key Skill]] for you.+**Effect:** You take a -3 penalty on Will saves, and you fail all [[priority:skills:sense_motive|Sense Motive]] checks. Sense Motive may never become a [[chargen:common_terms#key_skills|Key Skill]] for you.
 </WRAP> </WRAP>