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| chargen:drawbacks [2024/09/14 21:49] – [Scaredy Cat: 7] elfinlocks | chargen: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: | + | **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: |
| 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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| <WRAP box> | <WRAP box> | ||
| ==== Mild Addiction: 3 ==== | ==== Mild Addiction: 3 ==== | ||
| - | **Starting Dosage: | + | **Starting Dosage: |
| - | Mild cravings occur once a month for the character. If a character fails his [[chargen: | + | Mild cravings occur once and a while for the character. If a character fails his [[chargen: |
| While the character is suffering withdrawal symptoms, they suffer a -2 penalty to all mental checks, including skills such as [[priority: | While the character is suffering withdrawal symptoms, they suffer a -2 penalty to all mental checks, including skills such as [[priority: | ||
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| <WRAP box> | <WRAP box> | ||
| ==== Moderate Addiction: 5 ==== | ==== Moderate Addiction: 5 ==== | ||
| - | **Starting Dosage: | + | **Starting Dosage: |
| + | |||
| + | 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 | ||
| 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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| <WRAP box> | <WRAP box> | ||
| ==== Severe Addiction: 10 ==== | ==== Severe Addiction: 10 ==== | ||
| - | **Starting Dosage: | + | **Starting Dosage: |
| - | The addiction is spiraling out of control. The addict experiences cravings once a week. If he fails the [[chargen: | + | 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: | ||
| </ | </ | ||
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| <WRAP box> | <WRAP box> | ||
| ==== Burnout: 20 ==== | ==== Burnout: 20 ==== | ||
| - | **Starting Dosage: | + | **Starting Dosage: |
| + | |||
| + | 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 | ||
| 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: | + | Because his Addiction is now obvious to even the most casual observer, the character suffers a –10 penalty for all [[priority: |
| </ | </ | ||
| </ | </ | ||
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| ---- | ---- | ||
| - | ===== Blind: | + | ===== Blind: |
| <WRAP round box> | <WRAP round box> | ||
| //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: | **Special: | ||
| + | </ | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Borrowed Time: 30 ===== | ||
| + | <WRAP round box> | ||
| + | //Your time draws near, and there' | ||
| + | |||
| + | **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, | ||
| </ | </ | ||
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| ---- | ---- | ||
| - | ===== Medicated: | + | ===== Medicated: |
| <WRAP round box> | <WRAP round box> | ||
| //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: | + | **Effect:** You are not proficient with [[equipment: |
| </ | </ | ||
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| ---- | ---- | ||
| - | ===== Paranoid: | + | ===== 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: | + | ===== Phobia: |
| <WRAP round box> | <WRAP round box> | ||
| //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 | + | **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 |
| + | |||
| + | Depending on your level of phobia, when within sight and/or range of your phobia, you may be [[game_systems: | ||
| </ | </ | ||
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| **Effect:** You take a -2 penalty on ranged attack rolls, [[priority: | **Effect:** You take a -2 penalty on ranged attack rolls, [[priority: | ||
| + | </ | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== 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: | ||
| </ | </ | ||
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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: | + | **Effect:** You take a -3 penalty on Will saves, and you fail all [[priority: |
| </ | </ | ||
