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chargen:drawbacks [2026/04/07 00:17] – [Incompetent: 10] vondorchargen:drawbacks [2026/05/13 05:11] (current) – [Infirm: 5-25] elfinlocks
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 //You have a genetic disorder that results in a partial or complete lack of pigmentation in the eyes, skin, and hair. While the lack of pigment in the hair and skin results in white coloration, lack of pigment in the eyes results in pink or crystal blue irises, with bright red pupils. Due to the lack of melanin, the compound that provides the pigmentation, characters with this quality lack ultraviolet light protection, making them very photosensitive and prone to sunburn.// //You have a genetic disorder that results in a partial or complete lack of pigmentation in the eyes, skin, and hair. While the lack of pigment in the hair and skin results in white coloration, lack of pigment in the eyes results in pink or crystal blue irises, with bright red pupils. Due to the lack of melanin, the compound that provides the pigmentation, characters with this quality lack ultraviolet light protection, making them very photosensitive and prone to sunburn.//
  
-**Effect:** Characters with Albinism suffer from [[chargen:races:orc#standard_racial_traits|Light Sensitivity]]. In addition, they are vulnerable to fire damage, meaning they take 50% more damage from fire effects.+**Effect:** Characters with Albinism suffer from Light Sensitivity, which causes them to be [[game_systems:combat:status_conditions#impaired|Impaired]] in natural or magical sunlight (such as from a [[priority:magic:spells:tier3:daylight|]] spell). In addition, they are vulnerable to fire damage, meaning they take 50% more damage from fire effects.
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 //This character is prone to dark moods and harsh introspection.// //This character is prone to dark moods and harsh introspection.//
  
-**Effect:** At the beginning of a game session, make a DC 20 [[chargen:common_terms#saving_throws|Will save]] (rolling a 1 on this test is an instant failure). Upon failure, the character suffers a depressive episode, resulting in them being fatigued for the next 2d6 hours. This fatigue may only be cured with time.+**Effect:** At the beginning of a game session, make a DC 20 [[chargen:common_terms#saving_throws|Will save]] (rolling a 1 on this test is an instant failure). Upon failure, the character suffers a depressive episode, resulting in them being [[game_systems:combat:status_conditions#fatigued|fatigued]] for the next 2d6 hours. This fatigue may only be cured with time.
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 //Through sickness, a naturally weak body, or even magical affliction, your physical potential is stunted in comparison to others of your race.// //Through sickness, a naturally weak body, or even magical affliction, your physical potential is stunted in comparison to others of your race.//
  
-**Effect:** This drawback stunts a character’s physical [[priority:abilities|Ability Scores]] (Strength, Dexterity, and Constitution) - when selecting this Drawback, choose the **Tier** (1 through 5). For each tier, the **maximum value** any of these ability scores may have at [[:chargen|]] is lowered by (from the baseline maximum of 18). This limitation is **not** affected by racial or magical ability score adjustments. +**Effect:** This drawback stunts a character’s physical [[priority:abilities|Ability Scores]] (Strength, Dexterity, and Constitution) - when selecting this Drawback, choose the **Tier** (1 through 5). For each tier, the **maximum value** any of these ability scores may have at [[:chargen|]] is lowered by (from the baseline maximum of 5). This limitation is **not** affected by racial or magical ability score adjustments. 
  
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-For example, Seraph the [[chargen:races:elf|Elven]] Wizard with Infirm 2 has a maximum natural Dexterity of **14** (minus 4 from the maximum of 18). The physical ability scores may still be improved with appropriate magical effects.+For example, Seraph the [[chargen:races:elf|Elven]] Wizard with Infirm 2 has a maximum natural Dexterity/Strength/Constitution of **3** (from the normal maximum of 5). The physical ability scores may still be improved with appropriate magical effects.
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 //You can’t seem to have any sense of subtlety.// //You can’t seem to have any sense of subtlety.//
  
-**Effect:** You suffer a -4 penalty to all [[priority:skills:bluff|Bluff]], [[priority:skills:disguise|Disguise]], and [[priority:skills:stealth|Stealth]] checks, as you find it difficult to conceal any aspect of your activities. Additionally, you cannot take 10 with these skills. These skills may never become [[chargen:common_terms#key_skills|Key Skills]] for you.+**Effect:** You suffer a -4 penalty to all [[priority:skills:bluff|Bluff]], [[priority:skills:con|Con]], and [[priority:skills:stealth|Stealth]] checks, as you find it difficult to conceal any aspect of your activities. Additionally, you cannot take 10 with these skills. These skills may never become [[chargen:common_terms#key_skills|Key Skills]] for you.
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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]]and may not begin the game with any other weapon proficiencies.+**Effect:** You can not start with any Weapon Skills, any Weapon skills acquired after character creation costs are doubled
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 //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.//
  
-**Effect:** You can never willingly give up information about yourself to anyone. In addition, your skittish nature causes you to suffer a -5 penalty to [[priority:skills:diplomacy|Diplomacy]]. +**Effect:** You can never willingly give up information about yourself to anyone. In addition, your skittish nature causes you to suffer a -5 penalty to [[priority:skills:negotiate|Negotiate]] and [[priority:skills:charm|Charm]] . 
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 ---- ----
  
-===== Pathetic: =====+===== Pathetic: 10 =====
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 //You are weaker in an attribute than you should be.// //You are weaker in an attribute than you should be.//
  
-**Effect:** Permanently reduce one of your [[priority:abilities|ability scores]] by 2.+**Effect:** Permanently reduce one of your [[priority:abilities|ability scores]] by 1.
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 The [[game_systems:experience|Experience]] granted by this Drawback varies depending upon how common the hated group is, how often the character is likely to encounter members of the group, and the degree to which the character is openly antagonistic toward them. Refer to the Prejudiced Table to determine the Experience value of the quality based on the prevalence of the hated group and the degree of prejudice. The [[game_systems:experience|Experience]] granted by this Drawback varies depending upon how common the hated group is, how often the character is likely to encounter members of the group, and the degree to which the character is openly antagonistic toward them. Refer to the Prejudiced Table to determine the Experience value of the quality based on the prevalence of the hated group and the degree of prejudice.
  
-When dealing with the target of their prejudice, a character receives a –5 penalty per level of severity of the Prejudiced Drawback for all social skills ([[priority:skills:bluff|Bluff]], [[priority:skills:diplomacy|Diplomacy]], [[priority:skills:intimidate|Intimidate]]). +When dealing with the target of their prejudice, a character receives a –5 penalty per level of severity of the Prejudiced Drawback for all social skills ([[priority:skills:con|Con]], [[priority:skills:negotiate|Negotiate]],[[priority:skills:charm|Charm]] and [[priority:skills:intimidate|Intimidate]]). 
  
 ==== Table: Prejudice Targets and Severity ==== ==== Table: Prejudice Targets and Severity ====
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-===== Shaky: 5 ===== 
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-//Your hands are far from the steadiest.// 
  
-**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. 
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- 
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 ===== Sickly: 25 ===== ===== Sickly: 25 =====
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 //You are of particularly ill health, and should probably not be adventuring at all.// //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.+**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 - increasing Fortitude saves cost three times as much experience, and whenever you roll a Fortitude save, you must roll twice and take the worse result.
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 ===== Weak Heart: 10 ===== ===== Weak Heart: 10 =====
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-**Effect:** At character creation, select two [[priority:health|saving throws]] as your bad save, and one as your good save.+**Effect:** Improving saving throws costs three times as much experience.
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