Create a Zekiran Disadvantage Descriptions |
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Disadvantage Descriptions Disadvantages can be given to most any individual character, not just those of PR 5 or better. Please closely read the descriptions to make certain that the effect does not imply a mutation or physical anomaly which might break the PR 5 rule. All mental and social disadvantages can be safely given as strong problems to non-mutants - but must be role played consistantly if given to a Player Character for experience or Skill points. |
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MINOR 01-04 Allergy
Character will take damage whenever they are exposed to the substance, as shown per severity level. They will heal this amount back once they have been removed away from the substance, and usually the character will have to live or sleep in special conditions to combat their sensitivity. If they are not able to do this, the damage will be taken at all times, until they die.
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MINOR 05-09 Susceptibility to Mental Effects When this Character is around people using Mental powers closely (less than 30 feet), such as telepathy or empathy, emotion controls, or attacks, they are at half defenses. This can be a good thing, it does give them a bonus to any Animal Tuning powers they also have (of twice power) but obviously if they don't want to be noticed in a crowd or are attempting to protect themself... Gain nor Lose no points, but any Animal Tuned Powers are at x2 strength and they are at 1/2 ability to defend against attacks/use. MAJOR 05-09 Weakness to Mental Effects As above, but the weakness applies to anyone using anything near by, within sight or 100 feet. They may be affected by normally Animal Only powers, detected as merely another critter by Tuned mutants -- or controlled as one! Character is unable to defend against attacks and is at 1/3 against simple detections, Animal Only powers work on them, but their Animal Tuned abilities are at x3! SPECIAL 05-09 Automatically Targeted by Mental Effects Yup, they're walking targets. When someone telepathically starts talking to their friend, within 1/2 mile, this poor sucker gets all of that yakking too. And all the attacks going off will affect them too, even though they might not be aimed directly at the character! (Taking only 1/2 damage if it isn't actually aimed at them, but taking 2x if it is!) They will know when all psionic powers are in use, and that's maddening! Character cannot defend from any psionics, take 1/2 damage from all attacks in the vicinity regardless, 2x damage from attacks of any kind on their person, Affected by Animal powers in exactly the same way, can detect all psionic use and attacks going on in 1/2 mile area. Loses 1d8 Sanity because of this intrusive problem, and usually they must sequester themselves from people and crowds due to the level of messy background noise they're hearing/feeling |
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MINOR 10-13 Minor Immunity Character can ignore the effects of one small item, occurrence, or damage. This may include pain, heat damage, darkness, terrain modifiers on movement, etc. Note that ANY immunity to pain doesn't reduce DAMAGE taken! Gain nor lose no points, but specifically the immunity works as +12 armor vs the subject. (So it isn't absolute, this is minor!) MAJOR 10-13 Major Immunity Character as above may ignore effects of a larger thing or broader occurrence -- any lighting doesn't change perception modifiers, damage from fire or severe cold, other physical events, Mental effects. No point changes, but immunity granted is as +25 Armor vs the subject or event, or as conditions apply. SPECIAL 10-13 Completely Ignores (substance, occupancy, effect) Character is utterly immune to a group of things, such as weather, physical damage, mental Psionics, etc. This can be an extremely helpful mutation -- it acts as Extreme Survival versus substances and damage. But it can also harm the person if they're unaware of the actual damage or event around them -- completely unable to feel pain won't stop the damage, they're taking! Versus Mental effects can also be detrimental when their friends are trying to contact them via telepathy! No point changes, as above for effects. |
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MINOR 14-18 Minor Dependance on Substance This can be considered something as simple as insulin every day. The Game Holder should help determine whether a substance is right for dependance, or if it's merely an addiction. The difference being that a dependance means that the character will suffer tangible damage if they are not able to have the substance, and die if extreme enough - while an addiction is a mental or emotional disorder of the belief that they are dependant upon something. The addiction might be hard to kick, but it can be - a Dependance on the other hand cannot be lost. Without the substance the Character loses 1d4 of Health for weekly, 2d4 Health for daily; this effect is weakness at first. Characters at this Minor level will not die from the Dependance MAJOR 14-18 Major Dependance on Substance The next level of dependance is for very sick people - those who have lost a kidney or other organ necessary for well being or everyday functioning; also if they are of a strange persuasion such as for vampirism or photosensitive skin requirements. Without the substance, character now loses 1d6 for an hourly need or a function as per 'food' for other people (blood, sunlight), or suffer a 1d4 loss if it is an hourly need for something more common (like a hummingbird consititution, always requiring a lot of energy-foods). The character might have to use a kidney machine, or a colostomy bag (both with -1d10 Social Skill penalties). SPECIAL 14-18 Complete Dependance on Substance If you've got a Character who's come this far, they will be dead soon after they leave the safety of their iron lung. They might need vital organs transplanted to hang on even a short time - or if a strange highly Bred mutant, perhaps they actually need a new body because theirs always becomes decrepit. They might require constant pain killers or healer's attention to combat a cancerous growth, or their own body's inability to control itself (shapeshifter out of control? Body growth? Who knows...) Character will die without this substance or situation. Move along. |
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MINOR 19-23 Minor Addiction to Substance/Situation Character is addicted to something (see explanation above for difference between Addiction and Dependance). This may include drugs (mild ones, like caffeine or euphoria) or psionic power use (either using it, or have it used on them). The character does not need this thing, they want it. Character loses 1d4 Social Skill temporarily when not allowed to have their addictive substance or condition for more than 3 days - for longer periods than 8 days without, the character's player needs to practice role playing disadvantages... MAJOR 19-23 Heavy Addiction to Substance/Situation Heroin is not needed for life. But it is definitely pretty high up there on certain addict's lists. Alternately, the addict might require the presence of certain psionic powers - controlling them to soothe their wild heart, prodding them into fits of physical ecstasy, or some other such use. Character loses 1d10 Social Skill temporarily but also adds 1d6 Aggression when deprived of their physical or mental addiction after 2 days. They may also suffer loss of control over their powers or mutations during this time SPECIAL 19-23 Complete Addiction to Substance/Situation Have you ever seen a cocaine addict? Ever imagine someone so in need of a fix that they would do almost anything for it, to the exclusion of anything important? This is the stage the character is at. Now, think hard: how much do they have to lose? This kind of disadvantage should only be played by experienced players - as it stands a chance of either ruining the character's life, killing them due to outside circumstances, or betraying the group for the sake of one more hit. Character loses 1d20 Social Skill and gains 2d6 Aggression and Courage - only with regards to getting their fix or during a period of going without it Character may try to kick any level of these addictions, but this must be played out during game time, to be fair it would take a lot of time, effort and money to do so |
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MINOR 24-27 Strong Senory Ability While this part of the mutation resembles the Power of Keen Senses, it is still a problem at high levels. Read on. One sense is affected, double perceptions by that sense. This is a side-effect purely of the physical changes made during Breeding, rather than ones chosen-for at that same time. They are considered beneficial, in any case. MAJOR 24-27 Very Strong Sensory Ability This mutation again follows the Heightened Senses Power, triple the perceptions by one sense, or take more than one sense at double. Often, choose some odd thing to pair with this such as reflective eyes to see in the dark, ears that tilt, or some kind of skin oddity showing their sense of touch. SPECIAL 24-27 Overwhelming Sensory Ability The Character is totally overtaken by one sense, if it is hearing, they are deafened at the smallest sound, if it is sight, they are blinded in candlelight. They take no real damage from this mutation, because their body is constantly repairing itself, but they will never be normally able to act under their sensory overload. (Hearing can be dampened by earplugs, sight by thick shades or dark contacts, smell might make the Character drool or vomit at the drop-size level, and touch, well, let's hope you can imagine. It's the best and the worst at the same time. Even using gloves will mean that material is touching the most sensitive nerve endings on the body, not to mention what clothing is doing to their--) Also note that Psionic senses may be altered this way, at all three levels of Disadvantage -- Empathy and Telepathy, Dreamwalking, Animal Tuned, all of them are still Senses! |
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MINOR 28-32 Weak Single Sense Entirely the opposite of the above, one sense's perceptions are halved. This could mean having only one good eye, or ear, colorblindness or tone deaf, calloused fingers. This may also include minor Psionic senses, but they must HAVE the sense to begin with to be bad at it! MAJOR 28-32 Several Weak Senses Either halve two connected senses: sight/touch, hearing/vocalising, scent/taste; or quarter a single sense. This could be having severe cataracts in the eyes, eardrum damage, or virtually no sense of smell. SPECIAL 28-32 Complete Loss of One or More Senses If the Player decides, they can have more than one sense at a time not functioning, but this is dangerous, for the obvious reason. Character will be completely lacking a sensory organ, or the use of it. (No eyes, badly damaged ears, no nerve endings in skin, etc.) This can harm the Character's Social skill, Courage, Education and Health, and severely hamper their Agility and Reaction, depending on the nature of the loss. The Game Holder will decide how severe the loss is, up to halving the scores involved. |
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MINOR 33-36 Dizzy Spells Character suffers from occasional spells where they are subject to vertigo or confusion. This lasts only a few seconds, but it might feel like a lifetime. Often they do not occur for weeks at a time, then all of a sudden show up. Character is at the whim of the Game Holder as to when these spells might appear, but they will not be a constant problem as that is not reflective of this sort of minor disadvantage. Character loses 10% off every roll made during their dizzy spell MAJOR 33-36 Motion Sickness Character cannot ride in a carriage or vehicle, and often can't even ride a Steed without becoming very ill. They may just toss their cookies or go catatonic for the duration, or even both. Eew. (Example: Vanya doesn't take travel well at all, to fight the violent overriding motion sickness he's got, usually someone must mentally control his perception of the event and keep him sedated.) SPECIAL 33-36 Narcolepsy Character is subject to falling asleep at random times. They are not entirely able to get a good night's sleep when they do rest at night. They rarely dream properly, and therefore have trouble remembering things, are very irritable, and have little sense of their surroundings or even friends or family at times. This disadvantage also adds the trouble of the Game Holder deciding when the character will fall into a rapid, dreamless sleep. This could be at a race during the crucial turn, while making a speech, or any other suitably embarrassing and hopelessly dangerous situation. This is a very difficult disadvantage to portray so do so carefully. Character loses 1d10 Social Skill, -1d6 Agility Character might also have an added Dependance on substances which control this condition |
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MINOR 37-40 Butterfingers Character just can't keep a hold on something for long before it falls. They are hopeless for shooting baskets or throwing anything, even if their eventual score is high, their Agility and Manual Dexterity will always fail them when it's most needed. Character loses 1d10 Agility/Manual, and usually misses trash bins when they toss at them MAJOR 37-40 Klutz A klutz is like a whole-body Butterfingers. They are unable to sense just exactly where their limbs are, or how high that doorframe is, or the distance to that next step in the water-garden. They're usually falling down, getting bruised, but little more serious than that. They are also likely to trip up others in minor ways with their bungling actions. Character loses 2d8 Agility SPECIAL 37-40 Accident Prone This character is the textbook example of "anything that can go wrong, will go wrong". They are the Zekiran version of Murphy's Law in action. Anything specifically physical will go wrong for this character. Not well that this disadvantage does not apply to people, animals or events - only physical activities. Such as walking into open sewer holes, getting hit by the building that's being demolished, or getting the first pie in the face at that pie fight. They stand a chance of breaking bones or getting seriously injured as a result of this problem, however they are not innately less Agile like their counterparts above. The Game Holder determines when something bad will happen, and how severe. |
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MINOR 41-44 Bad Dreams Charcter suffers from dreams which are unusually negative. They do not necessarily have to reflect bad things going on in their world, but they may prove prophetic. Generally speaking, the character will have a dream bad enough to keep them awake for the rest of the night, one in five nights, more or less rarely if the Game Holder deems it necessary. Character loses sleep when Bad Dreams happen and are at -10% to all rolls for the day after MAJOR 41-44 Night Terrors Character is plagued with bad dreams all the time. It is very rare that they get a good solid night's sleep at all. They often wake every thirty or forty minutes in a panting sweat, or screaming. Opposite to the Bad Dreams above, only one in five nights are good for the sufferer of Night Terrors. Character is at -1d6 Appearance and Courage due to loss of sleep SPECIAL 41-44 Psychic Dumping Ground Character is open to all bad dreams and psionics around them when sleeping. Even without a dream-based power on their part, this Character can slip into most nightmares around them. However, they are absolutely powerless to do anything about it, once they are there. They are able to sleep soundly only one night in eight, though if they are out of proximity (their PR in miles) of other dreamers they suffer less. Island hideaways and isolated mountaintop retreats are popular among these poor folk. Lose 1d10 Courage and 1d8 Appearance due to lack of sleep |
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MINOR 45-49 Fear Character is afraid of something, some one, or a condition. This is minor and can be fought at a Courage -20, otherwise they are trembly and unwilling to pass or do an action. They can be forced by the party, or their friends, but they're at risk of having that fear further embedded into Terror -- or lost completely if they manage to beat it enough. That's the Game Holder's decision. An example might be heights, Steeds or a specific person, that causes this reaction. MAJOR 45-49 Terror As Fear, but this time the Courage roll is at -40. These Terrors can be anything from Water, Cats, Being Manipulated, Blue People, whatever. As above, the Game Holder may decide to move this problem up or down levels when needed. SPECIAL 45-49 Catatonia Catatonic fear indicates a complete breakdown when the Character is confronted with their fears. They simply cannot function in the presence of it, no matter how many people are around or how silly the fear is. This can indicate a simple inability to deal with things on a sensory level or a true fear. Alternately from falling into a quivering heap of uselessness, they might suddenly become violent and enraged, dangerous to friend and foe alike (example using Vanya: he's been mentally abused for so long by his Breeder Jonbyer, when he attempts to rescue his Psyche Healer Mihr from him, all he can manage is an almost magnetic adherance to Jonbyer's throat with his hands, and a terrifying screaming which doesn't stop until someone pulls him off). Character doesn't necessarily lose any outright points, but must play this disadvantage to keep it. |
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MINOR 50-52 Unmotivated Character doesn't feel like doing anything. A lack of interest can be prodded into a vague sense of participation but they will rarely if ever actually instigate anything at all - be it a party, raid on a kidnapper's hideout, or retreat from the police if they've done something wrong. Unmotivated characters are -15 Aggression straight off, no questions asked MAJOR 50-52 Clinically Depressed Character is either depressed most times, or manic-depressive or polar in some other way, so long as it's self-absorbed. They often mope around, sleep a lot, and don't return social calls. Manic moments are often seen in the company of others, but then thrive on the attention they get by withdrawing several days or hours later. Character can take an alternating +10/-10 Aggression, Social Skill or Sanity, which rotates if they are manic/depressive SPECIAL 50-52 Suicidal This character must be under observation most of the time, due to their tendancies to try and kill themselves. A clever opponent might use this against the character. Though they may occasionally act perfectly normal, the slightest thing might trigger an incident, and they may wind up succeeding if they are out too far away from help when they do. (Alabaster protected Vanya from both his old exiled Breeder, as well as his own suicidal tendancies, for more than 20 years. They trained him to act homicidal instead.) Character loses 20 Social Skill, though this might fluctuate as the Game Holder wants to torture them |
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MINOR 53-56 Irritating Habit Character does something that while not dangerous is certainly noticable by the other people around them. Toe tapping, absent humming, blinking all the time, interrupting people's speech. Adding the word dear to every sentance. That kind of thing. Just annoying but nothing too complex. MAJOR 53-56 Insensible Compulsion The Character enjoys doing something that is bad for them or others, but not dangerously so. Being very loud at all times, rough-housing, collecting things from other people (kleenex, skin, genetic samples...), taking advantage of every moment with someone, dominating a group, etc. They will do this at the expense of what they're supposed to be doing. Gains 1d8 Courage SPECIAL 53-56 Dangerous Compulsion This problem will get the Character killed some day, if they or their friends are not careful. Things like 'danger freak', 'likes pain', compulsive thief, etc. Can be confused with simple insanity, but it isn't. Character Loses 1d8 Sanity, Gains 1d10 Courage |
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MINOR 57-59 Bad Seed Character is usually looked on in a negative manner, no matter their real allignment in regards to others. They will experience simple, common prejudice like we have here on Earth all the time, for some reason. That reason doesn't have to be obvious in the slightest, or ever actually become obvious to the Character during their life. MAJOR 57-59 Wrong Side of the Tracks This character acts inappropriately when in social situations, even if they are quite well versed in Social Skills. They might want to serve kids meals with happy-toy gifts at a funeral, or perhaps is one of those Gothy-types who always carry a little black-trimmed lunchbox and wears funeral garb to work. Something is just downright odd about them, and they are rarely treated seriously by anyone. They will be picked last for things, avoided by "nice" folks, and even Breeders will ignore them even if they are otherwise quality stock. Even if they do not display abnormal behavior, they will still be looked on as a freak. SPECIAL 57-59 Trouble Magnet This character has the same kind of Murphy's Law happening as the Accident Prone folks, however it only applies to human interaction. They will attract the wrong kind of people, hang out with the bad crowd, get into trouble even if they have done nothing wrong by themselves. But they are more likely to actually do something wrong, too. Laws tend to be bent against them, social situations can become a breeding ground for disaster. They may become Bayaran at a whim or even mistaken for a Renegade... In all above cases, Character may have a full compliment of Social Skill, but should never be given a bonus in any situation regarding people or interactions. The Game Holder will decide if there are any actual penalties against them |
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MINOR 60-63 Bad Tempered Character is just rude, tends to snap at people when they have done something overtly wrong, or have appeared to do so. Loses 1d6 Social Skill. MAJOR 60-63 Foul Disposition This Character is just mean tempered, angry and abusive all the time. They don't have much of a good side to get onto, even if they might be loyal to those they consider 'friends'. People just have to learn to walk on eggshells around them. Loses 1d10 Social Skill, Gain 1d10 Aggression. SPECIAL 93-94 Homicidal Be extremely careful by assigning this trait! Obviously, this Character is dangerous more to those around them than themself! They might have a good reason to be this way, but unless they exercise extreme caution around people they might find themself Exiled or worse! They cannot be expected to exist near people, or many of them anyway. Social situations are just out, it's best that they are monitored and carefully guarded from both outside influence and inner turmoil. Loses 1d10 Sanity, 2d10 Social Skill, Gains 2d8 Aggression. |
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MINOR 64-67 Twitchy Freak This Character will jump at anything, imagined or otherwise. They calm almost immediately, but their first reaction to anything new will be bad. This can develop into a Fear, eventually, if people work at it. Yip yip yeowllll... Ahem, coyotes to one rather jumpy Alabaster employee. Lose 1d6 Courage. MAJOR 64-67 Paranoid Paranoia runs deeply within certain people, it can be a bonding experience for some (we'll wait those Neres bastards out, they'll come running past any minute now!) but can be extremely detrimental to a group when one person decides another isn't their friend. Conditions must be specified between the Player and Game Holder, and often this might not be discussed with the group at all until it comes into play! More fun that way. Lose 1d8 Courage, 1d6 Social Skill, Gain 1d10 Aggression. SPECIAL 64-67 Hallucinatory Delusions These people see things that the rest of us don't. Because those things aren't there. (Remember those Neres Bastards? They're swarming all over me! Aggh! Gettem offa meeee!) This also might only come up spontaneously, triggered by some event or even a scent or word. They have to be sedated, taken down somehow, until the effects wear off -- and those are decided privately by the Player and Game Holder. Or, just by the Game Holder. Lose 1d10 Courage, 1d8 Social Skill, 1d6 Sanity, Gain 1d8 Aggression. |
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MINOR 68-71 Easily Distracted Character is functional but bright things of one sort or another will always attract their attention. This is another minor disadvantage which enemies might take advantage of, under certain circumstances. MAJOR 68-71 Scatterbrained Character will forget certain things (where their glasses are, even on their head; where they left the keys to the Steed stable; the genetic codes they used to produce the perfect person...) while maintaining a fairly normal life. This can be a fun, silly disad to play but it can also be quite annoying if the Game Holder decides what does and does not get recalled right of the top of the Character's head. Scatterbrained characters are -1d6 Social Skill SPECIAL 68-71 Attention Deficit Disorder Character learns at a much slower rate than their age-peers because they are completely unable to attend to a subject for more than a few minutes at a time. The character is often irritable but mainly they will be annoyed at themself. They do not necessarily suffer from a lower Intelligence, however they are unable to use their full Education score during creation - simulating the fact that it does take longer to learn. ADD sufferers can only use half their EDU score at character creation. They may apply another few points every played year, with concerted effort devoted to this act. In addition they suffer -10 Social Skill but gain 10 to their Aggression Drugs can counteract any of the above levels, but become an automatic Dependance at Major level, and removing them from it has their level in this disadvantage as the "withdrawal" symptoms |
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MINOR 72-75 Bad Stutter/Lisp Character is able to understand but has a problem with speech. Typical stuttering, soft palate damage, broken jaw, whatever. Lose 1d8 Social Skill. MAJOR 72-75 Cannot Speak Character either has no tongue, vocal chords, or other ability to speak. This does not prevent them from having a power allowing them to create sounds or illusions, or telepathically speak. They can still understand things (as long as they can still hear, okay?) but they must rely on non-verbal communication if they cannot otherwise get their mind out. Lose 2d8 Social Skill and 1d6 Courage. SPECIAL 72-75 Cannot Properly Communicate (autism) This is one of the rarely occurring Intelligence based mutations. The character may be smart, but they just have no way of telling that to anyone. Except with the use of deep Psyche Healing, they cannot be reached. They might be able to perform simple tasks, under the attention of someone who has trained them properly, but they are not able to do so in overtly social situations. Acts as Fear of social situations. Lose 2d10 Social Skill -- down to negative Social Skill!, 1d8 Courage, 1d8 Intelligence and 1d6 Sanity |
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MINOR 76-82 Secret Character has a secret they must keep, either their own or someone else's. There ought to be some kind of bad social reprocussions if this secret is out, but not long-term ones. This secret can include: who they're in love with, how dark that deal really was for the Land they're Holding, they beat their Slaves. MAJOR 76-82 Bad Secret This is like a regular one, but this time the problem is that the secret must not get out. Someone might get hurt or imprisoned, including the person holding the secret! This might be: who their parents are, that they stole a Steed, they killed a Slave accidentally or watched a murder they should have reported. SPECIAL 76-82 Really Bad Dark Secret It's Your secret, and You must keep it. You're in deep trouble if you mess up. Really deep. Exile deep. You've been doing experiments on people without their consent, you killed the old Owner of this Mansion you're in, you shot the Steed out of the sky on the turning point of the race. Anything that affects large numbers of people or is deadly or extremely painful (even socially) to a few is a Really Bad Dark Secret. You can have more than one of these. In fact, they add up. They tend to attract more, really. |
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MINOR 83-86 Obsession This character has a small propensity for a collection, following all of a musical group's releases, or liking a single color waaaay too much. Mostly harmless, quite like an Irritating Habit, only with a more physical slant. MAJOR 83-86 Fanatical This character will actively follow a band around the Lands, everything they own will be the same color, etc. This is more expensive than harmful, but it might land them as Bayaran if they're not careful. Plus it makes people wonder about their sanity. SPECIAL 83-86 Zealous Character may stalk band members or strangers to their homes, follow a cause without regard to their safety even to death (their own, or others'). These folks are single minded and extreme, and are best left to NPC status unless the player is quite experienced. Character loses 10 Sanity permanently, but gains 15 Aggression particularly when concerning their obsession |
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MINOR 87-90 Wallflower You tend to avoid people, become background material in social situations, and generally are a quiet sort. This isn't a terrible thing, you just aren't a leader type. MAJOR 87-90 Clueless The Clueless are everywhere. They're unable to learn from social situations, they just don't understand who to bow to and whose Slave that is. They just don't get it. Lose 1d6 Social Skill. SPECIAL 87-90 Basket Case Basket Cases just withdraw and must be coerced severely before they meet even one new person. They sequester themselves and attempt to decline all offers of socialization. It isn't good for them to go out, really, is it? If forced, they might get Terror or Catatonia eventually. Lose 1d8 Social Skill and 1d6 Courage. |
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MINOR 91-92 Disinterested in Sex This character is uninterested, doesn't shop around for dates, is not concerned about their state of affairs (all puns intended). They can and certainly do have sex, but they don't seek it out nor will they really ever be seen as a good lover by anyone who does perform with them. MAJOR 91-92 Frigid A character like this will openly dissuade people from wanting sex with them, they complain bitterly when they "must" perform, though they are probably capable of siring or bearing children they really don't want anything to do with the little buggers. They won't like it if they're called upon by a Breeder, but they might be the first to line up to be spliced since it doesn't involve actually doing it. SPECIAL 91-92 Completely Aversive to Sex This type of character will not participate in any kind of sexual activity. They are squeamish about themselves, let alone other people. They might not even want to donate in any form at a Birth clinic! This could get quite difficult to deal with if they are in need of an heir or their inheritance depends upon having one. There is not necessarily any game term penalties assigned to this feature, but it is a very serious situation in a world where every child counts. These disadvantages are NEVER available to anyone with Animal Tunings - that aspect would simply cancel out this one. |
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MINOR 93-95 Attractive to "Odd" Things There may be an odd insect which likes to nest near you. Or a bird which follows the character. Perhaps Steeds "like" you. The player should choose something small or relatively rare that will always be found around their character. This does not confer any ability to control or communicate with this thing, but it might come in handy some day. MAJOR 93-95 Things Swarm To You Numbers of bugs, a flock of birds, large animals or even certain psionic effects might congregate near the character. These are more annoying than cute, and might get in the way at, say, a business meeting or an auction. Waving away those bees might get a big Zucan Armoire for quite a selling price... SPECIAL 93-95 Weirdness Magnet Strange people will be attracted to the character. Powers (such as people with a certain kind of power) as well as the aforementioned bugs and animals will be around no matter what time of day, or circumstance. These encounters will rarely be fatal, but might prove to be very interesting... In the extreme cases the Character should act as if they were -10 to Social Skills |
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MINOR 96-98 Anachronistic Attitude Character dresses, acts or speaks in a way popular many years, decades or even millenia ago. Comparisons are Victorian or Cival War recreationists, SCA folk, or others who like dressing up and acting like they're not really where and when they are. Mostly harmless, but can be rather expensive if they are concerned with accuracy. Could also allow them bonuses for knowledge levels in certain things. MINOR 96-98 Luddite For some reason, this character can or will not use technology. Even a telephone or calculator will be against their basic principles. Often, groups of these guys will congregate, much like the Amish in America. Extreme cases involve actual damage to technology if it encroaches too closely to their homesteads. Of course, they don't vote or use betting machines, till their fields with only the most basic of tools. They use most mechanical tools, but once it turns electronic they are right off it. Character must not take any technological skills or only use them at a very low level SPECIAL 96-98 Lost In Time Either this character is really from another time, or they might be a reincarnation of someone from long ago and have their personality suddenly show up. Either have happened and both are equally likely in this world. Reasons? A time traveling power might have been bred eventually - in the future? And just imagine what happens if they become lost in time without any reference points. Alternately, remember Java, spliced daughter of Vanya and the vampire Juvon? She's the reincarnation of the Mad Composer Dulath. She really is. Spirits float around Zekira based on how powerful they were in life so... Character loses 1d8 Social Skill, but choose a gain in Appearance, Charisma or Education of 1d10 |
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MINOR 99-100 Nerd |