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A D V A N T A G E S & D I S A D V A N T A G E S Taking a radical departure from D20, now Players Characters can give them a much-needed initial XP boost by taking deficits in their character. Unlike other games, there are not pages and pages of them. In addition, a character can spend XP and get new abilities and even attribute boosts. In the future, disease and bodily injury can be fixed rather easily with Micromachines and Cybernetics. It also should be noted that these are all organic abilities and not brought on by cybernetics. If you take a Strength boosting advantage, it’s gone the moment you switch to a Cybernetic body. Disadvantages stay with you from Character Generation on. If one wants to remove one (GM discretion and usually only for Physical or Psychological ones) later on, they must role play the experience AND spend the x2 the bonus they got during PC generation (yup, x2). They might have to spend XP for a cybertnetic as well. Some Advantages and Disadvantages have mirrors and both should not be taken. These can ONLY be chosen at Character Generation and not bought later on. Also, the GM has control over how many a PC can take. I suggest no more than 3 on either side. Unless specified, double choices don’t stack. Taking 2 Fast Reflexes, for example, will not give you +4 Dex.
A D V A N T A G E S Ally: These are general contacts the PC can enlist upon to help when needed. These are continuous and are not considered favors. These are FRIENDS and the PC and should not take advantage of their kindness. Don’t confuse friends with Contacts or Favors. Sometimes these allies show up when not called simply because they knew the PC was in danger. Thankfully, an Ally’s power is comparable to the PCs so they maintain their usefulness throughout game progression. They are not necessarily good for information…but they may know where to get it. How powerful they are and what they can send against the enemies of the PC depends on the XP cost. XP Cost Result Contact: Not like Allies, Contacts are really only good for information and it costs the Character every time. Their usefulness depends on how often they can deliver correct information. XP Cost Result Eidetic Memory: Obviously one with a Cyberbrain gains this as well, so the ability does not stack. This is for those who cannot use Cybernetics. The PC remembers virtually any fact they are expose to. Any Knowledge skill with at least 1 rank gain a +2. The maximum level for all skill at first level is 4. With Eidetic Memory, it is now 5 (or Level +4 instead of Level +3). Fast Healer: An ability removed if full body prosthetics are used, the Character heals double the normal rate. Recovery takes half as long and knockout recovers twice as fast. Fast Reflexes: Void if cybernetics are used to replace arms, legs, OR full body, the Character gains a +2 to Dexterity permanently. High Pain Threshold: An ability removed if full body prosthetics are used, the Character gains toughness to physical damage. The character gains a +4 to all Fort saves and gains Damage resistance depending on the XP spent. Improved Constitution: An ability removed if full body prosthetics are used, the Character gains a +2 to Constitution Permanently. Improved Charisma: Void if the character has any attributes that reduce her Charisma or Charisma based skills (Like Neurochip, Poor Soul, or CCSS). The Character gains a +2 to Charisma Permanently. Improved Intelligence: The Character gains a +2 to Intelligence Permanently. Improved Wisdom: The Character gains a +2 to Wisdom Permanently. Lucky: Born with a four-leaf clover in their but, the character gains +2 Action points as part of her permanent pool. Night Sight: Void if the characters eyes are swapped, they have low light vision, meaning they see twice as far in low light. They still cannot see in total darkness. Physical Strength Boost: Void if cybernetics are used to replace arms, legs, OR full body, the Character gains a +2 to Strength permanently. Seasoned: The character has lived and seen it all. They know more about the world than the greens around them. The Character must be at least 30. However, they do gain a +2 to all Knowledge rolls they have at least 1 rank in (this stacks with Eidetic Memory or Cyberbrains). D I S A D V A N T A G E S Addiction: The character has a mental addiction that simply did not go away if they acquired cybernetics. This may include eating, TV, smoking or even drugs. Either way, if they are kept away from them, the character suffers –3 to their Wis and –3 to their Con. Major addictions must be role-played and acquiring what is needed may involve heft costs. Cybernetic Rejection: The character cannot have or ever take cybernetics. Their body possesses a fierce rejection. Even Cyberbrains are not permitted. (GM discretion on this one since many Campaigns require PCs have Cyberbrains) Cyberbrain Sclerosis: The character has been diagnosed and suffers from Cyberbrain Sclerosis. The character must have a Cyberbrain. Their XP award is dependant on how far the disease has spread. MicroMachine therapy holds it back but it is loosing the fight. Note: If this game is set after Season 1 of Stand Alone Complex, it can be assumed that the Murai vaccine may have been allowed to the general public. If so, the XP awards are reduced 90% as the symptoms can now be totally suppressed, meaning the bonus only applies to the annoying procedure of getting medication. Dependant: The character is obligated or wishes to take care of another. They require protection, support, and help. They can be a friend, a little brother, or a whole family. Note that these dependants cannot be allies or contacts. Decreased Constitution: Void if full body prosthetics are used, the Character incurs a -2 to Constitution Permanently (min3) Decreased Charisma: The Character incurs -2 to Charisma Permanently (min3). Decreased Intelligence: The Character incurs a -2 to Intelligence Permanently (min3). Decreased Wisdom: The Character incurs a -2 to Wisdom Permanently (min3). Enemy: The Character upset someone big time and they are out for blood. The bonus is dependant on how much the enemy is willing to throw and how far the enemy is willing to throw it. Add the two choices of the tables to get the final result. XP Award Result Low Pain threshold: Void if full body prosthetics are used, the Character hates being injured. It hurts…it really hurts. The character incurs a -4 to all Fort saves and takes more damage when injured Physical Weakness: Void if cybernetics are used to replace arms, legs, OR full body, the Character incurs a -2 to Strength permanently. Slow Healer: An ability removed if full body prosthetics are used, the Character heals half the normal rate. Recovery takes twice as long and knockout recovers half as long. Slow Reflexes: Void if cybernetics are used to replace arms, legs, OR full body, the Character incurs a -2 to Dexterity permanently. Unlucky: Accident Prone, the character looses 2 Action points from her permanent pool.
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