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1 BP The addiction is mild and can be controlled for a few days
with conscious effort. After that they must satisfy their need.
2 BP The addiction must be satisfied at every opportunity and
is the main compulsion in the character's life, to the exclusion
of all other matters
Appetite
The character is constantly hungry and looking for something
to eat. When they do eat, the quantity consumed is impressive. .
1 BP The character will get hungry every few hours or so, whining constantly
until fed.
2 BP The character is constantly hungry and will always follow the
smell of food.
Blindness
1 BP Not much of a handicap. The character can see while wearing glasses
or uses psionics or otherwise compensates.
2 BP Completely blind.
Suggested penalties: Character will always be last in initiative. All
attacks against that character are treated as a surprise attack.
Bushido
The character personifies the "way of the warrior". For the sake of
simplicity I will describe it as a code of ethic in which loyalty, honor
and self control are paramout and the driving forces in the character's
life. Death is never feared, and every action must be taken as if it is
your last.
- Absolute loyalty to the clan, and the Lord of that clan. Where he
leads, you follow without question. Should your master die or become disgraced,
you have no choice but to commit Seppuku or become Ronin, a masterless
wanderer little better than a bandit.
- Willingness to commit Seppuku (ritual disembowelment) without hesitation
and without fear or sign of pain. Whether at the request of your master,
to preserve personal honor or the honor of your clan.
- Appearance, upkeep and respect for your weapon (swords especially)
comes before your own food or comfort. For the sword is a reflection of
its wielder.
- an offense to your personal honor, or that of your family must be
avenged. Failing to do so means a loss of status and disgrace to your entire
family/clan.
This type of ethic is mandatory for Samurai characters and can be employed,
with varying degrees of intensity by salariman, craftsmen or any type of
warrior. Needless to say that this write up is very brief and is
in no way intended to be a comprehensive look as Bushido.
1 BP: usually taken by non-warriors. While still concerned with loyalty
and personal honor, it likely doesn't involve going as far as Seppuku.
2 BP: the character strives to live every instant of their life, and
to make every action a reflection of the way or the warrior
Collective Incompetence.
Ever notice that one ninja is always an unstoppable killing machine,
while a group of them can be slaughtered like preschoolers storming the
Bastille? Its an unwritten law in anime that the more of them there are,
the easier it is to go sweeping through them like a cuisinart on high.
This defect penalizes these types of groups (traditionally things like
Policemen, Ninjas, Security Forces , and Enemy Troops) who just can't seem
to get the hang of teamwork.
The penalties are only taken into account at the time of actual combat. If the same group battles the player characters on three separate occasions, in three different sized groups, then the penalties would be different in each instance. (Eg. A squadron of 4 would have -1 to their Combat Value, while the entire force would suffer -5 and a sole Officer would suffer no penalty.)
This defect cannot be taken by an individual character, but can only be taken by a collectively by a group of two or more. Every member included in the group gets 1BP.
1 opponent
No penalty
2-4 opponents -1 to Combat and
Defensive Values.*
5-8 opponents -2 to Combat and
Defensive Values
9-14 opponents -3 to Combat and Defensive Values
15-19 opponents -4 to Combat and Defensive Values
20+ opponents -5 to Combat and Defensive
Values
Disability
Any sort of physical or mental problem that in someway impedes
the character.
1 BP A minor problem such as the loss of one eye or a mental illness
treatable by medication.
2 BP A serious problem such as the loss of an entire limb or a major
physiological problem. It may be necessary to reduce a stat to reflect
a disability this major.
Divine Punishments
The character has ticked off somebody up there. Bad luck seems
to follow their every action and the only law they follow seems to be Murphy's.
If something can go wrong, it will go wrong. If things couldn't get any
worse, it will .. that sort of thing. (ed note: this works pretty
good as a curse. And you don't have to award the BP either!)
1 BP: This character is always having an off day. Things just never
seem to go their way.
Suggested way of using it in a campaign: A roll of 11 or 12 counts
as a critical failure. The GM may order the results of any 1 action
re-rolled per session.
2 BP: This character constantly walks around as if he just broke a
mirror under a ladder while holding a black cat on Friday the 13th.
Suggested way of using it in a campaign: A roll of 11 or 12 counts
as a critical failure. The character must re-roll all critical success
results (a second critical success still counts) . The GM may order the
results of any 3 actions re-rolled per session.
Pervert
The character finds any and all things relating to sex completely fascinating
and spends most of their time patching the leaks in their inflatable doll,
drilling holes into the girl's change room and devising complex strategies
for the next panty-raid. When confronted by the possibility of the actual
act they are most likely to become over excited and usually faint.
1 BP Has only one perversion such as a foot fetish, or a peeping tom,
or a varied collection of panties.
2 BP Any and all perversions you can think of likely apply to this
character.
Poor Social Graces
The character is shy, clumsy or offensive in certain social situations,
be it around members of the opposite sex, speaking in public or just generally
irritating to everybody. Yes this one can include the famous "nosebleed"
trait.
1 BP Is okay most of the time except in a few specific situations.
2 BP Completely useless around a substantial segment of the population.
Poverty
Squalor, hardship and barely scraping buy are the character's lot in
life. Whether born poor, or cast there by financial scandal, this character
has no money, and due to debt after debt, has a hard time holding onto
any money they can scrounge and save.
1 BP. This character has some money coming in, usually through a low-paying
job or charity and is probably deeply in debt.
2 BP. This character is living on the street. No job, no resources.
Romantically Irresistible
Members of the opposite sex adore you, members of your own find
you a hazard and try to remove you by any means necessary.
1 BP Only one or a small group of people find you irresistible
2 BP Nearly everyone you meet will try to pursue you as a romantic
interest, or remove you as a possible obstacle.
Sidekick
The character is constantly followed by an adoring flunky who
constantly tries to help, despite their complete ineptitude in pretty much
everything. Whenever this person is around, things are guaranteed to get
worse . The sidekick is impervious to every insult and attack made by the
character and can go to extraordinary lengths to follow their hero.
1 BP The sidekick is confined to a specific region, or has a life outside
their adoration, appearing only from time to time.
2 BP The sidekick has no life outside their adoration and is a constant,
if unwelcome companion.
Slow
The character walks at a slower pace then the others, consider the
editing of 'Mr.Rogers' too fast paces and on the rare occasions when they
break into a run, they are usually lapped by preschoolers on tricycles.
Character example: 'Ten' from Urusei Yatsura.
1 BP: A little slower than everyone Reduce all initiative by
2
2 BP: A lot slower than everyone else. Reduce all initiative
by 5
Unreliable Equipment
Ever had a wrist watch that just never seemed to work? Are you
one of those people who are afraid of getting in a car for fear that the
tires will fall off again? Completely useless with anything with working
parts? This defects covers the mechanically challenged and the technology
impaired.
1 BP One item chronically acts up, or the character is generally very
clumsy with most items. Suggested way of working it into a campaign: Every
time an item is used, the GM roles 1D6, and one a 1 the item malfunctions.
2 BP It seems that every time the character touches something it either
explodes or lets out a little pathetic beep and dies.
Suggested way of working it into a campaign: Every time any item
is used, the GM roles 1D6, and one a 1, 2 or 3 the item malfunctions.
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