Gemini Advantages/Disadvantages

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Another work in progress. I've just included the ones I've thought of so far. There will be as many as the fancy strikes me. Feel free to make conceptual suggestions on the discussion page (game effects and points cost should not be suggested, only what sort of style of advantage/disad you'd like to see.)

Advantages/Disadvantages: Natural abilities/traits that are not easily characterized as above.


Physical

Advantages

  • Ajax Reborn: (6/12/18) You are very tough. At each level purchased, you gain an extra block (4 boxes) of health levels. These count as additional “light” boxes
  • Vicious: 3/6/9/12/15: for each level, add +1 to damage you deal in close combat.
  • Thick Skulled: 3/6/9/12/15: for each level, you may subtract 1 from any stun rolls
  • Hardened: 3/6/9/12/15: for each level you may subtract 1 from any death saves.
  • Fast: 3/6/9: for each level, you increase your movement by +2”. base movement is 6”
  • Weapon Master: 3: you always count as having a familiarity with any personal weapon you pick up.
  • Wheelman: 6: as weapon master, but for vehicles. Includes ships.
  • Shipborn: 2: You were raised in deep space. You gain +1 to Zero G movement, Endurance when appropriate, *Contortionist when appropriate, etc.
  • Natural Marksman 4: shots at extreme range are at difficulty 25 for you.
  • Steady Hand: 4: You gain an additional +1 to skill rolls for every two levels you go down the time chart.
  • Evasion: 5: ranged shots taken against you are always at +1 difficulty.
  • Environmental Resistance: 3 per type of environment (ie cold, hot, damp, polluted, whatever)
  • Yogi:2/4/6: Each level halves how frequently you have to eat and/or drink to remain functional.
  • Poised: 3: you may reroll any failed Perform, Oratory, or Dance roll once.
  • Night Owl: 3/5: for each level, halve the difficulty increase for performing tasks in the dark.
  • Prometheus: 2/4/6/8/10: for each level, add 10% to your healing rate.
  • G resistant: 3/6: all crew members are probably familiar with high G forces, but you are particularly resistant to this. Each level doubles the G forces you are able, at least temporarily, to handle. This may have significant effects on combat, though the exact effects must be roleplayed out.
  • Good liver: 3/6: each level halves the effectiveness of drugs and/or poisons on you. This includes beneficial drugs.
  • Feel No Pain: 8pts: you may take this advantage for Stamina or Resist Torture/Drugs or Carousing. Whichever skill you select it for, you may choose to automatically succeed on any roll of this type. If you do, the difficulty of the roll divided by 5 is how much damage you take in the process, in addition to any other damage inflicted.
  • Bounce Back: 7 pts: You may make recovery rolls as a "zero phase" action (ie, it doesn't use up your next action).
  • Fist of Legend: 4/8 pts: at the 4 pt level, your hand to hand attacks count as improvised weapons. at the 8 pt. weapon, they count as lethal weapons.
  • Ambidextrous: 4 pts: you do not suffer the -3 penalty for using items with your off hand. Note that if you want to shoot two pistols, you will still suffer the -3 penalty for taking two actions in the same round (unless you take gunslinger, see background advantages below).
  • Killer Immune System: 3 pts: you may add +3 to your toughness for the purposes of not succumbing to infection.
  • One eye open: 5 pts: you may make perception rolls even when asleep: if you succeed, you wake up, although you don't have many details about what caused it.
  • naturally rested: 3/6/9: each level halves the amount of sleep you need to not suffer penalties.
  • Unperturbable: 3 pts: You may gain sleep-level rest regardless of the conditions around you: this type of rest is cumulative and may be summed over a series of short periods to keep you functioning well.

Disadvantages

  • Electromagnetically unstable: 5 pts: your body, for whatever reason, will not accept cybernetic implants of any kind.
  • Allergy: 1pt for something uncommon, 2pts for something very common. You're allergic to something: if you come into contact to it, you must make 5 stun saves or be temporarily incapacitated. If you fail more than 3 of these, you will die without medical attention.
  • Scarring: You have some very visible, ferocious scars: 2 pts. Per -1 to attractiveness. Note that if your attractiveness falls to 0, you are hideously deformed.
  • One eye: 3 pts: you are at double difficulty for all ranged attacks not made with a smartgun or a scope. You suffer -3 for any sight based awareness check.
  • Lost limb: 5 pts: for legs, your movement is reduced to 1”, for arms, you can't do anything that requires two limbs. Note that this disad and the one eye disad are relatively low points because they can be easily replaced in a world with cybertech and vat grown limbs.
  • Clumsy: 5pts: In non-combat situations, you must always reroll any successful dexterity roll. In combat situations, you must reroll only any successful stealth roll.
  • Sensitive: 4 pts: Any sensory-damaging stimulus has a double effect upon you.
  • Albino: 2 pts: For every hour you are exposed to sunlight without sunscreen, you must make a stun roll. Visually damaging stimuli have double effect on you. Social stigma in some socieities.
  • Heart condition: 15 pts: If you fail either any stamina roll or a stun roll, make an immediate death save: if you fail, your heart stops. You will begin to suffer major physiological consequences in about 1 minute, and die within 5 or so. If you have cybernetic surgery that affects your circulatory system, you die of shock.
  • Faint: 5/10: for each level, you are at -1 for stun saves.
  • Fragile: 5/10: for each level, you are at -1 for death saves.
  • War Wound: 4 pts: When entering any combat, make one stun save.
  • Hairless: 1 pt: social stigma in some societies.
  • Child: 15 pts: Your strength and Toughness are limited to 2, and your cool to 4. all but 5 skills are limited to 5 or lower without GM permission. Social stigma
  • Aged: 6 pts: Your strength, dexterity, and toughness are limited to 4. you are at -1 to stun saves. Social stigma.
  • Lightweight: 5 pts: you automatically fail any stamina or resist torture/drugs or carousing roll (pick one).
  • Mute/Deaf: 3/6 pts: at the 3 point level, this disad is due to some mechanical problem, and can be repaired with cybernetics as with lost limbs/eyes above. At the 6 point level, it's in your brain, and will be much, much more difficult to change.
  • Blind: 6/10 pts: same split as for mute/deaf.
  • Fast Metabolism: 2/4/8: the opposite of "yogi" above.
  • diseased: 1-20 points: like the "insane" disadvantage below, but for a physical ailment. For low level diseases (warts, genital herpes, whatever) you won't get anything but occassional social penalties. For more serious diseases, you can expect to get penalties to skill rolls/stats across the board. at 12 or above, you are contagious to other crew members merely by being around them. You may not take this disadvantage at 12 or above without GM permission.
  • Princess and the Pea: 4 pts: you cannot sleep unless you are in your own bed with everything "just so".
  • Deep sleeper: 1 pt: you may never make perception rolls when asleep, even if someone doesn't have stealth.
  • Immune-Compromised: 4 pts.: Your immune system sucks, perhaps due to genetics, perhaps due to some nefarious attack by a biological/chemical weapon, perhaps because you're like Nate's characters and sleep with too many hookers. Reduce your toughness by half (round down) for purposes of fighting off infections.

Mental

Advantages

  • Lightning Calculator: 3/6/9: at 3 pts, you can do geometry, algebra, and trigonometry in your head. At 6, you can do calculus, differential equations, etc. At 9 pts, you can do any mathematical problem in your head outside of those written by a mathematics professor specifically to stump you. You must have lighting calculator at 9 to have psycho-navigation.
  • Master Strategist: 4/8/12/20: for the first three levels, you gain one temporary fate point per session only for strategy or tactics rolls. At the 20 point level, you gain these three re-rolls, AND a permanent fate point in strategy or tactics that regenerates EVERY session. No more than one PC in a campaign may have the 20 point level (if he/she gets killed, too bad, Alexander the Greats aren't born every day).
  • Perfect Pitch:1pt:
  • Speed Reading: 2 pts: You can read at 10x the normal speed.
  • Eidetic Memory: 3/15 pts.: At the 3 point level, your memory is very, very good: you could draw a map from seeing it once, assuming you know how to draw and understand maps, or remember every name or number recited off a list in rapid succession. At the 15 point level, your memory is photographic and beyond: basically total recall. You can look at a page in a for an instant and then recite it verbatim. You can remember every face in a crowd that you have seen, given enough time, regardless of its size. You must have GM permission to take the 15 point level of this advantage.

Disadvantages

  • Forgetful: 5 pts: whenever your character has to remember something that the player has also forgotten, the character has forgotten even if the player is reminded out of character.
  • Slow: 8 pts: you may not make a roll for any intelligence based task without moving it one slot down the time chart.
  • Curious: 2/6 pts: at the two point level, this is a roleplaying thing. At the 6 point level make a cool roll or be compelled to investigate, push the red button, etc.
  • Insane: 1-20 pts: You have some sort of psycho-pathology. A minor phobia of snakes would probably be worth 1-2 points, whereas full blown schizophrenia or sociopathy would be worth 20. You may not take this disadvantage at 8 points or above without GM permission.
  • overconfident: 2 pts: this has no direct dice effects, and should be roleplayed

Technological

Advantages

  • Combat Technician: 2/4/8/6/10: for each level, add +1 to your character's attempts to repair SDC at the end of each ship combat round
  • Machine Spirit: 20/40/60/80/100: for each level, your character adds 1d4 to any technical raises made by him/her. This effect is reusable (ie, every turn this character operates a repair system/armor/just fixes shit, they get the bonus dice). When not in combat, EVERY technical roll made on the ship (by any character) gains +1 per level as long as the character is on board.
  • Technical intuition: 5/10 pts: at the 5 point level, you may attempt a jury rig roll on any mechanical/electrical item regardless of whether you understand it or have an appropriate skill. at 10 points, you may attempt to actually fix any mechanical/electrical item, using whatever skill comes closest.
  • Lovin' Care: 15 pts: With a successful appropriate skill roll, you may improve the quality of any item from either low or average to good.
  • Pit Mechanic: 5 pts: you may move one slot up the time chart (ie faster) without penalty.

Disadvantages

  • Caveman: 4/10/20/40: at 4 points, you are unfamiliar with fairly advanced tech: cybernetics, genetic mods, and ship AI. At 10 points, you're backwater: you can't take any 'modern' technical proficiencies, and can only work with tech at the level of about the 21st century level of complexity. at the 20 point level, you're illiterate, with all accompanying problems with your education. At 40 points, you were raised in a box, by wolves, what have you. You know nothing of technology that can't be constructed out of rocks and sticks. GM permission is required for the 20 or 40 point levels of this disadvantage.
  • Jargon: 2pts: your character is so obsessed with technology, particularly the internet, that your speech is littered with technical and obscure jargon. This may give you penalties or possibly even bonuses in some social situations, but it should be primarily roleplayed out.
  • Mad Scientist: 10 pts: anytime you fail a technical skill roll, it is considered a fumble as if you had rolled a "1". Roll on the fumble table for the effect (we will be using other fumble table(s) than those in the CP2020 book)
  • No Space Legs: 2 pts: your character becomes violently ill in zero-g, suffering -2 to all rolls and being generally miserable.

Background

Advantages

  • Grudge Borne Fury: 2/4/6: Against a foe type of your choice, your experience allows you to better predict the enemies actions. For each rank, add +2 to your effective tactics skill against that type of enemy.
  • Grizzled Veteran: 2/4/6/8/10: for each level of this ability, you gain +1 cool for Morale purposes only. You must have GM permission in order to take this ability above two levels.
  • Gunslinger: 8 pts: If you have the ambidextrous advantage, you may attack with two pistols and have it count as a single attack.
  • Natural Born Killer: 20 pts: your character may designate his shots as either AP or normal rounds (this is different from AP weapons), even if he/she does not have the appropriate ammo.

Disadvantages

  • Hunted: 2/5/8/11/15 : there is a warrant for your arrest/price on your head/longstanding grudge by somebody. The reason for this and the party involved is up to you and/or the GM. At two points, it's somebody who's an annoyance at best. at 5, their wimpy but potentially dangerous in the wrong circumstances. at 8 points, their about as bad ass as you, maybe a little more. at 11, they're nasty or have a lot of influence, and at 15 they're extremely powerful (the Aeneans, a megacorp, etc.). You must have GM permission to take the 15 point level.
  • Enemy: 2/4/6/8/10: having an enemy is different than being hunted. hunters are actively trying to get you, and they will definitely show up now and again to try and do that. Enemies just hate your guts and, given the opportunity, will make you miserable/kill you. The progression in power level is similar as for hunted, except that GM permission is not required for the 10 point level (it should be taken with caution, however.)
  • Debt: 2/4/8/12: at the two point level, the debt is fairly minor, but still outside your means unless you really make it big (on the order of a few thousand credits). You have some time to pay it off, although interest is accruing. At 4 points, the debt is significant and you can no longer afford to just pay off the interest. At 8 points, the debt is huge, but still monetary (tens of thousands of credits). At 12 points, you must restitute something incredibly valuable or rare (a precursor artifact, a ship, etc.), and you have to do it sooner rather than later. You must have GM permission to take the 8 or 12 point version of this disad.
  • Nega-rep: 1-10 pts: like the reputation background, but in the other direction. the higher the nega-rep, the worse it is and/or the more people know about it. The Twins is a big place, so you can always get away from it, at least for a while...
  • Amnesia: 4/8 pts: At the four point level, your memory of your history is either spotty or stops at some point in the past. At the 8 point level, you remember nothing of your life before starting to serve on the crew.
  • Dependent: 4/8 pts: You have a person/people that depend upon you in some way. You must make sure they are safe and well at the four point level; at the 8 point level, you have to support them financially as well.

Social

Advantages

  • Zeroed: 2/5/8 pts: at the 2 point level, add +2 to attempts by other characters to get info on the character in question. at the 5 point level, the character's secrets are impossible to discover, while common information is at +4 difficulty. at the 8 point level, there is no information on the character available anywhere.
  • Animal Magnetism: 3 pts: You automatically succeed on your seduction rolls against targets that have failed a carousing and/or resist torture/drugs (if appropriate) roll this scene.
  • Multiple Identity: 2/4/8/6/10: at 2 and 4 pts, you have either 2 or 3 identities, respectively, with full ids, addresses, credit cards, etc. At 6, you've got 5 identities. At 8 you've got a dozen. You must have GM permission to take six or more points in this ability.
  • Guardian Angel: 10/20 pts: this advantage is like the Mentor background, but murkier. At 10 points, there is some figure, who's identity you do not know, that looks out for you. You may define for yourself which arena of your life they tend to help out in (combat, finances, getting into glitzy clubs...), though they may make an appearance elsewhere. In general, they are a significantly powerful person, although they are limited by "normal" restrictions: ie, if they helped you out 2 days ago on Nestor 3, and then you pack up and fly to Diomedes, chances are very poor that they'll help you right away again. At 20 points, the guardian angel is almost supernatural: they are wherever you are and can pull out all sorts of crazy shit. Note that a Guardian angel doesn't *always* show up: they have their own agenda
  • Innocuous: 2 pts: You are a master of fading into crowds. You add +5 to your stealth in crowds.
  • Fashionable: 3 pts: Your character makes anything look good, and/or can turn any look into the new style. You may make rolls that involve looking good (personal grooming, etiquette, etc.) regardless of whether you have had time to prepare, supplies, etc.
  • Well-Connected: equal to your Contacts rating in pts: Normally, contacts are just that: people you have some sort of business relationship with. This advantage raises that relationship level just a bit: not to allies or friends, but your contacts like you, and may do you favors as long as you don't ask too often.
  • True love: 2 pts: in situations that involve your "true love" (this must be a sentient entity)you gain +2 to your cool stat.

Disadvantages

  • Slave: 5/10: at the 5 point level, the character is a freed slave. This carries social stigma and exposes the character to the risk of re-enslavement, since he has little in the way of identity. At the 10 point level, the character is an escaped slave.
  • Party Animal: 3/6/9: anytime you have the opportunity to engage in an activity that might require you to either make or resist a carousing and/or seduction roll, make a cool roll or dive right in. at 6 pts., you're at -1. At 9, you automatically fail unless you spend a temporary fate point.
  • Erased: 3 pts: This disad. works like zeroed, except that you don't have any identity-type information on yourself either. No photo ID, no credit card: every electronic record of you has been eliminated, at least the public ones. It differs from zeroed in that secret/police/corp records of you may still exist, and in that you have no proof of who you are, etc. either. This will significantly restrict the backgrounds you will be able to take.
  • Identity Theft: 2pts: There is someone out there who has stolen your identity. They're pretty good, so your attempts to block them have so far failed. Occassionally, things they did, or bought, or whatever, come back to you.
  • Outed Spy/Assassin: 8/6 pts: 8 points for spy, 6 for assassin. Whether it is true or not, somebody successfully accused you of being a spy or an assassin, two fairly notorious professions (another notorious job could be substituted here if you like). This disadvantage is similar to nega-rep, in that you've essentially got a bad rep. The major difference is that along with having the things you did (or that somebody says you did) be a source of potential enemies, some people will try to kill/blackmail/ruin/etc you just because of your supposed job.

Supernatural

Advantages

  • Daredevil: 3/6/9: for each level, you gain +1 to ANY skill roll in which you are attempting some sort of “death-defying” maneuver. If there is not serious risk to you or your teammates, this bonus will NOT apply.
  • Sanctity: 20 pts.: For whatever reason, people always assume the best possible motive for your actions. This doesn't mean that they fool themselves about what you did, just why you might have done it. This has no "hard", dice-rollin' effects on the game, per se, but is more of a roleplaying effect. Important note: Sanctity does NOT affect PCs.
  • Dangerous: 3/6/9: Something about you exudes threat. This is a mixture of reputation, status, and perma-intimidation. Any rolls in which being perceived as scary or violent might be beneficial receive a +2 per level. Of course, situations where this might not be so good get minuses as well.

Disadvantages

  • Laughable: 3/6/9: The opposite of dangerous. Even if you've got a bloody knife in your teeth and a shotgun in your hand, its hard for people to take you seriously. you get -1 per level to rolls where you are trying to be threatening (like intimidate) or powerful (like command).
  • Selfless: 10 pts: your character may never have fate points spent on him/herself (including his/her own fate points). The upside of this is that the character may spend his/her fate points on other characters. This disadvantage may only be taken if the character has at least a two in the storytelling attribute.

Equipment

Advantages

  • Attunement: 20 pts: Any piece of equipment you use is treated as if it were one level higher on the quality chart, maxing out at excellent. this effect only works for you.
  • Careful Maintenance: 6 pts: you may add 1 point to any reliability roll you are called on to make, unless the dice roll is a natural 1. This advantage should be appropriately roleplayed.
  • Pack Rat: 8 pts: Once a session, at the cost of a temporary fate point, your character may find (either in his bunk or on his person, or wherever) an item of his or her choice worth no more than 50 credits. The choice of item is subject to GM approval. This Advantage should be appropriately roleplayed.

Disadvantages

  • Electromagnetic Anomaly: 10/20: at the ten point level, your character's most valuable technological item breaks (but is repairable) at the end of every storyline/adventure. At the 20 point level, the item either breaks irreparably, or this effect occurs at the end of each session (!).
  • Superstitious: 5 pts.: the character suffers a -3 penalty to any actions performed with equipment that is not either explicitly his/hers or part of the ship loot (from the prologue only, not later acquired loot).
  • Snob 5/10/25/40: Each level raises the minimum quality of goods you will use: 5 for good, 10 for excellent, 25 for best, and 40 for custom. best and custom restrictio as disadvantages require GM permission.
  • Wasteful: 7/9 pts: your character may never have cash in his/her account or possession after leaving port (ie, all money must be spent as soon as it is acquired, at the earliest convenient opportunity): if the character has failed to spend it all, the rest of the money disappears, having been presumably spent on knicknacks, booze, gamblin' whatever. At the nine point level, the character must spend at least 50% of this money on one fairly specific activity (booze, hookers, gamblin', ammo, whatever). This specific activity is subject to GM approval.