Steve Schrader's Blog

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21

Feb

by John

Cost: Varies depending on the number of allies you have, their relative level of power, and the frequency with which they show up to help you out of a jam.

Description: You have someone or something that helps you accomplish your goals.

Specifics of your ally:

# Involved CP   Power CP   Appear (on 3d6) Multiplier
1-2 0   Average 0   15 or less x4
3-5 5   Above Average 5   10 or less x2
6-20 10   Very Powerful 10   7 or less x1
21-100 20   Extremely Powerful 15      
101+ 30   Unearthly Strong 20      

Example: In his youth, Loren was responsible for saving a man’s life. The man (0 CP) has sworn to devote his life to helping Loren, and has spent the past few years becoming a very capable swordsman (10 CP). He helps Loren at every opportunity (x4 multiplier). Brian’s support has cost Loren 40 (0 + 10 x 4) CP.

2

Nov

by steve

Cost: 5 CP/level

Description: You can create items on the fly with odd bits of stuff that you find laying around. Think MacGyver.

Benefit: While most people have Skills to build particular items (e.g., see the Build/Repair Weapons, Build/Repair Vehicles Skills), you are able to build just about anything. When trying to create an item, you may roll as many times as necessary until you succeed (few are successful the first time the craft a new item). The GM will decide how much time each attempt occupies, considering how difficult your task is. The modifiers below will help the GM identify applicable time considerations.

Typical modifiers to this Ability:

  • Complexity of item being created
  • Availability of raw materials
  • Availability of tools
  • Time needed and available
  • Working under pressure
  • Size of item being created

Example: Morris, a level 6 Gadgeteer, has been captured, and is being held prisoner in the high tower of his arch rival Sir Chalmsey. He needs to create something to help him escape from the tower. To his advantage, Morris has all the time he needs. However, his disadvantages are plentiful, primarily including the near absence of materials and tools, and the fact that he is observed at random intervals. With all this in mind, the GM decides that severe penalties are called for, and assigns a penalty of 5 levels to his Ability (meaning Morris may roll but a single die to check for success). Furthermore, given the difficult nature of the task, the GM tells Morris that each attempt will take him one week. Twice in succession, Morris gets no successes, and fails, but on the third try, he gets a single success. It has taken Morris three weeks, but he has created a device that is just capable of bending the bars in his window apart far enough to let him squeeze out, and a rope that will support his weight to let him descend safely to the ground.

7

Sep

by steve

Cost: -5 CP/level

Description: You love to take risks. If there is not some risk, then the activity is boring and isn’t really worth doing.

Detriment: For any activity with penalty dice attached, you must make a Will roll to resist trying it. In general, you receive the same number of penalty dice on your Will roll (TN=4) as are attached to the activity itself. Note: The GM should keep in mind that the risk taker is not foolhardy or suicidal. If they truly believe that the action is unattainable, they do not have to try it. One way to handle this is to secretly make a Skill roll with bonuses and penalties the character believes will be involved. This may be different from bonuses and penalties that are actually involved. If they achieve a Success, they believe that they can succeed.

Typical modifiers to this Disability:

  • Perceived ramifications of failure
  • Actions of others (e.g., “egging on”, talking out of)

Example 1: Kevin has a Will of 6 and Living on the Edge at level 4. His Company has come across a deep chasm, across which is an ancient rope-and-plank bridge. It looks none too steady, but someone has to cross to make sure it’s safe. There are plenty of modifiers going on. For a start, because failure to get across would result in the Company having to go miles out of their way, and because several of Kevin’s buddies are urging him to give it a shot, the GM assigns 2 bonus levels to his Disability. The GM then rolls 6 dice for Kevin’s Will + 2 penalty dice (threat of death if the bridge fails) = 8 dice (top 2 ignored). Kevin only manages 3 Ss on this roll, far less than the 6 Ss required, so the GM tells Kevin that he does not believe the action is possible. It’s up to Kevin whether he tries or not.

Example 2: Same scenario, but let’s assume Kevin got 6 Ss on his Will roll. He believes it is possible to cross the bridge alive, and the danger makes it attractive. Kevin must now make a Will roll to try to resist making the attempt. He will use the actual number of penalty dice for the activity as penalty dice to his Will roll. Kevin rolls 6 dice for his Will + 4 penalty dice (he didn’t know about the sabotaged rope, so the GM didn’t include them on the secret roll) = 10 dice (top 4 ignored). He achieves 4 Ss, which is below his Will level (6), so Kevin must attempt this crossing.

23

Jun

by steve

(5 points/Level). Some people are naturally attuned to the metaphysical world than others. Each level of Association gives you + 1 die to any spells that you perform (Note that this allows you to cast a spell when you have a skill of 0.). there are actually many different forms of associations, in fact as many associations as there are runes. Some of the more common ones are listed below:

  • Pyrokinetic-Heat
  • Cryokinetic-Cold
  • Photokinetic-Light
  • Scotokinetic-Dark
  • Sensitive-Sense
  • Telekinetic-Move/Hold
  • Channeler-Spirit
  • Necromancer-Death
  • Healer-Heal

23

Jun

by steve

(VAR). You carry an unreasonable fear of some things. When you are close to the object of your fears you become very frightened. You will have to make a will roll to keep from "freaking" out. the target number depends on the proximity of the phobia.

On you 6
Within 4 meters 5
4 to 9 meters 4
9 to 16 meters 3
16 to 25 meters 2
25 to 36 meters 1

Each time the character comes into another range band reroll for the person to master his or her phobia. the effects of these are not cumulative; however, changes to your Will will affect your next will roll. Also, you only need to make a Will roll once within any given range band. the effect of missing the will roll depends on the amount that you missed by.

Effects:
For each success missed: -1 to all skills
For each 2 successes missed:-1 to all attributes
For each 5 successes missed: the character develops a personality shift (see below) to handle the situation.

If any any stat is temporarily reduced to 0, then you have passed out for 1 – 6 minutes, unless treated. If the character is prone to personality shifting during stressful conditions, the presence of the phobic item is stressful. In this case, roll for the personality shift, and if that does not take place then roll for the phobic reaction. Note: that it is possible to block the effects of a phobia by berserking (or other personality shifts. this was intentional.

Phobia List

Demophobia (crowds) (-10 points/Level): Any group of over a dozen people sets off this fear unless they are all well-known to you. Add 3 to your level if the crowd is large (100 or more).

Scotophobia (darkness) (-5 points/Level): You are afraid of going into dark places.this fear will manifest any time you try and enter a dark place.

Necrophobia (death and the dead) (-5/Level): Death and dead things scare you. Creatures of your own species add 2 to your level; creatures of other sentient species add 1; non-sentient creatures’ bodies subtract 1 from your level. Also, any animated body adds 1 to your roll (this includes apparent ghosts).

Rupophobia (dirt) (-2/Level): You hate to be dirty or be near filth. this roll is needed whenever you are asked to do a job that will require you to get dirty.

Claustrophobia (enclosed spaces and areas) (-5 points/level): You are extremely afraid of being entrapped in an enclosed area. this particular phobia will crop up in any small place where you do not have room to move. Included are large crowds where you can not move (such as being in the first row of a rock concert), a small restrictive tunnel, or in a particularly thick group of trees.

Acrophobia (heights) (-5 points/Level): You are afraid of falling from high places. this includes the top of buildings without railing (or flimsy) railings, or in trees.

Entomophobia (insects) (-2 points/Level): You are afraid of bugs. this generally includes any crawling or winged insectoid or arachnid. Arachnophobia would only cost -1 point/Level. Big bugs (> 2 inches) add 1 to your level, and huge bugs (> 1 foot) add 3 to your level.