Re: Rules & Other Important Stuff
Qualities and Drawbacks
Qualities are innate characteristics that give the character an advantage or positive trait. Drawbacks represent a character's flaws. When Drawbacks are acquired, the character gains extra points that can be used to buy Qualities or Skills. A 1-point Drawback will give you one more point to spend on Qualities or Skills. A 2-point Drawback will give you two more points, and so on.
Beginning characters have 20 points to spend on Qualities and are limited to 10 points in Drawbacks. While everyone should have a few points in Drawbacks, it's not always a good idea to max them out. Most characters will probably have less than 10 points worth of Drawbacks.
Some Qualities are package deals -- your character buys one Quality but gets a number of benefits, or some benefits and some downsides. Occult Investigator and Vampire are examples of package Qualities. Usually characters are limited to only one package Quality.
Below are the Qualities and Drawbacks I'll be allowing in this game. I know most of the players have access to Eden's Angel Corebook, so I'll just list those. I'll post brief descriptions of new Qualities and Drawbacks, or any that I've altered. If you see something you want to know more about, just ask. The Qualities and Drawbacks listed first are traits any character could possess, human or non-human.
Absent Minded: 1-point Drawback
Some people are a bit forgetful, especially in their old age. They periodically forget everything from appointments to names to daily rituals. At the Director’s discretion, a character with this Drawback must pass a Simple Intelligence Test to remember the information he needs to complete a skilled Task ("Now do I have to cut the red wire or the blue wire?"). If he fails the Intelligence roll, he fails the skill check, as well. The character can attempt another Intelligence Test every two Turns. If he succeeds, he has recovered the information from the depths of his mind, and is free to try to make an unimpeded skill Task.
Acute/Impaired Sense: 2-point Quality or Drawback
Addiction: Variable Drawback
Adversary: Variable Drawback
Ambidextrous: 3-point Quality
Ambidextrous Cast Members have a natural advantage in combat situations. This Quality provides one extra action at no penalty each Turn, if fighting with a weapon in each hand. The extra action can be used for attack or defense, but not both.
Archaic: 1 to 3-point Drawback
The character hails from a more primitive time, society, or point of view and lacks the comprehension that most take for granted. A character with this Drawback might be an ancient ghost, a faerie, or even a rural or backwoods human. This feature affects skills related to times after the character died, or matters with which they have no experience. Archaic characters are not moronic or handicapped; they simply lack the experiences or cultural references necessary to understand a society comprised of millions of people, advanced tools, and complex technology. A Ghost born in Pre-Christian Europe might know just as much about the bow as a modern man, but a rifle would be baffling.
Old: The character is unfamiliar with the workings or use of complicated modern technology like computers, cars, and electricity. He does not understand current political, social, or economic processes. Thus, he is wholly unfamiliar with the current rights of minority groups. Skill attempts involving these unfamiliar areas suffer a –1 penalty. This is a 1-point Drawback.
Ancient: The character does not know common tools of technology like pistols, or even crossbows. He is amazed by the intricacies of society, etiquette, complex economic transactions, banks, credit, etcetera. Skill attempts involving these areas suffer a –2 penalty. This is a 2-point Drawback.
Primitive: At this level, the character is only familiar with the most primitive of tools and societal concepts. Money, government, politics, and technology more complex than that found in the most backward of Middle Age communities are foreign to him. Skill attempts dealing with concepts and tools outside their era suffer a –3 penalty. This is a 3-point Drawback.
Artist: 2-point Quality
Athlete: 4-point Quality
Attractiveness: 1-point per Level Quality or Drawback
Born with a Silver Spoon: 3-point Quality
You have grown up among the rich and powerful, with a proper education. Add +1 to one of your mental attributes, as well as +1 to both of the Knowledge and Science skills to reflect your education. You are also aware of how to behave in more elegant social situations. This means you know how to act and fit in at high-class affairs, so add +1 to social rolls.
Brainiac: 4-point Quality
Bilingual: 1-point Quality
The character was raised in a bilingual household, and can choose a second native language. This does not apply to dead languages, such as Latin.
Bounty Hunter: 4-point Quality
Bounty Hunters don't track down people who have skipped out on their bail anymore. That job belongs to Bail Enforcement Agents. Today's Bounty Hunters have more in common with their wild west roots, except they don't go after run-of-the mill humans. The only targets they are permitted to hunt are supernatural. Bounty Hunters aren't licensed but, they do have to register with local law enforcement.
Bounty Hunters get a +1 to any three Attributes (the bonuses cannot stack on the same Attribute and humans cannot raise an Attribute above 6). They also get a +1 bonus to any two combat-oriented Skills (Gun Fu, Kung Fu, or Getting Medieval) and +1 to the Occultism Skill. On the downside, Bounty Hunters make enemies. They gain a +1 Adversary (to be defined), even if they are just staring out. This Drawback can be raised to reflect a seasoned hunter who has more of a rep.
Charisma: 1-point per Level Quality or Drawback
Charisma measures personal charm, magnetism, and leadership abilities. A character with a positive Charisma is well liked no matter how physically attractive. Low Charisma characters are avoided; they naturally antagonize those around them. Levels of Charisma are added to any Influence roll (thus, negative levels detract).
Clown: 1-point Drawback
Contacts: Variable Quality
Possible spheres of influence include (but are not limited to): Criminal; Financial; Governmental; Supernatural; Community (people in the neighborhood, bar owners, shopkeepers, local artists, etc.); Military; and Professional (a mentor, associate, colleague, etc.).
Cop/Ex-Cop/Detective: 4, 5 or 8-point Quality
Covetous: 1 to 3-point Drawback
Criminal/Wise Guy: 2 or 3-point Quality
Curious: 2-point Drawback
The character has an insatiable sense of curiosity and is drawn to investigate anything remotely interesting, mysterious, or unusual. The character must succeed at a Willpower Test in order to bypass interesting subjects. The test should be Simple or Difficult according to the Director’s discretion, depending on how "interesting" the object is.
Cursed: Variable Drawback
The character has been afflicted by a powerful curse, one that may haunt him until the end of his days. The actual elements of the curse, and how difficult it is to remove it, determine the point value of this Drawback. For the most part, it is the result of a misdeed the character committed in the past, and atonement for the misdeed is a major step (but may not be the only one) needed to remove the curse.
A curse of this magnitude is only possible for the worst crimes and injuries. The Game Master and the player may work together in deciding the origins of the curse, or the Game Master may craft it himself. In the latter case, the origin of and the solution to the curse should remain a mystery to the character.
Depending on its severity, a curse can be worth anywhere between 1 and 10 points. A 10-point curse would be a terrible thing, something that would utterly ruin any chance of the character leading a normal or happy life, or which might kill the victim at any moment. Some rules of thumb to determine the power of the curse are given below. As usual, the Game Master is the final judge as to what is appropriate to a campaign setting.
A major inconvenience or annoyance is worth 1 point. For example, the character seems to attract flies, fleas and vermin; milk sours quickly in the presence of the victim; little accidents plague the accursed one.
Something more dramatic and harmful would be worth 2 to 3 points. For example, people tend to be distrustful and angry at the character for no apparent reason (-2 to -3 on all attempts to influence people), or the character can never accumulate a lot of money without losing it (this would preclude any Resource level above 0). Alternatively, people around the character are plagued by small accidents and annoying incidents. In this case, personal involvement is as important as that of physical proximity. A close friend of the victim suffers from the effects of the curse regardless of how far away he is. By the same token, all the people sharing a subway car with the accursed person also suffer from it.
Severe or life-threatening curses will be worth 4 to 5 points. For examples, every day, an accident, mishap or random occurrence will endanger the character’s life -- a car skips a red light when the character is crossing the street, a gang shootout breaks out in front of him, or a similar dangerous chance event occurs. If the character is alert, he might survive the mishap without injury, but every day, he has to live with the knowledge that sometime, somewhere, something dangerous and terrible is going to happen.
The difficulty in getting rid of a curse may add 1 to 5 points to its value. If undoing or atoning for a past misdeed is the only requisite, no additional points are awarded. If the misdeed is not known, add 1 point, as the character must spend time finding out why he was cursed. If the undoing process is extremely complex, or involves illegal activities (in some cases, killing the one who cursed the character is necessary), add 2 to 3 points. If a long quest culminating in a difficult magical ceremony, divine intervention, or a similar extraordinary factor is necessary, add 4 to 5 points. Some curses cannot be removed by any means. This adds 6 points to the value of the curse, but no measure will be effective in eliminating it.
Daredevil: 4-point Quality
The daredevil lives on the edge. He might challenge a group of thugs, attempt some death-defying stunt, or otherwise act out of sheer abandon.
Daredevils get +1 Dexterity, +1 Willpower, +1 Acrobatics, one level of Hard to Kill, and Situational Awareness. They suffer Mental Problems (Severe Risk Taker). This means they do not hesitate to put themselves in danger, try outlandish plans, or attempt long-odds stunts. A Willpower (doubled) roll (with modifiers as the Director believes appropriate) needs to be made to avoid such situations. A character that plays true to form and forgoes his Willpower check should be rewarded experience points or Drama Points.
Demonic Tutor: 2-point Drawback
With enough trickery and lies, a young magician can be convinced to become the pawn of a demon. The demon usually tries to find some way to trick or coerce its student into performing progressively more questionable acts. Fighting the demon's demands is difficult, since it surreptitiously makes a pact with anyone it teaches.
Dependent: 1 to 3-point Drawback
Someone is reliant upon the character for a living, survival, or just emotionally -- perhaps a spouse, sibling, daughter/son, grandmother/grandfather, or even a ward. The dependent might suffer from age, infirmity, or emotional problems.
The frequency that the dependent is involved in the character’s life determines the point cost. If infrequent, 1 point is gained; if occasionally, 2 points. Dependents that require more time usually interfere too much with supernatural hunting activities. More than one dependent grants 3 points and one or another is involved (making them occasionally present).
Emotional Problems: Variable Drawback
Enchanted or Superscience Item: 2-points per level Quality
Your character is in possession of a powerful magic item or a wondrous superscience device. No character can start the game with an item more powerful than level six.
Enchanter/Superscienctist: 5-points per level Quality
A character with the Enchanter version of this Quality can create powerful items such as mystical talismans and magic wands; one with the Superscientist Quality builds wondrous freeze-rays, intelligent robots, and the like. A character cannot possess both aspects of this Quality.
Fast Reaction Time: 2-point Quality
Good/Bad Luck: 1-point per level Quality or Drawback
Hard to Kill: 1 to 5-point Quality
Haunted: 1 to 2-point Drawback
The character is haunted by a lost loved one -- be it friend, family, romantic partner, or mentor. Perhaps it is someone the character wronged or who blames the character for their death. It might even be a person the character killed. This spirit is tied to the character, follows him about, makes comments and observations, and is generally exasperating. Worse yet, the spirit cannot manifest or be heard by others. This is worth 1 point if the haunting is favorably inclined, but still nags or needles the character. It rises to 2 points if the relationship is more antagonistic.
Honorable: 1 to 3-point Drawback
Humorless: 1-point Drawback
Love: 2 or 4-point Drawback
This character’s love life can be summed up in a country music song. Love is available in four flavors:
Romantic Love: A Cast Member with this Drawback starts the game with a relationship, or develops one shortly after the game begins (usually during the first or second Episode). Reciprocation may or may not occur. Whenever the character must choose between his heart and his head, he makes a Willpower (not doubled) roll at a -3 penalty. This Drawback is worth 2 points.
Platonic Love: This encompasses the love of family, friends, and others in a non-romantic way. Typically returned in kind, it can be dramatic nonetheless -- say when protecting one's beloved sibling at risk of one’s own life or mourning the loss of a loving grandfather. Platonic Love requires the same Willpower rolls as Romantic Love. This is a 2-point Drawback.
Unrequited Love: Unrequited Love dooms the character to be forever pinning over his one true match. Perhaps one or the other is previously engaged or already married, or the couple comes from widely disparate cultures, or maybe the object of affection simply fails to harbor the same depth of passion. Unrequited love is ofttimes an inspiration for poets and others of artistic temperament. This is a 3-point Drawback.
Tragic Love: As any of the above loves, but any relationship is destined to end badly. Either something ill happens to the character’s beloved, or the character tends to become passionate about miscreants. Tragic Love can be a good source of Drama Points and is a 4-point Drawback.
Magic: 5-point per level Quality
While anyone can cast a spell, provided they have the proper tools, characters with the Magic Quality have a much greater chance of success. A character’s Magic Quality levels are added to his spell-casting rolls. Magicians cast certain spells faster than normal, allowing them to actually use magic in the middle of a combat.
Supernatural creatures possess Innate Magic rather than levels of Magic. Learning to cast magic like humans is counter-instinctual for supernatural beings. Thus, Magic costs them 2 extra points per level (a total of 7 points per level) and cannot be purchased above level seven.
Any being with Magic gains the Supernatural Senses (Lesser Sensing) ability and may add his Magic Quality levels to any Perception roll using that power.
Magical Family: 0 to 2-point Quality or Drawback
Your character has magical relatives, she might come from a long line of witches, or she might have an aunt who dabbles in the occult. The cost of this Quality depends on exactly who the relative is. It's free for Characters over 18, as long as they possess at least one level of Magic Quality. Characters this age or older must provide their own books by purchasing the Occult Libray Quality separately.
Magical Group: Variable Quality or Drawback
Magicians often work together -- from technopagans who work spells on the net to vile cults that summon demons. The cost of belonging to one of these groups depends on the nature of the group. Contact the GM for details.
Magic Magnet: 2-point Drawback
Your character attracts spells and magical energy -- basically she is a lightning rod for the arcane. If any sort of spell backfires and affects the wrong target, it hits her. These effects are rarely directly harmful, but she could end up invisible or with rabbit ears.
Magical Philosophy: 4-point per level Quality
Prerequisite: Magic
Not all spell-casters are cut from the same cloth. Magical Philosophy represents the various approaches to magic based on differing systems of belief, practice, or effect. Some are tied to faith in various Gods, spirits, or one God. Others are divorced from religion and more mundane, even scientific. Still others are concerned with inner spiritual development. Taking philosophy into consideration, the magician should be able to cast certain spells easier, although others may be denied to him for the same reason. A magician may learn more than one Magical Philosophy. The first one will cost 4 points, any subsequent Magical Philosophies will cost 6 points.
The individual philosophies are addressed in more detail in the thread titled Magic. Here is a summary:
Alchemy: Alchemists are able to make alchemical elixirs that impose baleful effects on their target or imbiber.
Cabbala: Cabbalists study the Torah and the bible to learn magical words and phrases.
Diabolism: Diabolists follow one of the rare pure evil philosophies and thus are not suitable for Player Characters absent special circumstances. They are demon or evil spirit worshippers and devotees to dark magics that destroy mind, body, and soul.
Divination: Diviners read the future by consulting tarot cards, tea leaves, or a person’s palm, cranium, or astrological chart.
Elementalism: Elementalists envision all things comprised the four or five classical elements: Air, Fire, Earth, Water, and either Aether or Wood.
Gnostic: Gnosis means "to know" and gnostics seek to know or understand the universe through magic.
Nature: Nature followers use various herbs and plants to brew tinctures of any spell that affects, or is centred about, the person drinking the potion.
Necromancy: Necromancers summon and compel the dead: skeletons, wights, and zombies. This is a rare philosophy, usually perceived as evil, and generally unsuitable for Player Characters. Although "good" necromancers are certainly plausible, the corrupting nature of death magic tends to wear down even the most virtuous magician.
Runic: Runic magicians specialize in the magic of runes, etchings, and symbols. A known spell may be etched onto a stable, relatively non-fragile surface such as a small stone, piece of wood, or even a wall or tree (glass, parchment, or cloth is insufficient).
Solomonic: These worthies are able to bind demons, ghosts, and other spirits to objects through the various seals of King Solomon.
Theomancy: Theomancers are priests or those in service of some deity or higher power.
Mental Problem: 1 to 3-point Drawback
In addition to those listed in the Angel Corebook:
Intolerance: The person is prejudiced against another group of beings. Maybe he despises a certain religious outlook, ethnic group, social class, the opposite sex, foreigners, or even those hailing from different parts of the home country. The player should determine how or why this intolerance came about, but also make sure it does not create undue friction within the circle of Cast Members. One vampire character and another with a Deranged, or possibly even Severe, level of hatred of all vampires could make for a poor role-playing situation.
Naive: 2-point Drawback
The character is inexperienced in the ways of the world and is easily led astray or influenced by others. He suffers a -1 penalty to any roll concerning societal matters, criminal activity, or information that an isolated or sheltered person would lack. Anyone trying to influence him enjoys a +2 bonus to such rolls unless obviously hostile.
Natural Toughness: 2-point Quality
Nerves of Steel: 3-point Quality
Nosy Reporter: 5-point Quality
The truth is out there, and if your Character has his way, it’s going to be on the eleven o’clock news. Your character has an uncanny ability to pry into other people’s business and make it public knowledge. It doesn't make him many friends, but he gets his name in the papers a lot. Of course, reporters in a world filled with vampires and demons soon discover the world is a very dark and complex place, and that most newspapers and TV stations cannot handle the truth. Might be time to open a rogue website and spread the news yourself.
Nosy Reporters get a +1 to both Intelligence and Perception, +1 to the Notice skill, and +1 to a Skill related to their field (crime reporters get, duh, Crime, while a political beat type raises his Knowledge Skill). Your Kolchak also gets 2 points worth of Contacts to represent assorted sources of information.
On the minus side, these characters cannot restrain their innate inquisitiveness, and they almost always end up in trouble. Whenever your character tries to resist his curiosity (deciding that, for example, meeting alone with an unknown source at midnight in the cemetery might not be a good idea), he must make a Willpower (doubled) roll.
Obligation: 1 to 3-point Drawback
Obsessive-Compulsive Disorder: 1 to 4-point Drawback
Characters with this Drawback display some sort of obsessive behavior. This could be anything from constant hand washing, to kleptomania, to hoarding, to the need to always go out the same door the character came in. At the time of purchase, select the nature of the character’s obsessive-compulsive behavior. The level of the disorder reflects the number of Success Levels the character must achieve on a Difficult Willpower Test to resist the obsession when it comes about.
Occult Investigator: 4-point Quality
Occult Library: Variable Quality
In the fight against the supernatural, it's not always who you know that matters, it's what tomes you have access to.
Minimal: Your character has one book on the occult, and maybe a few scribbled notes his uncle left behind. The book has some 4-13 spells (the Director secretly rolls a D10 and adds three to the result); four are known to a magical owner at the game’s commencement. Each time the character researches a spell successfully, scratch another off. Eventually, he exhausts the spells in that tome. One book is insufficient to cover the range of supernatural creatures, so occult research rolls suffer a –3 penalty. This level costs 1 point.
Good: The character has a modest occult library with several books on assorted esoteric subjects. No bonus is gained for occult research rolls, but the various tomes hold 7-16 (D10 + 6) spells, six of which are known by the arcane owner straight away. Cost is 2 points.
Impressive: This highly satisfactory collection includes some very rare tomes of hidden lore. Rolls to identify creatures and occult topics gain a +1 bonus; as many as 20 (D10 + 10) spells can be researched. A magical possessor starts the game with eight spells. Cost is 3 points.
Amazing: Research rolls enjoy a +2 bonus; as many as 30 (D10 + 20) spells can be found, including some rare and unusual magics. A character with such a library should have a minimum Occultism 3 unless he simply collects the books for the gruesome illustrations they feature. Those of an arcane bent blessed with this collection begin with eleven spells. This costs 5 points.
Outcast: 2 or 3-point Drawback
Photographic Memory: 2-point Quality
Physical Disability: Variable Drawback
In addition to those listed in the Angel Corebook:
One Eye: This affects depth perception, and results in a -2 penalty to melee combat-related tasks and skills requiring hand-to-eye coordination (acrobatics, painting, driving, and so on). During ranged combat, the penalty is increased to -3. This is a two-point Drawback.
Priest Quality: 5-point Quality
For centuries, Priests have done their part trying to keep minions of hell at bay - either by making holy water or exercising demons.
As a priest you gain +1 to any two Mental Attributes (the max is still 6 for humans). This is to reflect the mental discipline and time spent studying to become a priest. Priests also gain + 1 to Knowledge, +1 to Language (either Hebrew, Arabic, Latin, or Greek), and +1 to Occult. This also is to reflect the time spent studying to be a priest and the secular text studied.
Priests also have 4 levels of Good Luck. On the down side, religious devotion requires much of you and your time. Priests have the Drawback Obligation (minimal), as they are free to leave the cloth at any time they desire. They also have the Honorable (rigid) Drawback resulted from their personal devotion to their path. The faith also teaches that all the supernatural is evil and must be destroyed. This is represented by the Delusion (All Supernatural is Evil) Drawback.
So, to list it all at once, Priests receive +2 Mental Attribute, +4 Good Luck, +1 to Knowledge, Language, and Occult. Yet, they suffer from -3 Honorable and a –2 Delusion. Sitting in the middle of all of this is their 0 level Obligation and their ability to make holy water (we’ll call that a +1 perk).
Privileged Family Upbringing: 4-point Quality
Sometimes your family name will get you help from others of your social class. Your greater education gives you a +2 to Knowledge. You also gain one level of the Resources Quality for no additional cost. A player may take both this Quality and the Born with a Silver Spoon Quality.
Recurring Nightmares: 1-point Drawback
Reputation Good/Bad: Variable Quality or Drawback
You are known for something you've done (or are thought to have done). If it is a good thing, this is a Quality; if it isn't so good, this is a Drawback. Note that among some criminals and general bad guys, a bad reputation can be an advantage.
Scandalous: Influence rolls with those who know the character suffer a –4 penalty. Authorities view him with suspicion, do not offer aid, and may try to hinder him. Even contacts are less willing to aid the character. A Scandalous Reputation is a 4-point Drawback.
Bad: Influence rolls suffer a –2 penalty. Authorities are less likely to trust him, but are not automatically hostile. This is a 2-point Drawback.
Good: Influence rolls with those who recognize the character gain a +2 bonus. Authorities view him favorably. Good Reputation is a 2-point Quality.
Stellar: Influence rolls with those who recognize him gain a +4 bonus. Authorities are likely to give him every possible aid and assistance. Even contacts are more favorably inclined. This is a 4-point Quality.
Resistance: 1-point per level Quality
In addition to those listed in the Angel Corebook:
Fear: Each level of this Quality adds 1 to the character's Fear Tests versus natural or supernatural sources (to a maximum of +4).
Resources: 2-point per level Quality or Drawback
Rival: 1 to 3-point Drawback
Certain individuals or organizations, although not out to harm a character, nevertheless wish him less fortune. They might be competing over a job, love interest, professional fame, notoriety, or something else. A Rival impacts on the character’s life more frequently than an Adversary. A Rival single individual (of similar capabilities to the character) or a very small organization is worth 1 point. Someone more competent or a modest sized organization is worth 2 points. Finally, those significantly more competent than the Cast Member, very well known and of high status with great influence, or an extensive organization, are worth 3 points. The Rival could be devised by the player or entrusted to the Director to elucidate.
Secret: 1 to 3-point Drawback
Showoff: 2-point Drawback
The whole world is the Showoff's audience, and he loves to perform for it. He never misses a chance to cast the spotlight on himself or his accomplishments, while quickly excusing or covering up his mistakes. A Showoff loves to get public acclaim, or at least the respect of his peers. Most of the time, he simply makes sure people notice him, but on occasion he might try a bit too hard to attract attention to himself and his deeds. This Drawback is slightly more complex than the Covetous: Conspicuous Drawback, and the Showoff is less likely to betray his principles in order to hog the spotlight.
Situational Awareness: 2-point Quality
Worldly/Well Educated: 1-point per level Quality
The character is either worldly-wise, or received an advanced education at college. For each point spent, the character gains two skill points. In addition, the character receives a one-point per level Contact representing ties to the faculty at his old alma mater or with those met in his travels. These Contacts recognize the character and are favorably inclined to aid them with information if the request is not too outlandish or extensive. A one-point per level Obligation to the same Contacts exists as the character is expected to return the aid or information at the same level. No character can purchase more than three levels of this Quality.
This message was last edited by the GM at 19:34, Mon 08 Apr 2013.