Desvantagens só dão ponto se tiverem algum efeito mecânico. Mas é do interesse do jogador escolher Desvantagens para o personagem, não só para caracterizá-lo melhor, mas também porque essa é uma oportunidade para ganhar Drama Points.
ACUTE/IMPAIRED SENSES
3-point Quality/Drawback
Characters with this Quality have one sense that is more (or less, if it’s a Drawback) refined and sensitive than the rest. In game terms, there are four (rather than the normal five) senses: Hearing, Scent/Taste (they use the same receptors, so they are bundled up into one sense), Touch, and Vision. When bought as a Quality, an Acute Sense gives your character a +3 bonus to any PER-related roll that relies on that sense. If acquired as a Drawback, Impaired Senses give a similar -3 penalty to Perception-based rolls. Some Impaired Senses (hearing and sight in particular) can be easily corrected by glasses, hearing aids, or cybernetic replacements. If the impairment can be eliminated by the use of such devices, your Director will reduce the value of the Drawback to one character point - the character is still at risk should he lose his corrective device.
AMBIDEXTROUS
2-point Quality
Ambidextrous characters can use either hand with equal proficiency and can often coordinate two separate tasks with each hand. This Quality eliminates the -3 penalty for using your off hand.
ARTEFATO
Variable Quality
Artefatos são itens mágicos. São construÃdos com as mesmas regras que Dons, mas usam a falha Removable ou Easily Removable. Artefatos podem ter mana próprio (1 ponto para cada 5 de mana) ou serem energizados pelo mana pessoal de seus usuários, caso estes sejam magos ou sobrenaturais. Artefatos que podem usar as duas fontes requerem um modificador de 1 ponto flat. Em Superfan Redux, não há produção em série de itens mágicos -- o jogador deve dar um nome e criar uma história pregressa do(s) artefato(s) de seu personagem.
ATTRACTIVE
1-point/level Quality or Drawback
Despite its, this Quality does not reflect physical attractiveness only, but rather charisma, personality, etc. The average being has an Attractive of 0, with it typically ranges from -3 to +3 in humans.
CONTACTS
1-point/level Quality
This Quality gives one’s character access to those people in the right social circles. The more helpful the contact is the higher the Quality’s point value. For any and all Contacts the GM determines whether he’s available at any given time, and no they’re not waiting around for the character’s message or visit; they have lives of their own. Generally, the more times a character has to reach or get word to his Contact the more likely the Contact comes through. Contacts could be anyone with the inside track in their area, or anyone who at least claims to have the inside track. One should pick a sphere of influence for a character’s Contacts from the following: Criminal, Financial, Governmental, Military, or Force. Listed below are some suggestions.
• Criminal: Local tavern bartender, thug, bounty hunter, fence, smugglers, etc.
• Financial: Banker, money lander, wealthy merchant.
• Governmental: royal aide, minor noble, bureaucrat, academician, etc.
• Military: admiral, general, officers, troopers, mercenaries, etc.
• Magic: wizard, supernatural, , etc.
A Contact that only provides hints, rumors, or gossip costs one point. If the Contact usually provides reliable information and helps the character out in small ways (offering a ride, letting the character spend the night over, or getting information on somebody), this Quality costs two points. Actual allies who help the character in any way can run three to five points depending on the Contact’s resources.
FAST LEARNER
3-point Quality
You learn very quickly, and pick up on new things faster than most do. You gain one extra experience point at the conclusion of each story (not each game session).
FAST REACTION TIME
2-point Physical Quality
Most people freeze when something bad is about to happen, but not someone with this Quality. In combat (magical or mundane) or other physical confrontations, characters with this Quality gain a +5 bonus for Initiative purposes unless they are caught completely unawares, such as being surprised or asleep. Because they are fairly immune to the “freeze” factor in dangerous situations, Fast Reaction Time chaps also gain a +1 bonus on Willpower Tests to resist fear.
HARD TO KILL
1- to 5-point Quality
Characters with this Quality are tougher than nails (and presumably much bigger). Even after they are severely wounded, medical attention has a good chance of reviving them, scarred but alive. This Quality is bought in levels. Level five is the highest possible for human beings; aliens can have more levels. Each level of Hard to Kill adds three Life Points to your character’s Pool. Additionally, each level provides a +1 bonus to Survival Tests.
INCREASED/REDUCED MANA POOL
1-point/level Quality or Drawback
For every level in this Quality, you gain 20 extra points in your Mana Pool. As a DRawback, it cuts 20 points from your Mana Pool for every level. The GM may limit the number of levels that can be bought.
INTENSIVE TRAINING
3-point/level Quality
A character with this Quality has dedicated a large amount of time into perfecting herself. Each level grants one point per level of INT to put into skills, to a maximum of 4 per level. The GM may define a cap for the number of Intensive Training levels that can be bought, such as the character’s WILL.
HUMORLESS
1-point Drawback
Some people just lack the ability to laugh at life and take everything with the utmost seriousness. This individual would find other people’s attempts at humor wasteful or annoying. Most people find this facet of his personality to be unattractive or bothersome. In cases where humor or a light-hearted tone would work best, the Humorless character gets a -1 on any roll for social skills (such as influence) or qualities (such as Attractiveness or Charisma).
LIFE EXPERIENCES
Variable Quality or Drawback
The character is a young or old. Whichever the case, his initial character-point distribution is skewed. Each level of this feature roughly corresponds to a decade of life, stretching from childhood to old age.
• Young Adult: The character is 13-17 years of age. Society considers him to be a young adult. This grants -1 Strength, +1 Dexterity, -1 to any mental Attribute, -4 Skill points. This is a five-point Drawback.
• Adult: From 18 to 29, this character has zero levels of Life Experiences. He is fully competent and without hindrance. No points are lost or gained.
• Established Adult: From 30 to 39, a character comes into his prime. He adds +2 Skill points, and +2 points for Knowledge Types. Because the character has witnessed some hardships, he gains +1 to non-supernatural Fear Tests. This level costs four points.
• Older Adult: From 40 to 49, the character enjoys +1 Willpower, +4 Skill points, and +2 points for Knowledge Types, but loses a bit physically (-1 to Dexterity and Strength). He gains +2 on non-supernatural Fear Tests. This level costs five points.
• Elderly: Upon reaching 50 or older, characters have lived significantly beyond expectations. They suffer -1 to each physical Attribute, -1 to Initiative, +1 Willpower, +4 points for Knowledge Types and +4 Skill points. To survive this long, they must been a member of the upper classes or otherwise highly valued by those around them; they gain one level of Reputation. This is a five-point Quality.
Life Experience bonuses cannot raise an Attribute above the species maximum nor take it lower than one. Should a character change levels during the course of a campaign, the old level’s adjustments are removed and the new one’s applied. In general, this should not require experience point expenditure.
LITERATE
1-point Quality
Your character knows how to read and write, a skill that is not very common in the world.
LUCK
1-point/level Quality or Drawback
Each level of Luck counts as a +1 bonus (or -1 penalty) that can be applied to any roll, after the die is cast, once per game session. Multiple levels can be added together for a big bonus on one roll, or spread around several different actions. For example, if your character has three levels of Good Luck, he can get a +3 bonus on one action, a +1 bonus to three actions, or a +2 bonus for one and a +1 bonus for another. With Good Luck, you decide when it comes into play. Bad Luck, however, is in the hands of your GM, who chooses when it affects a given roll. Say Jenna has a two-point Bad Luck Drawback.
NATURAL TOUGHNESS
2-point Physical Quality
This character is thick skinned, and we’re not talking about his attitudes. He has four points of Armor Value against blunt attacks such as fists, truncheons, and the like. Stab and slashing attacks are unaffected. This Quality is common among professional pugilists, bouncers, and bodyguards.
NERVES OF STEEL
3-point Mental Quality
A character with this Quality is almost impossible to scare. Whether he is too dumb or too stubborn is open to question, but he remains unruffled even in the face of unspeakable horrors. The character gains a +4 bonus to all Fear Tests and is immune to Natural Fear, though Supernatural Fear is still enough to somewhat unsettle them.
OBLIGATION
Variable Social Drawback
With some rights come the accompanying duties. The following Obligations must occur in various degrees and grant a number of points depending on the strictness of its dictates. Members of secret societies or special agencies often have an Obligation to their group. Failure to fulfill one’s duty can lead to trouble, such as a demotion, loss of job and health benefits, harsh words etc. Sometimes it can even be downright dangerous to say “no” to one’s betters.
• Minimal: Obeying the basic precepts of the organization or creed and not betraying its members are the highlights here. This is worth no points. The typical member of a street gang of children would fall under this type of Obligation. He could refuse to fight and walk away at any time as long as he could find another place to flop.
• Important: There is an expectation for the character to routinely risk himself for the organization, and go above the basic precepts of the membership. An Important Obligation is worth one point. A typical planetary security officer has this level of Obligation.
• Major: The character places the welfare of the organization above even his own. He is always on call and does not have time to pursue a normal job (unless it’s a cover for the real assignment), or have much of a personal life. The penalties for disobedience or selfishness are severe, and may include death. This is worth two points. An Army or Naval officer in the service of the Republic/Empire is at this level.
• Total: This character must be totally devoted to the group. He is even expected to die for the organization should that be necessary. Missions are extremely hazardous. He is constantly in danger of imprisonment, torture, or execution. This is worth three points. This level is common for many secret organizations.
PHYSICAL DISABILITY
Variable Drawback
The character is the victim of one of life’s hideous twists, crippled by accident, disease, or birth defect. He may suffer from limb loss, spinal column damage, or any number of tragic impairments. Here’s a basic rundown. Alternatives should be variations on these descriptions.
• Blind: The character cannot see anything. One needs PER and Notice rolls (modified by Acute or Impaired Hearing) to find a target in combat and even then attack and defense rolls are at a -5 penalty. This is an eight-point Drawback.
• Missing or Crippled Arm/Hand: The character cannot use the hand in question to grab or hold objects. Any task requiring two hands is at a disadvantage (-3 or worse) or simply impossible. This is a three-point Drawback. A character with a prosthetic hand can overcome some of these problems, reducing the Drawback to a one-point value.
• Missing or Crippled Leg/Foot: One’s character is unable to walk or run normally. With the help of crutches or a cane he can move at up to one-third normal speed Hand-to-hand combat rolls are at a -2 penalty. This is a four-point Drawback. Prosthetics, such as newer cybernetic legs, can eliminate the problems. This reduces the Drawback value to one point.
• Missing or Crippled Arms: Both arms are missing or crippled. Your character cannot use any tools normally. Some people with this handicap have learned to use their feet with great skill to compensate for their loss, but it’s still no picnic. This is a four-point Drawback.
• Missing or Crippled Legs: Your character is unable to walk. Without the help of a wheelchair, the best he can do is crawl or roll on the ground. This is a four-point Drawback.
• Quadriplegic: Paralyzed from the neck down, almost all physical activities are impossible for this character. A special wheelchair, operated with the neck or mouth, can help him move around (if the unfortunate has access to such instruments). Someone needs to take care of his basic needs, from feeding to changing. This highly debilitating trait is an eight-point Drawback.
RESISTANCE
1-point/level Quality
This ability allows your character to fend off the effects of a particular type of harm. Each different type of Resistance Quality must be purchased separately. Some examples are presented below, but others may be devised by you or your Director.
Age: The character better withstands the ravages of time on his body. For very 10 full years after 30, a character is required to subtract 2 levels from his Attributes. This 10-year interval is increased by the Resistance (Age) Quality. Every level of this Quality adds 1 year to the interval. So, a character with Resistance (Age) 1 would subtract 2 Attribute levels every 11 years after 30, while someone with Resistance (Age) 5 would do so only every 15 years.
Magic: The character is able to resist magical effects and supernatural abilities. She adds her Resistance level to any rolls against being controlled, dominated or affected through mystical means.
Pain: Each level of this Quality reduces the penalties associated with severe wounds, and adds to Willpower and Constitution rolls to stay conscious or fend off death when severely injured.
Poison/Disease: Your character has a cast-iron stomach and a overactive immune system; add the level of this Resistance to any Constitution rolls to resist the effects of poison or disease. At your Director’s option, this may be two different Qualities – one for poison and one for disease.
SITUATIONAL AWARENESS
2-point Quality
The observant almost always know what is going on around them, and can react with uncanny quickness if necessary. This character gains a +2 bonus to any Perception-based rolls to sense trouble or danger in his immediate surroundings. It’s also very hard to sneak up on this character or surprise them, -2 to any other character or monster’s attempts to do so.
STATUS
1-point/level Quality
Status é o seu lugar na hierarquia social de Aldorin. Manter-se no seu patamar social requer gastos e cada nÃvel listado abaixo inclui o custo de vida mensal básico daquela posição em peças de prata. Os nÃveis mais altos tendem a gastar bem mais que isso para não terem a fama de pães duros. A diferença positiva entre nÃveis sociais conta como modificador para rolamentos de influência.
NÃvel | Posição | Custo mensal (pp) |
---|
0 | Homem livre | 1 |
1 | Escudeiro, capitão, mercador | 2 |
2 | Guarda Real, cavaleiro, burgomestre, grande mercador | 4 |
3 | Capitão da Guarda Real, lorde menor | 10 |
4 | Lorde com feudo | 25 |
5 | Barão | 50 |
6 | Duque | 100 |
7 | Rainha, prÃncipe | 200 |
8 | Rei | 250 |
ETNIAS & CULTURAS
O mundo da Guarda Real é habitado por um diverso grupo de espécies e culturas. Mesmo os humanos, embora descendentes de ancestrais comuns, não são todos do mesmo grupo.
Todos os fenótipos humanos existem em Aldorin e nas cidades livres, desde do branco mais alvo ao negro mais escuro, passando por orientais, malaios, polinésios, mediterrâneos etc. Não há preconceito e discriminação baseado em cor da pele, mas, sim, em etnia e cultura.
Ser parte de uma etnia ou cultura dá bônus e penalidades para o personagem. Bônus de Atributos e algumas Qualidades e Desvantagens estão relacionados à cultura, assim, um personagem nascido naquela etnia, mas criado em outra cultura não deve possui-los. Bônus de habilidades são sempre ligados à cultura.
Obviamente, nem todo membro de uma etnia ou cultura possuirá o pacote apropriado. É possÃvel haver um insular que não sabe nadar ou manejar um veleiro. Mas esses conjuntos de habilidades são a marca daquele povo e, por isso, também funcionam como estereótipos: as pessoas automaticamente presumem que indivÃduos daquela etnia ou cultura sabem fazer aquelas coisas.
Uma pessoa com feições orientais, mas que se veste como um cidadão de Arlen Town, fala manês com o sotaque local e demonstra conhecimento cultural em comum com seus pares, não é tratado como um forasteiro. Já um que se veste com os trajes de Khitai (uma terra no Oriente), fala manês com sotaque e desconhece a cultura local vai sofrer discriminação, mesmo se suas feições forem caucasianas.
No caso de outras espécies, etnia e cultura acabam mescladas. Mesmo se alguém vir um anão vestido de fazendeiro e colhendo trigo, vai achar que ele deve lutar para caramba e ser bom de construir coisas.
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Anão (7 pontos): +1 STR, +1 CON; +2 Hard to Kill, Infravision, +2 Resistance (Pain); +1 to Craft or Engineer Types; Minority (Anão)
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Kozzeminh (1 ponto): +1 Hand Weapons (Bow) e (Lance), +1 Riding (Horses); Intolerance (Magos), Minority (Kozzeminh)
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Shirae (8 pontos): +1 DEX; Acute Vision; Flight 4 (wings), Senses 2 (extended vision); +1 Flight, +1 Hand Weapons (Spear); Minority (Shirae)
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Insular (3 pontos): +1 Athletics (Swimming), +1 Piloting (Sailboat), +1 Survival (Sea)
This message was last edited by the GM at 12:45, Thu 16 Nov 2017.