The Mysterious Lever: Shortcomings

Wednesday, April 13, 2016

Shortcomings

I felt very accomplished after day 2. I have fully fleshed out nearly all of the "before class" character creation, which includes upbringings, shortcomings, backgrounds, breeds (for Awakened), and callings.

There are a couple of TODOs, sure, and more importantly not all of what I came up with is perfect, but it's all lain out and easy to edit henceforth.  What I'd really like to share with you is a list of possible shortcomings, or "flaws" that characters might get.  There's 20 of them (randomly assigned via a d20), and they each come with certain skill drawbacks (a d12 is a "flawed" skill) but also some sort of potential benefit.

There's a few that aren't as "balanced" I'd say as the others, so feel free to shout out ideas at me:

Perfectionist

You gain a d12 in Instinct and Vigor.

Slow and steady wins the race they say.  You might be slow, but your methods are learned and precise.  You have advantage on any situation where you are not under pressure, and can apply at least a few minutes to the task at hand.

Giant

You gain a d12 in Instinct, and a d12 in either Control or Intellect.

You’re big. Tall.  Kinda fat.  But really just big boned.  Normal cover doesn’t give you advantage on dodging, but you always have advantage when attacking in melee (or grappling) with things smaller than you.

Paranoid

You gain a d12 in Instinct and Willpower.

You always overdrive on initiative rolls.  But, you don’t trust anyone, or anything.  Even those shadows. They just jumped at you, didn’t they?

Spacey

You gain a d12 in Instinct and either Empathy or Presence.

You’re always looking up at the sky, lost in your own thoughts. But, you’re really good at directions, time, and predicting the weather.  You can always ask the GM for these things, and they must tell you truthfully.

Dwarf

You gain a d12 in Vigor and Control.

You’ve been cursed with short limbs and a stubby body.  But, you can fit into small places, props and characters count as cover, and you never have to “duck” to get behind regular cover.  Unfortunately, you have disadvantage when being grappled by things larger than you.

Troublemaker

You gain a d12 in Vigor and either Intellect or Charm.

If you see an opportunity to cause a little chaos, you tend to take it. And while this gets you into sticky situations, you luckily you always find a good way out.  You gain an Ace whenever you crash on Intellect or Charm rolls with more than a value of 10 showing on your crash die (this is in addition to any Twists of Fate the GM might bargain with you for).

Bookworm

You gain a d12 in Vigor and either Ingenuity or Empathy.

You’ve read a LOT of books, and you always carry at least one pockets worth if at all possible.  But, your random knowledge can come in handy.  Any time the party might not otherwise know something, you can make an intellect roll (with a Challenge Rating based on the obscurity of the topic) to potentially recall certain information.

Imitator

You gain a d12 in Control and Ingenuity.

You have trouble coming up with your own style, so you often copy the acts of those around you. Luckily, this has made you really good at it. You gain advantage on performing any action that you’ve recently seen someone else do.

Curious

You gain a d12 in Control and Willpower.

You have advantage on instinct checks made to notice or spot things. If there are treasures, artifacts, mysterious levers, or other interesting baubles visible to you, you must make a willpower roll or immediately take action to “figure out what they do”.

Mellow

You gain a d12 in Control and Charm.

“It’s all cool duuude. I mean, we’re all good, right?”
You permanently gain 1 damage reduction, even when not wearing any armor.  This reduction happens even when your crash roll would otherwise not include your armor’s damage reduction.

Spotlight

You gain a d12 in Control and Presence.

You stick out, for better or for worse.  You automatically overdrive on presence rolls to have someone recognize or remember you, grabbing their attention.  But as if by magic, you have a knack for bumping into the right people at the right time.

Savant

You gain a d12 in Ingenuity and Intellect.

You were not good in school, not in the slightest. But your special knowledge in one area has made you a prime candidate for SEA work.  Pick one area of expertise: you always overdrive on intellect or ingenuity tests in this knowledge area.

Optimist

You gain a d12 in Ingenuity and either Empathy or Presence.

You always tend to “press on” despite your companions wanting to rest or plan for their next action. You are immune to the effects of fear and dampened morale. You gain two Aces for each Twist of Fate, instead of one.
“What could possibly go wrong?”

Phobia

You gain a d12 in Willpower and either Intellect or Ingenuity.

You’re deathly scared of something; what is it?  When you encounter that thing, you always have disadvantage.  But, whenever you personally overcome that thing, you gain an ace.

Introvert

You gain a d12 in Willpower and Charm.

You have a major fear of groups, and three’s a crowd.  Whenever you are “nearby” two or more characters that are not the other PCs, you must immediately take a reactionary move action to get away.  This action does not cost you a tick, but causes you mild social anxiety.

Addict

You gain a d12 in Willpower and Empathy.

You are addicted to something that the city provides: gambling, sex, drugs, alcohol, magical mind trips, or some other exploitable vice.  Luckily, your ‘hookup’ knows you're a cop, and can get you information that you wouldn’t otherwise be able to dig up.

Humorless

You gain a d12 in Intellect and Charm.

Jokes might be lost on you, but you are immune to charm attempts, illusions, and other superficial distractions.

Kidder

You gain a d12 in Presence and either Intellect or Charm.

You are always kidding, joking, or otherwise being sarcastic when you talk.  But this is because even when you try, no one seems to take you seriously. Even strangers rarely believe anything you say, even if it’s the truth.  “But but… these are the droids you’re looking for!”

Egomaniac

You gain a d12 in Charm and Empathy.

People might not like your self-absorbed attitude, but your boasting gives you incredible self confidence.  Whenever you can boast about your exploits to a new named NPC or a group of new NPCs (such as an audience at a concert or town hall meeting), you gain an ace.  You can only gain this once per scene, per group of people, and per named NPC.

Forgettable

You gain a d12 in Presence and Empathy.

You are so plain, so standard, so… forgettable, that only your close friends, family, and employer can remember your face.  Even those that get a good look at you can’t recall exact details.  If presented with a picture of you, witnesses will not be able to determine if you’re the one they actually saw.  Your visage literally warps people’s memories of you.

2 comments:

  1. Instead of Introvert, I would go with Anxious or Social Anxiety. Introversion isn't really being scared of people, it's how a person internalizes information. I'm not sure what some of the terms mean (it's been a while since I played), but overall, I think having low stats being based on Character flaws is a nice element to the game.

    ReplyDelete
    Replies
    1. I actually had Social Anxiety in there, but I wanted to get the down to all one word. Anxious doesn't quite cover it... but I see what you mean with Introverted, more thought is needed. Thanks for checking them out!

      Delete