Character challenges (draft)
Character challenges (draft)
Domain maintainer: Brian Bors
This domain will be used for generic conditions that add additional
(roleplaying) challenges to your character. They generally don't come
with rewards, apart from playing a cool character but some of these
conditions grant rewards if you "solve" them. Most of these conditions
take resources to get used to them, however if you take these conditions
during character creation you can ignore that rule.
Anonymous (not verified)
Thu, 13-12-2012 16:48
Added realism.
Added realism.
If you pick any of these conditions you are bad-ass and hardcore. Some
of these conditions are open to interpretation and judgement calls from
the player, because you go beyond the call of duty already you are given
some leeway when these conditions are concerned.
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=Condition |
Deadly infections |
=Unique Rule |
If you have 2 infections the second one is deadly. |
=Unique Rule |
If you have a deadly infection on you limb you can survive this by amputating the limb (with the amputate skill for example). |
=Unique Rule |
If you have a deadly infection on your torso or it takes you longer than an hour to amputate your limb you will die from your infection. You are allowed to choose the time of death yourself with a maximum of 1 week. |
=Details |
Infections are a common cause of death amongst combatants. |
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=Condition |
Realistic recovering times |
=Unique Rule |
Recovering from wounds and infections take 1d6 times the amount of ℜ they would normally take. |
=Unique Rule |
If you have the health insurance condition you must pay an additional 50¢ per month or lose it. |
=Details |
This would be a more realistic length of time for you to be unable to perform your craft and would sometimes economically cripple you unless you have made proper arrangements. |
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=Condition |
Realistic needs |
=Unique Rule |
If you go without food or drink for a full day you will lose 1 WP. |
=Unique Rule |
If you go without at least 5 hours of sleep in a night you will lose 1 WP. |
=Unique Rule |
If you go without drink for 3 days you will start losing 1 WP every hour and cannot regain WP without having a drink first; at zero WP you will die of dehydration. |
=Unique Rule |
If you go without food for 2 weeks you will start losing 1 WP every day and cannot regain WP without having proper food first; at zero WP you will die of starvation. |
=Unique Rule |
If you go without sleep for 2 days you will start losing 1 WP every 2 hours and cannot regain WP without having slept first; at zero WP you will either fall asleep automatically or you will start to hallucinate when forcefully kept awake. |
=Details |
Without food or drink or sleep you will not function properly. |
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=Condition |
Realistic emotions |
=Unique Rule |
If you experience profound loss or anguish you will lose WP. If you want you regain 1 or 2 WP after proper revenge. |
=Unique Rule |
A child, partner, parent or similar: 4 WP. |
=Unique Rule |
A good friend, your home or similar: 3 WP. |
=Unique Rule |
A friend, an important item or similar: 2 WP. |
=Unique Rule |
Money or items, every 10 minutes of torture, general personal failure or similar: 1 WP. |
=Details |
Loss or anguish robs most people of the will to continue... or drive one to rash deeds. |
Anonymous (not verified)
Thu, 13-12-2012 17:36
Cultural or social limitations
Cultural or social limitations
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=Condition |
Boon |
=Points |
? |
=Unique Rule |
TODO: Geldkistje dat je kunt gebruiken in "dire need". |
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=Condition |
Friend <name> |
=Points |
0 |
=Unique Rule |
Once per day, spend 1 WP: Spend 20 minutes socializing with your friend, he gains 1 WP. |
=Unique Rule |
If your friend dies: Lose 2 WP. If you enact proper revenge regain 1 of these lost WP. |
=Shared Rule |
This condition is free after having had friendly relations with another character. |
=Details |
You can certainly be friends without the use of this condition. This condition is not necessarily mutual. |
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=Condition |
Good Friend <name> |
=Points |
0 |
=Unique Rule |
Twice per day, spend 1 WP: Spend 15 minutes socializing with your friend, he gains 1 WP. |
=Unique Rule |
If your friend dies: Lose 3 WP. If you enact proper revenge regain 2 of these lost WP. |
=Shared Rule |
This condition is free after having had friendly relations with another character for at least 3 events. |
=Details |
You can certainly be good friends without the use of this condition. This condition is not necessarily mutual. |
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=Condition |
Hated Enemy <name> |
=Points |
1 |
=Unique Rule |
If your enemy dies: Gain 1 WP. |
=Unique Rule |
If your enemy dies because of your involvement: Gain 1 extra WP. |
=Shared Rule |
This condition can be bought for 25¢ after having had hostile relations with another character. |
=Details |
You can certainly be enemies without the use of this condition. This condition is not necessarily mutual. You spend unproductive time hating him (possibly intoxicated), which costs you the copper. |
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=Condition |
Health insurance |
=Points |
2 |
=Unique Rule |
Getting wounded or disabled won't cost you ℜ. |
=Unique Rule |
You must pay 20¢ per month or lose this condition. |
=Shared Rule |
This condition can be bought for 200¢. |
=Details |
You have an agreement with an organisation (or loving family etc.). They will provide you with healthcare if you get wounded but you pay a monthly fee. |
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=Condition |
Benefactor |
=Points |
4 |
=Unique Rule |
You have 4 R less. |
=Unique Rule |
You are only allowed to have items that belong to your starting equipment. Any money or items you gain will be taken from you at checkout. |
=Unique Rule |
If your character dies, instead of starting ¢, your next character gets half of the money and items that got taken from you. |
=Unique Rule |
Getting wounded or disabled won't cost you ℜ but will lower the money your next character gets by 2 per ℜ instead. |
=Shared Rule |
This condition can be trained as if it was a skill. |
=Details |
You work for an organisation that doesn't allow personal property. But they take care of you if you get wounded. |
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=Condition |
Provider 1 |
=Points |
2 |
=Unique Rule |
You have 2 R less. |
=Unique Rule |
If your character dies, instead of starting ¢, your next character gets half of the ¢ and items that get send to your family. If you want. |
=Shared Rule |
This condition can be trained as if it was a skill. |
=Details |
You provide for others. Most of the time this is a family or clan or organisation back home. You should write up a will (whether it will be followed is up to other characters). |
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=Condition |
Provider 2 |
=Points |
4 |
=Unique Rule |
You have 4 R less. |
=Rule |
If Your character dies: If you want, instead of starting ¢, your next character gets 3/4 of the ¢ and items that get send to your family. |
=Rule |
This condition can be trained as if it was a skill. |
=Details |
You provide for others. Most of the time this is a family or clan or organisation back home. You should write up a will (whether it will be followed is up to other characters). |
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=Condition |
Provider 3 |
=Points |
6 |
=Rule |
You have 6 R less. |
=Rule |
Your character dies: If you want, instead of starting ¢, your next character gets the ¢ and items that get send to your family. |
=Rule |
This condition can be trained as if it was a skill. |
=Details |
You provide for others. Most of the time this is a family or clan or organisation back home. You should write up a will (whether it will be followed is up to other characters). |
Anonymous (not verified)
Thu, 13-12-2012 17:33
Mental limitation
Mental limitation
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=Condition |
Unwilling to kill |
=Points |
0 |
=Unique Rule |
When you kill a person since gaining this condition you will lose 4 WP. |
=Unique Rule |
When you kill a second person since you gained this condition you will lose 2 WP. |
=Unique Rule |
When you kill a third person since you gained this condition you will lose 1 WP and this condition. |
=Details |
You have a moral or psychological barrier against killing which makes it emotionally traumatizing to you or gives you extreme battle fatigue. |
http://www.military-sf.com/Killing.htm
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=Condition |
Unwilling to steal |
=Points |
0 |
=Unique Rule |
When you steal an item since gaining this condition you will lose 2 WP. |
=Unique Rule |
When you steal a second item since you gained this condition you will lose 1 WP. |
=Unique Rule |
When you steal a third item since you gained this condition you will lose 1 WP and this condition. |
=Details |
You have a moral or psychological barrier against stealing which makes it stressful to you. |
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=Condition |
Unwilling to torture |
=Points |
0 |
=Unique Rule |
When you torture since gaining this condition you will lose 4 WP. |
=Unique Rule |
When you torture a second time since you gained this condition you will lose 2 WP. |
=Unique Rule |
When you torture a third time since you gained this condition you will lose 1 WP and this condition. |
=Details |
You have a moral or psychological barrier against torture which makes it emotionally traumatizing to you to perform. |
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=Condition |
Pacifist/Battle fatigued |
=Points |
0 |
=Unique Rule |
When you enter battle since gaining this condition you will lose 4 WP. |
=Unique Rule |
When you enter battle the second time since you gained this condition you will lose 2 WP. |
=Unique Rule |
When you enter battle the third time since you gained this condition you will lose 1 WP and this condition. |
=Details |
You have a moral or psychological barrier against violence which makes it emotionally traumatizing to you or gives you extreme battle fatigue. |
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=Condition |
Addictive personality |
=Points |
0 |
=Unique Rule |
The percentage change that you get addicted or that the addiction level rises is doubled. |
=Unique Rule |
You have 1 less WP to determine if you fall below the forced consume treshhold of the addiction condition. |
=Unique Rule |
In addition any stimulant has a 1% chance of getting you addicted or heightening your addiction level. |
=Details |
Some people are more susceptible to addiction. |
If you choose to start your character with one of the following
addiction levels you also have to determine what the percentage level of
heightening your addiction level is if the substance (or action, like
gambling, or sex for example) doesn't specify. We recommend anywhere in
between 1% (alcohol) to 25% (heroin).
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=Condition |
Addicted 0 |
=Points |
0 |
=Unique Rule |
If you ever consume the substance again you instantly gain the addiction level it was at it's highest point. You also instantly gain that much WP. |
=Unique Rule |
If you ever fall below 2 WP you have to consume the substance if it is nearby (on the event) and you know about it. |
=Details |
You kicked the habit. But you have to stay vigilant for the rest of your life because a relapse is never far away. |
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=Condition |
Addicted 1 |
=Points |
0 |
=Unique Rule |
You cannot gain willpower from your indulgence unless you have consumed the substance you are addicted to this week. |
=Unique Rule |
If you ever fall below 3 WP you have to consume the substance if it is nearby (on the event) and you know about it. |
=Shared Rule |
If you do not consume the substance for 5 months and spend 5ℜ: this condition loses a level. |
=Details |
It felt so good the first time... I have to try it again, nothing else compares. |
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=Condition |
Addicted 2 |
=Points |
0 |
=Unique Rule |
You cannot gain willpower from your indulgence unless you have consumed the substance you are addicted to today. |
=Unique Rule |
If you ever fall below 3 WP you have to consume the substance if it is nearby (on the event) and you know about it. |
=Shared Rule |
If you do not consume the substance for 5 months and spend 10ℜ: this condition loses a level. |
=Details |
Its your poison of choice. |
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=Condition |
Addicted 3 |
=Points |
0 |
=Unique Rule |
You cannot gain willpower unless you have consumed the substance you are addicted to today. |
=Unique Rule |
If you ever fall below 3 WP you have to consume the substance if it is nearby (on the event) and you know about it. |
=Unique Rule |
If the substance you are addicted to gives (extra) WP you no longer gain this (extra) WP from the substance unless you take a double dose. |
=Shared Rule |
If you do not consume the substance for 5 months and spend 15ℜ: this condition loses a level. |
=Details |
You need more to achieve the same high. More. |
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=Condition |
Addicted 4 |
=Points |
0 |
=Unique Rule |
You cannot gain willpower unless you have consumed the substance you are addicted to today. |
=Unique Rule |
If you ever fall below 3 WP you have to consume the substance if it is nearby (on the event) and you know about it. |
=Unique Rule |
If the substance you are addicted to gives (extra) WP you no longer gain this (extra) WP from the substance unless you take a triple dose. |
=Unique Rule |
If you do not consume the substance the days before the event you start with 2 less WP. |
=Shared Rule |
If you do not consume the substance for 5 months and spend 20ℜ: this condition loses a level. |
=Details |
You practically live of this stuff. You also live for it. |
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=Condition |
Illiterate |
=Points |
0 |
=Unique Rule |
Pick one of the languages you speak, you can't write and read in this language. |
=Shared Rule |
Spend 40ℜ: lose this condition. |
=Details |
Most peasants in Heimr don't learn to read or write. |
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=Condition |
Language impaired |
=Points |
0 |
=Unique Rule |
You only speak a single language instead of the starting two. |
=Shared Rule |
Spend 40ℜ: lose this condition. |
=Details |
Utgardians usually speak either low merchant language (Dutch) and their native tongue. Asgardians usually speak either high merchant language (English) and their native tongue. Midgardians usually speak both low and high merchant. But some folk only learn their native tongue or only a merchant language. |
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=Condition |
Extra language |
=Points |
2 |
=Unique Rule |
You can speak an extra language on top of the starting two. |
=Unique Rule |
You gain the Illiterate condition for this language. |
=Shared Rule |
You can train this condition as if it where a skill for 4 points instead of 2. |
=Details |
Heimr known many languages and dialects. |
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=Condition |
Depression |
=Unique Rule |
If you would were to regain a WP you regain only half a WP instead. |
=Unique Rule |
Your maximum WP is reduced by 2. |
=Shared Rule |
You have 3 less ℜ every month. |
=Shared Rule |
Spend 200ℜ: lose this condition. |
=Details |
Your feel bad about your life. Even if nothing is really amiss. |
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=Condition |
Deep depression |
=Unique Rule |
If you would were to regain a WP you regain only half a WP instead. |
=Unique Rule |
Your maximum WP is reduced by 3. |
=Shared Rule |
You have 5 less ℜ every month. |
=Shared Rule |
Spend 200ℜ: lose this condition and gain the "depression" condition. |
=Details |
Your will to live is sapped from you. This hurts your work and mood greatly. |
Anonymous (not verified)
Fri, 21-06-2013 04:08
Physical disabilities
Physical disabilities
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=Condition |
Missing nose/no smell |
=Unique Rule |
Skills from the Alchemy and Apothecary domain cost 1 more to learn and maintain. |
=Unique Rule |
You cannot gain WP from eating. |
=Shared Rule |
The first downtime period after you've received this condition you must spend 5ℜ getting used to the disability. |
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=Condition |
Missing tongue |
=Unique Rule |
You cannot use, learn or maintain skills from the Combat Tactics domain apart from the "disciplined" condition. |
=Unique Rule |
You cannot gain WP from eating or drinking. |
=Unique Rule |
You cannot speak. |
=Shared Rule |
The first downtime period after you've received this condition you must spend 20ℜ getting used to the disability. |
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=Condition |
Missing eye |
=Unique Rule |
You cannot use, learn or maintain Ranged Combat skills. |
=Unique Rule |
You must cover one eye with a physrep. |
=Shared Rule |
The first downtime period after you've received this condition you must spend 10ℜ getting used to the disability. |
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=Condition |
Blind |
=Unique Rule |
You cannot use, learn or maintain skills from the following domains: Armed Combat, Battlefield Surgery, Combat Tactics. |
=Unique Rule |
You cannot use, learn or maintain skills that need sight (use common sense or ask a GM when in doubt) |
=Unique Rule |
Skills from the following domains cost 1 more to learn and maintain: Alchemy and Apothecary, Primordial magic, The Marketplace, Trade and Commerce. |
=Unique Rule |
You must cover your eyes with a physrep. |
=Shared Rule |
The first downtime period after you've received this condition you must spend 40ℜ getting used to the disability. |
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=Condition |
Deaf |
=Unique Rule |
You cannot use, learn or maintain skills from the Combat Tactics domain. |
=Unique Rule |
You cannot use, learn or maintain skills that need hearing (use common sense or ask a GM when in doubt) |
=Unique Rule |
Skills from the following domains cost 1 more to learn and maintain:The Marketplace, Trade and Commerce, Divine Magic, Spirit Magic. |
=Unique Rule |
You cannot act on information you have heard. If you can do it in such a way that it is not visible you must wear high-end earplugs. |
=Shared Rule |
The first downtime period after you've received this condition you must spend 20ℜ getting used to the disability. |
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=Condition |
Amputated Arm |
=Unique Rule |
Use a counter to indicate which arm is amputated; 1: right, 2: left. |
=Unique Rule |
You're missing a hand and part of your arm. You can't carry or hold things that require the use of that arm. You can't use, learn or maintain skills that need two hands (use common sense or ask a GM when in doubt) |
=Shared Rule |
The first downtime period after you've received this condition you must spend 20ℜ getting used to the amputation. |
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=Item |
Replacement Hand |
=Cost |
40c |
=Toughness |
1 |
=Unique Rule |
You can only use this if you have an Amputated Arm. |
=Unique Rule |
Use the replacement hand to hold things that don't require grip. You can use items that can be strapped to the arm such as a shield. |
=Physrep |
A fake hook for a hand or a wooden hand or something similar. |
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=Condition |
Armless |
=Unique Rule |
You're missing both hands or arms. You can't carry or hold things that require the use of hands. You can't use, learn or maintain skills that need hands (use common sense or ask a GM when in doubt) |
=Shared Rule |
The first downtime period after you've received this condition you must spend 40ℜ getting used to the amputation. |
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=Condition |
Amputated Leg |
=Unique Rule |
Use a counter to indicate which leg is amputated; 1: right, 2: left. |
=Unique Rule |
You can't run. Stumble effects cause you to Fall. You need a crutch or staff to stand and to walk. |
=Shared Rule |
The first downtime period after you've received this condition you must spend 20ℜ getting used to the amputation. |
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=Item |
Wooden Leg |
=Market price |
40c |
=Toughness |
1 |
=Unique Rule |
You can only use this if you have an Amputated Leg. |
=Unique Rule |
You can stand and walk without using a crutch or a staff. |
=Physrep |
None. Make sure none of your actual skin is showing. |
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=Condition |
Legless |
=Unique Rule |
You can't walk or stand. You need a wooden chart of sorts to move on your own. |
=Shared Rule |
The first downtime period after you've received this condition you must spend 30ℜ getting used to the amputation. |
Anonymous (not verified)
Thu, 13-12-2012 17:04