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Advantages:
Acute Vision (-1, -2, or -4): For each level of this advantage, the character gets an added +1 bonus to Awareness rolls that involve visual stimulus.
Adrenaline Surge (-2): You can rely on a surge of pure adrenaline to increase your reaction times in combat. Whenever you trigger this benefit in combat, you must use it for the entire combat. While the adrenaline surge is in effect you get to roll your initiative twice and keep the best result, then add 2 to it. On the downside, this adrenaline overload affects your aim and clouds your thinking. You make all rolls in combat at -2, and if a friendly target gets in your way you must make a dif 12 Cool roll to not attack it. Also, if the combat drags on too long, your companions may have to drag you off the field after you collapse from exhaustion.
Animal Magnetism (-1): You have a certain "animal magnetism" that makes you ruggedly attractive to those of the opposite sex, but which immediately prompts a competitive reaction from persons of the same sex. You get -4 difficulty on seduction attempts, but +2 difficulty on all interpersonal rolls against people of the same sex (yes, this equals a -2 difficulty on rolls to seduce persons of the same sex).
Balance (-4): The character will not suffer from dizziness due to changes in orientation. +2 on space sickness rolls. Automatic +1 skill in 0-Gee Maneuver. Also, +1 to any athletic skill involving extended balance.
Beneficial Enemy (Varies): This is the Enemy Advantage. Somebody is out to get you, but they are predestined to fail. Whenever they try, it's an opportunity for you to look good for the camera. What a way to boost your reputation. This works exactly like the Enemy disadvantage, except you always win without exception. Beneficial Enemies use any villainous tactics appropriate to the genre (kidnapping dependents, holding cities hostage, and so on). They aren't humorous unless the genre is; they're dead serious, and have no idea the deck has stacked against them by Fate itself. They will typically show up at opportune moments to make you look good in front of
potential employers, friends, or romantic interests. The Referee gets to create the villain, the villain starting out with 10 points for every point you put into this advantageous disadvantage. A 50 point Beneficial Enemy would cost the character -5 points, for example. The villain is treated as a normal enemy. The Referee checks for an appearance each session, and if indicated, the villain will attack at the time most appropriate in the adventure for making the character look good. Another bright idea would be for an employer to force the character and beneficial enemy to work together. Just because the beneficial enemy will never succeed in destroying the character, there isn't a damned thing to keep the enemy from getting in the way.
Bilingual Background (-4): The character grew up speaking two languages. This grants him an additional language at +10.
Biosculpt Job (-1): You have recently had major Biosculpting. You may not even resemble your original ethnicity or gender now. Unless you are SINless or have a second SIN, your records have all been updated to your new look / gender. You have had simple facial alterations and you may select new hair and/or eye colour. It would require a Dif 12 INT check to recognize you now.
Biosculpt Job (-2): You have recently had major Biosculpting. You may not even resemble your original ethnicity or gender now. Unless you are SINless or have a second SIN, your records have all been updated to your new look / gender. You have had a full body job, from head to toe. Skin tone might have changed, in addition to cheekbones, ears, eyes and hair. It would require a Dif 16 INT check to recognize you now.
Biosculpt Job (-4): You have recently had major Biosculpting. You may not even resemble your original ethnicity or gender now. Unless you are SINless or have a second SIN, your records have all been updated to your new look / gender. You could have changed your ethnicity (including ethnic-based characteristics like facial features), your sex (including all obvious sexual organs), your height, weight, etc. If would require a Dif 20 INT check to recognize you now - even for your closest friends.
Bolt Hole (-8): The character has a safe place set aside to hide out inside the city and only the character knows about it. The place is secured under an alias, the character very rarely visits and then only in disguise or by proxy, it is paid up in full for the next year, the bills do a direct debit on an account set up just for the purpose, a clean cellular phone is ready and waiting, there are plenty of cameras set up to watch the doors and windows, and even the walls are armored and/or shielded from surveillance intrusions. It also has a decent storehouse of supplies and spare weapons (some cheap but reliable pistols, SMGs or shotguns plus plenty of ammo) as well. The character, if need be, could hide out in the bolt hole alone for up to 7 days without needing to leave. Usually a small loft or 2-3 room apartment in a rundown tenement, the character can usually bring a few companions along as well.
Boomer Bullets (-3): Once per session, you can declare that any bullet you've successfully fired at a vehicle hits a vital fuel line, sparks a fume, cracks a capacitor bank, or otherwise triggers a devastating explosion. The vehicle is destroyed, and any nameless NPCs inside (generic thugs, faceless drivers, and so on), are automatically killed. Signifigant NPCs will somehow survive unless the referee rules otherwise. Any characters near or in the blast must fend for themselves!
Car-Crawler (-2): Any time you are required to make a skill or stat check to safely leap onto or off of a moving vehicle, or simply to hang on to one, you will fail only on a Critical Failure, and may always roll, regardless of how ludicrously high the penalties are. This advantage doesn't protect you from the effects of failure in any way, and some effects of success can be dangerous, especially at high speeds.
Cat Footed (-1): The character is exceptionally light on her feet. +1 bonus on athletics and stealth checks.
Code Breaker (-2): You love puzzles. You will happily sit for hours working away at the best puzzle magazines. You get a +2 bonus on any Code Cracking, decryption or cypher-based rolls.
Combat Reflexes (-2, -4, or -6): For each level of Combat Reflexes bought, the character will gain a +1 to his initiative (up to the maximum of +3). This acts as the "Combat Sense" special ability in that respect ONLY. It does not add to awareness checks.
Common Sense (-2): You have an unusually precise sense of practicality. Any time you are about to do something the Game Master considers foolish, he will most likely give you a warning such as "You may wish to think about that first".
Common Sense (-3): An extreme form of this benefit in which the Game Master actually explain why he thinks you are being stupid.
Concentration (-1): You easily shut out anything that might distract you from what you are doing. While this means you are a hard person to get the attention of (-5 awareness rolls when concentrating on stuff, including reading a book, etc), you also get to ignore penalties for other players "kibitzing", firefights, etc, and can halve penalties due to damage sustained when it affects what you are concentrating on.
Connection in the District Attorney's Office (-3): As with the result on the LifePath table, you have made a strong connection inside the D.A.'s office. This could be a family member working in records, or perhaps a friend who is an assistant D.A.. Regardless, you can influence events in the D.A.'s office, perhaps changing bail amounts, or how much evidence it will require before they issue a warrant for someone (such as yourself).
Connection in the Mayor's Office (-3): As with the result on the LifePath table, you have made a strong connection inside the Mayor's office. You now have the ear (directly or indirectly) of the city's policy makers. The mayor can put pressure on the various utilities, emergency services, police force or even the D.A.'s office.
Connection in the Police Department (-2): As with the result on the LifePath table, you have made a strong connection in the Police Dept. Through this connection you may be able to get evidence hidden or misplaced, get information on current investigations, etc.
Corporate Ties (-3): You are a freelance corporate, the kind of guy the corporations hire on temporarily to fix their operational problems. You have both influence over and contacts in the business community. In times of need you can cause all sorts of financial mayhem, and can raise considerable amounts of money in the form of loans in a very short period of time. This requires a Resources of at least 5 to purchase.
Cunning Linguist (-4): You have a knack for languages. After a few days submerged in any new culture you have learned the basics of their language and language structure, and can make your way around being able to ask for food and shelter. You require 20% less IP to learn or increase your skill in any and all languages.
Deadly Karma (-8): Once per game session, you can change any die roll made by your character, or against your character (such as an enemy attack) into a Critical Success or Critical Failure. For every time you invoke this power, the GM will turn a future successful die roll against you in the same fashion (it need not be the same type of roll). The Referee may not kill your character outright with this (it's more deadly to your foes than to you!), but should otherwise reserve the "karmic backlash" as maliciously as possible to do harm to your character. The Referee may reserve backlash criticals between sessions, if he wishes. Beware the day that five or six uses of this advantage come back to bite you in the ass at the same time.
DeathWalk (-3): Some guys may be Super Cool, but compared to them, you are the ice man cometh. When Cthulu pops up to suck on human brains, you break out the popcorn and enjoy the show while everyone else runs around in terror. And while everyone is screaming on the top of their lungs, ducking behind cover and wasting rounds like they're a dime a dozen, you're the one that can stand in the open, carefully placing your shots with no fear of the consequences. You gain +5 when resisting horror, stress and combat situations, though that neighbor's vicious Chihuahua may still terrify you.
Direction Sense (-1): You instinctively know which way is north, or which way it is to get to the Gibson Memorial Freeway, etc. An easy awareness/notice roll is all it takes for you, landmarks and compasses be damned!
Double Jointed (-1): You are double jointed in many parts of your body. While you may not be the Armenian Rubber Man, you are able to bend in strange ways, and can probably escape from a straight jacket with a little work. You get +4 on all rolls to escape grapples and bondage.
Drug Resistance (-2): 20% of all drugs have no effect on your character, and you gain a +2 to your resist torture / drugs skill when used against drugs only.
Extreme Drug Resistance (-5): All drugs have only 1/2 the normal effect on your system, and with a BOD roll of 15 or greater, the drug has no effect whatsoever.
Fake Weapon Registration (-2): You have a fake Weapon Registration. The weapon appears to be registered to you according to the paper work, but in reality the weapon's serial numbers don't match up to any REAL numbers or ballistics in the NSA computer system (but it is linked to one of the false sets planted by some dirty cops in the past). This false registration will hold up to routine inspection, and may (1-6 on a D10) hold up to a full security check. Once a month a roll should be made to see if the false set has been flushed out of the NSA systems (2 in 10 chance), in which case the first time you use this registration thereafter will result in a notice that the weapon was using a stolen ID sequence. For a 2 point benefit, the chance of the files being flushed drops to 1 in 10 and the chance of it holding up to a detailed security check becomes 8 in 10.
Falsified Net Access Code (-2): You have a Net Access Code that was registered to someone else. You do not have the legal right to use this account, and it will be shut down if you are traced to it. This Access Code will hold up to routine logins and LDLs, and will hold up to even Netwatch inspection 6 times out of 10. Otherwise treat it as the Fake Weapon Registration above. The enhanced version is a 4 point benefit.
Fast Learner (-3): You catch on quicker than many. Your IP costs are reduced when increasing a skill level. Instead of paying the current level x10 (or whatever constant you use in your games) you pay the level x 9 (or one less if the constant is lower or higher in your games).
Fistfighter (-3): Whenever you are one-on-one with a foe (nameless thug or Feature Villain it doesn't matter), you can eliminate the possibility of a gunfight or blade-fight by simply putting up your fists in invitation (or taking a stylized stance, depending on how you fight). You don't have to say anything; just the gesture is enough. Your foe must make a COOL check vs your character's COOL x 2. If he fails, he sheathes or holsters his weapon and raises his own fists, and the scene becomes a punch-and- kick match. If he critically fails (not uncommon for nameless thugs), he sets his weapon down on a nearby table, bartop, etc., rather than holstering or sheathing it. You, of course, can maneuver to grab it during the fight. This only works mano a mano; if you face a group of armed soldiers, you can't coax them all into fighting you with their hands unless the Referee rules that they are truly insipid. However, an entire group of PCs with this advantage could have that affect on an NPC group of equal or lesser size! If any NPC tries the "fistfight invitation" on you, you must make a COOL check in the same fashion (vs. the opponent's COOL x 2) in order to resist! The same one-on-one conditions apply.
Freak of Nature (-4): You are naturally better at something. With a few months special training, one of your statistics can be increased by 1 point to a maximum value of 11.
Freakish Aptitude (-8): Like Freak of Nature, you are naturally better at something. However, you can repeat the special training, increasing the statistic by 1 point each time until it reaches 11.
Genetic Aptitude (-10): Like Genetically Engineered, you have been altered to produce a superior quality. However, you can repeat the special training. The first time around, your statistic rises by 1 point, but successive time only raise it by 1 point. You can continue repeating the training until the statistic reaches 12.
Genetically Engineered (-6): Ma, Pa, thanks. You have been engineered to produce on superior quality. With a few months of special training, one of your statistics can be increased by 2 points to a maximum value of 12.
Government License (Varies): This license is issued by a government agency, allowing the character to engage in certain restricted or otherwise illegal activities. A gun dealer's license costs -2, allowing the character to buy/sell/trade and/or repair firearms. For -3, the character can get a private investigator's license, allowing the character to investigate situations under private employment. This level also allows for security guard or body guard licensing. At -4, you can get a bounty hunter's license or join law enforcement at the local or state level. -5 would entitle you to work for federal law enforcement agencies, like the US Marshal's Service, the Treasury Department's Secret Service, or the FBI. At -7, you're entitles to work for secret agencies, like the CIA or NSA.
Guardian Angel (-6): Someone or something watches over you, protecting you from harm. You have no idea who or what it is, but you have an idea that someone is there looking out for you. In great need you may be protected from harm. A Guardian Angel cannot be counted upon. The Referee must decide why you are being watched over, and by what.
Hard-Headed (-1 to -3): You've got a thick skull and it helps keep you conscious in battle. You gain a stun save bonus equal to the number of points spent on this benefit.
Hidden Bank Account (-1): You have a bank account under a false name and address. It cannot be traced to you unless you are caught using it. This could also be a blind account through a face bank.
High Pain Threshold (+4): The character can tolerate pain better than most people. After taking damage, he gains a +1 to his stun/shock save, as well as a +2 bonus to Resist Torture/Drugs when PAIN is involved (ie, this won't help if truth serums are used, only TORTURE).
Illicit Bank Account (-2): You have a "bank" account with one of the illegal banking operations. This could be with one of the larger organized crime syndicates (especially the Yakuza since they went legit a few years ago), or a private "bank" operated by one of the more liquid megacorporate entities. Wherever this account is, it is incredibly unlikely that you will have this account shut down, unless you do something to piss off the organization in question.
Immune to a Poison (-3): There is a single drug or poison which you have deliberately built up an immunity to. The poison can be anything, but the choice is subject to Referee approval. the specific reduction in effect for the drug is detailed in the table below. Adding another poison to this advantage costs another -2 points.
Doses 1 2 3
Hallucinogen, Fail -2 INT -4 INT Confusion
Hallucinogen, Save No effect -2 INT -4 INT
Nausea, Fail -2 REF -4 REF Illness
Nausea, Save No Effect -2 REF -4 REF
Teargas, Fail -1 REF -2 REF Tearing
Teargas, Save No Effect -1 REF -2 REF
Sleep Drugs, Fail -1 All Stats -2 All Stats Sleep
Sleep Drugs, Save No Effect -1 All Stats -2 All Stats
Biotoxin I, Fail 2D6 4D6 Death
Biotoxin I, Save No Effect 2D6 4D6
Biotoxin II, Fail 4D6 8D6 Death
Biotoxin II, Save 2D6 4D6 8D6
Nerve Gas, Fail 4D10 8D10 Death
Nerve Gas, Save 2D10 4D10 8D10
Intuitive (-2): The character has exceptional skill at reading others. +5 to all checks involving psychiatry, persuasion, and human perception.
Lady Killer / Man Killer (+2): This a specialized form of the Empathy advantage which reflects the character's uncanny ability to seduce members of the opposite sex (or the same sex, depending on orientation). Don't let the name fool you...this advantage can be taken by both sexes. It entitles the character to a +3 bonus to all Seduction rolls.
The Leap (-4): You cannot be killed in an explosion unless you are trapped with it (in a sealed bank vault, for example, or literally surrounded by multiple large explosions), or you deliberately caused it. As long as there is a window, balcony, cliffside, or something else to leap over or through, you can throw up your arms and "ride" an explosive shockwave to safety (usually against a background of expensive pyrotechnics - you're "thrown clear of the blast"). You'll fall either a short distance, or a long distance ending in something soft. You take 1D6/2 falling damage whenever you use this advantage (ignore BTM modifier), but are otherwise immune to injury for the duration of the explosion.
Light Sleeper (-1): You sleep very lightly, and are often disturbed in your sleep by your neighbours, local wildlife, etc. Luckily you've learned to live with it and can get by with less sleep than most. You awaken from sleep with an Easy notice roll, or get +0 difficulty on notice rolls against people making stealth rolls while you sleep, as opposed to the normal +10 difficulty.
Limited Paranoia (-1): You exhibit abnormal paranoid tendencies, but you manage to keep them from running your life. Although others may find this to be an irritating personality quirk, you always keep a close watch on possible ambush locations and are always keeping an eye out for people packing weapons or reacting to your action. You keep this paranoia from ruining your life, and understand that it is unlikely that someone is poisoning your coffee and paying off your friends to kill you (your acquaintances, on the other hand…). Due to this, you get a +5 on awareness checks to notice ambushes and the like.
Local Wildlife Likes You (-3): As the result on the LifePath table, you have made friends with one of the local Booster (or other) Gangs in town. This could be anything from a few old droogs of yours having joined the Steel Slaughter Slammers, to having saved the life of a member of the Silver Slash or having fought beside the Black Queens. Regardless you may use this as if you had the Special Ability of Rank at +2, but don't overdo it or you'll piss off your erstwhile allies.
Media Ties (-2): You have both influence over and contacts in the media. You can suppress and create news stories (though not always with 100% efficiency; journalists are a unruly bunch and you have access to the files and gossip of the staffs of newspapers and TV stations.
Natural Linguist (-8) : The character learns languages quickly, and can do so at half their IP multiplier. One could raise his Japanese (IP x2) from +3 to +4 for only 40 points, versus the 80 points required from a character without the advantage.
No Police Record (-1): By some miracle, you have never been arrested nor even picked up by the police. This means that your fingerprints are not on file (except with the FBI if you legally own a firearm), and the police have no records of your primary genetic markers and don't have a mugshot of you in their computers. Obviously characters who haves served jail time in their lifepath cannot purchase this benefit.
Pain Tolerance (-1 to -8): You have developed an incredible resistance to the sensation(s) of pain. For some this is a nervous disorder, for others its the result of many years of body modification or self-denial. Either way, for every point you have in this benefit, you treat all wounds as being 1 box less damaging for it's effects on your stats and stun saves. (For example with 6 points of this merit, a 13 damage hit still brings you to mortal 0, requiring a death save every turn, but you treat this as a Serious wound (13 points - 6 = 7 points), which only reduces your REF by 2 and gives you -1 on stun saves).
Piercing Gaze (-1): You have the natural ability to seemingly look right through people. You can do this to put people on edge, make them nervous or even to get people to back down from you. You get +2 on Interview, Intimidate and Interrogate when the game master indicates that it would be appropriate.
Police Ties (-3): You have both influence over and contacts in the law enforcement field. If your Chronicle is in a limited area it is with the local police, otherwise it with the FBI or even Interpol. You can, with a single phone call, cause an APB to be issued. Must have a police contact.
Political Ties (-4): You have both influence over and contacts with the politicians and bureaucrats in the area. In times of need, you can shut off the power and water to a building, and unleash many different means of harassment against you enemies. Requires Connection to Mayor's Office or DA.
Recognition (-4): The character is good at remembering names, and the faces and/or voices that go with them. Whenever meeting someone he knows (or thinks he knows), an Awareness roll can be made at +5 to remember who they are. Difficulty numbers may vary, depending on the extent of disguise, etc.
Registered Restricted Weapon (-3): You legally own a restricted weapon such as a SubMachineGun, flamethrower, etc. You also have the proper paperwork to carry it and use it (in self-defense thank you very much) inside city limits. Again this does not guarantee that the local constabulary knows of this permit.
Registered Rifle (-1): A rifle you own is registered to you and you also have the proper paperwork to carry it and use it inside city limits (normally rifles are restricted to hunting and home defense). This doesn't mean the police know this though, and you may find yourself being periodically harassed for carrying this weapon around.
Rush of Pain (-10): You may not have either High or Low Pain Threshold. You feel pain, but it gives you an intense rush of adrenaline! You are immune to Stun from injury. You gain no special bonus to resist torture. Wound effects are reversed for you and then some! If you are hit and injured, you go through the usual process of stun checks. But the pain focuses you like no drug ever could. When you fail a stun save, you're not only up and on your feet, you actually do everything a little bit better (+1 on all skill checks). In addition, wound effects are as follows:
Light Wounds: No effect
Serious Wounds: The pain is good. +2 to
REF for all skill checks.
Critical Wounds: This is the best pain of all. +3 to REF, INT and COOL.
Mortal Wounds: This pain would be best if not for the fact that the physical damage would be hindering your performance even if it didn't hurt. REF, INT, and COOL at 1/2. In addition, at this point, once you reach Mortal 4, failed stun checks will result in you lapsing into unconsciousness.
Strong Stomach (-3): The character can deal with blood, guts, and gore, as well as other sick and disgusting things, without risk of tossing his cookies. In addition, he gains a +2 to save against chemicals such as vomit gas.
Time Sense (-1): You instinctively know approximately what time it is. This requires and INT roll, dif 4 during the day, dif 6 at night, dif 8 indoors or underground. If you make the roll by 3 or more points you know the time within 10 minutes, otherwise it's within a half-hour. You probably didn't wear a watch for much of your life to develop this ability.
Well Travelled (-2): You have travelled far and wide, and have met people with crash pads, contacts, or in similar lines of work. Any time there is a city you have reason to visit or even have to make contact with someone therein, make a luck roll, dif 14. If successful you know someone in that city. You get +3 on this roll for major cities, and -2 for small cities, -6 for towns.
Will to Live: (-2 to -6): You are strangely unwilling to "give up the ghost". For each level of this benefit, you succeed your first death save automatically without rolling the dice. This benefit cannot be used more than once per week. Each level costs 2 points.
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Disadvantages:
AIDS II Carrier (+3): You carry the AIDS II virus. While AIDS was cured, AIDS II has only been arrested. With a proper drug therapy you are able to keep yourself fully healthy, but if you were to stop taking these drugs the ravaging effects of AIDS II would sweep through your system once again. You can also transmit the AIDS II virus and are legally required to have lovers sign a waiver before entering in intimacies.
Allergies (+2, +4, or +8): The character is allergic to some substance or another. At -2, the character must make a Body save at -2, or he will experience unpleasant symptoms, such as sneezing, itching, etc. This might modify skill rolls (ie, -2 to REF for stinging, watering eyes, etc). At -4, the character will experience more severe symptoms, including high fever and respiratory distress. The character must make a Body save at -4. If the roll is failed, all skills will be lowered by half until the substance causing the attack is removed. At -8, the character may have more severe reactions (ie, coma, vomiting, and death). A save must be made as per the -4 allergic disadvantage, but at a -6 modifier. The results are the same, but a failed result will ALSO cause 1 point of damage and the character must make a stun/shock save or fall into a coma. The damage will occur every hour until the substance causing the attack is removed.
Amnesia (+5): You are unable to remember your past, or anything of yourself or your family. Your life is a blank slate. However, your past may someday come back to haunt you. However, you still have full access to your skills, which may prove to be a very scary thing indeed(You can, if you wish, take up to five points of other Flaws without specifying them, and leave it to the Referee to detail them. Over the course of the campaign, you and your character will discover them.)
Bad Reputation (+2): You have a street reputation that does nothing to improve your standing with anyone. This could be earned or not, but it's always something nasty like being a betrayer, liar, psychopath or rapist.
Bad Temper (+3): The character must make a save against his Cool stat under certain conditions to avoid losing his temper (with proper modifiers that reflect the situation, ie, a minor traffic collision may cause a -3 to his Cool, while someone telling him to "Buzz off," will cause a +1 modifier to be made...it all depends). A failed roll indicates a temper tantrum, which may include yelling, screaming, profanity, and acts of violence. The penalty is GM adjudicated.
Biploar Personality (+1 to +4): You are a classic manic/depressive. One moment you're on top of the world, the next you're wondering where you can find the nearest ledge to jump from. You are:
Merely Moody (+1)
Tend to hyperactivity and moping in your highs and lows. (+2)
Your highs are dangerous to your person due to a sense of invincibility (+3)
Your lows have put the suicide crisis hotline on your speed dial. (+4)
Brain Lock (+2): You have been caught and convicted of a minor offence. Typical offenses include car theft, tax fraud or a mugging. You have had personality correction and are now uneasy when reoffending. Indeed, you almost suffer a phobia about being caught. When reoffending you must make a difficult [20] willpower roll. It gets easier as time goes, each time you succeed lowers the difficulty by a point. Common brain locks prevent drug use, firearms, computer hacking, speeding or sexual activities.
Close Personal Tie (+3): The character has a close friend or relative that he cares about. If the friend/relative is any amount of danger, the character is OBLIGATED to do anything in his power to help his Personal Tie. Should the Personal Tie die, or become an enemy, severe emotional distress may occur at the GM's discretion.
Clumsy (+3 or +5): The character is a klutz. At +3, this only affects either manual dexterity (fine tuned work with the hands, shooting, etc.), or whole body agility (dancing, martial arts, running, etc.). At +5, it affects both (the character is a total clod). Consequently, the character automatically fumbles on a natural roll of 1 (ie, he does not get to roll the second d10 for a 1-5 result before fumbling after rolling a 1). In addition, during times of stress (ie, disarming a bomb, or walking through an antique shop), the character must make a Save against Cool, or break something (he's nervous because he knows he's an oaf.)
Code of Honor, Cop (+4): You have a personal code of ethics and live up to them to the letter. Breaking your code requires an average willpower roll. If under coercion (drugs or otherwise), you gain +4 to resist orders (if applicable).
Never kill unless it is absolutely necessary.
Uphold the law. Remember that suspects are innocent until proven guilty.
Do not turn a blind eye or accept a bribe.
Code of Honor, Corporate (+4): You have a personal code of ethics and live up to them to the letter. Breaking your code requires an average willpower roll. If under coercion (drugs or otherwise), you gain +4 to resist orders (if applicable).
A business promise must be kept.
Always remain true and loyal to your patron corporation.
Always try to treat other business persons with respect.
Remember those who welch on a deal.
Code of Honor, Dealer (+2): You have a personal code of ethics and live up to them to the letter. Breaking your code requires an average willpower roll. If under coercion (drugs or otherwise), you gain +4 to resist orders (if applicable).
If you are paid for a job, you will do your utmost to finish it.
A dealer's word is binding and you will honor it (even if others don't - to a point).
Code of Honor, Ganger (+2): You have a personal code of ethics and live up to them to the letter. Breaking your code requires an average willpower roll. If under coercion (drugs or otherwise), you gain +4 to resist orders (if applicable).
Avenge an insult.
Protect fellow gangers.
Your gang's enemy is your enemy;
Defend the gang's honour and it's turf.
Code of Honor, Gunslinger (+3): You have a personal code of ethics and live up to them to the letter. Breaking your code requires an average willpower roll. If under coercion (drugs or otherwise), you gain +4 to resist orders (if applicable).
Never shoot an unarmed man.
Never shoot someone from behind.
Never take advantage of an ambush situation.
Never set a trap except to defend your home.
Compulsion (+1): You have a psychological compulsion of some sort, which can cause you a number of different problems. Your compulsion may be for cleanliness, perfection, bragging, stealing, gaming, exaggeration, or just talking. A Compulsion can be controlled when absolutely necessary with a successful COOL check, but is in effect at all other times.
Criminal Record (+1): You have a criminal record, and your SIN, FingerPrints and identifying DNA tag appear in the police and FBI records, along with your "rap-sheet" detailing what criminal activities you have been convicted, accused or suspected of.
Debauched (+5): character is obsessed with the opposite sex, and will do whatever he can to get them into bed. The character also gets a -4 penalty to all Empathy skills when dealing with the opposite sex due to roving eyes and attitude. (Note : If characters are homo- or bisexual, this disadvantage can relate to feelings of the same sex as well.)
Deep Sleeper (+2): You are prone to sleeping in until the early afternoon. You are often late for meetings and dates, and must make a Difficult Awareness roll to awaken in times of trouble. Also all Awareness rolls against Stealthing oponents while asleep are at +20 difficulty instead of +10.
Delusions (+3): The voices talk to you and only you. The walls don't just have eyes, but lips and ears too! Or perhaps you think someone is after you, like aliens or the CIA, or you believe you are the next coming of God. The character does not control this problem, it controls him. If you choose this flaw for your character, I pray you do not have an overly cruel referee.
Detachment (+3): You are seen to be devoid of emotion. You don’t react normally, treat everything objectively etc. Your EMP cannot be higher than 4, but COOL can start at 11.
Drug Addiction (+2, +5, or +10): At +2 points, the character utilizes tobacco in one form or another. This may cause the character to make Stamina checks when running due to bad lungs. Also, the character must smoke at least once every four hours or suffer a -1 penalty to Reflex. At +5 points, the character is an alcoholic. Being drunk can cause disorientation, lack of reasoning ability, and loss of inhibitions. When drunk, a character will be at a -2 modifier to ALL skills (the modifier can be worse, depending on how much he's had). The character must have a drink once a day, or a bender/binge once a week, or he will suffer a -1 penalty to all skills. At +10 points, the character is addicted to an illicit narcotic or euphoric and must have it daily. Anything will be done to get the drug. If a character doesn't fix within one day, he will become irritable and temperamental (as per the "Bad Temper" disadvantage). If he doesn't fix in two days, he will begin to "climb the walls", crying, yelling, and being verbally abusive. Three days will result in full withdrawal symptoms and (maybe) violence. Exact symptoms are up to the GM and Player. Note : Some drugs are worse than others, so the -10 SP rating can be changed depending on the drug cost, availability, or effects. The +10 rating is reserved for drugs such as heroin, et al.
Ego Signature (+1 to +5): You have a need to take credit for everything you do. You leave a mark behind wherever you do something. Some people drop a business card, others a piece of origami or a shuriken. Whenever you do something you must make a cool roll - flaw or leave your ego signature behind.
You hand out your business card constantly (+1)
You leave a marker at the scene, like an ace of spades or shuriken (+2)
You leave a hand-made marker at the scene, like origami (+3, +4)
You announce your plans to interested parties beforehand, just for the challenge of proving you are superior (+5)
Enemies (+2): For each 2 points spent on enemies, the player gets to roll up an enemy on the Friends and Enemies portion of the Lifepath.
Enemy Magnet (+6): You have an uncanny knack for earning the lethal emnity of villains. Any Bad Guy (Referee's discretion) that is ever harmed or inconvenienced by you (even indirectly) will hate you for it, developing a savagely paranoid view of you and and obsessive desire to pay you back, even if it means being distracted to their own defeat... Thus, the rest of the party can use you as valuable bait. A dangerous, double-edged advantage, best suited to the very lucky, the very cocky, or the willingly-martyred.
Extreme Paranoia (+4): You suffer from Paranoia just as above, but you also hallucinate on a failed perception test (1 in 10 chance). You might see snipers; black shadow 'copters, or agents reporting on you whereabouts.
Favor Owed To a Corporation(+1 to +5): At +1, you owe a minor favor to a minor corp. At +2, you owe a minor favor to a major corp. At +3, you owe a major favor to a minor corp. At +4, you owe a major favor to a major corp. At +5, you practically owe your life to a corporation.
Fetish (+2): You have a sexual fetish that differs from the rest of the normal population. Being gay is not a fetish! You could be a rubber maid; a TV who likes being out en femme or a slave mistress. You have chosen to keep your secret to yourself or told a trusted friend. If you are and someone finds out you will be very embarrassed. Modern people are fairly open minded, but there are still plenty of bigots. You are likely to suffer penalties to social rolls in some circumstances.
Fetish (+4): You have a sexual fetish that differs from the rest of the normal population. Being gay is not a fetish! You could be a rubber maid; a TV who likes being out en femme or a slave mistress. You are well and truly out. You think nothing of rubbering up for a trip down town! Modern people are fairly open minded, but there are still plenty of bigots. You are likely to suffer penalties to social rolls in some circumstances.
Few Criticals (+2): You don't count the re-roll on a natural 10 unless the result of the re-roll is an even number.
Flashbacks (+2, +4, or +6): The character suffers flashbacks from a traumatic experience he had earlier in life. Similar circumstances or stressful situations may trigger these flashbacks. At +2, the character must make a Save vs. COOL at -1, or be stunned for a round. At +4, he must make the save at -3, or be stunned for 1D5 rounds. At +6, the character must make the save at -3, or he will begin to hallucinate, thinking the current situation is, in fact, the old one. He must make a save every 1D10 minutes to "come out of it", with a +1 modifier every subsequent roll until he recovers. This disad can be "bought off" with IPs if psychological counselling is sought by the character.
Fugitive (+5): Worse than being a parolee, you've an escapee. You broke out of jail and are now on the lam. If you have a run in with the police, it will be a case of shoot first and ask questions later. And if you do get caught, you can expect your prison stay to be a few years longer than what you had been sentenced. Better start doing the legwork on setting up a false identity!
Glass Jaw (+2): A character with this disadvantage is easily knocked out by blows to the head, and therefore suffers a -2 to Stun saves after taking such injuries.
Hatred (+2): You have an unreasoning hatred of a certain thing. This hate is total and is largely uncontrollable. You may hate an animal, a class of person, a color, a situation -- anything. You constantly pursue opportunities to do harm to the object of your hatred or to gain power over it; so much so that your reason is clouded. When one's hatred is triggered, COOL is reduced by half.
Hemophilia (+6): A character with this disadvantage has blood that doesn't clot very well. When injured, the character will continue to take one point of damage a round until the bleeding is stopped, or until he dies. This will continue while the character is unconscious, as well.
Honor (+2 or +4): The character takes pride in finishing the job, to the extent that it has become a point of honor. At +2 points, the character will do anything to accomplish his duty, including placing his life in danger. If it appears as though his acts will bring certain death, he can back out. At +4 points, the character is willing to die if it will accomplish his mission.
Hunted by a Corporation (variable): You are being hunted by one of the "corporate citizens" of your area. This can be for something you have done against them, or maybe they are looking to extract you.
Hunted by a small local firm (+1)
Hunted by a medium local firm (+2)
Hunted by a corporation with interests statewide (+3)
Hunted by a national corporation (+4)
Hunted by an Orbital Corporation (+5)
Hunted by one of the big international conglomerates (+6)
Hunted by Law Enforcement (variable): You are hunted by the police - usually for a crime you commited or are suspected of, but sometimes it's just a vendetta.
Hunted by a few local cops, usually for personal reasons (+1)
Hunted by the entire local police force (+3)
Hunted by state law enforcement agencies (+4)
Hunted by a national law enforcement agency (+5)
Illiteracy (+2): The character cannot read or write, and has trouble with simple math.
Life Saver (+2): The character does all within his power not to kill.
Major Criminal Record (+2): You have a "rap-sheet" that's "as long as my arm!". Your vital stats are kept near the top of the search engines for Modus Operandi with local police forces and the FBI, and the cops start talking to you or monitoring your activities whenever something happens that could be your doing.
Masochism (+3): The character is a masochist, and derives pleasure from his own suffering. He will recieve +2 to Resist Torture rolls, but may actually go out of his way in order to get hurt. Such methods may include self-mutilation, kinky sex, etc.
Missing Limbs (+5): The character, through mishap or violence, is missing a limb (the extent of the deformation/injury is subject to discussion, and may grant more or less points). Normal cybernetic and vat-grown tissues can be grafted onto the character only after he/she has "bought off" the disadvantage, though non-cybernetic prosthetics can be used. The character may not start the game with the necessary prosthetics to counter this disadvantage.
Missing Limbs (+10): The character is missing a limb due to birth defect. The extent of the deformation is subject to discussion and may grant more or less points. This is a birth defect and therefore cannot be corrected with surgery or prosthetics. You can't repair what wasn't there to begin with.
Mute (+3 or +5): The character cannot talk, due to defect, injury, or otherwise. At +3, this disadvantage can be "bought off" using IPs (therapy and/or surgery will be neccesary, as well). At +5, the defect is permanent.
Nightmares (+1): Most nights (5 in 6) you have a difficult time sleeping because of recurring nightmares (usually of some past trauma). If you are using the rules for Stress from Grimm's CyberTales, then roll a D6. On a 1-4 you gain that many stress points, on a 5 you not only gain 5 stress, but do not sleep enough to get rid of your old stress points. If not using the Stress rules, roll a D6, on a 1 you are at -2 on all rolls for the day, on a 2 you are at -1, on a 3-5 you just tossed and turned and woke up screaming, and on a 6 you had a restful night's sleep.
One-Hander (+2): You get -4 on rolls using your bad hand (instead of the normal -3), and also get -1 on rolls requiring the strong use of both hands (firing rifles, intricate surgery, etc).
Obsessed (Varies): You just can't get that something or someone special out of your mind.
You talk about it constantly, and will risk embarrassment or serious financial damage over it. (+2)
You know the ins and outs of the world of restraining orders, have gone broke due to it, and have been beaten to a pulp because of it. (+4)
The law isn't going to stand between you and the object of your desires. Only death has the strength to intervene.
Parolee (+3): Not only do you have a criminal record, but you've recently been released from prison and paroled for the remainder of your prison sentence For the next 3d10 months, you must report monthly to your parole officer, take a drug test and lie detector test, and hold down a steady job. An on top of that, you also have to deal with the fact that you're at the head of the list of "usual suspects" (treat as Major Criminal Record). Once your parole ends, this disadvantage converts to either Criminal Record or Major Criminal record depending upon the length of the character's rap sheet.
Paranoid (+2): You suffer from mild paranoia and believe that someone is out to get you. You can spin conspiracy theories from just getting a parking ticket. You are very careful not to leave any possible edges for your enemies - or friends - to find out. This Penalty cannot be combined with the Extreme Paranoia penalty or the Limited Paranoia benefit.
Rage (+5): This may not be taken with Detachment. You have trouble controlling your temper - you tend to lash out in blind, uncontrollable anger without regard for what harm it may cause you or others. A COOL check vs 17 is necessary to keep the anger under control. Once failed, the check must be made vs. 20 in order to regain control. Otherwise the only other option is to be knocked unconscious. Better install that remote control drug dispenser cyberware in order to let your compatriots keep you under control…
Sadism (+4): The character gets a kick out of inflicting pain. This sort of character is capable of extreme violence, and must make a Save vs. Cool to keep from hurting anyone (emotionally or physically) that he has direct power over.
Short Fuse (+1 to +5): You get a -1 to -5 penalty on all cool rolls to avoid violent confrontation (such as aggression checks during combat-drug highs, heat waves, and facedowns).
Split Personality (+10): You're two characters in one! The referee gets to create the other character and control it when the player's dominant character personality fails a COOL check.
Technophobe (+6): The character is afraid of technology. There's no hatred of technology, but an apathy for it due to a lack of skill in using it, making the character rather clumsy when using tech. If the technology is less than 50 years old, the character will have a -5 penalty when attempting to use the technology. And you still can't figure out how to program the VCR. Thank God cars and guns have been around for over a century.
Unmistakable Feature (+2): The character has a birthmark, scar, tattoo, or other unusual feature that makes him easily identifiable to others. Note that this can include having an identical twin, or looking just like Marlon Brando. This can be "bought off", but should be accompanied by cosmetic surgery.
Vendetta (+2, +4, or +6): The character has a score to settle with someone. The way he settles the score isn't important, but he must seek vengeance if the opportunity presents itself unless he makes a save against his COOL -2. At +2, the target of the character's hostility is a single individual, or a small group of people (ie, a rival ops team, a small gang, etc.). At +4, it's a moderate-sized gang, nomad pack, company, or organization. At +6, he's after only the largest and/or most powerful group (ie, Arasaka, the IRA, or LEDiv).
Ward (+3): You have a "Ward". Someone you have to watch out for (a child or other dependent). Did anyone say "plot hook"?
Weak Stomach (+2): Anytime the character sees anything disgusting or gross, he must make a Save vs. Cool. If he fails, he will become nauseous, suffering -4 to all skills until he is away from the offending sight. Just seeing blood itself gives him a +2 to his Cool, but stuff like severed heads and mutilated corpses can create a -4 (or worse) modifier.
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