Copyright crap: The author of this thingy retains full copyright of the material, while hereby granting full permission for it to be reprinted in any format whatsoever, with the provisos that his name be forever attached to it, the text of the document be forever unaltered, and if anyone manages to figure out how to make big bucks off of it, the above mentioned author wants a cut. Oh, yes, and lest I forget, this notice must remain attached to the main text. I. Marc Carlson IMC@VAX2.UTULSA.EDU 1 April 1994 *************************************************************************** BTRC, TimeLords, WarpWorld, SpaceTime, Guns Guns Guns, 3G3, More Guns, and those components dealing with subjects covered by BTRC products are copyrighted by Greg Porter. Note that their use herein does not connote any official stamp of approval by Greg Porter, nor should their use by imply an abandonment of those rights and privileges guaranteed to the holder of said copyrights. =============================================================================== The Incomplete Dis-Advantages List: For TimeLords systems games Compiled by I. Marc Carlson With lots of material by Greg Porter, The "Phantom of the Library", and others Name Bonus Age 4AP/30SP per year over age 16. Attribute Maxima 2 AP or SP A character may limit their maximum potential for a given attribute. For each point lower than 20, the character gets 2AP or 2 SP. This disadvantage is permanent. However, should a character try and improve their attributes beyond their maximums, such improvements will cost twice as much. Bound to/Repelled by a specific Place/Item 25 AP or SP Small +5 Fragile +5 Large -5 Contact/Ally/Patron/Friend/Claim to Hospitality/Secret Patron/Enemy: Level 1; 1; Single Person; Acquaintance; Small favors; Small Area; Owe Minor Obligation; Enemies don't know you yet 5AP or SP Level 2; 2-50; Friends; Do favors with small risk; Medium Sized area; Small Organization; Owe Great Obligation; Enemies know who you are. 10AP or SP Level 3; 50-250; Close Friends; Do Favors with Great Risk; Reasonably powerful Organization; Enemies keep a complete file on you. 15AP or SP Level 4; 250-2000; Lifelong Friends; Do favors at Risk of Prosecution; Huge Area; Very Powerful Orgization; Owe Life or Livelyhood; Enemies maintain orders to terminate you on sight 20AP or SP Level 5; 20,000+; Family Members; Risk anything for you; National Level; Extremely Powerful Organization; Enemies employ people whose job is to actively hunt you down and kill you 25AP or SP Level 6; The Government 30AP or SP Level 7; God 50AP or SP Tough or has special tools +5AP or SP Sometimes +0 Full Time +5AP or SP Fanatic +10AP or SP Cursed/Jinxed/Big Target: Uncommon situation 10AP or SP Common situation 20AP or SP Very Common situation 40AP or SP Mildly Dangerous or Inconvenient +5AP or SP Very Dangerous or inconvenient +15AP or SP Life or Lifestyle threatening +30AP or SP Habitual behavior: This is not quite a psych lim, or a physical lim, but contains elements of both. It is something that the character does unconsciously, and which can only be controlled by consciously trying NOT to do it. Examples might be holding doors open for ladies, smoking after dinner, scratching your nose while thinking, a preferred cuisine when dining out, or a modus operandi when commiting a crime. There is no direct penalty for this behaviour, but if there is a -4 modifier to acting, disguise, or trying to blend in, if an observer knows about the habit. The character can negate the behavior for a specific short encounter, but can not say "I will not do such-and-such today", as the habit happens without thinking. Uncommon situation 1 Common situation 2 Very Common situation 3 Plus: Moderate Compulsion: +0 Strong Compulsion: +1 Total Compulsion: +2 Absent Minded (Common Situation, Total Compulsion) 4 Handicap/Physical Disadvantages/Physical Limitation: The character may have physical problems that limit their abilities. These can include the loss of an eye, a limp that reduces running speed, partial deafness, etc. These are usually worth 10 AP or SP, but may be worth more or less. They are usually permanent, but magical or technological healing may be able to negate them in the future. It is assumed that the character can not recover from them without significant outside help, or more money than they are able to lay their hands on, or else they would have already done so. The player and GM will have to come to an agreement on what is needed to permanently negate the disability. The handicap disadvantage can also apply to any physical condition that affects the character in a social context, but has no limit on physical ability. For instance, being an albino is partially a physical limitation, causing some people to react negatively to the character. This coule either be a handicap, or a ceiling on Appearance depending on the GM. Loss of a finger 1 Loss of a hand 5 Loss of an arm 15 Loss of a foot 10 Loss of a leg 25 Half running speed w/crutch Running Speed 2/ 1mps below normal Deafness, One Side 5 Int Roll to locate sounds Deafness, Partial 1/-1 on Hearing Perception (-5 Max) Deafness, Total 10 Dependence (on a specific item/thing) 10 Albino 5 Color Blindness 5 Bad vision 1/-1 to Visual Perception Loss of an eye 10 Blind 25 +5 Difficulty on cost of visual skills) Chronic Ailment 5 Double aging effects Mute 10 Stuttering 5 Dyslexia 5 Epilepsy, Petite Mal 5 Epilepsy, Grand Mal 10 Hemophilia 10 No Sense of Smell/Taste 5 Quadriplegic 50 Distinctive Appearance: Easy to Conceal 1 Concealable 5 Not Concealable 10 Psych Lim: 1/-1 modifier to Will A character may have irrational fears or other psychological limitations that could impair them. This could be fear of the dark, fear of heights, claustrophobia, paranoia, or any other reasonable psychological problem. When a character is confronted with the situation, they must make a willpower roll to avoid making irrational actions. In this case, making an "irrational actions" means that the GM dictates the actions of the character, regardless of player objections. When the source of the problem is removed, the character is once again controlled by the player. The points gained for this disadvantage can vary. The Willpower roll gets a negative modifier equal to the points gained for the problem, so gaining 10AP for the problem would mean the character has a -10 to Willpower rolls for the problem. This disadvantage can be bought off in the same way that skills are imporved, except that the total goes down, rather than up. This disadvantage can also apply to most other personality traits that can dominate the way a person acts. This can apply to a variety of manias, compulsive behaviours, attitude problems, or ambiguous traits. Rather than purchase on a point-per-point basis, the player may opt to determine the cost of their Psych Lim via the following method. Cost Wil.Mod. Uncommon situation 5 Common situation 10 Very Common situation 20 Plus: Mild/Moderate Compulsion: +0 -5 Strong Compulsion: +5 -10 Obsessive/Total Compulsion: +10 -20 Examples: Bad Temper (VeryComm.Sit., Mild Comp.) 20+5=25AP -5 to Wil. Bad Temper (Comm.Sit., Total Comp.) 10+10=20AP -20 to Wil. Bad Temper (VeryComm.Sit., Total Comp.) 20+10=30AP -20 to Wil. The following list is NOT comprehensive, nor is it exhaustive. Addiction Gluttony Amoral Greed Bad Temper Gullible Berserk Hedonism Bloodlust Intolerance Bully Irretrievably honest Compulsive Behavior Manic/Depressive Carousing Miserliness Gambling Overconfidence Generousity Pacifism Gloryhound Panzaism (Never sees Fantasy) Lying Paranoia Spendthrift Quixotism (Sees only Fantastic) Trademark Sadism Cowardace Sense of Duty Curiousity Short Attention Span Delusions Sleepwalker Easily Distracted Split Personality Fanaticism Squeamish Fetish Stubborness Flashbacks Stuttering Freeze in Combat Trademark Reputation Cost as per attribute purchase. You can only have 3 reps at one time. A reputation can help or hinder all sorts of skill and attribute rolls. Social Class 5AP/+1 Social Class Level All characters, regardless of origin have a basic Social Class of 0, unless they decide to buy up levels upon the creation of the character. A character that tries to increase their status later, may do so, but only very gradually. Anyone who figures out a way to do it in one shot will be considered "Neuveau Riche" lose the points spent and not gains any status at all. A high status reflects a high social standing. Class -4*: Outlaw, traitor, leper, "worthless scum" Class -3*: Serf, Begger, slave, Street Criminal, dole recipients Class -2*: Poor Peasant, Begger, Poacher, Miner, Huntsman, Bondsman, Outsider, Underworld figure. Class -1*: Poor tenant farmer, Urban Poor, Servant, Lackey, Well placed slave. Vulnerability 5AP (10AP or SP) The character takes a -10 to Constitution rolls if exposed to, or trying to recover from, a specific disease, chemical or substance; or else suffers from certain side effects that wouls not normally apply to most people, or that most people would find mildly annoying. For instance, a character unable to metabolize alcohol well could get roaring drunk and stay that way for a long time, getting terrible hangovers. This would be worth 5AP, as would a vulnerability that caused a character to be violently ill if they ate a certain food. It is also possible that such a vulnerability can cause 1 non-lethal Damage Level, per 5AP or SP gained, to any area exposed to the cause of the vulnerability (upon exposure for more than a few minutes, and again every hour). If the Damage is lethal, the vulnerability is worth 10 points per 1 Damage Level. Weight: 5AP or SP+ A character may be lighter or heavier than normal for their Strength and Height. For purposes of determining character mass, the character will get 5 AP or SP for each strength column shift they take, with a normal maximum of 2 columns, although with GM permission characters can be extremely over, or underweight, if they choose to be. While lower weight characters will lose BP due to their lighter mass, heavier charcters will gain BP due to their increased mass. However, the extra mass will count as permanent encumbrance that they must carry around. This will not effect skills, but it will effect Stamina rolls and running speed. While conditions might temporarily change a character's weight, they will return to their normal weight when conditions return to normal. This disadvantage is permanent, and may not be changed without Gm permission. Wyrd/Fate/Destiny (Bad) The character has a destiny. Great ("You will slay your father, Marry your mother, Be a King, Bee a poor blind Begger" sort of thing) 15AP or SP Major (Time of Death) 10AP or SP Minor (You will marry a terrible person) 5AP or SP