XP Edition, Service Pack 1 Book of BanesBy Jonathan S. Coolidge, D.O. |
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Overview: General disabilities have a disadvantage rating,
indicating overall level of power.
Additionally, many
disadvantages take the form of diminished basic raw scores or other
statistics, as outlined in the basic rules of character creation. One may also modify advantages with
restrictions that will lower the overall rating of the advantage, thus
lowering its cost. Some restrictions
are specific to certain advantages, and are outlined with the advantage in
the Manual of Unnatural Power.
Others are more generalized, and are outlined below. A disadvantage at rating
zero or less is not a disadvantage at all, but simply a matter of character
development. Itemized
Deductions: Under some circumstances, it may be possible to describe the exact
same disadvantage using several different sets of rules. It is my hope that for the sake of balance,
most of the time these parallel descriptions of the same thing would be of
equal value. If not, the one that
favors the character (has the higher Ad point reward) takes precedence. A character cannot “double-dip”—one cannot
gain Ad points twice for the same disadvantage. However, one can draw points twice for two
different disadvantages caused by the same curse. For example, a character with froggy skin with a dependency on water would also have
the disadvantage of an unusual appearance.
However, the character could not also claim at the same time a
vulnerability to deserts or other settings in which water is scarce, because
the water dependency has already been claimed. Note that there may be several different ways to create essentially
the same character. The method that
makes the best economic use of Ad points should be used. However, GMs are encouraged to introduce
“fudge factor” modifiers as needed if the best choice of
numbers generate a character that appears too unbalanced. For more information ask your GM or a tax
professional. Paired
Disadvantages: Some disadvantages are
modifiers to advantages. Rather than
having a fixed rating, they modify the rating of the accompanying
advantage. Common sense should be used
in deciding which modifiers are and are not relevant to particular
advantages. They should not reduce the
advantage rating into a negative range (thus making it into a disadvantage)
unless having the ability with the paired disadvantage actually is worse than
having nothing at all. Bear in mind
that some advantages and disadvantages, particularly Transformation and
Involuntary transformation, are acquired seperately
even though doing so might seem to violate the duplication principles above. |
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Example Disadvantages: |
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Dependency: A dependency can be an addiction. It can also be a physiologic need, the trade-off of being a member of an exotic species. In either case, each time one misses fulfilling one’s dependency, one sustains damage in the form of toxicity- physical or toxicity- mental. The rating is determined first by the frequency of
the subject of one’s need. It is then
modified by how often it is needed. If
the Dependency item can be carried, the character may keep a
reasonable supply of the dependency item on one’s person, but there is always
the fear of losing it.
A character deprived of the item of dependency after the chosen interval begins to take damage (usually in the form of health damage, but possibly in the form of toxicity- physical or mental, such as in the case of drug dependencies) at a rate of 1d20 for every next interval down. For example, a character with a daily dependency will, after one day of deprivation, begin to suffer damage of 1d20 an hour until the item of dependency is provided or the character dies. Characters with an hourly dependency sustain damage once every full minute in which their item of dependency is not provided.
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Endurance and
Resistance, Physical and Mental: The basic rules for MI, PI, and EI are outlined
with the Character Generation rules, which also outline the core rules of the
game. Reprinted below (again) is the
table listing the costs for raising Integrities, edited for space and
assuming one has already factored in raw score modifiers earlier. (MR, PR, and ER have been omitted, as they
are by default zero, and thus cannot be lowered as a disadvantage.)
Physical features that can affect Integrities or
provide Resistances but also have social stigmas (such as scales or fur in a
society where this is abnormal) are acquired separately. |
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Involuntary
transformation: If the light of the full moon brings out your
lupine qualities, then this disadvantage is for you. However, it encompasses a wide range of
other forms of forced metamorphosis as well, and has the potential to be one
of the more complicated disadvantages. The following rules are done to help
bring order to potential chaos, and to help keep the character sheet
reasonably tidy. This disadvantage is acquired separately from a
voluntary Transformation advantage.
A character who transforms both at will and unwillingly into the same form has both the advantage and the disadvantage. Advantages
that only the alternate form have a Paired Disadvantage (see separate entry.) Note that a transformation that is activated by a
quirky but controllable mechanism (such as turning into a gigantic panda
whenever splashed by cold water and resuming human form when soaking in warm
water) does not count as both Transformation
with a Paired Disadvantage: requires
trigger and Involuntary
Transformation. It is a disadvantage if one always transforms; it is an
advantage with a paired disadvantage if one still has the option not to
transform in the presence of the shifting trigger. For example, a werewolf who can only shift during a
full moon has an advantage. A werewolf who cannot avoid shifting during the
full moon has a disadvantage. A werewolf who can shift at will at other times
but is forced to shift on a full moon has both an advantage and a
disadvantage. (The Transformation
advantage does not have the full moon trigger as a paired disadvantage.) |
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Determining Ad point costs of Involuntary
transformation involves too many variables to assign a rating simply by
adding up individual disadvantages, without introducing sizable unbalancing
ad point paybacks. (The introduction
of trivial rating one abilities or disabilities can
make huge point fluctuations when raising or lowering a rating from x to ix
or xi.) Therefore, a revised, two-step approach is done.
For
example, if one shifts into a mermaid whenever splashed by or submerged in
water, in a campaign setting similar to the real world, one has Raw curse
vii, because the inability to walk upright, the social stigma of being a
mythical creature, and other elements make life outside of water practically
impossible for any length of time in that form, which would be a rating vi
disadvantage by itself. If
the character transforms into an alternate personality that is not controlled
by the player, the overall rating depends on that other personality’s effect
on the character’s interests. If the alter ego is actively out to undermine
the character’s life, the rating could be as high as vi or vii. If the
alternate persona is simply a benevolent forest creature, however, the effect
is only significant in that the player has lost control of the character; the
minimum value of this disadvantage is generally iv. Note that advantages and disadvantages that are available
only to the alter ego and not to the character’s player are game mechanically
only applied towards the Raw curse,
and are not factored otherwise as advantages or disadvantages. The mermaid above in her natural form can breathe
water, granting in essence Freedom from need- Air IV (with a –1 rating
because it only applies while being underwater.) This ability is lowered to Freedom from need- Air III, because it
only applies in altered form. She also has the ability to swim with her tail,
considerably faster and with greater agility than a person with scuba gear
and foot fins. We’ll call this Swimming
III, an ability giving one effectively the same speed and agility of a
dolphin or porpoise. This is lowered to Swimming
II for the same reason. (Being splashed by water is an abundant trigger;
see Paired Disadvantages below.)
Both of these abilities count separately from the Involuntary Transformation disadvantage.
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Stress transformation (* above) is a Common Incidence modifier. With this disadvantage modifier, the transformation happens whenever the character takes more than 40 points of MI or PI with a single hit. The character is allowed an action roll vs. d20 using Wil as raw score, and if successful, the forced shift is prevented. Difficulty increases by d10 for each additional 20 points MI or PI lost with the same injury, and the character has to roll again each time an injury is sustained, making combat or tax audits very difficult. Stress
transformation- Abundant is similar
to Stress transformation as above, but the rolls are made whenever the
character loses 20 or more points of PI or MI, with the additional d10
difficulty with every 10 points of damage over 20 sustained in a single
injury. If
more than one incidence is used, the total incidence of all circumstances is
considered. For example, if one is
forced to change under stress (Stress transformation, but not in and
of itself the abundant version) and on full moon nights, the odds of either
coming up are enough to qualify as a collectively abundant incidence. Working
with the mermaid example, suppose she assumes human form on land and mermaid
form whenever at least partially submerged in water. Incidence of simply having water spilled on
you is abundant, but bathing and swimming is simply common. (Most people take baths in private and
aren’t going anywhere until they’re done bathing, so the disadvantage does
not apply to a nightly bath.
Obviously, going swimming or certain forms of intimacy are affected.) |
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Sensory limitations: The opposite of better senses is weaker senses, or worse yet, no sensation at all. Working around being visually or hearing impaired can make for an interesting character. Note that logically incompatable abilities, such as improved hearing and deafness, should not be allowed. Vision impairment-
Color-blindness i: Like the majority of people with color-blindness,
the character can perceive some colors but not all of them. Usually red and green are faded into a
yellow-brown, and the two are indistinguishable. General perception of color may also be
faded. (An action roll using Sen as a raw score might be needed to determine accurate
colors in a pinch.) This is the type
of color-blindness dogs and cats have. Vision impairment-
Color-blindness ii: The character
cannot see color at all. Vision impairment-
Nearsightedness iii: The character
has to wear glasses to see in the distance.
This is a rating iv disadvantage if corrective eyewear is not
available in the campaign setting, or if vision is too poor to be refracted. Vision impairment-
Farsightedness ii: The character
can see well in the distance, but cannot see up close. This generally only becomes an issue when
trying to read or otherwise work with details up close. This is a rating iii disadvantage if
corrective eyewear is not available in the campaign setting, or if vision is
too poor to be refracted. |
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Vision impairment-
Blindness vi: The character cannot
see at all. Note that if the character
uses special abilities that allow one to see events, such as precognition
psionics or astral projection, the character is either able to see those
events or otherwise becomes aware of events through senses familiar to that
character. Hearing impairment- Poor
hearing i:
The character has a hard time hearing words in conversation and frequently
has to ask for things to be repeated. Hearing impairment- Deaf
v: The character cannot hear. Sensory impairment- No
sense of smell or taste i: The character is missing two senses. Guess which. Sensory impairment- No
sense of feeling iv: the character
cannot feel touch, including certain forms of pain. This makes the person succeptable
to injury, complicated by gangrene if he or she does not routinely inspect
one’s body, particularly the feet. |
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Visible traits: An entire gauntlet of bizarre traits are
possible. Rather than collecting
points for each one individually, the overall appearance has to be
considered. (In a world occupied mostly
by the mundane, pointed ears does not draw any additional attention on a red
being with giant horns, but is certainly noticable
on someone who otherwise appears human.) The following table provides an overview of ratings
and degrees of abnormality of appearance.
The examples apply in a world in which people who do not appear human
would be ostracized or viewed with suspicion.
A dog or cat might be dismissed as a neighborhood animal,
but the character might need to be rescued from municipal animal
control. A wolf or snow leopard will
frequently end up dodging tranquilizer darts, and his or her friends will be
harassed frequently about permits. A
live mythical beast will be impossible to explain. Note
that the above disadvantages do not apply if one merely has the ability to
shapeshift into such a form. However,
these drawbacks do apply when determining the overall rating of the
Involuntary Transformation disadvantage. |
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Vulnerability: This can be everything from the classic weaknesses
of garlic and mirrors that are the bane of Hollywood vampires, to the
anaphylactic allergic sensitivity to peanuts or bee stings that send several
thousand people annually to hospital emergency rooms. A character’s personal nemesis could cause
physical damage, or, like the case of the crucifix to some versions of
vampires, it could instead cause damage to the psyche (in the form of MI
loss.)
Exposure to one’s vulnerability item causes 1d20
toxicity damage to touch. Ingestion of
a small amount does 1d100 toxicity damage.
If the item is a metal and is made into a weapon (such as a silver
bullet or a cold iron blade), it does double damage—in addition to its normal
damage form, one adds in the same amount of toxicity damage. When acquiring this disadvantage, it is assumed to
be physical unless specified as mental.
Physical vulnerabilities deal toxicity- physical damage in PI. Mental vulnerabilities deal toxicity-
mental damage in MI.
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Paired DisadvantagesAs detailed at the start of this treatise, a disadvantage can be paired to an advantage, reducing the overall value of the advantage. Only works when
transformed: If a character has the Transformation advantage, then one may have abilities only available while transformed. The abilities gained are traded off against the disadvantages built into the alternate form. Since the Transformation advantage is voluntary, the disadvantages can be shed at any time, and thus they are not counted against the total value of the alternate form. (Involuntary transformation is a separate disadvantage detailed above. Note that one can have both Transformation and Involuntary transformation into the same form, though each is figured separately.) All abilities by default are lowered by one rating if they are only available while transformed. The GM may change this modifier as needed for individual circumstances. Only works under
circumstances or activation trigger: Some advantages require more work than others to make it work. While having to jump in order to fly is a no-brainer, having to cast a blood rite to invoke this ability is another story. Generally, an advantage’s usefulness is only as much as its ease of activation. The following table is suggested as guidelines for lowering the rating of an advantage based on occurrence of circumstances:
Reducing a rating by one rank means the same as lowering it by one Roman numeral. An ability cannot be lowered below rating I, but the modifier can and should be applied after factoring in other modifiers. So, an ability that only works under very rare circumstances that is normally rating III but raised to rating V because of other features is still lowered to rating I.
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