I've been feeling rather unmotivated recently. I meant to post the Talents and Drawbacks section about a week ago, but I've been putting it off. I've also been very slowly working through the Powers chapter. I've had that file open but minimized for the past few days but I only occasionally look at it and work on it. I usually do some work on it late at night before going to sleep. I start to make some progress then decide to go to bed and continue the next day, but then I wait until late at night again. The Powers chapter is still a monstrous hodgepodge of abilities that I'm struggling to trim into shape. When I'm actually working on it, it doesn't seem so bad. When I'm not working on it, I have the idea in mind that it's going to be really hard so I procrastinate working on it. The Talents and Drawbacks chapter used to be a similar monstrosity but I've finally cut it down to size.
Talents are like Edges in Savage Worlds, Feats in D20, or similar advantages in other systems. In my original draft of that section, every Talent was a special case with its own rules. As I had more and more ideas, it started to bloat out of control. It was turning into what I hated about those other systems. I needed to trim it back and get it under control. When I showed it to Mike Addison over at Zombie Dojo, he suggested that I give Talents a limited set of effects and then just vary the circumstances where they apply. In their new stripped down form, Talents essentially function like Fate's Aspects in the way they all provide the same bonus when they apply. However, unlike Aspects, there's no cost to invoke them: they apply whenever they are appropriate. I like the way this works because it means that the different Talents can still have their different descriptions of what they are and how they work, but the specific mechanical effects are easy to remember. You only have to read the Talent once and the name of it should be enough to remind you of when you can use it. I'm also hoping that Talents will provide another layer of description to help define a character and differentiate one character from another. Rules and examples after the jump.
Talents
A new character may choose up to 3 Talents and may also trade in 1D from an Attribute or Skill for two additional Talents. Talents are usually limited to being used in particular circumstances and have one of three different effects: +1D to a skill or attribute roll; +1 to a static attribute; or, a Free Wager. Talents usually affect the rolls of the character who possesses them, but some can be used to boost the rolls of allies instead (such as the talents of an inspirational leader, tactical genius, or excellent adviser). Bonuses to static attributes help to defend a character from attacks or other outside influences. Bonuses to skill or attribute rolls will make success more likely. Free Wagers don't improve the chances of success but make good rolls more effective, so it is recommended that Free Wagers only be taken for traits that have a value of at least 3D.
Talents can represent skill specialties, physical enhancements, supernatural effects, or any other special abilities. For example, a wide variety of characters could have a Talent that grants a +1 bonus to their Defense attribute for different reasons:
- A warrior with superb knowledge of parrying techniques.
- A mad scientist surrounded by a cloud of robotic hover drones that move to intercept attacks against him.
- A mystical assassin whose body flickers between solid flesh and insubstantial shadow which allows some blows to pass harmlessly through.
- A shaman covered with a potent pattern of magical tattoos that make it difficult for his enemies to focus on striking him.
- A cyborg with a millimeter wave radar early warning system that detects incoming attacks in a 360 degree arc and relays that information directly to the cyborg's brain so he has an extra .25 seconds to dodge them.
The following sections show some examples of Talents and the sort of limitations they usually have. There are no strict limits on what kind of Talents a character may have, but a good rule of thumb is to avoid too much overlap and stacking of bonuses. Too many overlapping and stacked Talents lead to characters that are overspecialized, one-trick ponies. It's usually better to have a greater breadth of options rather than one very powerful option. The players and the GM should discuss the style and expectations for the campaign in advance in order to avoid making characters that will be unable to participate in most scenes. The GM should pay special attention to the anticipated focus of the campaign to ensure that some Talents aren't too restricted. For example, in a campaign that focuses on courtly intrigue with only a few expected combat scenes, the social Talents should be more narrowly defined (so they don't all come up in every scene) and the combat Talents more broadly defined (so they can come into play in the few combat scenes).
Background Talents
Agile: The character possesses the smooth grace of a large cat (or failing that, the awkward grace of a mountain goat). +1D to Athletics or Finesse rolls relating to balance or being surefooted.
Beauty: The character is physically striking in appearance. +1D to Making an Impression or other social skill rolls that would be aided by appearance.
Berserk: The character is easily overcome by a rage which fuels their aggression. After tapping their Rage Passion, the character gets +1D to melee attacks for the rest of the scene or until calmed.
Dramatic Entrance: The character is an expert in style and panache. +1D to the character's first action when entering a scene already in progress.
Large build: The character is big and beefy. +1D to feats of strength (including Making an Impression).
Flexible: The character is lean and wiry. +1D to rolls involving twisting, contorting, reaching or squeezing into small spaces.
Natural Athlete: Movement is as easy as breathing for this character. Free Wager when using the Athletics skill for movement.
Power Resistant: The character is highly resistant to a kind of extraordinary power, like magic or psychic powers. When targeted by powers of the resisted type, the character has a +1 or +1D to their resistance value (e.g. +1 Toughness against damaging powers or +1D to opposed rolls to resist powers). This also applies to beneficial powers that allies may attempt to use on the character. This Talent may be taken multiple times and applied to different power types (although a character resistant to radically different types of powers would be very unusual in most settings).
Prodigy: The character finds that certain things come very easily and naturally. The character receives a Free Wager on rolls within a specialty for one particular skill, such as Fighting rolls when using a particular type of weapon or Knowledge rolls related to a specific subject.
Quick Healing: The character recuperates quite quickly from physical injuries. Free wager on all rolls to recover from injuries and fatigue.
Quick Reflexes: The character has lightning fast reflexes and responds very quickly when necessary. +1 to Initiative value of actions when reacting to danger.
Wealthy: The character owns land or enterprises that provide significant income. +1D to Resources rolls. This may be taken multiple times for greater levels of wealth.
Well-educated: Free wager when using academic Knowledge skills gained through formal education.
Well-heeled: The character is much older than normal or has traveled a great deal or otherwise acquired a long lifetime's worth of information to draw upon. +1D to Common Knowledge rolls due to their wealth of life experience.
Skill Talents
Ace (Helmsman/Driver/Pilot): The character is an expert at maneuvering a particular kind of vehicle in combat. +1D to the relevant skill (Helm, Driving, or Piloting) when attempting to outmaneuver an opponent to set up Advantage for an attack.
Wary: Whether as a result of a dangerous life or simple paranoia, the character is ever watchful for danger. +1D to spot ambushes or hazards.
Unstoppable: The character is a swift, strong, and sure-footed athlete. +1D to run, climb, jump, swim, or make progress with any other form of self-propelled movement.
Favored Craft: The character has specialized skill in handling a particular type of vehicle. For example, a smuggler in a space opera setting might have Favored Craft: Freight Shuttle which would allow him greater expertise with small and quick passenger and cargo craft. +1D to rolls to operate or maintain that particular class of vehicle.
Signature Craft: The character has intimate familiarity with one specific vehicle. Free Wager when operating or maintaining that specific vehicle.
Favored Mount: The character has special skill in handling a particular type of mount. For example, a knight in a medieval fantasy setting may have Favored Mount: Charger which would allow him greater expertise with destriers and other warhorses. Favored Mount grants a +1D bonus when using the Wrangling skill to handle or groom the mount and when using the Healing skill to treat its injuries or illnesses.
Bonded Mount: The character has formed a special connection to one specific mount or beast of burden. An example of this would be a knight and his favorite warhorse, a space ranger and his trusty robot sidekick, or a vile necromancer and his personal super-zombie bodyguard stitched together from smaller zombies. This Talent gives the mount a bonus of +1D for any action it takes under the immediate direction of its master.
Weather eye: The character has a great deal of familiarity with guiding a large craft in a specific environment. For example, a sailor who really knows the trade winds of the East Indies; the captain of a zeppelin who knows how the wind whips around the skyscrapers and through the urban canyons of New York; or, the CV pilot who has flown many missions through the Tannhauser Gate. While operating in that specific environment, the character gains a +1D bonus to all Helm rolls.
Herbalist: The character is well versed in the ways of natural medicine. Free Wager for Survival rolls made to collect fresh ingredients to generate Advantage for a Healing roll.
Healing Hands: The character has a talent for helping patients recover quickly. As long as they are under the character's medical care, long term patients benefit from a Free Wager on rolls to recuperate from injuries.
Battle Cry: The character is capable of emitting a fierce battle cry that can stun enemies long enough to penetrate their defenses. +1D to use Intimidation in a Duel of Wits in combat.
Scholar: The character has a broad range of knowledge. The character receives a +1D bonus to all academic Knowledge skill rolls made to recall information gained from written sources.
Extensive Field Studies: The scholar is very familiar with the practical as well as theoretical matters relating to their expertise. Free Wager on rolls for practical actions related to the character's Knowledge specialties (e.g. a character with this Talent and Knowledge (Starship Engineering) would receive the bonus when using the Repair skill to fix a broken down space freighter).
Larcenous: The character has trouble distinguishing between “mine” and “yours”. +1D to rolls to pick locks (with the Repair skill) and pockets (with the Stealth skill). In a modern or futuristic setting, this Talent could be used to bypass electronic locks or computer passwords.
Social Engineer: The character uses “social engineering” (e.g. buying drinks for people and chatting with them) to discover useful information to help guess passwords in order to hack computer systems. +1D to social skill rolls when trying to subtly pry secrets from people in these situations.
Scrounger: The character has a knack for locating something that can be adapted for use as a piece of useful equipment, at least temporarily. Free Wager on Notice, Social Circles, or other rolls to scrounge for parts in order to generate Advantage for a Repair roll to fix or create something without proper parts.
Mechanical Miracle-worker: The character can return functionality to a broken machine in record time. Free Wagers on Repair rolls.
Throwing Arm: The character is capable of much more accurate ranged attacks with weapons like grenades, knives, axes, spears, darts, or even hurled rocks. +1D to attacks with Thrown weapons.
Scout: The character is very familiar with the wilderness and living off the land. Free Wager on foraging (Survival), tracking (Notice), or camouflage (Stealth) in the wild.
Combat Talents
Combat Reflexes: The character has the quickness of action and the predatory instinct needed to harm others without hesitation in combat. +1D to rolls to Seize the Initiative.
Grit: The character is familiar with pain and can shut it out more easily than most. +1D to all rolls to offset wound penalties.
Backstabber: The character is an expert at placing their attacks for maximum effect on unaware opponents. +1D to damage rolls for surprise attacks.
Quick Recovery: Whether it's through quickly recovering their physical balance, shrugging off the force of a blow, or just mentally refocusing, the character can easily shrug off the shock of being stunned. +1D to Attribute rolls to recover from being stunned.
Parry: The character is skilled at deflecting attacks. +1 Defense when wielding a weapon.
Riposte: The character is skilled at exploiting the opening in an opponent's defenses before they recover from a failed attack. +1D to immediately counterattack someone who attacks the character and misses.
Void: The character is particularly skilled at voiding blows (i.e. getting out of harm's way without walking into a followup attack). +1 Defense when the character has enough space to step aside or give ground before an attacker.
Dodge: The character is very adept at dodging ranged attacks and making full use of cover. +1 to Defense against ranged attacks in the same Area
Trademark Weapon: The character has a favorite style of weapon. Free wager for rolls to use specific type of weapon.
Natural Weapons: The character is always equipped with a Short weapon and can’t be completely disarmed. This could be an “unarmed” pugilist who has hardened fists from punching a wooden beam every day for years, or a character with fierce claws or fangs, or just a really paranoid warrior who always has one more knife stashed somewhere on his person. +1D damage when fighting “unarmed”.
Sniper: The character has a very steady aim and can account for wind, gravity, humidity, and all the other little factors that can disrupt a long-distance shot. +1D to use ranged weapons against targets 5 or more Areas away.
Running Shot: The character is still a decent shot even when moving. +1D to counteract multiple action penalty for moving and making ranged attacks in the same round.
Sword and board style: The character is an expert in the use of a shield and a one-handed weapon (typically a sword, mace, or axe) to maximum effect. +1D to offset multiple action penalty when using a Shielding weapon and a one-handed weapon in the same round.
Two-weapon style: The character is trained to fight with two offensive weapons at once. One weapon is usually used to parry while the other attacks, so it is not uncommon for one of the two weapons to be a Parrying one. +1D bonus to offset multiple action penalty when using a pair of weapons at one time.
Two-handed weapon style: The character is trained to get full use of the length, speed, and leverage advantage offered by two-handed weapons. +1D bonus to use a Reach weapon with two hands.
“Octopus who plays the drums” style: The character has learned to never pass up an opportunity to strike a foe even if one's weapon is not in a prime position to do so. +1D bonus to offset multiple action penalty when using unarmed strikes with a weapon attack in the same round.
Precision style: The character has learned to strike the most vulnerable targets to take full advantage of precise strikes. Free Wager when attacking with Precise weapons.
Brutal style: The character has learned how to more accurately control weapons designed for power over precision. +1D when attacking with Brutal weapons.
Devastating Combination: The character has learned to maximize the damage of a sequence of attacks by using the first attacks to soften the target up for the final blow. Free Wager for damage on the last of multiple attacks in one round.
Monster Hunter: The character has learned that the bigger they are, the harder they fall. More importantly, the character has learned how to make the bigger ones fall. +1D bonus to damage when attacking targets of a larger Scale.
Die Hard: The character's body just doesn't know when to quit. +1D bonus to rolls to stabilize or recover from any incapacitation or injury, including stabilizing when Mortally Wounded. In settings that use the Gritty option for wounds, this +1D bonus applies to the Healing rolls of other characters who attempt to stabilize the character.
Sweep: +1D bonus to offset multiple action penalty when making a “whirlwind attack” to strike multiple targets with a melee weapon.
Strafe: +1D bonus to offset multiple action penalty when making a “spray and pray” attack to strike multiple targets with a ranged weapon.
Thick Hide: +1 Toughness against physical attacks.
Defensive Stance: +1D bonus when going on full defense.
Protected: +1 to resist harmful influences from antithetical enemies (for example, a holy warrior may be more resistant to the attacks or temptations of demons that oppose his god).
Protected: +1 to resist harmful influences from antithetical enemies (for example, a holy warrior may be more resistant to the attacks or temptations of demons that oppose his god).
Chosen Foe: +1D damage against antithetical enemies. Priests versus demons, werewolf hunters versus werewolves, etc.
Social Talents
Charismatic: +1D when using social skills to influence people positively toward yourself (through love, respect, honor, etc.)
Terrifying: +1D when using social skills to influence people negatively through fear.
Seductive: +1D when using social skills to influence people through their appetites (lust, gluttony, greed).
Puppeteer: +1D when trying to influence one character's opinion about another.
Brotherhood: +1D when spending Drama points for the benefit of other characters that also have this Talent.
Iron Will: +1 or +1D bonus to resist mental or social compulsions
Strong Presence: +1D to Duels of Wits
Commander: +1D to Commands
Inspire Resolve: Minor characters who follow the character get +1D for Will rolls when testing for bravery or morale.
Stand fast!: The character's minor followers get +1 Toughness in battle as long as the character Commands them.
Give 'em hell!: The character's minor followers get +1D to attack rolls while the character Commands them.
Drawbacks
You may take any number of Drawbacks. Drawbacks do not cost any points and do not give you any points, but for every scene in which they seriously impede your character (such as when you fail an important roll because of a penalty imposed by a drawback) you can earn a Drama point. Drawbacks are the opposite of talents. In particular circumstances, a Drawback will impose one of three effects on a character: -1D to skill or attribute rolls, -1D to an ally's rolls, or -1 to a derived attribute.
Arrogant: The character has a rather high sense of self-importance and tends to underestimate others. This causes problems when others are not as inferior as they are expected to be. The character has a -1 penalty to static defensive traits and -1D penalty to actions to press an advantage or take significant precautions against anyone who has not yet proven themselves to the arrogant character. For example, an arrogant swordsman may suffer a -1 penalty to Defense against an opponent who has never struck him or made an impression on him before.
Bad Ears: Suffer a -1D on any skill check involving hearing clearly (such as a musical performance or detecting the presence of ambushers).
Bad Eyes: Suffer a -1D on any skill check involving seeing clearly at a distance if nearsighted (Driving, Piloting, Shooting, etc.) or seeing fine details up close if farsighted (Repair, Healing, reading, etc.)
Bizarre Anatomy: The character is an uncommon hybrid of two species or possesses experimental artificial organs or has some other abnormality that makes treating their injuries and illnesses difficult. -1D to Healing checks to treat the character.
Blind: This character can't see and automatically fails any checks to see. A character who is blind but has keen compensating senses to allow them to function as well as a sighted person at close range (like the great blind swordsman, Zatoichi) doesn't have this drawback. Such a character could be represented by the Bad Eyes drawback to give them a penalty to “see” things at a distance and no penalty at close range.
Bloodthirsty: Whether it's due to an adrenaline addiction or sadism, the character likes to fight and suffers a -1D penalty to actions that would avoid a violent confrontation that the character thinks could be won.
Book Smart: This character is the typical “absent minded professor” type. His mental abilities are heavily skewed toward logical reasoning and retaining knowledge, but he lacks in common sense, intuition, and “street smarts”. -1D to Cunning skill rolls in those weak areas (normally related to Notice, Social Circles, Taunt, and Wrangling skills).
Butterfingers: The character's sense of depth perception and touch are below normal for his level of Finesse. -1D to Driving, Piloting, and Shooting skills.
Cautious: The character likes to look (and maybe take a few measurements) before leaping. Slow and steady wins the race (as long as the faster guy is arrogant and screws up while showing off). The character suffers a -1D penalty for any rushed action that could be done with preparation or for any aggressive action that would cause their defenses to be compromised.
Clueless: The character has poor focus, which makes it difficult to pay attention and keep track of important details. This imposes a -1D penalty on any rolls to notice less than obvious details (Notice or Investigation rolls with a difficulty higher than 1) or follow complex instructions (such as an intricate plan with multiple steps and contingencies).
Clumsy: The character’s balance and gross coordination are not as good as his Finesse would indicate. -1D to Fighting and Stealth rolls.
Death Wish: The character has lost the will to live and only wants to take some enemies down with them. The character has a -1D penalty to any self-preserving actions while in a dangerous situation that would interfere with them inflicting harm on their enemies. For example, a gunfighter with a deathwish will suffer the penalty to any rolls to take cover or run away when he could be sticking his head out to take shots at his enemies.
Delusional: The character has some bizarre, counterfactual beliefs that can impose a -1D penalty in social situations with those who don't share their beliefs (such as when trying to explain a crazy conspiracy). The character can also earn a Drama Point when the delusions lead them to take actions to their own detriment.
Elderly: This character is old and wrinkly. This can cause problems in a setting with strong ageism against the elderly and the character may suffer a -1D penalty to social rolls because everyone treats them like an old fool who is behind the times. In a setting with a strong division between the “wise elders” and the “young warriors”, the elderly may have a -1D penalty to physical actions to encourage them to leave such things to the warrior class (who would probably have a matching penalty to social rolls to attempt any policy-making or leadership that should be left to the elders).
Frail: Despite the character's physical strength, they aren't that resilient and suffer from poor health or a “glass jaw”. -1 Toughness.
Habit: The character has an addiction or other unfortunate habit. This can impose a wide variety of penalties depending on the type of habit. For example, stimulants might impose a -1D penalty to all actions when not indulging often enough (due to sluggishness and irritability). Depressants might impose penalties to physical actions while indulging (due to reduced balance and coordination) and penalties to social actions when not indulging (due to irritability). Constant nose picking or other odious personal habits might impose social penalties when others see it.
Lame: This character is slow and suffers a -1D penalty to all rolls involving moving quickly.
Limited Training: The skills are rather broadly defined. A character with this drawback does not enjoy the full range of use for his skills because he lacks familiarity with some fundamentals normally assumed in the skills. When attempting actions related to the limitation, the character has a -1D penalty. For example, a desert dwelling character that never learned to swim could have Limited Training (Swimming) that prohibits him from rolling his full Athletics skill when trying to swim.
Non-technical: Through bad luck or simple lack of understanding, the character has trouble when using complex devices. Anything with more than a few moving parts has a tendency to break down when the character is using it. -1D to use or repair such devices.
Obese: This character is carrying a lot of extra weight which can impose a -1D penalty to actions involving moving that extra weight (e.g. climbing, running quickly, crawling through a narrow gap, etc.).
One arm: This character has only one functional arm. This can impose a -1D penalty to some actions and render others impossible.
One eye: This character has only one good eye. The lack of depth perception can impose a -1D penalty to actions requiring judging distance (jumping across a gap, hitting a target, piloting without instrumentation, etc.) but they can wear a cool eye-patch.
One leg: This character has only one functional leg and requires crutches, a cane, or some other aid to walk (slowly). Running is impossible and other forms of movement may suffer a -1D penalty (assuming an aid to allow more than just hopping).
Overconfident: The character has a tendency to bite off more than they can chew. Gain a Drama point when failing a roll due to Wagering a higher difficulty. “I've done first aid a few times and it was easy. How hard could this 'surgery' thing be?”
Pacifist: The character has a -1D penalty to use violence against another character. “There are many ways to solve a problem. If you eliminate violence, you lose only that one option. If you resort to using violence, you lose all other options.”
Rebellious Loner: The character has a strong independent/anti-authoritarian streak and doesn't play well with others. -1 or -1D penalty to counteract the benefits the character would receive from another character's Talent or Command.
Short Fuse: The character is easily upset and suffers a -1D penalty to resist Taunts.
Small: The character has a rather slight build, which can impose a -1D penalty to actions where stature is needed (resisting a strong wind, reaching the top shelf, etc.)
Ugly: The character's appearance is generally unpleasant, which can impose a -1D penalty when they are trying to make a good impression.
Unsettling: The character's presence is disturbing to others. Allied minor characters suffer a -1D penalty to their actions to aid the character.
Weak: Despite the character's sturdy physique, they aren't that strong. Perhaps they have some nerve or tendon damage that weakened their limbs or the character is a robot that was built to be resilient but without strong actuators. -1D to Might and Athletics for all active rolls related to strength (melee damage, climbing, throwing, jumping, but not endurance tasks like distance running).
Young: The character is rather young in a society that values experience. Even if the kid knows what he's talking about, it can be difficult to get people to listen. -1D penalty to social rolls to be taken seriously (but not to be considered “adorable”).
No comments:
Post a Comment