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Mailing List Logs for ShadowRN

From: Rune Fostervoll <runefo@***.UIO.NO>
Subject: Re: Magical Flaws
Date: Mon, 11 May 1998 15:34:09 GMT
>> 2 point flaw: Initiate Outcast: a mage character can not form an =
“astral
>> contact”, and can not join any magical group, even one S/he attempts =
to
>> form. S/he can still initiate alone and associate with groups
>> socially, professionally, or ritually, however.
>
>WHOA!!!! IMNSHO, this should be at -least- a 6 pointer, as it severely =
limits
>many options open to the character.

Um... biorejection etcetera is far more limiting, and it's a 2-3 pointer.

6-pointers are 'you're dead in 3 months at the latest' kind of flaws, or
paraplegic. That's a bit more limiting, IMO. Not being able to initiate in =
a
group is a minor flaw at worst... many prefer doing it alone, as it is.
Not being able to initiate AT ALL might be a 6 pointer, though, but some =
adepts
gain little - or nothing - by initiating and shouldn't get 6 points for =
that.

What about traits? 'neutral' edges/flaws...

'Talker'
The character is known to solve problems peacefully. Can be contacted as =
a
negotiator etcetera, but few trust him to hold his own in a fighting =
situation.
(Required: 4+ charisma & negotiation skill). Think 'Lenny' in Strange Days.

'Jinxed'
Use spell failure (Optional SRC rule) for the character in normal =
combat...
but also for anyone attacking him. (Gets critical 'oops' if (natural =
skill)
1's is rolled.).

'high metabolism'
Requires higher doses of medicines(roll twice for using up medkits), and =
is
easily addicted, but gets +1 dice for healing tests.

'small sized'
May find cover more easily - stage up available cover one step. May only =
carry
one step less gear, though.

Flaws:
'singular dexterity' -1 flaw
Is very centered on one hand, and has trouble coordinating the 'off hand'
well. The off-hand gets an additional +2 penalty. Operations that require
two hands well coordinated gets a +1 to TN. (This includes firing assault
rifles and unarmed combat). Gets an additional dice for 'on hand' =
actions,
though.

Edge:
'Tactically gifted' (2pt edge)
May think things through during stressed situations.
(Only use if the GM pushes decisions in stressed situations... how much
he pushes things may modify the edge cost.).

Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.