Chapter 3: Advantages & Drawbacks
This is something that the
marvel game lacked, until now. This helps flesh out your character into
an actual person, gives them personality. Lets you think of a character
in the form of people instead of just powers. In the D.C. Heroes game you
build your characters using Hero points Advantages take them Drawbacks
give them. In Marvel there wasn't a way to convert that kind of reward.
I know what your thinking. Why in the world would I CHOOSE to have a fatal
Vulnerability. Answer a LOT of Karma. Instead of Hero Points you spend
and gain KARMA. This is only available to new characters, or if you have
a nice judge s/he may allow you to adjust your old character with this
system. WARNING: once you are done making/adjusting your character you
may NOT do it again. A judge may choose a vulnerbility later in the game
if the situation calls for it (ie. the gamers are being bad), but you will
NOT gain Karma for it.
Advantages
- Area Knowledgement (-20): A character with this advantage
has a through knowledge of the terrain and landmarks of a specified area.
This Area must be specified when the advantage is purchased and may be
no larger than city-sized. This may be purchased more than once.
- Attractive (-15): A Character with this advantage gains a +1cs to
any Persuassion attempt made against the opposite sex
- Connoisseur(-5):A Character with this advantage has appreciation and knowledge of life's
finer things. A connoisseur can appraise any item through a successful
Intuition Check.Any attempt to persuade another character recieves
a +1cs if the character has had an opportunity to exercise his/her Ability
(wining and dining subject, engaging in clever conversation)
- Genius (-25):A character with this advantage may build things that
is not of this world/time (teleporters, time machines, force fields). without
this advantage these things cannot be built.
- Gift of Gab (-20): A character with this advantage is a master of verbal interplay.
When ever such a character successfully talks to a person he gets a +2cs
- Headquarters(-10 or -20): A character with this advantage begins
his/her Career with a serviceable headquarters. The Character must choose
the extent of the headquarters at time of purchase: confined
or Expansive.
A Confined Headquarters is a small (approximately 400 sq Feet or less) building, apartment, or rented
space. A secret room in the Character's apartment is a confined HQ. This
costs 10 Karma
Expansive HQ is a well hidden, vast
(1500+ sq Ft) Complex located in an isolated difficult ot reach area> The
batcave would be an expansive HQ. these costs 15 Karma.
- Insta Change(-5): A Character with this power can switch into costume
instantly as apposed to spending 2 rounds changing clothes.
- Intensive Training (-20): A charcter with this advantage has spent
a lot of time training and as such gains discounts when raising abilities
and powers. When raising abilities instead of each point costing 10 times
the current rank and 400 for cresting into a new rank (TY to GD), a character
with this advantage spends 6 times the current rank and 300 for cresting.
When raising power ranks it costs 15 times the current and 400 for cresting.
The character with this talent must actually spend time training.
- Iron Nerves (-20): A character with this advantage is unusually
resiliant to fear and fear based attacks as well as intimidation attempts
made against him. this character recieves +2cs to such situations.
- Lightning Reflexes (-20): A character with this advanatage possesses
lightning quick reflexes and reaction times. Possesion of this advantage
allows a character to add +1 to any initiative roll. This Character also
gets a +2cs to avoid blindsiding.
- Luck (-15): A character with this advantage is unusually lucky. Once per adventure, the
character may invoke this advantage to gain a +3cs to his roll or -3cs
to opponents roll.
- Popularity (-20): A character
with this advantage is very respected among the citizenry and media. A
character with popularity recieves +2cs on any Persuassion roll within
reason. Aliens just landing don't know your character and Lex Luthor and
the Kingpin wouldn't be impressed.
- Scholar (-10each): This character has devoted a great deal of time to academic study
of a particular subject. A scholarly character may recall extensive information
on teh subject at will and recieves a +2cs to that subject. A charcter
may posses more than one scholarly skill, but no more than one per subject.
- Sharp Eye (-15): A character with this advantage
has a keen eye for detail and is exceptionally perceptive. A sharp eyed
character gains a +1cs for Intuition checks.
Drawbacks
- Age (+15):
A character with this drawback is an unusual age for adventuring, being
either very young (under 18) or very old (over 50). Very Old characters
must subtract 2 from their initiative scores. Young characters are limited
through the need to attend school, a concern of adults, and being unable
to e nter some areas.
- Authority Figure (+15): A
character with this Drawback, often the ruler of a small country, is responsible
for the welfare of a large group of people and usually adventures to advance
or defend his peoples economical/political status. this character feels
(not always wrongly) that should he be injured or killed, his people would
plummet into anarchy. As such an authority figure will avoid any conflict
that might seriously hurt him.
- Dark Secret (+25):
A character with a Dark secret harbors some deep secret that must be protected
at all costs. the Character secret must be specified when the drawback
is adopted. A dark secret is of such Magnitude, that should it be made
known publicly, it would effectively destroy the super hero career.
- Exile (+10 or +15): A character in Exile has been ostracized from
his native civilization and forced to remain in the locale where he acts
as a hero, engaging in NO social interaction with the homeland. The native
civilization can be anything from a foreign country to another planet or
dimension. A character who voulantarily placed himself into exile recieves
10, while a character exiled against his will recieves 15
- Guilt (+50): A character with this drawbacks is plagued by some
past failure. Such a character must forfeit 5 karma at the begining of
each week of game play. Failure to do this results in a -1cs to all actions.
- Innocent (+10): A Character who is Innocent is exeptionally
Naive about society and the wiles of mankind. An Innocent character believes
in the inherent good of all creatures and assumes everyone else does too.
An innocent character recieves a-1cs against Character interaction and
manipulative mental powers.
- Irrational Attraction
(+5/25/50): This is the most complicated one of them all but also a fun
one. Characters with this drawback are unusually attracted to certain objects,
Materials, animals, or forms of expression. A character must specify the
subject of the attraction. The Character will go out of his way to find
the source of this attracton and satisfy his desires. If the attraction
is an object the character will not be able to act in its presence.
Irrational attractions come in three severity: Minor, Serious,
Catastrophic. the Degree of the attraction must be specified at the time
of creation. Associated with Degree is a resistance number. Whenever exposed
to the object of the attraction, the character must roll greater than or
equal to resistance number to overcome the attraction.
If the roll was successful, the character overcomes the attraction until reexposed
at a later time. Otherwise the charcter succombs to the attraction and
must allow the source to occupy his undivided attention, although the hero
may attempt to overcome the attraction next turn.
Degree---------------Resistance#------------------Karma Bonus
Minor --------------------15-------------------------------5
Serious -------------------25------------------------------25
Catastrophic--------------50------------------------------50
- Irrational Fear (+5/25/50): A character with this
drawback has an unreasoning fear of something (heights, confinement, guns,
spiders, etc) Irrational Fear works the same as Irrational attraction.
If you roll below the resistance number, you succumb to the fear and are
forced to flee teh area. If unable to flee, the character dives under a
table, curls into a ball puts his thumb in his mouth, and makes no other
action that turn. The same chart and numbers in the above chart.
- Married (+25): Being married can be bad for superheroes as their
spouse are always being used as hostages. Anytime a villian finds a heroes
identity their spouse becomes hostage material. When a character adopts
this drawback they must provide name, stats, job, interest,etc. of the
spouse.
- Mistrust (+50): A charcter with this drawback
is often mistaken for a bad guy by cops and other heroes. Law Enforcement
officers and NPCs will automatically be hostile to this character and Cops
will always try to arrest this charcter.
- Physical Restriction (+5/25/50): A character with this drawback has some form of
physical handicap. A blind character will treat everything as if it were
invisible, and a wheelchair bound character can only move one area or less.
Severity-------------Example--------------------------Bonus
Minor ---------------no taste or smell, trick knee-------------5
Serious -------------Hemophilia, Wheelchair----------------25
Catastrophic---------Blind,Mute, Missing a limb----------50
- Psychological Instability (+5/25/50): A character with this drawback is mentally unstable
and subject to mood swings, violent outbreaks, or even schizophrenia, normally
triggered by a failure to deal with the real world. Whenever a psychologically
unstable character fails two psyche rolls (not necessarilly in a row),
he will break down and suffer the consequences of the instability. Most
instabilities, especially Minor and Serious, result in kpartial or total
inactivity. Catastrophic consequences however, may result in violent outbreaks,
usually towards teammates or innocents.
Severity-------------Effect--------------------Bonus
Minor ---------------- Memory lapse ---------------5
Serious --------------Depression -----------------25
Catastrophic --------- Catatonic schizoprenia ---50
- Public Identity (+5): A
character with this drawback has taken no steps to protect his alter ego.
Possible effects might include large groups of people gathering outside
the hero's house, Villains using loved ones as hostages, or the government
trying ot get the hero to pay for damage done during a battle.
- Rage (+5/25/50): A character with this drawback occassionally breaks
into an uncontrollable fury, often accidentally killing or seriously wounding
opponents. The player with this draw back must decide the degree of the
rage. Whenever a character with rage rolls a number equal or less than
(when added together) than their rage number, he breaks into a rage, and
continues attacking the opponent until he is dead or the enraged character
is restrained. A character may attempt to regain composure by rolling doubles.
Degree--------------Rage#-------Bonus
Minor ------------------2---------------5
Serious ----------------3--------------25
Catastrophic -----------4--------------50
Examlpe with a
serious rage number of 3 anytime you roll in battle a 01, 02, 10, 11, or
you go nuts.
- Secret Identity (+10): A character
with this drawback leads a dual life. Possession of this drawback assumes
a dramatic negative effect on the heroes heroic and personal life if the
identity is discovered. If the identity is discovered the hero automaticaly
loses 50 karma. You do not get these back if you kill the guy who learned.
(I know you were thinking it.)
- Strange Appearance
(+30): A character with this drawback is so strange looking that people
tend to fear them. All unimportant NPCs gain a -1cs against intimidation
attacks. This character will tend to frighten normal people all the time
and often cause a riot.
- Traumatic Flashback (+60):
A character with this drawback is periodicaly subjected to reliving a particularly
distressing past event. the character must specify what triggers the flashback.
Acceptable answers are the mention of a name, a word, a smell, a song,
etc. Whenever exposed th the condition the character must roll a 25 or
better on 2d10. If you fail you are too absorbed in you memories to do
anything. you must roll every turn you are subjected to the
condition. If you pass the roll you may act normally.
- Uncertainty (+15) A character with this drawback is often unsure of his
abilities in combat. When the fates of innocents or the defeat of the villian
relies soley on the character, he may choke. Once per adventure (usually
at a tense or climatic point) the character automatically loses the initiative
to all other characters and must go last that turn. Often uncertain characters
have killed someone with their powers.
- Unluck (+25):
A character wiht this drawback is unusually misfortunate. At the begining
of each game session the judge must roll 1d10, when the unlucky character
has made a number of action rolls equal to that number the character automatically
recieves a -2cs.
- Attack Vulnerability (+variable):
An attack vulnerabilty causes a character to suffer extreme danger from
a particular attack form (ie. Iceman against fire attacks) A character
wiht an attack vulnerability suffers a -cs penalty. The player may chose
the degree of the vulnerability
Column Shifts----------Bonus
-1------------------------------15
-2------------------------------25
-3------------------------------45
-4------------------------------65
- Fatal Vulnerablity (+ variable): A fatal vulnerability
causes a character to lose one endurance rank per turn spent in the presence
of whatever it is your vulnerable too. Characters heal normally. Further
when the drawback is chosen you must label it Rare (kryptonite) for 75
karma or common (iron, water) for 150 karma. Also add the range of the
vulnerability.
Range in areas-------------Bonus
5---------------------------------+20
4---------------------------------+10
3-----------------------------------0
2-------------------------------10
1------------------------------ -20
Touch-------------------------50
- Loss Vulnerability (variable): A Loss vulnerabilty
causes a character to temporarily lose ranks of a power or ability. All
ranks drop to Feeble
Vulnerabity Effect-----------------------Bonus
Physical & Mental abilities------------------50 per group
All Powers-----------------------------------100
All Skills-------------------------------------100
All Powers, skills and Abilities------------350
chapter 4:Talent descriptions