Quirks: Difference between revisions
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:'''Description''': The Character is a complete coward and is terrified of doing anything risky especially if the risk directly affects his/her's well-being. | :'''Description''': The Character is a complete coward and is terrified of doing anything risky especially if the risk directly affects his/her's well-being. | ||
:'''Penalty''': The Character cannot put Skill Ranks into [[Intimidate]] until this is overcome. Anytime the Character is faced with danger, he/she must make a Wisdom save (fear effect) DC 15 + (the total hit dice of the opponents). : If the save fails, the Character gets a Fear condition based on how badly the saving check failed. If the Character failed by only 1 then he/she is merely [[Conditions#Frightened|Frightened]]. If the Character failed by 2 to 5 then he/she is [[Conditions#-_Cowering|Cowering]]. If the Character fails by more than 5 then he/she is [[Conditions#-_Panicked|Panicked]]. This danger can also include doing dangerous acts and not just combat. For example: Jumping across a broken bridge. Here the role is a Wisdom save but the DC is the higher of either the base Coward check which is DC15 or the DC of the check used to determine the success of the action, in this case, the DC of jumping successfully across a large gap. In non-combat situations, other players can [[ | :'''Penalty''': The Character cannot put Skill Ranks into [[Intimidate]] until this is overcome. Anytime the Character is faced with danger, he/she must make a Wisdom save (fear effect) DC 15 + (the total hit dice of the opponents). : If the save fails, the Character gets a Fear condition based on how badly the saving check failed. If the Character failed by only 1 then he/she is merely [[Conditions#Frightened|Frightened]]. If the Character failed by 2 to 5 then he/she is [[Conditions#-_Cowering|Cowering]]. If the Character fails by more than 5 then he/she is [[Conditions#-_Panicked|Panicked]]. This danger can also include doing dangerous acts and not just combat. For example: Jumping across a broken bridge. Here the role is a Wisdom save but the DC is the higher of either the base Coward check which is DC15 or the DC of the check used to determine the success of the action, in this case, the DC of jumping successfully across a large gap. In non-combat situations, other players can [[SkillsBasics#Aiding_Another|aid]] the coward to help them temporarily overcome their fears. | ||
:'''Overcome''': As the Character levels up they have faced their fears and the base DC is reduced by 1 (This includes the DC used against dangerous actions) per 2 levels. They are no longer cowardly at level 20. <-This is optional. If the Player doesn't wish to wait that long they or the GM can make a plan for the Player to roleplay the Character overcoming step by step there fears. As the process continues the GM can award the Character with further reducing the DC until it is below 5 at which time they are no longer considered a coward. | :'''Overcome''': As the Character levels up they have faced their fears and the base DC is reduced by 1 (This includes the DC used against dangerous actions) per 2 levels. They are no longer cowardly at level 20. <-This is optional. If the Player doesn't wish to wait that long they or the GM can make a plan for the Player to roleplay the Character overcoming step by step there fears. As the process continues the GM can award the Character with further reducing the DC until it is below 5 at which time they are no longer considered a coward. | ||
Latest revision as of 17:11, 4 May 2026
The Quirk/Flaws list below has many different Quirks/Flaws that can give flavor to your Character's backstory and/or journey with a personal side quest/goal to overcome. Quirks and Flaws can be used interchangeably and all items listed in the List of Quirks/Flaws are both Quirks and Flaw. However, the word Quirk imply that the Difficulty is strictly for the role-playing only aspect of character and the Penalty is optional. While calling the same Difficulty a Flaw is meant to imply that Penalties do apply and that overcoming such a flaw should also yield a positive for the Character. Each Quirk is divided up into 3 sections. Description/Penalty, and Overcome. The Description will help inform the player how to best act this quirk out with their character. The Penalty is usually a rule or a role-playing guideline to follow that is required. Lastly, the Overcome section is a 'soft' rule or suggestion on how the GM/Player decides the Quirk can be removed. This is not a requirement, a Quirk/Flaw can be considered permanent and does not need to be removed. Also, it is recommended that the GM and Player confirm before gameplay how the Character can try to overcome their Quirk/Flaw.
Determine the Source
- It is possible to get a Quirk/Flaw assigned to a Character like a curse that afflicts the Character. However, these difficulties are usually part of a Characters's backstory and start off at level 1 with penalities and, if desired, a plan to overcome. The Player and/or GM should determine the source of the difficulty. This is not always as straightforward as it seems. An example could be the Quirk Obsessed, it could be caused by a psychological condition but it could have come about due to past events or some disease or parasite that affects the Characters mind. The Player/GM may also need to determine other attributes of the difficulty, such as if the Character is ashamed of their Quirk? Or another could be Hunted where the Player will need to determine who is hunting the Character and why.
Penalty Explinations
- Unless specified these conditions do not persist in combat. Quirks and Flaws are meant to be used as roleplaying mechanics. Many penalties are static simply providing a -X to a skill or attribute under the correct circumstances. Some penalties are dynamic and change over time. This usually is an additional -1 per every 5 Character levels. Another example of a dynamic penalty is one that changes the DC for every day or so, ie: Kleptomaniac.
Common Ways to Overcome
- Usually, these Flaws or Quirks are physiological or psychological. But they can also be an unknown phenomenon. The unknown phenomenon can either mean a scientific explanation that simply has yet to be discovered and understood or it could mean something altogether fantastical as the FuturePath Universe does have room for the metaphysical and paranormal although rare. Knowing the source of the difficulty can help the Player and/or GM determine the path the Character needs to take to overcome this issue. These Quirks and Flaws should not just easily be removed by the Character taking a single step or performing a single action. This is meant to be part of the Character's journey and story. There is a lot of room for creativity but the Player and GM must agree on how the Character is to overcome before gameplay starts. That rule applies regardless of whether it is mentioned or not.
- Examples of simple solutions increase the attribute that seems to be the opposite of the Quirk/Flaw. This should be something like 3 or 4 points as it should take a while and can be done by leveling or by implants or so on. Another example would be the Character or another Character/NPC in the party using their skills to learn and make a cure. This solution would include combining skills like Study, Craft, and Profession to learn about the difficulty and make experimental solutions. These solutions could be pharmaceutical, genetic manipulation, cybernetic, or therapeutic. There are more obvious solutions for example the Hunted Quirk the Character may simply need to confront the person or organization hunting them and resolve the conflict.
Common Awards for Overcoming
- This should be internally up to the GM but they should communicate this to the Player before they said to take their Character down the path to remove the Quirk. Often success in overcoming the Quirk or Flaw implies the Character's journey has taught them something and they are better for it in the end. This should be seen as a minor bonus that usually is the antithesis of the Quirk or Flaw. Usually the opposite of what the Penality provided. If the opposite of the Penality cannot work then perhaps a bonus to a Character Attribute or skill that reflects a virtue that a Character could gain while learning to overcome their Flaw. This is open-ended on purpose to allow for creativity. However, these awards are not meant to be the goal of the Player nor should they, like Quirks, impact Combat.
Quirk/Flaw Table
List of Quirks/Flaws
Absent-Minded
- Description: The character often forgets important information especially if recently learned.
- Penalty: They take a disadvantage on all Intelligence-based ability and skill checks when attempting to recall information they have learned in their past. Normally if a Character has just learned something during the game session the Character can recall this information, however, in this case, the character must make an Intelligence check to see if they can recall information. This includes Knowledge-based skill checks to remember things they have learned in their past.
- Overcome: The Player can roll play having their Character go through mental exercises to learn to become less Absent-Minded. And/or, the Character through leveling must gain +3 to their Intelligence Theme Score or +2 to Intelligence and +1 to Wisdom Theme Score.
Allergy
- Description: Choose something The character is allergic to. The concept here would be that either the type of allergy is rare or that the Characters body reaction is rare enough that most modern cures are not permanent or even completely ineffective
- Penalty: The chosen allergy is treated as a poison. Poison Save: Constitution DC 10 + 1 per every 6 minutes of continuous exposure. The onset is 1 minute of contact; Frequency: every 6 minutes another roll
- 1d2 Con damage; Cure: 2 consecutive saves.
- Overcome: There is no easy way to deal with Allergy. Most allergies will have medicine that removes the effect but the Character will have to have taken it. Perhaps the Character or another Character in the party can discover and craft a new treatment. This would require knowledge and/or professional checks as well as crafting checks and the effectiveness would be based on those rolls.
Amnesia
- Description: The character cannot remember his/her personal history. The Player must decide to what extent. For example, Every from more than 1 year in the past is a blank. Or only a couple of years chuck in the middle of the Character's life.
- Penalty: The afflicted hero cannot use any prior contacts and takes a Major -4 penalty to all social skills.
- Overcome: A verity of solutions. From the knowledge voluntarily coming back slowly over time too, the Character gets visited by a ghost of the past and is sent on a side quest too, visiting a doctor/shrink and taking medicine or a cybernetic implant that unlocks the memories. There are a whole slew of storyline options. As long as the GM and Player discuss before the game and agree which path the Character will take.
Amorous
- Description: The Character has difficulty holding themselves back from sexual desires. This mostly can cause the Character to get easily distracted and more likely to do actions like flirt or otherwise pursue sex. The target of these affections is based on the Characters's sexual preference.
- Penalty: Heroes with this difficulty suffer disadvantages to social skills or mind-affecting abilities from or to the Character's sexual preference. If an enemy of that preference is targeting that Character this would imply that they get advantage.
- Overcome: Self-control and mindfulness exercise are perhaps a possible solution. The Player could present different things that the Character can do as they level up to attempt to overcome this flaw if they even wanted to.
Anger Management
- Description: The character is aggressive and loses his/her temper easily.
- Penalty: He takes a disadvantage on Diplomacy skill checks. After any failed social skill, the Character must make a Wisdom save DC 10 + (the difference in the failed check). If the save fails, The character acts enraged and/or confused 1/min * the number the save failed.
- Overcome: The Player should present different options to the GM/Group as to how the Character will learn to overcome this flaw if they want to. Options could include simply adding a preset number of points to Wisdom and/or declaring that the character goes to therapy between sessions and perhaps add that into the story somehow.
Bad Luck
- Description: The Character is just gosh darn always in the worst of it. Things seem to never go their way and if it does they have to work harder it seems than everyone else.
- Penalty: If the Character succeeds a roll by rolling the minimal amount necessary to achieve the success they must re-roll again and take the lower of the two numbers. This is limited to skill checks and saving throws with the exclusion on Conn saves for death.
- Overcome: This is a tough one. If the Player wishes to have their flaw eventually overcome then they should provide some explanation, either is be super-natural, weird science reason, or just plan character is a clutz/glutton for punishment. Then the Player needs to explain how the Character can overcome this with the GM and come to an agreement before the game.
Broke
- Description: The Character is horrible at managing money. They are terribly poor and even when the Character gets a hold of some sweat ISK they seem to lose it quickly. This can either be played out in roleplaying where the Player has the Character waste money or simply in between sessions.
- Penalty: The character's starting Wealth is decreased by 3/4. This can affect their starting items even if the Player selects a Start Packs.
- Overcome: The Player and/or GM must come up with an option for how the Character gets out of this issue.
Combat Paralysis
- Description: A form of PTSD involving conflict. The Player must determine if it is any form of violence or if it is specifically melee or weapon violence.
- Penalty: If the Character enters into a combat situation where ANY combatants that the Character is aware of is using the specific type of violence the Character's Flaw is associated with the Character must make a Wisdom save (DC 15 + number of opponents) in order to enter combat. They can still attempt to flee and are not considered flat-footed. They simply cannot bring themselves to fight. Every round of combat the Character can attempt to join again the DC is reduced by 1 per round.
- Overcome: The DC for this goes down by 1 for every two Character levels. At level 20 they no longer have this. If the Player doesn't want to wait that long they can attempt to roleplay overcoming this. The Player/GM must come up with possible solutions before game.
Coward
- Description: The Character is a complete coward and is terrified of doing anything risky especially if the risk directly affects his/her's well-being.
- Penalty: The Character cannot put Skill Ranks into Intimidate until this is overcome. Anytime the Character is faced with danger, he/she must make a Wisdom save (fear effect) DC 15 + (the total hit dice of the opponents). : If the save fails, the Character gets a Fear condition based on how badly the saving check failed. If the Character failed by only 1 then he/she is merely Frightened. If the Character failed by 2 to 5 then he/she is Cowering. If the Character fails by more than 5 then he/she is Panicked. This danger can also include doing dangerous acts and not just combat. For example: Jumping across a broken bridge. Here the role is a Wisdom save but the DC is the higher of either the base Coward check which is DC15 or the DC of the check used to determine the success of the action, in this case, the DC of jumping successfully across a large gap. In non-combat situations, other players can aid the coward to help them temporarily overcome their fears.
- Overcome: As the Character levels up they have faced their fears and the base DC is reduced by 1 (This includes the DC used against dangerous actions) per 2 levels. They are no longer cowardly at level 20. <-This is optional. If the Player doesn't wish to wait that long they or the GM can make a plan for the Player to roleplay the Character overcoming step by step there fears. As the process continues the GM can award the Character with further reducing the DC until it is below 5 at which time they are no longer considered a coward.
Crude
- Description: The Character doesn't have much in the way of words. For whatever reason, the Player may come up with. The Character may be harsh, brash, and downright mean without thinking about it. They just constantly come off that way.
- Penalty: The Character is given a disadvantage with Diplomacy checks as well as generic Charisma based checks.
- Overcome: If they choose the Player/GM may roleplay over time the Character becoming more and more aware of their own flaw and how it negatively affects their goal and thus makes steps to correct it. This should take time.
Curious
- Description: The Character is curious to a fault. Often ending them up in the wrong end of a gun or just in unfortunate circumstances.
- Penalty: The Character is easily distracted. A disadvantage to perception checks unless the Player/GM determines that something that would fascinate the Character is perceptible then that is the only thing they see. The Player should play the Character in a way that the Character will find it hard to concentrate if there is something else in the situation they are curious about.
- Overcome: The Player/GM should present possible roleplaying solutions that can over time allow the Character to remove this quirk.
Cybernetic Prejudice
- Description: In the universe of Future Path most societies frown on cybernetic implants for anything other than medical applications. The more cybernetic implants the more likely people are to distrust, shun, or even hate the Character.
- Requirement: This is required if the Character wants to have a Cybernetic implant of any kind.
- Penalty: Most any NPC (Up too the GM/Culture rules) that notices the Character has enhancing cybernetics will distrust or even hate the Character. The Character instantly gets disadvantaged for Charismatic checks/skills. This increases to 2 and again to 3 disadvantages depending on how many cybernetic enhancements are visible. Some Cybernetic implants are made too fool people into thinking you are normal. Perception check DC of 15 + Tech lvl of the Cybernetic implant. A machine can scan a person for implants, if the implant is designed to 'hide' within the body it is a DC15 + Tech Lvl against scanning devices. In some places such things are illegal.
- Overcome: There is no overcoming this unless all implants are removed. And even then people who knew the Character had implants may not believe the Character without definite proof.
Dark Secret
- Description: The Character suffers from something detrimental in his/her past. It haunts them and causes them to act irrationally if confronted with it. They may attempt to ignore discussions or feign ignorance. Even going out of their way to avoid it even to the detriment of their peers.
- Penalty: Every time The character gains a level after level 2, the Player must make a Charisma check (DC7 + Character level), or else Character's dark secret is let out to the party members. The GM must approve the conditions, effects, and cause of the Dark Secret. For example, a good resource is a quick internet search for “(Sci-fi|D&D) dark secret examples". This doesn't give the Character a Bonus unless the negative effects of the secret coming out has serious repercussions on the Character. Such as negatives to skill checks, ability skills, or the use of class talents.
- Overcome: The Character can deal with and come to terms with their past hopefully before the secret is revealed.
Dull Senses
- Description: The Character's senses are reduced. Outside stimuli doesn't have the same effect as it would for other members of the same species. This can be caused either by a genetic problem or a mental problem and the Player must decide when adding this flaw.
- Penalty: The Character Passive Perception cannot gain a bonus from Wisdom. The Character's initiative is reduced by -1 unless it is already 0.
- Overcome: Depending on the source of this flaw the Player/GM has different choices as to how to roleplay the Character's recovery.
Enigmatic Humor
- Description: Nobody laughs at your jokes and you often tell them in the most impropriate times. You find it difficult to have a serious conversation with people.
- Penalty: -1 too Diplomancy/Intimadate/Bluff pluss another -1 per 5 levels.
- Overcome: This one is difficult to overcome as it is a behavior modification. The Player and GM should agree on some means at which the Character can try to learn to control what comes out of their mouth. Perhaps gaining wisdom could count toward this.
Family Troubles
- Description: Something dark or simply just annoying lurks within your family tree. Either it is as silly as an annoying uncle that always wants to crash at the Character's place or something darker such as the Family is tied with organized crime. The Player must decide beforehand and inform the GM before gameplay starts.
- Penalty: This penalty is up to the GM and depends on the source of the Quirk.
- Overcome: The Character must go on a side quest or quests that resolve their family problems.
Groupie
- Description: There is this band, The Stage Droids and they are playing at the Solar Winds club and the Character must be there. This describes a Character that is obsessed with some group, usually a band, and shapes their life around the activities of this group.
- Penalty: Roleplaying specific only penalty. The Character must try to always be where the band is. If they are not within 4 hours of access to the group then they become agitated and distracted. They must roll a Wisdom save DC10+ 1 every 4 hours away from the group. If they fail they must rush back to the groups location.
- Overcome: This is considered psychological and behavioral. The Character must spend time getting used to not being around the group which means purposely leaving the group and succeeding at saves every 4 hours until the DC is 30. Other creative ideas are possible, the GM and Player should determine this before gameplay.
Hunted
- Description: Characters with this Difficulty have someone (or something) after them, to do them harm.
- Penalty: Every time the Character gains a level after level 2, he/she must make a Survival check (DC 7 + 1 per level + 1 per consecutive level not caught) to see if the hunter has found them. The encounter happens according to the GM but it should be before the next level. The encounter isn't necessarily the end of either the player or the hunter. For example, a company could be hunting the Character and simply send a new hunter after the Character if the previous hunter is stopped. If this is the cause the Character is free for 1 level before resuming the Survival checks.
- Overcome: The Player/GM must agree on who and why the Character is being hunted. Then the Character must face these people on the Character's own terms to resolve the flaw.
Illiterate
- Description: This unfortunate hero cannot read or write. The Player must decide if the Character is embarrassed or not about this shortcoming.
- Penalty: Cannot use a skill check or ability that requires reading or writing. All checks that involve this activity automatically fail.
- Overcome: The Player/GM must allow time for the Character in between sessions to learn. If the story doesn't allow for downtime then the Character cannot learn unless they are somehow injected with the knowledge using advanced technology.
Infamy
- Description: The character is known in certain parts of the galaxy in a very negative way. This popular dislike may be well deserved or part of an unfortunate misunderstanding.
- Penalty: If they enter any of those parts they get a Major -2 per 5 Character levels to all Charisma related skills except for the Intimate skill.
- Overcome: The Player must integrate this infamy into the backstory of the Character and through that determine if and how the Character can try to overcome this flaw.
Jocund
- Description: The Character is overly positive and jolly. They cannot help but express joy even if it hurts them inside. They fail to convey other emotions and depending on the source of this Quirk/Flaw they may not even understand other emotions.
- Penalty: The Character takes a -1 (plus -1 every 5 Character levels) too Bluff and Intimidate. However, other people find it hard to sense the motives of this Character and roll disadvantages when doing so.
- Overcome: Depending on the source this could be psychological but it could also be a physical problem, perhaps the species doesn't understand the full range of emotions, or a cybernetic implant and removed certain emotions. The Player must decide the source and the Player/GM should figure out the course of action the Character must go through in order to remove this if they want too.
Kleptomaniac
- Description: The character just cannot seem to keep his hands off other people's stuff. The Character may be ashamed of this or proud or indifferent not even recognizing that what they are doing is wrong.
- Penalty: You must make a Wisdom save (DC 10 + 1 per day of not stealing) each day. If the save fails, the character must try to steal something of value that day.
- Overcome: The Player can declare that during downtime the Character seeks help. Other Characters or NPCs may use Study/Profession and Long Term care skills to find a variety of treatments.
Klutz
- Description: The Character cannot help but bump into things especially if those things are easily breakable. Objects sleep from their hands more often than what is normal and so on.
- Penalty: The character takes a -2 per 5 Character levels penalty on Dexterity based ability and skill checks that are non-combat related.
- Overcome: The Player and/or GM must decide the source of this quirk first as part of the Character backstory. Then the resolution should be easier to agree on. One simple option is to simply have the Character improve their Dexitary by some number like 3 or 4 points.
Lazy
- Description: Characters with this difficulty have a big book of excuses, so they are not inclined to do anything productive or contributory, at all.
- Penalty: Just being annoying. The Player should role-play this Character as being difficult to work with. They gain -2 negative penalities to Craft/Study/Profession skill checks.
- Overcome: There are a lot of ways this can be overcome again depending on the source. The Player's peers could plan 'an intervention' or so on.
Liar
- Description: The Character suffers from being a compulsive liar. They struggle to tell the truth, especially under circumstances the Player can predetermine. IE: If it makes them look bad they simply won't tell the truth and refuse to accept it.
- Penalty: Character takes a -2 per 5 levels penalty on Diplomacy skill checks.
- Overcome: This is again another psychological flaw/quirk. There are several options open to the Player/GM that should be determined before play. Such as declaring that the Character is seeking therapy during downtime. A Character in the group using there skills to find a cure.
Lightweight
- Description: The Character is unusually lightweight. This could be a normal physical ailment or some usual phenomenon. This has to be decided before play as part of the Characters backstory.
- Penalty: The Character can only carry 1/2 the weight in items. The Character can be thrown back at twice the normal distance when being tossed or shoved in combat. The GM should take into account low weight when other individuals use strength against or to help the Character.
- Overcome: The cause of this flaw needs to be determined first. One example solution would be to increase both Strength and Constitution attributes by some number.
Nocturnal
- Description: Like the vampires of mythos, this Character sleeps during the day and rises at night. This may simply be a matter of habit or it could be a psychological or physiological affliction. In either case, the Character finds it hard to act during the day.
- Penalty: If the Character gets -1 per 5 levels starting at level 1 in Crafting, Study, or Profession skill check when done during the day.
- Overcome: The Player and GM should decide before gameplay. This could include forcing the Character to preform actions during the day enough times that they get use to it and adjust their sleeping patterns.
Obsessed
- Description: The Character cannot stop thinking about something and/or someone. This could be physiological or psychological or caused by some unexplained phenomenon.
- Penalty: Each day, he/she must make Wisdom save DC10 + 1 for each day away from the object. If the check fails, the character must stop whatever he is doing and focus on getting to the object of their desire. Until the Character has found the object, he/she suffers the shaken condition unless they again pass the Wisdom check.
- Overcome: Depending on the source the Player and/or GM should before the game come up with possible cures. One suggestion would be forcing the Character to put skill points into Wisdom and show that they have 'grown out off' the obsession.
Paranoid
- Description: The character believes, irrationally, that something or someone is out to get him or her. And is prone to fits of paranoia.
- Penalty: Every day the Character must make a Wisdom save DC10 + 1 per day without a fit of paranoia. If the Character fails they become Frightened. The failures continue however, the DC stays the same as the day that the Character failed but for every following day that the Character fails the condition worsens. They gain Cowering and then finally Panicked. The Wisdom saved for this check is not affected by the conditions. Friendly Players/NPCs can aid the Character to help them succeed.
- Overcome: This is a psychological condition however it could come from an unexplained source. The Player and/or GM should decide its source and possible solutions before gameplay.
Phobia
- Description: The Character is terrified of a specific person, action, idea, object, etc... The Player must decide both what the Character is afraid of and the source/reason for the fear before play.
- Penalty: If the Character encounters the object of their fears he/she must make a Wisdom save DC10 + 1 per Character level or become panicked. The panicked condition lasts until the object of the phobia is no longer observed by the character for at least 1 minute. Durning combat the Character it's DC5 + 1/2 Character level. If they lose by more than 3 they become Cowering otherwise they are merely Frighten.
- Overcome: This is a psychological fear effect and should be treated as such when it comes to the Character overcoming it.
Physically Scared
- Description: The Character is hideous to the average citizen of the Ring.
- Penalty: The Character must lose 3 Charisma points until this is removed.
- Overcome: Many options exist. Every point spent on Charisma also in turn removes a point from this Quirk.
Socially Awkward
- Description: The Character is socially awkward. They may find it hard to carry a conversation and/or detest social gatherings and so on.
- Penalty: The character takes disadvantage to Charisma saving throws while not in combat. Also, a -1 penalty to diplomacy with an additional -1 per 5 levels.
- Overcome: The Player can declare that they are taking lessons on Character downtime.
Substance Addiction
- Description: The character is addicted to a substance, usually a chemical drug that alters the state of a biological mind. If they cannot gain access to this substance they can suffer as if sick and even die. Depending on the level of Addiction the Character may be driven strongly to acquire the substance at all times. Once the substance is consumed the Character is good for 24 hours. The penalty doesn't start until the 25th hour.
- Penalty: If the dependent item is unavailable, The character must make a Wisdom save every hour at a DC 5 +1 (per hour) without the dependent item, or enter the stages of withdrawal. The stages go as follows:
- Frightened: The Character will appear agitated, or even scared. They will start to act irrationally and they will lose focus on all else but getting the substance.
- Cowering: The Character appears to lose all focus and starts to act angry towards even friends as they attempt at nothing else but getting the substance.
- Panicked: The Character can no longer tell the difference between friend and foe and will use all their remaining strength and will to get the substance.
- Fatigued: The Character continues to be Panicked but now acts sluggish and tired.
- Exhausted: The Character can barely move they appear to be exhausted and even sick.
- Nauseated: The Character is still panicked and horribly weekend but now they are becoming visibly sick. Fever, sweats, swollen features etc...
- Sickened: They are visibly dying. They also gain the status Helpless. If something doesn't happen soon they will die.
- Death: The Character dies from withdrawal. They can fight to stay alive in this stage with a Constitution Theme check of DC7 + 1 (per hour in this stage). If they can survive for 24 hours in this stage they will start to recover. 24 hours later and they awake only with the Nauseated and Fatigued status for another 24 hours. They are no longer physically addicted to the substance but they are still mentally addicted. They will still go through the first 3 stages of withdrawal started 24 hours after they have fully recovered.
- For each time the Character fails the check they move down the Withdrawl stages. There is no getting out of this unless they get the substance or come out the other end alive. Someone can help with withdrawal symptoms and avoiding death. For this review: Short Term Care. If they succeeded a Wisdom save while in withdrawal then they stay at that level of withdrawal until another hour when they have to do another save.
- Bonus Penalty: The character also loses ¼ his starting wealth due to the cost of the Addiction.
- Overcome: Once the Character has survived a withdrawal they can still become panicked without it unless they take the substance again. Once a Character is only mentally addicted to the substance and they are in a panicked withdrawal the withdrawal panic will only last for 1 hour. Then it will not start again for 24 hours. The Character must survive through a withdrawal then they seek help to deal with the mental addiction of the substance. Via professional help or friends. The Character must after surviving a withdrawal, go through a panic withdrawal and not sub come by taking the substance and lastly also level up at least once. Another helpful idea would be that the Character or another Character in the party can discover and craft a new treatment to reduce the withdrawal symptoms. This would require knowledge and/or professional checks as well as crafting checks and the effectiveness would be based on those rolls. Again, the GM and Character should agree before game so that all players have an idea as to the solution.
Repugnant
- Description: There is something repulsive about the Character. Either their smell, appearance, or mannerisms
- Penalty: -1 per every 5 levels starting at level 0 in Diplomancy or non-combat Chrisma based checks.
- Overcome: Many options exists based on behavior or physiological changes. Other Player Characters could have an 'intervention' or otherwise help the player overcome.
Weak Stomach
- Description: The Character often gets belly aches, or a 'stomach bug' even when others who ate the same food did not.
- Penalty: The Character suffers a -1 plus -1 per every 5 Character levels to Constitution saves that involve substances that enter the digestion system of the Character.
- Overcome: This is usually caused by a physiological condition. The Character could learn how to take medicine when eating or make some gene modification and so on to cure them of this Quirk.