Table of Contents |
There are lower point totals for lesser distractions. The -5 would be if something fairly rare triggers the distraction - for instance, the monster in Young Frankenstein was only distracted by the playing of a sin- gle song. (Fearless)
(varies)
Actually, this is just a restatement
of the Delusion rules, except that you have the delusion of an advan-
tage (or disadvantage, for that matter -- this would include such
things as Hypochondria). The character this is based on had the
delusion that he had an Absolute Sense of Direction -- "Yeah! It's
over there! I know it is!" Even if you break things down to the
cardinal points of the compass, he had a 75% chance of being wrong
any time he decided something was in a particular direction.
(Fearless)
-5 points
You have no creativity at all.
Everything you say must a repetition, or at best a rehash, of
something heard someone else say, or something you read. The more
trite the cliche, the more eagerly it will be used -- after all, if
everyone says it, it must be great! (Steffan O'Sullivan)
-30 points
You carry a loathesome disease
(player may choose, but the GM can always substitute typhoid if he
doesn't like your idea). Anyone encountering you rolls as per
Contagion (sidebar, p. B133) to see if they get it. If and when it
becomes known that you are a carrier, you will acquire a Reputation
disadvantage which decreases your character value. (SJ)
(varies)
You're going to die. Soon. You will
be healthy for a little while longer, but then you will start making
HT rolls every week as per Aging. If your HT is above 13, you will
roll as though it were only 13.
However, if the onset of your final illness will be shockingly sudden (HT rolls every day), you can have an extra -5 points. GMs who allow this disadvantage in one-shot scenarios deserve everything they get. (SJ)
-10 points
Once you get involved in
something, there is almost no way, short of a nuclear bomb going off
in the same room, that you will remove your attention from
whateveritis you are doing. However, you must actually be doing
something. You can't concentrate on merely watching (or listening, or
so on). Once you become involved in something, you are at a -8 to any
sense roll, or even an IQ roll to realize that time is passing. (SJ,
from a suggestion by Beth)
(varies)
A secret is some aspect of your life
(or your past) that you must keep hidden. Were iot made public, the
information could harm your reputation, ruin your career, wreck your
friendships and possibly even threaten your life.
A point value of a secret depends on the consequences if the secret is revealed. The worse the results, the higher tha value, as follows:
If a secret is made public, there will be an immediate negative effect, as described above, ranging from embarassment to possible death. There is a lasting effect. You immediately acquire new, permanent disad- vantages whose point total equals twice that of the secret itself, but you loose the secret disad itself (A 100 point character whose 30 point secret is uncovered becomes a 70 point character.)
The new disads acquired must be appropriate to the secret. Most secrets turn into Enemies, Bad Reputations, Social Stigmas. They might reduce your Status or Wealth (going from Filty Rich to only Very Rich is effectively a 10 point disad). Some secrets could turn into mental or physical disads, but this is very rare. The GM may, optionally, require you to buy off things like Duties or Dependants.
Table of Contents |