Would you Kindly

“Would You Kindly…”

This segment covers all the available traits for characters in the bioshock-verse. There are 2 distinct parts to this segment in character creation. Traits, which are generally beneficial, and Flaws, which are commenly hamperingin some way.

Character begin play with anywhere from 5, 10, or 15 Development Points to spend on Traits (depending on the play difficulty). After all DP is spent, the player can opt to take flaws, which will provide the playe with dissabilities, but garner MORE DP to spend.

TRAITS

Double Jointed (1) Your character can bend and move in unique, and sometimes disgusting, ways. As such your character gains a +4 to skill checks involving manuevering past traps, tight spaces, or to escape bonds.

Efficient Metabolism (1) Your Character’s body is very efficient at processing substances, including toxins and drugs. You take 10% less damage from toxic substances (such as plasmid withdrawl, poisons, noxious gasses).

Eidetic Memory (2) Your character has an almost perfect memory. As such you gain a +4 circumstance bonus for knowledge checks and skill checks regarding recalling information.

High Pain Threshold (3) Your character begins play with +3 Damage Threshold (DT).

Innovative (3) Your character is much more “creative” then is normal. The Character finds twice as many “raw materials” for U-Invents from searching corpses and containers.

Luck (3) Luck Smiles apon you more often then others. You may re-roll 3 rolls throughout a single gaming session. You take the better result.

Nightvision (3) Your character does not take penalties from inadequate lighting to attack or skill checks. However defensive penalties still apply.

Peripheral Vision (1) Your character has a wider range of periphrial vision. You recieve a +4 circumstance bonus to all sight-related perception checks.

Quick Healer (1-3) Your Character recovers from wounds more quickly than most. The character regains +1 more HP from a minute of rest then is usual, per rank of this Trait.

Wary (1) Your Character has a knack for “feeling” when something is amiss. The GM rolls all your perception checks in secret, adding a +4 circumstance bonus to each check done in this way. At the GMs discretion the PC should not be 100% aware of “what” it is he found out from his check, but with a few context clues should be able to guess it quickly.

FLAWS

Amnesia (1-3) Your character can only remember fragments of his past-life. Whatever had occured to bring on the amnesia is also a mystery. As such, a player must choose one of the following fields of character creation to “hand over” to the GM for each rank of this trait. The GM then gets to choose the applicable elements of the chosen field. The fields are, Traits, Talents, and Skills. (If you pick traits then you forfeit all DP to the GM, except the DP spent on this Flaw).

Chronic Pain (3) Your Character suffers pain from an old injury or a minor medical condition such as migraine headaches. This pain occasionally flares up, causing problems with his day-to-day activities.At the Begining of each session the player must make a fortitude defense save against DC 20 (minus number of failed attempts). The character makes this save every minute until he succeeds. Until he succeeds the player takes a -4 penalty to all checks and saves (except the fortitude save).

Code (1-3) Your Character chooses to live his life according to a closely held set of principles. Having a Code is a Drawback, as it often dictates your Character’s choice of actions in situations. When you take this Flaw, you must create a Code for your Character by choosing principles that your Character follows from the list below; you can make up new principles for your Character’s Code as long as you have your GMs permission. Code Principles:

  • I always keep my word.
  • A friend of a friend is my friend and an enemy of my friend is my foe.
  • I accept any challenge to single combat.
  • I will protect the downtrodden and needy.
  • I never accept reward, because my reward is service.
  • I will always avenge a personal insult.
  • I will always avenge an insult to my unit/government/organization.
  • I will not lie.
  • I will avenge the deaths of my loved ones.
  • I cannot fail in my service – I will succeed or die trying (counts as two principles),
  • I will fight with honor and I will not willingly fight lesser opponents.
  • I will never turn my back on a friend in need.

The DP bonus you receive for a Code depends upon how many principles are a part of his Code:

  1. – Two principles
  2. – Four principles
  3. – Six principles

Having a Code requires that the code be portrayed; should you not actively portray your Character’s Code or violate it outright, your Storyguide may impose a Penalty on all your Character’s actions. The guilt wracks him until he has atoned.

Compulsive Behavior (1-3) Your Character has some sort of behavior in which he engages compulsively – usually to fill some sort of psychological void or to quell deep anxiety or depression. This behavior can be anything from compulsively checking the outlets in every room before leaving to washing his hands to masturbation. If he can’t engage in this behavior, he suffers a Penalty until he can. The skill point bonus you receive for Compulsive Behavior depends upon how the compulsion is triggered or how many times a day he needs to feed it:

  1. – Minor Compulsion, which is either triggered by specific uncommon circumstances or that must be engaged in three to five times a day. –1 Penalty if prevented.
  2. – Moderate Compulsion, which is either triggered by regular events or that must be engaged in five to eight times a day. –2 Penalty if prevented.
  3. – Major Compulsion, which is either triggered by frequent stimulus or that must be engaged in eight to twelve times a day. –4 Penalty if prevented.

Coward (1) Your Character is not brave and tends to fold in the face of fear. The character suffers a -2 to will defense against insanity/fear.

Damaged (3) Your Character is damaged goods. Somewhere along the line, probably as he was growing up, he suffered some sort of trauma and victimization and it left permanent psychological scars. More than likely these scars stem from abuse of some kind, whether it be physical, sexual, emotional, or a combination. As a result, his set point for what is “normal” is a little off. He has some unusual ideas about how the world works and is incapable of having truly normal and healthy relationships with people. The character begins play with +20 to their insanity/fear score. This amount returns every 3 days. A character who relaxes, and in some way rids themselves of all Insanity/Fear score will still regain the +20 every 3 days.

Delusions (2) Your Character’s world-view contains an element that simply isn’t true, though he behaves as if it were. Whether it’s thinking that he’s going to be a famous movie star when he has no acting skill, thinking he’s going to marry someone who doesn’t like him, or that he has some special destiny this delusion makes those who know him shake their heads. These delusions aren’t to the level of a full-blown psychological disorder and would be one of the last things dealt with in psychological counseling. This Drawback must be adequately portrayed; otherwise your Storyguide may impose a Penalty on all your Character’s actions because the world just doesn’t seem right to him.

Impetuous (2) Your Character prefers action – and not in a good way. He’s rash and most often chooses to act before thinking anything through. He most often leaps before he looks. When presented with a situation, he must succeed a DC 15 Will Save or take the worst possible, yet still effective, course of action to a situation.

Ineptitude (2) There are just some things your Character can’t get no matter how hard he tries. When Ineptitude is chosen, pick one skill (Non-Knowledge skill), your character cannot be “trained” in this skill.

Low Pain Threshold (3) Your Character can tolerate less physical pain than the average person. Your character begins play with -5 Damage Threshold (DT) then usual.

Phobia (1-4) Your Character has an irrational fear of a specific thing or a situation. When confronted with the object of his Phobia, your Character suffers a penalty to all checks until he is no longer in the presence of the source of this fear. The skill point bonus you receive for this Flaw depends upon the severity of the Phobia and is modified by the relative rarity of the source of the fear. If the source of the Phobia is very commonly encountered, you may add 1 to the skill point bonus; if the source is very rarely encountered, you must subtract one from the skill point bonus of the Phobia. Your Storyguide must approve of the final bonus of any Phobia:

  1. – Minor Phobia; -1 Penalty to all Checks when in the presence of the source of the Phobia.
  2. – Major Phobia; -2 Penalty to all Checks when in the presence of the source of the Phobia.
  3. – Severe Phobia; -4 Penalty to all Checks when in the presence of the source of the Phobia.

Short Fuse (2) Your Character has a bad temper. Whenever he gets really frustrated or someone pisses him off he must succeed at a DC 15 Will Save to keep his cool. If he doesn’t he flies into a rage, whether it’s shouting, hitting things, or a violent attack. He breaks a lot of things and has problems keeping lovers that aren’t codependent.

Slow Healing (1-3) Your Character recovers from wounds more slowly than most. Whenever a character takes a “break” (one minute of rest) he regains 1 HP LESS then normal per rank of this Flaw.

Would you Kindly

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