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Felicia
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PostSubject: Weaknesses   Thu Nov 13, 2008 5:57 pm

   Weaknesses are an in-game penalty to your characters statistics, reflecting in theme some sort of limitation or personal trial the character must go through above and beyond the simple hardship of survival (unless, of course, that character has a notably harder time surviving than most).

   Why would you wish to take a weakness? Well, you don't strictly have to, but players will find that the addition of one or more weaknesses not only makes their character more fun to play, but gives them additional attribute points, as their character makes up for what they lack by being even better at something else.

   Characters are limited to a total of three non-racial (that is, not gained from their racial package) weaknesses at the beginning of play. A player must have explicit permission from their storyteller to take additional weaknesses, and this practice is only reccomended on a sparing basis, as too many weaknesses rarely balances out the number of additional attribute points a clever player may gain from stacking multiple minor weaknesses.

   Weaknesses come in three severities; minor, moderate, and severe. A weakness is placed in a severity category based on how much it limits a player, as defined by the following parameters;

   Minor: A minor weakness has little lasting effect on a character, and might possibly be overcome, in a sense, the player may find a way to maximize their strengths in spite of it. That said, a weakness that can be negated altogether is a bad example of a weakness. Minor weaknesses grant 3 additional attribute points.

   Moderate: A moderate weakness can never be overcome, as its penalty is significant enough to notably hinder a character at all levels of play, but it may not be a great enough challenge to threaten the very survival of that character. Moderate weaknesses grant 5 additional attribute points.

   Severe: A severe weakness is a constant thorn in the character's side, not only reminding them of their limitations, but potentially threatening the character's very life if certain, relatively strict criteria are not met to hold the weakness at bay. Severe weaknesses grant 7 additional attribute points.

Listed below are a number of weaknesses. Weaknesses list the following information;

   Description: A brief description of the theme of the weakness.
         Minor: The mechanical effects of the weakness at minor severity.
         Moderate: The mechanical effects of the weakness at moderate severity.
         Severe: The mechanical effects of the weakness at severe severity.
         Special: Any special notes relating to the weakness. Not all weaknesses require the listing of a special note.


TABLE OF CONTENTS
Dissociative Identity Disorder
Energy Vulnerability
Flashbacks
Heartstring
Honor Code
Nemesis
Phobia
Power Restriction
Soul Tether


~@~


Last edited by Felicia on Thu Nov 13, 2008 6:36 pm; edited 2 times in total
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Felicia
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PostSubject: Re: Weaknesses   Thu Nov 13, 2008 6:24 pm

Dissociative Identity Disorder
Description: You have a latent "split personality" that manifests itself at random, causing you to black and out while your other self takes control.
      Minor: When the personality manifests itself, you become a storyteller controlled minion unless you succeed on a Resistance check against your own Magic.
      Moderate: As minor, but you take a -3 penalty on your Resistance check.
      Severe: As minor, but you take a -6 penalty on your Resistance check.
      Special: At the time you take this weakness, there is a 20% chance that your split personality has enough in common with your original self to share the same goals in spite of having different views on how to achieve them. Otherwise, your other self has aspirations and methods that run directly contrary to your own.
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Felicia
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PostSubject: Re: Weaknesses   Thu Nov 13, 2008 6:33 pm

Energy Vulnerability
Description: Choose an energy type; earth, eldritch, fire, lightning, water, or wind. Your are more vulnerable to attacks that use this energy than normal.
      Minor: You take +25% damage (8 would become 10) from attacks that use the selected type of energy.
      Moderate: You take +50% damage (8 would become 12) from attacks that use the selected type of energy.
      Severe: You take +75% damage (8 would become 14) from attacks that use the selected type of energy.
      Special: You may not select an Energy Immunity ability of the same type as the energy you are vulnerable to.
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Felicia
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PostSubject: Re: Weaknesses   Thu Nov 13, 2008 6:38 pm

Flashbacks
Description: You have repressed memories that are occasionally triggered, subjecting you to terrible flashbacks.
      Minor: Whenever you encounter the trigger object, you must make a Resistance check against your own Magic or take a -4 penalty on all subsequent checks in the following turn.
      Moderate: As minor, but you are stunned for 1 turn if you fail your Resistance check, taking no actions on the turn you are stunned.
      Severe: As minor, but you are stunned for 3 turns if you fail your Resistance check, taking no actions on the turns you are stunned.
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PostSubject: Re: Weaknesses   Thu Nov 13, 2008 7:47 pm

Heartstring
Description: While most people do not think of a loved one as a weakness, particularly vile enemies may use those you love most against you.
      Minor: The loved one endangered is a capable combatant at or near your own level.
      Moderate: The loved one endangered is significantly lower level than you (1/2 your current level or lower).
      Severe: loved one endangered is 1st level or a non-combatant.
      Special: If the loved one endangered ever gains levels, they may fail to fulfill the criteria for this weakness, at which point the character must either be given/choose a new loved one at the appropriate level or forfeit the extra points granted by this weakness. For this weakness to be effective, the loved one must be in constant danger, forcing the character to protect them on a regular basis.
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PostSubject: Re: Weaknesses   Thu Nov 13, 2008 7:48 pm

Honor Code
Description: Your character is bound by a code of honor, to a fault. Indeed, they must win an internal battle to even go against the paremeters of this code.
      Minor:You must make a Resistance check against your own Magic to perform an act that goes against your honor code. If you fail, you are unable to take the desired action; your character simply cannot bring themself to do it.
      Moderate: : As minor, but you take a -3 penalty on your Resistance check.
      Severe: As minor, but you take a -6 penalty on your Resistance check.
      Special: The exact nature of your honor code is up to you and your storyteller, but these details can only be altered with storyteller permission after character generation.
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PostSubject: Re: Weaknesses   Thu Nov 13, 2008 7:51 pm

Nemesis
Description: A rival wants to compete with you. A nemesis wants to see you fail and laugh hysterically as you fall.
      Minor: Your nemesis seeks to ensure your failure at a relatively non-violent activity, such as a fellow athlete willing to sabotage you or a romantic rival who will go to unbelievable lengths to seduce the object of your affections before you.
      Moderate: Your nemesis seeks to kill you or significantly impair your livelihood, and is either at or just below your level.
      Severe: Your nemesis seeks to kill you or significantly impair your livelihood, and is above your level.
      Special: If, at any time, a moderate or severe nemesis fails to meet the level criteria for their category, they may switch categories, causing the character to be granted or relieved of the appropriate amount of extra points, as is also the case of a former non-nemesis who becomes a nemesis or a nemesis who becomes neutral or favorable in attitude to the character.
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PostSubject: Re: Weaknesses   Thu Nov 13, 2008 7:53 pm

Phobia
Description: You have a phobia, which hinders your ability to interact with the source of your fear.
      Minor: When you approach the source of your fear, you must make a Resistance check against your own Magic or be unable to approach the source of your fear for 1 turn. You may immediately try again on the next round thereafter, attempting another Resistance check as normal.
      Moderate: As minor, but you cannot attempt another Resistance check to approach the source of your fear until you have been away from it a number of turns equal to the difference between your Resistance and Magic totals.
      Severe: As minor and moderate, but you also lose a turn as your are paralyzed by your own fear.
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PostSubject: Re: Weaknesses   Thu Nov 13, 2008 7:55 pm

Power Restriction
Description: Some factor or series of factors limits when and how one or more of your abilities can be activated and used.
      Minor: 1 or 2 abilities are restricted.
      Moderate: 3 or 4 abilities are restricted.
      Severe: 5 or more abilities are restricted.
      Special: The exact criteria you must meet to activate and use these abilities is up to you and your storyteller. Suggested parameters include combining this ability with another weakness, such as Soul Tether, or in some way making it inconvenient or unreliable for the character to meet the selected parameters.
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PostSubject: Re: Weaknesses   Fri Nov 14, 2008 12:23 am

Soul Tether
Description: Your character is bound by magic or another powerful force to remain in or near an area or object. If you stray too far from your soul tether, it begins to take a toll on your health.
     Minor: The tether is an item that must be carried on the character's person at all times, or the character loses 1 point of Endurance per 3 turns until the item is in the character's possession again.
     Moderate: The tether is an item that can be moved, but not by the character alone, such as a heavy piano or a vessel. The character must be near this item for at least 6 turns a day or the character loses 1 point of Endurance per 2 turns until the character spends 6 consecutive turns near the item.
     Severe: The tether is an unmovable object, such as a building or other locale. The character must return to this place for at least 6 turns a day or the character loses 1 point of Endurance per turn until the character spends 6 consecutive turns in the place.
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