Difference between revisions of "Weakness"

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(Created page with "'''Cost:''' '''Play Type:''' General '''Restrictions:''' Can Be Taken a Maximum of Three Times Weaknesses are something that affect your character in a negative manner. It ca...")
 
 
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===Note: The Uncommon Cold===
 
===Note: The Uncommon Cold===
 
It might seem weird that Uncommon weaknesses are allowed to be the highest, and one might that's a free bonus there. However, as the story progresses, antagonists will be looking for ways to affect your character specifically, and a Very High makes one functionally useless in those situations at best. If one chooses weaknesses, one must think fully ahead with the character and be ready to accept any handicaps their choices bring.
 
It might seem weird that Uncommon weaknesses are allowed to be the highest, and one might that's a free bonus there. However, as the story progresses, antagonists will be looking for ways to affect your character specifically, and a Very High makes one functionally useless in those situations at best. If one chooses weaknesses, one must think fully ahead with the character and be ready to accept any handicaps their choices bring.
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[[Category:Traits]]
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[[Category:Flaws]]

Latest revision as of 12:52, 27 February 2011

Cost:

Play Type: General

Restrictions: Can Be Taken a Maximum of Three Times

Weaknesses are something that affect your character in a negative manner. It can be a specific body part that takes extra damage, or a certain kind of attack that deals extra damage. Types and number allowed vary by DM fiat.

  • Very Low - The character takes small extra damage when weakened.
  • Low - Same as Very Low, but higher damage.
  • Mid - Same as Low, but higher damage. In addition, the character takes penalties to actions one turn after being weakened.
  • High - Same as Mid, but higher damage and three turns afterwards. Furthermore, the character must roll a dice to see if they are stunned next turn.
  • Very High - The character takes major damage when weakened, and is automatically stunned their next turn. They take massive penalties in any activity until they recover the amount of health lost from the hit.

Note: A shotgun to the chest...One of my several weaknesses...[edit]

Really, physical weaknesses should be maxed at one, maybe two as they're the most easily exploitable. Weaknesses to various things can easily be justified to about three, but in general weaknesses total shouldn't pass three anyway. This is both to prevent over exploiting the trait and making a character too useless.

In general, the max levels for Weakness is:

  • Very Low/Low - Rare/Unique
  • Mid/High - Common
  • High/Very High - Uncommon

The levels are chosen to prevent a character from being too useless. Rare/Unique could refer to something such as the attacks of a certain person. Common in general is low level magic, general attack types, and things like that. Uncommon refers to higher level magic or something else I can't think of while typing this.

Note: The Uncommon Cold[edit]

It might seem weird that Uncommon weaknesses are allowed to be the highest, and one might that's a free bonus there. However, as the story progresses, antagonists will be looking for ways to affect your character specifically, and a Very High makes one functionally useless in those situations at best. If one chooses weaknesses, one must think fully ahead with the character and be ready to accept any handicaps their choices bring.