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Weaknesses

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Weaknesses Empty Weaknesses

Post  Captain Peanut Butter Tue Dec 02, 2008 9:34 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 21 non-racial weakness points. That is, the total points gained from your weaknesses at the beginning of play (see notes on severities below) cannot exceed 21 regardless of how many weaknesses you take. The reason we go with 21 is because that equates to three severe weaknesses. Note again that racial weaknesses (those required by your racial package) do not count against this limit.

   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
Blindness/Deafness
Dissociative Identity Disorder
Energy Vulnerability
Flashbacks
Heartstring
Honor Code
Insomnia
Large Size
Narcalepsy
Nemesis
Philia
Phobia
Power Restriction
Small Size
Soul Tether
Underage
Weak Will



Last edited by Captain Peanut Butter on Fri Nov 12, 2010 10:16 pm; edited 19 times in total
Captain Peanut Butter
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Post  Captain Peanut Butter Thu Dec 04, 2008 5:23 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.

~@~

Captain Peanut Butter
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Post  Captain Peanut Butter Thu Dec 04, 2008 5:25 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.

~@~

Captain Peanut Butter
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Post  Captain Peanut Butter Thu Dec 04, 2008 5:26 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.

~@~

Captain Peanut Butter
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Post  Captain Peanut Butter Thu Dec 04, 2008 5:27 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.

~@~

Captain Peanut Butter
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Post  Captain Peanut Butter Thu Dec 04, 2008 5:33 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.

~@~

Captain Peanut Butter
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Post  Captain Peanut Butter Thu Dec 04, 2008 5:34 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.

~@~

Captain Peanut Butter
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Post  Captain Peanut Butter Thu Dec 04, 2008 5:36 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.

~@~

Captain Peanut Butter
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Post  Captain Peanut Butter Thu Dec 04, 2008 5:37 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.

~@~

Captain Peanut Butter
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Post  Captain Peanut Butter Thu Dec 04, 2008 5:38 pm


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.

~@~

Captain Peanut Butter
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Post  Captain Peanut Butter Sun Jan 25, 2009 9:13 pm

Narcalepsy
Description: Your sleeping disorder knocks you out at inconvenient times.
     Minor: At the storyteller’s discretion, you lose 1 turn in combat.
     Moderate: At the storyteller’s discretion, you lose 1 turn in combat and take a -2 penalty on Defense checks for that round.
     Severe: At the storyteller’s discretion, you lose 1 turn in combat and take a -4 penalty on Defense checks for that round.

~@~
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Post  Captain Peanut Butter Thu Apr 23, 2009 3:19 am



Philia
Description: A philia is the opposite of a phobia. Instead of being unable to go near something, you have to fight against yourself not to go near it!
     Minor:You must make a Resistance check against your own Magic to avoid approaching the object of your philia. If you fail, you are unable to resist going near it, even at the risk of harm, although you may defend yourself as normal.
     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.

~@~


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Post  Captain Peanut Butter Fri Jul 17, 2009 5:43 pm



Blindness/Deafness
   Description: You are blind or deaf, either by birth or by some incident which has robbed you of these senses.
         Minor: You take a -2 penalty on all Resistance checks against Silence and Stealth.
         Moderate: You take a -4 penalty on all Resistance checks against Silence and Stealth.
         Severe: You take a -6 penalty on all Resistance checks against Silence and Stealth.
         Special: Being blind or deaf do not prevent you from taking Awareness, Silence, or Stealth. You may opt to take Blindness and Deafness as two separate weaknesses, resulting in a cumulative penalty (two moderates would be a -8 penalty, for example).

~@~




Last edited by Captain Peanut Butter on Fri Nov 27, 2009 1:13 am; edited 2 times in total
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Post  Captain Peanut Butter Fri Oct 16, 2009 7:10 am

Large Size
   Description: You are larger than average, making it harder for you to dodge incoming attacks.
         Minor: You take a -2 penalty on all physical defense rolls.
         Moderate: You take a -4 penalty on all physical defense rolls.
         Severe: You take a -6 penalty on all physical defense rolls.

~@~
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Post  Captain Peanut Butter Fri Oct 16, 2009 7:12 am

Small Size
   Description: You are smaller than average, resulting in diminished strength.
         Minor: You take a -2 penalty on all physical attacks.
         Moderate: You take a -4 penalty on all physical attacks.
         Severe: You take a -6 penalty on all physical attacks.

~@~
Captain Peanut Butter
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Post  Miss Mustard Sun Jan 31, 2010 11:27 pm

Weak Will
Description: You are more easy to fool with illusions or control like a pawn. If it's really bad, you have a tougher time imposing your will on others.
     Minor: You suffer a -2 penalty on all Resistance rolls versus mind-altering abilities.
     Moderate: Same as minor, only the penalty is -4. You also suffer a -2 penalty on magical attacks using mind-altering abilities.
     Severe: Same as moderate, only the penalty is -6 on Resistance rolls and -4 on magical attack rolls using mind-altering abilities.
     Special: Weak Will does not prevent you from picking up abilities of the mind-altering category. Weak will does not prevent you from picking up Mental Barrier, but does prevent you from picking up Clear Headed.

~@~
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Post  Captain Peanut Butter Sun May 30, 2010 7:04 pm

Insomnia
Description: You have difficulty sleeping at night, which takes a toll on your health.
     Minor: Each night, you must make a Resistance check against your own Magic or be unable to sleep and take a cumulative -1 penalty on all Swiftness checks the following day, the next day, and so forth until you make a successful Resistance check. When your penalty to these checks is equal to your Endurance modifier, you fall unconscious as fatigue takes over, losing all actions for 8 hours.
     Moderate: As minor, but the penalty extends to Attack and Magic checks.
     Severe: As moderate, but the penalty extends to Defense and Resistance checks.

~@~
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Post  Captain Peanut Butter Fri Nov 12, 2010 10:15 pm

Underage
   Description: You are somewhere below the age of adulthood. As a result, your underdeveloped physical body and reduced status in society will hinder you slightly on your adventures.
         Minor (Age 13-14): You take a -1 penalty on Attack and Defense checks. Additionally, you may not enter a place designated for adults only, including some pubs, and may not speak with the authority of an adult in society.
         Moderate (Age 8-12): As minor, but the penalty on Attack and Defense checks is -2 and you must be either in school or apprenticed to a professional of some sort lest you risk harassment from the guard and others.
         Severe (Age 7 and below): As moderate, but the penalty on Attack and Defense checks is -3 and you must be accompanied by an adult at all times lest you risk harassment, or worse, being placed in an orphanage or workhouse against your will.
         Special: This weakness has a time limit under normal circumstances. When your character reaches adulthood (considered to be 15 or older in Circunima), you may trade this weakness for another of equal severity; the loss of innocence often leads us to wrestling with personal demons as adults.

~@~
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