CHARACTERISTICS


 


Characteristics (also called Stats) are NUMBERS that describe your character's ability as compared to everyone else in the universe. All people and creatures can be described (or written up) using Characteristics; this lets you compare one person to another, which is often important in the game. For instance, a person with a Strength Characteristic of 5 is stronger than a person with a Strength Characteristic of 4, but not as strong as a person with a Strength Characteristic of 6.

WHAT THE NUMBERS MEAN

Characteristics define the basic structure of a character, and the numbers show how good a Characteristic is relative to other people. But before we can go on to actually constructing that character, we'll need to know something about the type of character it will be. Is he an everyman who finds himself suddenly catapulted into a life of adventure? Is he a seasoned veteran who is trained to face danger without flinching?  And what numbers best represent a character?
Here's a handy set of descriptions that can be applied to numbers for each Characteristic. We've also included descriptions for Skills as well, to give a total perspective of character scale.

 -CHARACTERISTIC-

Challenged Everyday tasks involving this Characteristic are difficult. This value is found in children, elderly people, or those weakened by illness or infirmity. [less than 1]
Everyday Many ordinary people around the world are likely to have some Characteristics at this value. It's enough to get by on and to do most things (though not very unusual or stressful tasks). [1-2]
Competent You are competent at everyday tasks involving this Characteristic. Most healthy adults have some Characteristics that fall into this range. This is the realm of everyday "heroes" such as policemen, firemen, paramedics, technicians, etc. [3-4]
Heroic You are much better than ordinary. A born athlete, a top-notch scientist, an elite soldier might have one or more Characteristics in this range. This is the realm of professional mercenaries, top soldiers, special police, scientists, and TV heroes. [5-6]
Incredible You are extremely capable in this area, among the very best in the world; an Olympic athlete, Nobel-winning scientist, a 10th dan martial artist might have a Characteristic in this range. This is also the realm of kung fu heroes, action movie cops, and other not-quite-impossible people. [7-8]
Legendary This is a level that only a few ever reach; it's simply the best a human can possibly be. This is the realm of super martial artists like Jackie Chan, geniuses like Einstein, or action movie stars with a big effects budget and a lot of stunt men. [greater than 8]

-SKILL-

Challenged You don't know how to do this task at all. [less than 1]
Everyday You've learned the basics of this task, and can do this thing most of the time, though not very well. You're an apprentice or a beginner. [1-2]
Competent You are well trained and practiced in this skill, and can perform it well in everyday circumstances. You can handle unusual applications of the skill with some difficulty. You're considered a professional. [3-4]
Heroic You are a master of this skill, and are capable of unusual applications of the skill. You are considered a master craftsman. [5-6]
Incredible A skill at this level means you're one of the very best in the world. You are at ease with unusual applications of the skill, or even new applications. This is entering the realm of fiction, of amazing skill that's not quite impossible! [7-8]
Legendary A skill at this level puts you in the realm of the greatest practitioners of this skill in history. You are pushing forward the boundaries of the skill and what it can be used for, and have entered the realm of genius and of fiction. [9-10]
Superheroic Skills at this level are better than anyone could believe in the real world. This realm belongs to comic books, science fiction, fantasy or mythology. [greater than 10]

PRIMARY vs. DERIVED CHARACTERISTICS

There are two kinds of Characteristics in Fuzion. Primary Characteristics are "bought", using a pool of points which we'll discuss below. A good example of a Primary Characteristic would be a character's BODY characteristic, used to judge how tough he is. Derived Characteristics are created by applying a simple mathematical formula to a specific Characteristic. A good example of a Derived Characteristic would be a character's Stun Defense, which is figured by dividing his CON by 2.

CHARACTERISTIC POINTS: The Power to Buy
The power to buy your Primary Characteristics comes from a pool of points called Characteristic Points (CP), given to you by the GM when you make your character.  Each Character has 50 points to buy Characteristics.

Buying Characteristics
Primary Characteristics are purchased at a ratio of 1 Characteristic Point [CP] for one level of ability. Example: I want to have a Strength of 5. I pay 5 CP. You must put at least one Characteristic Points in each Characteristic; the maximum level you can buy in any one Characteristic is 8 for a normal human.

PRIMARY CHARACTERISTICS
Now that you have an idea of what the Characteristic and Skill ranges are for characters, it's time to actually construct one. Total Fuzion's flexible structure allows you to build a character with lots of depth and fine tuning.
Primary Characteristics

In a Total Fuzion campaign, characters will have 10 Primary Characteristics, arranged into four groups:
          Mental Group

Intelligence (INT): How generally bright you are. As a rule, this is more than sheer intelligence, but also cleverness, awareness, perception, and ability to learn; mental deficiencies don't become apparent until you hit 1.
Willpower (WILL): Your determination and ability to face danger and/or stress. This Characteristic represents your courage and cool.
Presence (PRE): Your ability to impress and influence people through your character and charisma; how well you get along with others; how you interact in social situations.
Combat Group
Technique (TECH): Your ability to manipulate tools or instruments. This is not the same as reflexes, inasmuch as this covers the knack of using tools. One character might have a high Technique, but might not be able to fence or juggle. On the other hand, another might have high Reflexes, but only a fair level of Technique.
Reflexes (REF): Your response time and coordination, as used in aiming, throwing, juggling. A stage magician, for example, would have a high Reflex Characteristic. Most importantly, this is the Characteristic that shows your chance to hit things.
Dexterity (DEX): Your overall physical competence, as pertains to balancing, leaping, jumping, combat and other athletic activities. A gymnast would have a high Dexterity. Most importantly, this Characteristic is used to avoid being hit.
Physical Group
Constitution (CON): How healthy you are. How resistant to shock effects, poisons and disease. You can be a really big, tough, strong guy and still get floored by a head cold!
Strength (STR): Your muscle mass and how effective it is for exerting force. The higher your strength, the more you can lift, drag, etc., and the more powerful the blows from your fists and other body parts.
Body (BODY): Your size, toughness, and ability to stay alive and conscious due to physical mass, sheer bloody-mindedness and structure or other qualities. How much damage you can take is derived from this.
Movement Group
Movement (MOVE): Your speed of movement; running, leaping, swimming, etc. There is only one Primary Characteristic in this group; the rest are Derived (pg. 115)

Primary Characteristic Limits
No primary characteristic can exceed 8 without Special permission from the GM.  Characters with stats above 8 are super human in their abilities.  There are rare cases, Like Commander Type Zentradi or the Protodevilin, that can and do have stats higher than 8 but one must stress these characters are rare.

DERIVED CHARACTERISTICS
Derived Characteristics are characteristics that are created by performing some kind of simple mathematical operation on a character's already existing Primary Characteristics.

SDC: How much stunning/brawling damage you can take before you are battered into unconsciousness, calculated as Damage Classes. These damage levels are Light, Medium, Heavy, Critical, and Terminal, and are computed from CON. If you are at a damage level less than or equal to Light (but greater than 0) you are at Light Damage. Above Light, but less than or up to Medium, you are in Medium, and so forth.
Light x1/2 CON
Medium x 1 CON
Heavy x 1.5 CON
Critical x 2 CON
Terminal x 2.5 CON 

Below are sample Damage Category Tables:

Joe has a CON of 4
Damage Category Table
  Lt Med Hvy Crt Trm
SDC 2 4 6 8 10

Jack has a CON of 5
Damage Category Table
  Lt Med Hvy Crt Trm
SDC 3 5 8 10 13

Bruno has a CON of 8
Damage Category Table
  Lt Med Hvy Crt Trm
SDC 4 8 12 16 20

At the start, you may elect to move points from SDC into HDC or vice versa, as long as the total moved is limited to 1/2 of the starting Stun Value. Example: if Joe (above) spends 20 OP, he can increase his HDC by +2 across the table (thus having an Lt value of 4, a Med of 6, and is Terminal at 12).

HDC: How much killing damage you can take before you are dying. These damage levels are Light, Medium, Heavy, Critical, and Terminal, and are computed from BODY. If you are at a damage level less than or equal to Light (but greater than 0) you are at Light Damage. Above Light, but less than or up to Medium, you are in Medium, and so forth.
Light x1/2 BOD
Medium x 1 BOD
Heavy x 1.5 BOD
Critical x 2 BOD
Terminal x 2.5 BOD 

Below are sample Damage Category Tables:

Joe, has a BOD of 2
Damage Category Table
  Lt Med Hvy Crt Trm
HDC 1 2 3 4 5

Jack, has a BOD of 5
Damage Category Table
  Lt Med Hvy Crt Trm
HDC 3 5 8 10 13

Bruno, has a BOD of 6
Damage Category Table
  Lt Med Hvy Crt Trm
HDC 3 6 9 12 15

 You may move Hit points into Stun and vice versa (see above).

Stunning Defense (SD) now equals CON / 2 (or PHY / 2 in Instant Fuzion). If a character had a BOD of 5, and an SD of 3, he would always take 3DCs less damage from Stunning damage.

 
Recovery (REC) now equals (STR + CON) / 4. This measures how fast the character recovers from damage. You get back this many SDC each turn when you rest, and this many HDC back for each day of medical attention.
Run (aka Combat Move) [MOVE x 2m ], Sprint (aka Non-combat Move) [Move x 3m], Swim [MOVE x 1m], Leap [MOVE x 1m]: How far the character runs (at a rate allowing dodges and evasions), sprints (in a flat-out run), swims, and leaps in 3 seconds.
Luck [INT+REF]: Fate acting on your behalf. Each game session you may take points from this Derived Characteristic and use them in other places; to add to important die rolls or subtract from damage. When you have used up all of these points, they are gone until the next game session. You've "run out of Luck."
Energy Defense (ED) [CON / 2]: How resistant you are to damage from lasers, electricity. force beams, and other "energy-based" threats. Calculated as points that are subtracted from "energy" damage only. ED is calculated from the same Primary Characteristic as SD; you can elect to move points from one to the other when you create the character (not afterwards!). The amount you can move may not be greater than one half the starting value. Example: With a CON of 6, I have 3 Energy Defense and 3 Stun Defense. I decide to beef up my SD at the cost of my ED, moving up to a max of 1.5 points from one to the other.
Humanity (HUM) [PRE x10]: Your basic morality and humanity. Used often in games where the character faces dehumanization, extreme horror or the unearthly. This Derived Characteristic loses points by receiving "humanity" damage; seeing horrible events, removing body parts and replacing them with other objects, gaining unearthly powers that separate him from the rest of mankind, etc. For every 10 points lost from this Derived Characteristic, a corresponding one point is lost from your Presence Characteristic; when it is reduced to 0, the character becomes technically insane and his actions are taken over by the GM to reflect this.
Mecha Reflexes (MR) {TECH + REF -10}  Your ability to handle a vehicle.  This stat is combined with the vehicle's stats to determine the DV's and AV's during vehicle piloting tests.
Mecha Awareness (MA) [TECH + INT -10]  Your ability to read the sensors and indicators or a vehicle. It is used in the same way as MR for information based tasks while piloting a vehicle.

Buying Up Derived Stats:

It is possible to increase the value of a Derived Stat beyond its starting value. The chart shows what you get for each 5 Option Points spent. Of course, you can also use Character Points to buy up Derived Stats as well. In general, however, you'd be better served just to increase the Primary Stat from which the Derived Stat is figured, unless there is some reason why you can't (or shouldn't.)

Note that normal humans have stat maximums for Derived Stats, much as they have Stat maximums for Primary Stats. In the case of Derived Stats, these maximums are figured from the maximum value of the Primary Stat(s) involved. For example, the maximum stat for a normal human is 8. The maximum Derived Stats for that normal human would be SD & ED of 4, REC of 4, HDC and SDC x2.

For 5 Option Points or 1 Character Point, you can increase your Derived Stats by choosing one of the following:

+2 SD & ED
+1/2 SPD (Requires 2 CP or 10 OP to increase by +1)
+1 REC
+1/2 SDC (Requires 2 CP or 10 OP to increase by +1)
+1/2 HDC (Requires 2 CP or 10 OP to increase by +1)

 

Increasing or Decreasing Characteristics (Primary or Derived)
Characteristics generally may not be increased or decreased directly. However, certain Talents or Powers that may or may not be available in your campaign setting may allow you to increase a Characteristic, either temporarily or permanently. Certain Complications may also decrease a Characteristic. Or, as last resort, you may attempt to convince your GM to allow you to use Option Points in increase a Characteristic at a ratio of five OP for every point of Characteristic increase.

OPTION POINTS
When starting a new character; everything he/she owns or knows is purchased with Option Points (OP). Why is this? The main reason is that it allows players to accurately scale characters; everything costs Option Points, and you know what you're getting in relation to something else. This also makes it harder for players to create characters who are unfair or unbalanced in relationship to other characters; as long as you have similar levels of Option Points, you know that any two characters will be relatively similar in terms of what they have, know or can do. Option Points are given to Players by the GM at the start of character creation (still more points will come from Complications and experience awards).
The following point values are merely guidelines based on the style of the campaign. Individual campaigns may have very different numbers.
After character creation, all remaining Option Point scan be converted to money units on a 100 money units to 1 OP basis (whether gold, credits eurobucks, yen, zolotnies, whatever).

Trading Option Points for Characteristic Points (Primary or Derived)
Option Points are interchangeable with Characteristic Points (which are used only to buy Characteristics).  You can use Option Points to raise a Characteristic at a ratio of five Option Points to one Characteristic Point. These improvements must be granted by the GM of the particular game you are in.

Inherent Options, Gadgets, & Bought Options
Inherent options are things that are part of the character; they are as much a part of him as his Characteristics. They cannot be taken from him (under most circumstances), but they also cannot be used by anyone else. Inherent items usually include Skills, Talents and Perks, and are always purchased with Option Points.
In contrast , a Gadget is something that is bought with Option Points just like a Skill, but is a distinct, separate thing from the person that created it. This allows it to be used by others, but also means it can be destroyed or otherwise taken away. When this happens, the points used to construct the Gadget are not lost per se, but the Gadget must be then re-acquired or rebuilt via roleplaying. (A quest for a lost Gadget is a gold mine for any enterprising GM!). Good examples of Gadgets are magical items, special weapons, or equipment that is integral to the character (like a utility belt, armor suit or power source).
Bought Options are things that can be constructed and paid for in money. Bought items most often include vehicles and equipment. Unlike Inherent options, bought options can be used by others. They can also be destroyed or taken away from a character and must be replaced by using money or new Option Points gained through Experience.

COMPLICATIONS
One way to get more Option Points when creating a character is to take on a few Complications-social, mental, physical, or emotional situations/problems that define and enhance your character; they can also be linked to various Lifepath events to add to a character's background. Complications will vary depending on the campaign. For Macross 2051, you may receive no more than 75 OP total from complications. (Experienced players may petition Macross 2051 Admin for a higher amount.) The Value of a Complication is based on its Frequency, Intensity and Importance:

Frequency
Just how often does your problem impact your life? The answer is the problem's Frequency; how often the GM can inflict it upon you as part of the trade for those extra OP. This table works for all complications:

Frequency Value Guideline

Infrequently 5 Once every few "gaming sessions"
Frequently 10 Once every "gaming session"
Constantly 15 More than once every "gaming session"

Intensity
Intensity reflects how hard it is to overcome the complication, or just how much it affects you. Each Complication listed at the bottom of this page has its own Intensity rating written in parentheses ( ) right after it, but we also provide you with this handy table of general roleplaying guidelines:

Intensity Value Guideline

Mild 5 May roleplay to overcome it, or make Everyday WILL + Concentration roll to overcome it.
Strong 10 Must roleplay it and make Competent WILL+Concentration roll to overcome it.
Severe 15 Must roleplay it and make Incredible WILL+Concentration roll to overcome it.
Extreme 20 Must roleplay it and make Legendary WILL+Concentration roll to overcome it.

 

Importance
Importance rates how important the Complication is to the character and the Campaign. For example, taking Foreigner in a place where everyone is from another place is pretty valueless, but in a xenophobic environment, it takes on major importance. Another measure of Importance is its effect on your character's survival; if it can kill you, it's generally more important than something that may complicate your roleplaying. The final application is up to the GM.

Importance Value Guideline

Minor 5 Minor effect on combat damage, with minor (-1) effect on skills or world reaction.
Major 2 Major effect on combat (-3), or 1 and a half timed damage, serious effects on skills or world reaction, or puts character into danger.
Extreme 1 Extreme effect on combat (-5), or 2X damage, or extreme effect on skills or world reaction, or puts character into extreme danger.

 

To Determine a COMPLICATION'S Value
To determine the value of a Complication, add together the Frequency Value and the Intensity Value, then divide the resulting total by the Importance. [OP = (Frequency + Intensity) / Importance] Example: I take Responsibility as a Complication. I decide that this affects me Frequently (10), and I decide I'm responsible for the care of my aged Aunt Meg. Since she is very old, she's considered to be Challenged (Intensity 10), but since I'm not in any danger and my skills aren't affected (divide by 5), taking care of my aged aunt is worth (10+10)/5 = 4 Points. But if Aunt Meg was constantly exposed to extreme danger that I had to rescue her from, I could milk the situation for up to 20 points! Good ol' Aunt Meg!

There is a limit to how many OP you can receive through complications. For Macross 2051, that limit is 75 OP.

EXAMPLE COMPLICATIONS WITH INTENSITY LISTED:

PSYCHOLOGICAL COMPLICATIONS


These involve your Mental Problems and flaws:

 
Absent Minded You have strange lapses of memory. You often: Forget generally known facts (5). Forget friends, family (10). Forget your own identity (15).
Bipolar You are a classic manic/depressive, prone to fits of erratic, up moods punctuated with severe terrifying depressions. You are often: Moody (5). Liable to lie around and mope (10). Liable to run around frenetically risking life and limb or sink into a miserable stupor (15). Suicidal (20).
Delusions You believe things that are not real. You may hear voices, think aliens are after you, or that you are God. You will: Risk ostracism, embarrassment (5). Risk hospitalization, bodily harm or financial/social ruin (10). Risk life & limb (15) .
 Masochist  You hate yourself, and will go out of your way to injure yourself. To do this, you may: Seek verbal abuse (5). Seek minor physical abuse (10), Seek major physical abuse (15). Seek life threatening abuse (20).
 Phobia  You have a phobia; and unreasoning fear of some common thing, such as dogs, heights, sounds or color. When faced with your phobia, you feel: Discomfort (5). Paralyzing Fear (10). Berserk Terror (15). Catatonic (20).
 Paranoia  (just because you think they're after you...). You think you have enemies, everywhere. Sometimes you are focussed on one foe, other times, there may be legions. You react to your paranoia by: Incoherently ranting (5). Compulsively working on defenses against Them (10). Risking incarceration, bodily harm, social or financial ruin to stop Them (15). Risking life & limb (20).
Split Personality You're two, two, TWO people in one! [GM controls this personality, has character sheet for it, etc.]. Your other self: Likes you (5). Is neutral to you (10). Hostile to you (15). Dangerous to you in actions (20).

PERSONALITY TRAITS


It's the little things that count; your good & bad habits, basic traits and characteristics.

 
Airhead Oh Wow! You're just naturally spacey. In general, you: Misplace minor, trivial things (5). Misplace or forget to do important things (10). Misplace or forget to deal with dangerous things (15). Dangerously oblivious to everything; the GM never asks you to make a perception roll unless you request it (20).
Bad Tempered You're just irritable, all the time. When your temper flares: You'll risk embarrassment, or financial loss (5). You'll risk incarceration, bodily harm or financial/social ruin (10). You'll risk life & limb (15).
Coward You lack nerve, especially in combat. When faced with danger: You tremble at anything you imagine as danger (5). You freeze up and can't react (10). You try to run as far away as possible (15).
Obsessed You just can't get that special (to you) person or thing out of your mind. You: Talk about it all the time and will risk embarrassment, or financial loss over it (5). You'll risk incarceration, bodily harm or financial/social ruin over it (10). You'll risk life & limb over it (15).
Shy You hate dealing with others. You: Refuse to speak to new people (5). Avoid all interactions with new people (10). Will physically remove self from situations involving new people (15).
Stubborn You just hate to give in-to anyone. To prove you're right: You'll risk embarrassment, or financial loss (5). You'll risk incarceration, bodily harm or financial/social ruin (10). You'll risk life & limb (15).
Berserker  You can't control your fighting rage- you rabidly: Attack whatever set you off (5). Attack anyone within range except friends (10). Attack anyone in range (15). Attack anyone in range and won't stop until subdued forcibly or exhausted/stunned (20).
Unlucky Things never go your way; you have constant disasters. Travel and adventure only hold for you: Inconvenient misfortunes (5). Costly or dangerous misfortunes (10). Very costly or dangerous misfortunes (15). Deadly, life threatening dangers (20)

PHYSIOLOGICAL LIMITATIONS


These are Physical problems you must cope with:

 
Age You are either younger than usual or older; this is reflected in your characteristics: Very old/young: Reduce any 2 Characteristics (except Mental Group) by 2 (10). Extremely old/young: Reduce Reduce any 3 Characteristics (except Mental Group) by 3 (15).
Dyslexia You see letters and numbers as a jumble, or reversed. This means you: Read very slowly (5). Cannot read or write (10).
Epilepsy You fall into convulsive fits that incapacitate you. What sets off the fit (as determined by the GM) is: Uncommon (5). Common (10). Very Common (15).
Missing Limb Ouch! That hurt! You're missing: 1 or more fingers (5). A hand (10 each). An arm (15 each).
Reduced Hearing You are hard of hearing. Generally, to make a hearing based Perception check, you will need: To beat a Target Number 4 points higher than everyone else's (5). A Hearing aid just to hear at all (10). New ears; you're totally deaf (15).
Reduced Mobility You are unable to get around normally. Your Movement: Is reduced by quarter (5). Is reduced by half (10). Is reduced to dragging by arms at a MOVE of 1 (15). Nonexistent; you're a total quadraplegic; unable to move below the neck (20).
Reduced sight your eyesight is impaired in some way. You: Are color blind (5). Need glasses (10). Are nearly blind or one-eyed (15). Are totally blind (20).
Uncontrollable Change  You are prone to uncontrollable changes; these may be physical or mental (depending on what you negotiate with the GM). What sets off the change is: Uncommon (5). Common (10). Very Common (15).
Vocal Impairment  Your voice is somehow damaged. When you speak, you can: Only whisper, stammer or stutter (5). Only make sounds, but cannot speak (10). Cannot make a sound (15).
Vulnerability  You're susceptible to a certain situation or substance and take extra damage when exposed to it. The substance or situation is: Uncommon (5). Common (10). Very Common (15).
Susceptibility You are harmed or take damage from a certain situation or substance that is harmless to most people. The substance or situation is: Uncommon (5). Common (10). Very Common (15)

SOCIAL COMPLICATIONS


These are things with serious Social and Societal consequences for you:

 
Public Figure You are a figure in the media limelight; you can't make a move without getting attention: You are newsworthy and your activities rate an article if a reporter is nearby (5). You frequently make headlines and people always notice your actions on the street (10). Your every action makes news and you have reporters following you everywhere (15).
Bad Rep People "know" about you. At least, everyone's heard a story or two, even if untrue. When you are mentioned or seen, you are: Frequently recognized (5). Always recognized (10).
Secret Identity You are trying to hide your activities under a secret identity or other smokescreen. You currently are: Living a normal life, unnoticed by anyone (5). Are bothered by a single person trying to uncover your real identity (10). Everyone's trying to uncover your real identity (15).
Poverty Money is hard to come by for you, harder than for most. You are, financially- wise: Poor, with just enough for a bed and a few meager meals (5). Dead Broke and probably on the street with barely enough to eat (10). In debt, with others actively seeking to collect what little you have (15).
Personal Habits People just can't stand you. Maybe it's the bad breath or the nose picking, but they find you: Annoying (5). Disgusting (10). Horrible (15).
Oppressed You are part of an oppressed or otherwise downtrodden group. In your society, you are: Snubbed; others ignore or refuse to deal with you (5). Oppressed; there are laws controlling where you live, work or can travel (10). Outcast; you're a total non-person (15). Enslaved; you're treated as property and can be sold or mistreated at will (20).
Distinctive Features  You stand out and are noticed in any crowd, with features that are: Easily concealed (5). Concealable with Disguise or Performance skills (10). Not concealable (15).
Outsider You're not a local, and stand out like a sore thumb, attracting attention both unwelcome and possibly dangerous. You are obviously: From distant place (5). From very distant place (10). Never before seen in these parts (15).
ENEMIES: Hunted and Watched


These are forces which are actively working against you. Your Enemy's value is determined by three things: their Capabilities, their Extent, and their Intensity of enmity against you:

 
Capabilities What can they do to you? Are they: Less powerful than you? (5). As powerful as you? (10). More powerful than you? (15). Have access to powerful weapons, powers or hardware? (20).
Extent How far can they reach? Are they: Limited to single town or area? (5). Limited to a single country? (10) Worldwide in their influence? (15) Interdimensional or Galactic (20)
  Note: Instead of using the normal Intensity table, use the following scale:
Intensity What do they want from you? Are you: Being watched? (divide by 5). Being hunted for capture or imprisonment? (divide by 2). Marked for death? (1).
RESPONSIBILITIES


These are things you have chosen to deal with, no matter how much trouble they cause. Codes of Honor, Family Matters; these are all Responsibilities:

 
Code of Honor These are the personal rules you will not break, no matter what. A Code of Honor might be a code against killing, never attacking from behind, or never suffering an insult without an answer in blood. To keep your Code, you will: Risk expulsion or embarrassment (5). Risk bodily harm or financial ruin (10). Risk life & limb (15).
Sense of Duty You always do the Right Thing, and follow a higher Moral Code towards those you feel responsible for. You will do this: For your friends (5). For a special group/organization (10). For all Humanity (15). For all Life Itself (20).
Vow This is a promise you must keep, no matter what. It could be to protect someone, follow an ideal, or just get that stupid Ring into that distant volcano. To fulfill this promise, you'll: Risk Expulsion or embarrassment (5). Risk bodily harm or financial ruin (10). Risk life & limb (15).
Dependents These are those who need your protection and help. They could include children, family, or friends. Generally, they are: Equal to you in abilities (5). Challenged, or otherwise weaker than you (10). Have special problems, requirements or dangers associated with them (15).
COMPULSIVE BEHAVIORS


These are behaviors you must act upon; you just can't help yourself.

 
Addiction/dependence You must have a particular substance or situation or you will suffer severe mental or physical duress. The substance/situation you need is: Common (5). Uncommon (10). Rare (15). Very Rare (20).
Honesty You always tell the truth, even if it hurts. To be honest, you'll even: Risk expulsion, embarrassment, or financial loss (5). Risk bodily harm or financial/social ruin (10). Risk life & limb (15).
Impulsiveness You just can't help yourself; you always jump into things without thinking. To follow a whim, you'll: Risk expulsion or embarrassment (5). Risk bodily harm, social or financial ruin (10). Risk life & limb (15).
Intolerance  You're bigoted and intolerant of those who are different from you. When you encounter them, you are: Civil but distant (5). Rude and verbally abusive (10). Violently abusive (15). Abusive even at risk of life and limb (20).
Jealousy  You are jealous to the extreme. Towards the one you "love", you are: Obsessed and watchful (5). Confrontative and accusatory (10. Physically violent (15).
Kleptomania  You steal things compulsively. You can't help it; you'll even: Risk arrest or embarrassment (5). Risk bodily harm or financial/social ruin (10). Risk life & limb (15).
Lecherous You can't resist grabbing or pawing someone you find attractive, or at least making lewd comments. You'll even: Risk expulsion, embarrassment, or financial loss (5). Risk bodily harm or financial or social ruin (10). Risk life & limb (15).