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). |
|