Advantages and disadvantages
This chapter describes an optional module. It’s especially recommended for game-masters and players who have already gained some experience in pen-and-paper universes and/or want to add a little more “spice” to their character. You can skip this part if this is your first pen-and-paper.
Every person is different. Some people are even restricted or inherently have some special advantages. These differences are described very well in their abilities, but a person is more than just their abilities. Even for an experienced role-player it can be a challenge to represent these other characteristics. Because of this, player and gamemaster can give their characters the final touch with disadvantages and characteristics. Of course, these characteristics and disadvantages are a great opportunity for the game-master to challenge the characters individually.
Abilities describe the strengths and advantages of a character which you can use as a tool to overcome problems. Furthermore your character can have disadvantages which can restrict you in some situations.
These disadvantages are marked with a minus in its skill sets but do not affect the calculation of the talent-value or ability-value and do not receive a bonus from the talent-value . If the game-master or the situation dictates, you roll the dice to your disadvantages in the usual manner. If your dice eyes count less than the disadvantage value, the expected event occurs.
Agnes has given herself a disadvantage “irascible” with -20. If the dice roll result is less than 20, her character reacts to the insult with unbridled rage. If the dice result is above that, she ignores the provocation. In this case the appropriate skill setswould be social, but this can always be clarified with the game-master.
Overcome a disadvantage
As compensation, you can work out a proportional bonus together with the game-master. These can be additional items, better finance, more skill or life points. However, it should be ensured that the malus is taken into account and played out in the game in an appropriate manner. The higher the bonus received, the more influential the disadvantage must be.
Tobias plays a socially incompetent character. But since he wants to give his character even more depth and wants to have another 40 points on computer knowledge, he agrees with his game-master that he gives his character the disadvantage “neurotic”. He commits himself that his character compulsively always wants to keep everything clean and tidy. For Tobias, this clearly influences the course and style of play. After some negotiations he receives 35 additional skill points from the game-master.
While disadvantages describe pure disadvantages, characteristics are more general. Therefore no points will be awarded on it. Characteristics are traits of a character that have a direct and indirect influence on the way your character moves in the world, the gameplay and the way you play. Each characteristic gives you both advantages and disadvantages in proportional height. If your characteristic only gives you advantages, it is a skill for which you must spend skill points.
You can give your character one to a maximum of two characteristics. The important thing when choosing is that you should be able to play out these characteristics. If at the beginning of the role-playing game you are not yet sure which characteristic fits your character best, then wait and give yourself one at a suitable opportunity in consultation with your game-master.
Jonas has taken the characteristic "pacifist". When Susanne gets into a fight with the salesman, his calm disposition and conciliatory nature allow him to deescalate the situation and prevent an argument before anyone notices them. A little later the group is ambushed and has to face the fight. Jonas has to rely on his friends to remedy the situation, as he lacks any fighting experience, but also the will to take physical action against another person.
In the following you will find some examples of characteristics. Even though every player and game-master may should of course give free rein to his creativity to design his own suitable characteristics. Thus, characteristics limit your ability to act, but also expand your options in other situations or open up completely new paths.
|Fearless||You're not easily intimidated. No danger can frighten you, but you will often ignore a warning, where caution would have been advisable.|
|Light sleeper||It's hard to surprise you. At night, you always sleep with one eye open and therefore regenerate only half as much HP in rest periods.|
|Blockhead||You're a hard man to turn from your path. You often stick to your idea despite good counter-arguments and you are difficult to influence.|
|Bookworm||You have a phenomenal general knowledge and live in your own world. In contact with other people you may stand out because of your peculiarity.|
|Miser||Take care of the cruiser. You don't honour the cruiser, you're not worth the pounds. You have considerably more cash at your disposal and always try to spend as little money as possible, even if your negotiating partner will not be happy about it and the quality of your purchases will suffer.|
|Lucky dub||Every dog has its day. You may act a bit clumsy with many things, but Fortuna is with you and you can reroll any throw you wish one per day.|
|Asexual/Aromantic||You are unresponsive to other characters’ advances. You would never get the idea to romantically ensnare someone else. The thought alone makes you feel sick.|
|Sensitive||All of your senses are sharpened to the extreme and ready at all times. Nothing slips past you easily. On the other hand you are much more sensitive to irritation, be it smell, pain, sounds, quick change of temperature or light.|
|Leatherskin||‘Tis but a Scratch! You can take more hits than others (any damage is halved), but are far slower (Initiative malus)|
|Specialist||You are extraordinarily well-versed in one attribute and checks cannot be adjusted. In return you will have a malus of -10 on all other checks.|
|Bloodrush||In the heat of battle one can quickly lose control. During bloodrush all checks are [erleichtert] by 20, all damage (also the one you recieve) is doubled. You are heavily exhausted after battle.|
|Celebrity||You are a star, and receive special treatment accordingly. Whenever you want to travel anonymously, you would better think of something.|
You are scared of almost everything and often stand in your own way. Thanks to your paranoia you recognize dangers quicker than others and can react earlier.
|Know-it-all||You know everything and can do everything, or at least think so. Your abilities never exceed 50. You receive one more eureka point per skill category.|
|Alcoholic||You can simply not live without alcohol, whenever there is something to drink, you are in. If you are sober for a longer while (>3 hours) you become nervous and impatient. But your threshold for pain or embarrassment while drunk is impressive.|
|Player||Life is a game. That or something similar is likely to be your life motto. You can’t without it. You try to turn almost any activity into a contest and bet money on it. Because of this you are knowledgeable about Poker & Co.; Also your unrivaled calmness while playing stands out.|
Through your serene spirit and calming nature you can de escalate between parties. As a mediator,however, you lack any battle experience and only use violence in self defense.
|Chronic stupidity||For you, the news are celebrity news on private networks, reading is overrated and [Niveau ist eine Handcreme]. Yet somehow you have made it through life. Your [Wissenskategorie] can not include more than 100 points.|
You believe anything you are told. Because of this you change your opinion frequently and are easily manipulated more easily by others. But you are perceived as very likeable.
|?||Which other characteristics come to your mind? Enter them here!|
Use of eureka points
This chapter marks an additional rule that is not necessary for characteristics to work, but adds another aspect that will make your roleplaying more faceted and interesting. If you want to, you can include this additional rule in your roleplay or leave it out.
When you want to use your characteristics to your advantage, you can pay an eureka point.
Alex wants into the club without paying and claims that the bouncer has to allow him VIP-entrance. To do this he pays an eureka point and is actually let in without paying or standing in line.
If a characteristic is interpreted as a disadvantage for the character, the player can earn an eureka point.
The Gamemaster explains that all eyes are on Alex as he enters the bar and one of the security personnel goes backstage immediately. Alex correctly notices that that sounds like a disadvantage caused by his characteristic “Celebrity” and receives an eureka point that he can use later.