A zombies rpg based on the book All Flesh Must Be Eaten. The RPG is only for the select few.
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 Qualities/Drawbacks

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PostSubject: Qualities/Drawbacks   Mon Nov 03, 2008 9:17 am

all qualities/drawbacks are bought on a one to one basis (unless otherwise stated).

Acute/Impaired senses
2-points physical quality or drawback
This must be bought separetly for each sense
+3/-3 bonus to the affected sense

Addiction
Variable Mental Drawback
Habital drinking or smoking: 1 point
heavy frinking or smoking, light use of marajiuana or LSD: 3 points
heavy use of marajuana or LSD: 4 points
Habital use of heroin, heavy use of barbiturates or cocaine: 5 points
heavy use of heroin: 6 points
If usual "fix" is not received person suffers mental penalties
Daily Willpowers needed to resist craving (with possible quiting)

Adversary
Variable social drawback

1 - 5 points
The higher the points the worst the adversary. (Zombie Masters Descretion)

Artistic Talent
3-point mental quality

Can be bought any number of times
Adds essence to persons pool
Recieves 3+ bonus to all related tasks

Attractivness
Variable physical quality or drawback
ranges from -5 to +5
adds positive or negative to related tasks

Charisma
Variable mental Quality or Drawback
ranges from -5 to +5
affects tasks in attempting to influence people

Clown
1-point mental drawback
Always comes up with jokes in the most worst times (rp)
People do not take you seriously

Contacts
Variable social Quality

ranges from 0 - 5
The higher the level the better the contacts (Zombie MAsters descretion)

Covetous
1- to 3-points mental drawback

1 = Relativly mild. The character knows what he wants and spends a great deal of time and effort to attain his gols, but he wont break his own rules o those fo society to do so. Most of his actions should be directed towards achieving his objectives, directly or indirectly.
2 = Stronger. presented with enough temptation the character mmay act even if it goe against his better judgement or morality. Willpower test to resist from -1 to -3 penalty depending on the reward (Zombie MAster Descretion)
3 = a desire so stromg it often overwhelmes and scurples the character may have. Can only avoid acting by taking a difficult willpower test with penalties -1 to -5. for a high enough reward the character will turn on friends and loved ones,even betray his cause or principles.

Cowardly
1- to 3-points mental drawback

easily scared and intimitaded
penalty to willpower tests ranging from -1 to -3 (depending on level of cowardly)
1 = character avoid taking unnecsary risks. simple willpower tests required to stop from running or surrendering when there is a superior foe.
2 = simle willpower test to fight back. difficult willpower test to avoid fleeing or raking chances
3 = difficult willpower tests to get involved in confrontations or risky situations even when the character has a good chance of suceding. Will betray friends if she/he thinks it will save themself.

cruel
1- OR 3- point mental drawback

1 = neve hurt a friend or loved one. enjoys inflicting pain on those he feel "deserve what they get"
3 = true sadist. never gives up a chance to inflict pain. even friends and loved ones not safe. when no enemies available will use his "talents" on those around him.

delusions
variable mental drawback
Prejudice:
The belief that a group of people (racial, ethnic or national) has certain charastics (positive or negative). While everyone has prejudices on way or another, a delusional person holds on to these beliefs. The delusion is worth 1-3 points, depending on how intense the belief is, how large a group it applies to, and how it dominates a person's life. At the 1-point level, the character could be an "archie-bunker" -type bigot; at 3 points, he would be a rabid white supremacist.
Delusions or Grandeur:
This person thinkls he is far greater and more powerful than she really is. In extreme cases, the character thinks is a historical or mythological figure. The more common type has an exaggerated sense of overconfidense: "I am a genius, but nobody understands me -- which is why the best job I've held is a chashier at 7/11" (1 point); "I am the messiah; prepare for the second coming!" (3 points)
Phobia:
A phobia counts as a delusion. worth -1 to -3 points depending on severity. so, claustrophobia would be worth -1 points if the character is uncomfortable in enclosed spaces and -3 if the character is unable to enter an elevator without suffering an anxiety attack.
wierd delusions:
Any strage belief that flies in the face of reality. some examples "aliens talk to me through my wristwatch," " I have to wear this tinfoil cap so the laser satelites don't make me kill again," "dogs are the spawn of satan, and must be destroyed." The value depends more on what the character does about the delusion than about the delusion itself. For example, if the character in the last example simply refuses to pet dogs, and avoids being next to a dog, a 1-point delusion would be sufficent. If he tells people about his beliefs all the time, and keeps pestering any dog-owning friends and neighbors about the dangers of keeping such monsters around, a 2-point delusion would be approriate. If he carries his insanity to its "logical" conclusion and starts hurting or killing dogs, the delusion is worth 3-points.

Emotional Problems
Variable Mental drawback
Those with emotional problems react in unreasonable ways to some situations and problems. The reaction can be anger, pain or anguish, typically more extreme than normal. Maybe a traumtic event in this life(or even a previous life) has made them thi way. These emotional problems can be triggered by distressful but relativly ordinary events in normal life; they prompt a very strong reaction from a distrubed character. some situations that can trigger emotional problems are discussed below
fear of rejection:
this person is afraid of rejection, and when he experiances rejection (or think he has been rejected), he feels hurt and angry. People with this problem may be afraid to make friends or approch people they are attracted to, and if their fear comes true, will harbor a great deal of resentment and anger. This is a 1-point mental drawback
Depression:
This character's emotional problems make the very act of living seem like a hard chore. common symptoms of depression include sleep problems (either oversleeping or bouts of insomnia), severe procrastination(to the point that the sufferer may lose her job), and a lack of interest in anything. A character with depression is at -2 to most tasks, and tends to avoid becoming involved in anything. This is a 2-point drawback. A severe shock may snap somone out of this state for a whileIa life threatening crisis will do it), but the character will sink back into inactivity afterwards. Certain drugs and psychiatric treatment can reduce the effect of this problem (which will also reduce its value).
Emotional Dependancy:
These types tend to be "clingy" and overly dependent on others. Once they make a friend, they want to hang around him all the time. When involve in a relationshp, they are excessivle needy. This behaivour tends to annoy people around them. this is a 1-point mental drawback.
fear of commitment:
Whenever this character starts feeling to close to sombody, he becomes afraid and starts pulling back. Maybe h is afraid that if he lets sombody get to close, they will hurt him, and it's not worth the pain. Or perhaps he fears that if he reveals too much about himself, the other person will see the "real him" and will be appalled or disgusted. This makes it very difficult to have a healthy relationship with either friends or lovers. This problem is a 1-point drawback
Overcoming anemotional problem:
A common theme in fiction involves characters who in the course of the plot manage to overcome their flaws. Emotional problems can be overcome by characters duing play. This should always be roleplayed. IF the player was able to convey the inner struggle of his character over the course of several storis, the zombie master might allow him to eliminate the drawback without having to "pay" any experiance points to do so.

Fast reacton time
2-point mental quality

Unlike most people, who are easily surprised and the clindsided, these quick individuals can often antcipate their enemy's moves and counteract them. They almost never "freeze" in a dangerous situation. In combat, contact sports or other physical confrontation, characaters with this quality can act first without needing to check for initiativ, restricted by common sense(fast reaction time wil not help the target of a sniper half a mile away, for example). This quality lso provides a bonus of +1 on willpower resrs to resist fear

Hard to Kill
1- to 5-point physical quality



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