Character challenges (draft)

Character challenges (draft)

Domain maintainer: Brian Bors

This domain will be used for generic conditions that add additional (roleplaying) challenges to your character. They generally don't come with rewards, apart from playing a cool character but some of these conditions grant rewards if you "solve" them. Most of these conditions take resources to get used to them, however if you take these conditions during character creation you can ignore that rule.

Anonymous (not verified) Thu, 13-12-2012 16:48

Added realism.

Added realism.

If you pick any of these conditions you are bad-ass and hardcore. Some of these conditions are open to interpretation and judgement calls from the player, because you go beyond the call of duty already you are given some leeway when these conditions are concerned.

=Condition Deadly infections
=Unique Rule If you have 2 infections the second one is deadly.
=Unique Rule If you have a deadly infection on you limb you can survive this by amputating the limb (with the amputate skill for example).
=Unique Rule If you have a deadly infection on your torso or it takes you longer than an hour to amputate your limb you will die from your infection. You are allowed to choose the time of death yourself with a maximum of 1 week.
=Details Infections are a common cause of death amongst combatants.
=Condition Realistic recovering times
=Unique Rule Recovering from wounds and infections take 1d6 times the amount of they would normally take.
=Unique Rule If you have the health insurance condition you must pay an additional 50¢ per month or lose it.
=Details This would be a more realistic length of time for you to be unable to perform your craft and would sometimes economically cripple you unless you have made proper arrangements.
=Condition Realistic needs
=Unique Rule If you go without food or drink for a full day you will lose 1 WP.
=Unique Rule If you go without at least 5 hours of sleep in a night you will lose 1 WP.
=Unique Rule If you go without drink for 3 days you will start losing 1 WP every hour and cannot regain WP without having a drink first; at zero WP you will die of dehydration.
=Unique Rule If you go without food for 2 weeks you will start losing 1 WP every day and cannot regain WP without having proper food first; at zero WP you will die of starvation.
=Unique Rule If you go without sleep for 2 days you will start losing 1 WP every 2 hours and cannot regain WP without having slept first; at zero WP you will either fall asleep automatically or you will start to hallucinate when forcefully kept awake.
=Details Without food or drink or sleep you will not function properly.
=Condition Realistic emotions
=Unique Rule If you experience profound loss or anguish you will lose WP. If you want you regain 1 or 2 WP after proper revenge.
=Unique Rule A child, partner, parent or similar: 4 WP.
=Unique Rule A good friend, your home or similar: 3 WP.
=Unique Rule A friend, an important item or similar: 2 WP.
=Unique Rule Money or items, every 10 minutes of torture, general personal failure or similar: 1 WP.
=Details Loss or anguish robs most people of the will to continue... or drive one to rash deeds.
Anonymous (not verified) Thu, 13-12-2012 17:36

Cultural or social limitations

Cultural or social limitations
=Condition Boon
=Points ?
=Unique Rule TODO: Geldkistje dat je kunt gebruiken in "dire need".
=Condition Friend <name>
=Points 0
=Unique Rule Once per day, spend 1 WP: Spend 20 minutes socializing with your friend, he gains 1 WP.
=Unique Rule If your friend dies: Lose 2 WP. If you enact proper revenge regain 1 of these lost WP.
=Shared Rule This condition is free after having had friendly relations with another character.
=Details You can certainly be friends without the use of this condition. This condition is not necessarily mutual.
=Condition Good Friend <name>
=Points 0
=Unique Rule Twice per day, spend 1 WP: Spend 15 minutes socializing with your friend, he gains 1 WP.
=Unique Rule If your friend dies: Lose 3 WP. If you enact proper revenge regain 2 of these lost WP.
=Shared Rule This condition is free after having had friendly relations with another character for at least 3 events.
=Details You can certainly be good friends without the use of this condition. This condition is not necessarily mutual.
=Condition Hated Enemy <name>
=Points 1
=Unique Rule If your enemy dies: Gain 1 WP.
=Unique Rule If your enemy dies because of your involvement: Gain 1 extra WP.
=Shared Rule This condition can be bought for 25¢ after having had hostile relations with another character.
=Details You can certainly be enemies without the use of this condition. This condition is not necessarily mutual. You spend unproductive time hating him (possibly intoxicated), which costs you the copper.
=Condition Health insurance
=Points 2
=Unique Rule Getting wounded or disabled won't cost you .
=Unique Rule You must pay 20¢ per month or lose this condition.
=Shared Rule This condition can be bought for 200¢.
=Details You have an agreement with an organisation (or loving family etc.). They will provide you with healthcare if you get wounded but you pay a monthly fee.
=Condition Benefactor
=Points 4
=Unique Rule You have 4 R less.
=Unique Rule You are only allowed to have items that belong to your starting equipment. Any money or items you gain will be taken from you at checkout.
=Unique Rule If your character dies, instead of starting ¢, your next character gets half of the money and items that got taken from you.
=Unique Rule Getting wounded or disabled won't cost you but will lower the money your next character gets by 2 per instead.
=Shared Rule This condition can be trained as if it was a skill.
=Details You work for an organisation that doesn't allow personal property. But they take care of you if you get wounded.
=Condition Provider 1
=Points 2
=Unique Rule You have 2 R less.
=Unique Rule If your character dies, instead of starting ¢, your next character gets half of the ¢ and items that get send to your family. If you want.
=Shared Rule This condition can be trained as if it was a skill.
=Details You provide for others. Most of the time this is a family or clan or organisation back home. You should write up a will (whether it will be followed is up to other characters).
=Condition Provider 2
=Points 4
=Unique Rule You have 4 R less.
=Rule If Your character dies: If you want, instead of starting ¢, your next character gets 3/4 of the ¢ and items that get send to your family.
=Rule This condition can be trained as if it was a skill.
=Details You provide for others. Most of the time this is a family or clan or organisation back home. You should write up a will (whether it will be followed is up to other characters).
=Condition Provider 3
=Points 6
=Rule You have 6 R less.
=Rule Your character dies: If you want, instead of starting ¢, your next character gets the ¢ and items that get send to your family.
=Rule This condition can be trained as if it was a skill.
=Details You provide for others. Most of the time this is a family or clan or organisation back home. You should write up a will (whether it will be followed is up to other characters).
Anonymous (not verified) Thu, 13-12-2012 17:33

Mental limitation

Mental limitation
=Condition Unwilling to kill
=Points 0
=Unique Rule When you kill a person since gaining this condition you will lose 4 WP.
=Unique Rule When you kill a second person since you gained this condition you will lose 2 WP.
=Unique Rule When you kill a third person since you gained this condition you will lose 1 WP and this condition.
=Details You have a moral or psychological barrier against killing which makes it emotionally traumatizing to you or gives you extreme battle fatigue.

http://www.military-sf.com/Killing.htm

=Condition Unwilling to steal
=Points 0
=Unique Rule When you steal an item since gaining this condition you will lose 2 WP.
=Unique Rule When you steal a second item since you gained this condition you will lose 1 WP.
=Unique Rule When you steal a third item since you gained this condition you will lose 1 WP and this condition.
=Details You have a moral or psychological barrier against stealing which makes it stressful to you.
=Condition Unwilling to torture
=Points 0
=Unique Rule When you torture since gaining this condition you will lose 4 WP.
=Unique Rule When you torture a second time since you gained this condition you will lose 2 WP.
=Unique Rule When you torture a third time since you gained this condition you will lose 1 WP and this condition.
=Details You have a moral or psychological barrier against torture which makes it emotionally traumatizing to you to perform.
=Condition Pacifist/Battle fatigued
=Points 0
=Unique Rule When you enter battle since gaining this condition you will lose 4 WP.
=Unique Rule When you enter battle the second time since you gained this condition you will lose 2 WP.
=Unique Rule When you enter battle the third time since you gained this condition you will lose 1 WP and this condition.
=Details You have a moral or psychological barrier against violence which makes it emotionally traumatizing to you or gives you extreme battle fatigue.
=Condition Addictive personality
=Points 0
=Unique Rule The percentage change that you get addicted or that the addiction level rises is doubled.
=Unique Rule You have 1 less WP to determine if you fall below the forced consume treshhold of the addiction condition.
=Unique Rule In addition any stimulant has a 1% chance of getting you addicted or heightening your addiction level.
=Details Some people are more susceptible to addiction.

If you choose to start your character with one of the following addiction levels you also have to determine what the percentage level of heightening your addiction level is if the substance (or action, like gambling, or sex for example) doesn't specify. We recommend anywhere in between 1% (alcohol) to 25% (heroin).

=Condition Addicted 0
=Points 0
=Unique Rule If you ever consume the substance again you instantly gain the addiction level it was at it's highest point. You also instantly gain that much WP.
=Unique Rule If you ever fall below 2 WP you have to consume the substance if it is nearby (on the event) and you know about it.
=Details You kicked the habit. But you have to stay vigilant for the rest of your life because a relapse is never far away.
=Condition Addicted 1
=Points 0
=Unique Rule You cannot gain willpower from your indulgence unless you have consumed the substance you are addicted to this week.
=Unique Rule If you ever fall below 3 WP you have to consume the substance if it is nearby (on the event) and you know about it.
=Shared Rule If you do not consume the substance for 5 months and spend 5: this condition loses a level.
=Details It felt so good the first time... I have to try it again, nothing else compares.
=Condition Addicted 2
=Points 0
=Unique Rule You cannot gain willpower from your indulgence unless you have consumed the substance you are addicted to today.
=Unique Rule If you ever fall below 3 WP you have to consume the substance if it is nearby (on the event) and you know about it.
=Shared Rule If you do not consume the substance for 5 months and spend 10: this condition loses a level.
=Details Its your poison of choice.
=Condition Addicted 3
=Points 0
=Unique Rule You cannot gain willpower unless you have consumed the substance you are addicted to today.
=Unique Rule If you ever fall below 3 WP you have to consume the substance if it is nearby (on the event) and you know about it.
=Unique Rule If the substance you are addicted to gives (extra) WP you no longer gain this (extra) WP from the substance unless you take a double dose.
=Shared Rule If you do not consume the substance for 5 months and spend 15: this condition loses a level.
=Details You need more to achieve the same high. More.
=Condition Addicted 4
=Points 0
=Unique Rule You cannot gain willpower unless you have consumed the substance you are addicted to today.
=Unique Rule If you ever fall below 3 WP you have to consume the substance if it is nearby (on the event) and you know about it.
=Unique Rule If the substance you are addicted to gives (extra) WP you no longer gain this (extra) WP from the substance unless you take a triple dose.
=Unique Rule If you do not consume the substance the days before the event you start with 2 less WP.
=Shared Rule If you do not consume the substance for 5 months and spend 20: this condition loses a level.
=Details You practically live of this stuff. You also live for it.
=Condition Illiterate
=Points 0
=Unique Rule Pick one of the languages you speak, you can't write and read in this language.
=Shared Rule Spend 40: lose this condition.
=Details Most peasants in Heimr don't learn to read or write.
=Condition Language impaired
=Points 0
=Unique Rule You only speak a single language instead of the starting two.
=Shared Rule Spend 40: lose this condition.
=Details Utgardians usually speak either low merchant language (Dutch) and their native tongue. Asgardians usually speak either high merchant language (English) and their native tongue. Midgardians usually speak both low and high merchant. But some folk only learn their native tongue or only a merchant language.
=Condition Extra language
=Points 2
=Unique Rule You can speak an extra language on top of the starting two.
=Unique Rule You gain the Illiterate condition for this language.
=Shared Rule You can train this condition as if it where a skill for 4 points instead of 2.
=Details Heimr known many languages and dialects.
=Condition Depression
=Unique Rule If you would were to regain a WP you regain only half a WP instead.
=Unique Rule Your maximum WP is reduced by 2.
=Shared Rule You have 3 less every month.
=Shared Rule Spend 200: lose this condition.
=Details Your feel bad about your life. Even if nothing is really amiss.
=Condition Deep depression
=Unique Rule If you would were to regain a WP you regain only half a WP instead.
=Unique Rule Your maximum WP is reduced by 3.
=Shared Rule You have 5 less every month.
=Shared Rule Spend 200: lose this condition and gain the "depression" condition.
=Details Your will to live is sapped from you. This hurts your work and mood greatly.
Anonymous (not verified) Fri, 21-06-2013 04:08

Physical disabilities

Physical disabilities
=Condition Missing nose/no smell
=Unique Rule Skills from the Alchemy and Apothecary domain cost 1 more to learn and maintain.
=Unique Rule You cannot gain WP from eating.
=Shared Rule The first downtime period after you've received this condition you must spend 5 getting used to the disability.
=Condition Missing tongue
=Unique Rule You cannot use, learn or maintain skills from the Combat Tactics domain apart from the "disciplined" condition.
=Unique Rule You cannot gain WP from eating or drinking.
=Unique Rule You cannot speak.
=Shared Rule The first downtime period after you've received this condition you must spend 20 getting used to the disability.
=Condition Missing eye
=Unique Rule You cannot use, learn or maintain Ranged Combat skills.
=Unique Rule You must cover one eye with a physrep.
=Shared Rule The first downtime period after you've received this condition you must spend 10 getting used to the disability.
=Condition Blind
=Unique Rule You cannot use, learn or maintain skills from the following domains: Armed Combat, Battlefield Surgery, Combat Tactics.
=Unique Rule You cannot use, learn or maintain skills that need sight (use common sense or ask a GM when in doubt)
=Unique Rule Skills from the following domains cost 1 more to learn and maintain: Alchemy and Apothecary, Primordial magic, The Marketplace, Trade and Commerce.
=Unique Rule You must cover your eyes with a physrep.
=Shared Rule The first downtime period after you've received this condition you must spend 40 getting used to the disability.
=Condition Deaf
=Unique Rule You cannot use, learn or maintain skills from the Combat Tactics domain.
=Unique Rule You cannot use, learn or maintain skills that need hearing (use common sense or ask a GM when in doubt)
=Unique Rule Skills from the following domains cost 1 more to learn and maintain:The Marketplace, Trade and Commerce, Divine Magic, Spirit Magic.
=Unique Rule You cannot act on information you have heard. If you can do it in such a way that it is not visible you must wear high-end earplugs.
=Shared Rule The first downtime period after you've received this condition you must spend 20 getting used to the disability.
=Condition Amputated Arm
=Unique Rule Use a counter to indicate which arm is amputated; 1: right, 2: left.
=Unique Rule You're missing a hand and part of your arm. You can't carry or hold things that require the use of that arm. You can't use, learn or maintain skills that need two hands (use common sense or ask a GM when in doubt)
=Shared Rule The first downtime period after you've received this condition you must spend 20 getting used to the amputation.
=Item Replacement Hand
=Cost 40c
=Toughness 1
=Unique Rule You can only use this if you have an Amputated Arm.
=Unique Rule Use the replacement hand to hold things that don't require grip. You can use items that can be strapped to the arm such as a shield.
=Physrep A fake hook for a hand or a wooden hand or something similar.
=Condition Armless
=Unique Rule You're missing both hands or arms. You can't carry or hold things that require the use of hands. You can't use, learn or maintain skills that need hands (use common sense or ask a GM when in doubt)
=Shared Rule The first downtime period after you've received this condition you must spend 40 getting used to the amputation.
=Condition Amputated Leg
=Unique Rule Use a counter to indicate which leg is amputated; 1: right, 2: left.
=Unique Rule You can't run. Stumble effects cause you to Fall. You need a crutch or staff to stand and to walk.
=Shared Rule The first downtime period after you've received this condition you must spend 20 getting used to the amputation.
=Item Wooden Leg
=Market price 40c
=Toughness 1
=Unique Rule You can only use this if you have an Amputated Leg.
=Unique Rule You can stand and walk without using a crutch or a staff.
=Physrep None. Make sure none of your actual skin is showing.
=Condition Legless
=Unique Rule You can't walk or stand. You need a wooden chart of sorts to move on your own.
=Shared Rule The first downtime period after you've received this condition you must spend 30 getting used to the amputation.
Anonymous (not verified) Thu, 13-12-2012 17:04