- Brain Lock (2 point penalty)
- You have been caught and convicted of a minor offence. Typical offenses include car theft, tax fraud or a mugging. You have had personality correction and are now uneasy when reoffending. Indeed, you almost suffer a phobia about being caught. When reoffending you must make a difficult [20] willpower roll. It gets easier as time goes, each time you succeed lowers the difficulty by a point. Common brain locks prevent drug use, firearms, computer hacking, speeding or sexual activities.
(by Richard Harris)
- Fetish (2-4 point penalty)
- You have a sexual fetish that differs from the rest of the normal population. Being gay is not a fetish! You could be a rubber maid; a TV who likes being out en femme or a slave mistress.
A two point flaw means you have chosen to keep your secret to yourself or told a trusted friend. If you are and someone finds out you will be very embarrassed.
A four point flaw version means that you are well and truly out. You think nothing of rubbering up for a trip down town!
Modern people are fairly open minded, but there are still plenty of bigots. You are likely to suffer penalties to social rolls in some circumstances.
(by Richard Harris)
- Fearful (1-4 point penalty)
- You are not a coward but are easily frightened. Threatening people are bad enough, while firefights terrify you. You suffer a penalty to resisting intimidation attempts and horror checks equal to the value of this penalty.
(by Richard Harris)
- Intolerant (4 point penalty)
- You are a bigot and strongly dislike certain "types" of people; a particular group (a religion, ethnic group, gang or company); oreveryday occurance (drugs, traffic). Anyone from the above groups are completely beyond redemption in your eyes.
When you encounter your target of hatred, you must make a make a difficult [20] cool roll to maintain your manners (if you have any). No matter what the roll, your social skill totals are halved. The subject of your hostility will pick up on your attitude, so they may act less friendly to your associates.
(by Richard Harris)
- Paranoid (2 point penalty)
- You suffer from mild paranoia and believe that someone is out to get you. You can spin conspiracy theories from just getting a parking ticket. You are very careful not to leave any possible edges for your enemies - or friends - to find out.
This Penalty cannot be combined with the Extreme Paranoia penalty or the Limited Paranoia benefit.
(by Richard Harris)
- Extreme Paranoia (4 point penalty)
- You suffer from Paranoia just as above, but you also hallucinate on a failed perception test (1 in 10 chance). You might see snipers; black shadow 'copters, or agents reporting on you whereabouts.
(by Richard Harris)
- Phobia (variable point penalty)
- This something scares you. Perhaps it is the dark, crowds, death or something completely unfounded. Phobias range from mild to major. Although the fear ratings given here may look odd, there are plenty of modifiers your ref can use to up the values. Phobias are rated as mild or major, and the flaw point cost will vary depending on the severity of the phobia and how common it is.
Mild phobias are not so crippling, they are something you fear and would dislike being near, but mostly you can knuckle down and face them. A mild phobia is a normally a two point flaw and requires an average willpower roll. A mild phobia of heights, means you could go onto the roof, IF you can force yourself to. However, you will have a -2 penalty to all tasks due to fear. Additionally, you must make a willpower test every ten minutes, or you will leave the area that is distressing you.
Major phobias require a difficult willpower roll and are often a four point flaw. Typically, you will not approach an area or person/object that causes you fear. If you are forced to approach, you can make a difficult willpower roll to comply. However, repeated checks every ten minutes are required, or you will leave as above. You also will have a -5 penalty on all actions until you leave.
Common Phobias: Phobias and the costs are listed below. The values in brackets are the costs for a mild and then a major form of the phobia.
- Crowds: If you are in a room or area with more than ten people, you could get freaked out. (2/4)
- Cyberware: Don't ever risk an implant. You don't know who designed it, what it really does and how IT could control you. As for people who have it, they are under THEIR control.... (3/6).
- The Dark: The worse thing is, you can't see things coming. Night time is okay, but darkness freaks you out. (2/4)
- Enclosed Spaces: This is a common fear, getting into lifts isn't easy - there's not going to be enough air!! (2/4)
- Filth: What? Wade through all that crap? No way, there could be germs, dead things.. Eugh! (1/3)
- Fire: Its horrible, fire consumes. The smoke makes you gasp for air and the heat chars you flesh. Bonfires you can deal with, but a house blaze - GET ME OUTTA HERE! (1/3)
- Guns: I hate guns, they were made for killing. Best not carry out in case of accidental discharge, and better still, keep away from those gun freaks. (3/6)
- Heights: Hitchcock had it right, being that high up just isn't natural. Who knows if the floor won't give way, or the wind blow you off? (2/4)
- Loud Noises: Big bangs make you jump, explosions and thunder make you panic. (1/3)
- The Net: This place is full of data pirates and The Men in Black who electronically plot the digital ragnarok. Don't mess with computers or deckers. (2/4)
- Open Spaces: If you are out in the open, there is no cover, no shelter, no place to hide.... (2/4)
- Scientists: They toy with nature like a child plays with matches. We're gonna get burned again... it's enough that they know. They know things we we're meant to know.. (1/3)
- Sea: The sea is bottomless, you could fall in and NEVER be found. (2/4)
- Sharp Objects: Okay so bullet kill, but they do it quickly. Knives or swords make you bleed, so you get to watch you life dribble away onto the pavement. (2/4)
- Technophobia: The modern world is a crazy place. It's made more so by the machines we use (Or do they use us?). Don't play with electronics or mechanical things - its not natural (3/6).
(by Richard Harris)
- Promise (1-4 point penalty)
- You have vowed to yourself that you will, or will not, perform a certain deed. It could be trival, like never take drugs, or it could be something dangerous, like swearing revenge on a corporation! Whatever it is, you must complete this compulsion at all times. Nothing stops you, and you must make a Cool roll, dif 17 to force yourself otherwise.
Trival promises are worth one point and include: Never smoke; always wear a certain colour or uniform; don't speed.
Minor promises are worth two points and include: Always tell the truth; follow a special diet (veggie, vegan or just special synthetic neutrient diet); uphold your religious beliefs; never have sex; never take recreational drugs; take revenge on the person who wronged you.
Major promises are worth four points and include: Never take any kind of drug; never have cybernetic or bioware implants; always carry a firearm; remove on all foes. Some strict religious beliefs fit here intead of in the minor penalties.
(by Richard Harris)
- Saver (3 point penalty)
- Unlike the carefree shopaholic, you like to keep big reserves kept back just in case a major bill comes up. You always save you money, you are not a scrooge, just not a throwaway. You must make an average [15] willpower roll to splash out on anything that is not absolutely necessary. Vital purchases are rent, food and new clothes (occasionally).
(by Richard Harris)
- Shopaholic (3 point penalty)
- You are always spending money. Clothes, food, drink, drugs or the latest music video chip gobble up your money. You must make an average [15] willpower roll to save money. If you roll a 1 you spend D6 x 10% of your money and if you fumble you go on a massive spending spree and blow everything. Your overdraft charges could keep the Bank of Borneo afloat alone.
(by Richard Harris)
- Ego Signature (1-5 point penalty)
- You have a need to take credit for everything you do. You leave a mark behind wherever you do something. Some people drop a business card, others a piece of origami or a shuriken. Whenever you do something you must make a cool roll - flaw or leave your ego signature behind.
- Overconfident (2 point penalty)
- You feel that nothing is beyond your abilities. This is a role-played penalty where the character will have more faith in his abilities than the player might (for example, a base rifle skill of 11 and still believe that the extreme range shot is easily within his grasp).
- Nightmares (1 point penalty)
- Most nights (5 in 6) you have a difficult time sleeping because of recurring nightmares (usually of some past trauma). If you are using the rules for Stress from Grimm's CyberTales, then roll a D6. On a 1-4 you gain that many stress points, on a 5 you not only gain 5 stress, but do not sleep enough to get rid of your old stress points. If not using the Stress rules, roll a D6, on a 1 you are at -2 on all rolls for the day, on a 2 you are at -1, on a 3-5 you just tossed and turned and woke up screaming, and on a 6 you had a restful night's sleep.
- Absent Minded (3 point penalty)
- You have real trouble remembering small things... like people's names and so on. To remember stuff like names, the need to buy more ammo, the meeting time or place, roll INT dif 13. Also, you cannot take notes of game events.
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