SeXXXy Sparkling Zombie
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- Posted: Sun, 28 Mar 2021 23:04:35 +0000
- Abilities & Weaknesses
The character creation process involves picking Abilities and Weaknesses. Both have multiple Levels, which are numerical values, with Abilities having positive scores while Weaknesses have negative. More details are present in each section.
The scores are totaled. Well-rounded characters make for a better story, so to support that, the total should be no greater than 5. The total probably shouldn't be lower than -5, either, but such a flawed character could be accepted. At least one Weakness is required. A single -3 could be as engaging as a bunch of -1s. The system can probably be gamed, but the GM(s) will be looking out for that, and they may ask for adjustments at their own discretion.
The lists for Abilities and Weaknesses have a lot to choose from. The GM(s) welcome ideas that aren't listed. Just ask!
Where Levels are described, not quantified, those descriptions are more like guidelines. Players are welcome to put their own creative spins on them.
A character's Abilities and Weaknesses will likely change as the roleplay progresses. This will be decided by the player and GM(s) working together. Desires for character growth and decay should be discussed with the GM(s) so they can be incorporated into the story.
Example character sheets exist in a later post if it's helpful for understanding.
Abilities
Except where noted, an Ability's Level can range from +1 to +5, with +1 being above average, +2 being good, +3 being masterful, +4 being exceptionally talented, and +5 being supreme. To start, if ya think you can sell it to the GM(s), one ability can get a +4. All lower values are generally fine. The hope is that each character will be at least somewhat balanced.
Mundane Abilities
Agile - The character skillfully moves their body with a natural grace, whether it be in combat, dancing, or performing other feats that require coordination. Agility improves the chances of a successful attack, balancing, and other fitting actions where the GM(s) use dice.
Armored - Armor reduces damage dealt by a successful attack. These numbers can be altered with good reason, but to establish guidelines...
Hide or Leather = 1
Metal = 2
Wooden Shield = 1
Metal Shield = 2
Armor and shield Levels are cumulative, so a metal shield and metal armor would generate a Level of 4. Shields require facing the attack, so if a hero is holding their shield and they are attacked from behind, the shield will not be factored into damage calculation.
The armor rating assumes that, at the least, the torso is adequately protected; leather bracers, for example, would not impose a Level rating.
Having a total Armored Level of 4 is fine for any character. Just remember it counts toward the sum of the character's Abilities and Weaknesses.
If enough metal armor is worn, at least one Level in the Ineptitude (Stealth) Weakness should be taken.
Charismatic - Through natural charm and words, the character is more likely to distract, inspire, or persuade others into seeing something their way. This Ability influences dice.
Combat Expert - The character is trained in offensive tactics, skilled in hitting the enemy hard where it hurts and increasing their likelihood of a successful attack. This is a boost to attacking in general, perhaps great for soldiers or others with a wide range of combat training. To specialize in a certain class of weapons or fighting style, look at Knowledge instead. Also, this only applies to melee and ranged weaponry.
Connected - The character has contacts they can call upon for favors. At Level 1, the character knows someone who knows someone else, who can put in a good word for a discount or another small favor. At Level 2, they have a reliable friend who may be an informant about a certain subject or group, or a skilled craftsman, or someone who can get the character rare goods. At Level 3, the character knows a variety of people in a small circle who can help achieve what they want, or maybe they have a friend with a variety of uses. At Level 4, they have a lot of contacts who owe them favors or otherwise are willing to assist; while finding someone may take time or effort, they can always find someone to assist.
Dexterous - The character is skilled with their hands. They are more likely to succeed in picking pockets or locks, performing sleight of hand, or anything else requiring delicate manipulations. It influences dice rolls when used by the GM(s). This does not affect combat.
Endurance Reserve - An amulet or another enchanted item provides the character with an extra store of Endurance. This Endurance can only be used for performing attacks and nothing else. It could be coupled with the Focus Weakness. Depleted reserves are reset once per day (the exact time of day can be chosen by the player) and can't be replenished any other way. At Level 1, the character gets 20 Endurance. At Level 2, 40; at Level 3, 60; at Level 4, 80; and at Level 5, 100.
Evasive - It increases the odds of the character successfully avoiding attacks or escaping restraints.
Famous - Through maybe valor or fortune, the character enjoys some degree of fame. At Level 1, a few people know their name, and those people might humor small requests. At Level 2, the character is recognized in their field by people familiar with their work or history. At Level 3, they are well known in many venues and can more easily gain favors, accommodations, and other perks.
Flight - Thanks to wings or supernatural powers, the character can fly. The Ability can be used when pursuing a runaway or performing an airborne action, and it will increase the chances of success. Also, in a single turn, characters with this Ability can either close the distance on opponents who are Far Away or go Far Away themselves, requiring Ranged attacks in order to be hit.
Gear - An enchanted item grants the wearer additional Abilities. Every Level in Gear grants the player that many Levels to apply toward Abilities imbued in the item. Any Weakness applied to the item also grants exactly one Level toward an Ability. The item's Abilities and Weaknesses are cumulative to the wearer's natural Abilities and Weaknesses. However, the player cannot create an item such that a cumulative score of theirs would be lower than -3 or higher than 5. The item can be lost, broken, or stolen. If another character equips it, their cumulative scores can be no lower than -3 and no higher than 5, regardless of what the total actually equates to.
Handsome - The character's good looks make it easier for them to successfully convince, distract, and perform other social tasks where appearance pays off. It influences dice.
Heightened Sense - The character is gifted in one of their five senses, and, when dice are rolled, it will make them more likely to succeed in actions where that sense is used. Heightening multiple senses requires taking this Ability that many times.
Intimidating - The character can more easily frighten or bully others into doing what they want, or to scare them away.
Intuitive - The character might not be well learned or book smart, but they are clever, capable of noticing small nuances, solving non-academic problems and riddles, discerning the motives of others, or relying on personal insight. It influences dice.
Iron-willed - The character is sturdy under pressure and holds true to their values. They have a higher chance of resisting things like mind control, temptation, and fear.
Knowledge - A character's interest or training in a particular area has allowed them to be more knowledgeable in it. This can apply to anything that seems fitting for a Medieval world, including categorical combat training or magic casting. Knowledge improves the chances of success for those situations in which the expertise is applicable.
Passion - A particular interest, emotion, or idea drives a character, making them more powerful and competent when that passion applies to a situation, thus improving their chances of success in the endeavor.
Perceptive - The character is more observant with people and things and their surroundings, making it easier to notice changes, things out of the ordinary, nearby enemies, and anything else that relies on the senses. Perceptive is more general than Heightened Senses.
Performer - A character with music, acting, storytelling, or any other ability that can entertain. Useful when trying to impress, distract, or boost spirits.
Position of Power - The character is in a position of power that grants them influence among particular people. At Level 1, the character holds influence over only a small subset of people. At Level 2, the character is in control of a small group and may have minor influence with those outside of it. At Level 3, the character controls an important group whose influence is felt by many.
Quick - The character has quick reflexes and a natural gift for speed. Dodging (applies to Defense dice rolls) or running are possible applications for it, and it improves the chances of their success.
Resistance - The character benefits from a particular resistance, such as fire or curses. Applicable damage is reduced by this Ability.
Sixth Sense - A peculiar sense, maybe thanks to a voice from beyond, a true paranormal sense, or a great gut instinct, can increase a character's chances of feeling something wrong about a person or situation.
Smart - The smarter the character, the higher the chance of recalling facts or the success anything else that tests the IQ.
Stealth - How likely the character can go unnoticed while hiding, sneaking, or tailing others.
Strong - Any feats of strength, such as lifting or pushing an object, can have a greater chance of success. Melee attacks also hurt more when successful.
Tough - The character gets a bonus to their total Health. Going from Levels 1 to 5: 10, 20, 30, 40, 60.
Vigorous - The character gets a bonus to their total Endurance. Going from Levels 1 to 5: 10, 20, 30, 40, 60.
Wealthy - For one reason or another, the character is pretty well off. Going from Levels 1 to 5, the starting gold for the character is 200, 500, 1,000, 5,000, 10,000.
Special Abilities
A note on Attack: it improves damage on a successful attack. To improve the chances of attacking successfully, use Combat Expert or give the character Knowledge in a special fighting style. Also, except in the case of magic or martial arts, the Attack is more about the weapon than the character's ability to use it, so the Levels may change or disappear if a character loses or trades their weapon. If you feel an Attack is missing, please feel free to reach out to the GM(s).
Attack, Dual Wielding - The character has twin weaponry. The character may attack twice in a single turn.
Attack, Martial Arts - The character employs martial arts in combat situations. Non-magical, bare-handed fighting is limited to Level 1.
Attack, Offensive Magic - The character employs offensive spells.
Attack, One-Handed Weapon - The character uses a one-handed weapon.
Attack, Polearms - The character attacks with a spear or another polearm. All attacks with it must involve the Reach Perk.
Attack, Ranged Weapon - The character uses a bow, crossbow, throwing knives, or other similar ranged weapons. It is expected that the player will track how much ammo the character has.
Attack, Two-Handed Weapons - The character attacks with a greatsword or another two-handed weapon.
Barrier - The character is capable of creating a magical shield, bolstering their chances of a successful defense. If the barrier is created preemptively, the defense bonus is doubled, but the user cannot perform any other actions their turn. If an enemy breaks through the barrier, the character can spend Endurance to reduce the damage taken on a one-for-one basis. If Perks and Flaws are applied, the barrier will cost Endurance only each time it is activated--maintaining it is free at the cost of performing no actions.
Healing - Through special power, divine influence, or extensive knowledge of first aid and medicinal herbs, a character has the ability to heal others. It is limited to a number of uses per day based on Level: at Level 1, it's twice per day; at 2, it's three times per day; at 3, it's four times per day; at Level 4, it's five times per day; and at Level 5, it's eight times per day. Damage healed is determined by dice and will be provided by a GM.
Perks and Flaws may be applied. The Effective Perk doubles the amount of Health regained. The Limited Use Flaw cannot be applied. Concentration is required for non-magic means of healing.
Illusionist - Through magic or some other means, the character is capable of creating illusions. The higher the Level, the higher the success rate. The complexity of the illusion also influences success; giving someone the appearance of having bunny ears is much easier than creating the illusion that someone is in the middle of a snowstorm, for example.
Incorporeal Form - Through magic or other means, the character, and everything on their person, is capable of phasing through objects or beings. They cannot be touched or attacked while in that state, nor can they affect the world around them. It can be applied in combat to improve the chances of avoiding an attack.
Invisibility - The character has the ability to obscure themselves and their belongings from view, reducing the chance of detection. At Level 1, they aren't truly invisible, just more difficult to notice, maybe through a mind trick or camouflage. At Level 2, they are harder to see, maybe because special gear bends the light around them or they are capable of turning themselves into a shadow. At Level 3, they are actually invisible, though smell and sound can give them away. At Level 4, the character becomes invisible to all senses, but things like sitting on a cushion poses the chance of detection, and at Level 5, they leave no trace of their presence within the environment unless they will it, like scooting a tankard or lifting a scroll.
Magic, Support - The character can grant select Abilities to themselves or anyone else by spending Endurance. The Level of this ability determines the maximum Level of the desired Ability that can be granted to the target (e.g., a Level of 1 in this Ability will grant a Level 1 of the desired Ability). This Ability is an automatic success. The base Endurance cost is as follows:
Level 1: Ability Level 1: 10
Level 2: Ability Level 1: 10, Ability Level 2: 15
Level 3: Ability Level 1: 10, Ability Level 2: 15, Ability Level 3: 20
Level 4: Ability Level 1: 5, Ability Level 2: 10, Ability Level 3: 15, Ability Level 4: 20
Level 5: Ability Level 1: 0, Ability Level 2: 5, Ability Level 3: 10, Ability Level 4: 15, Ability Level 5: 20
Perks and Flaws can alter the cost, but the cost will always be no less than the base number. The amount of Endurance spent cannot be replenished until the spell is released.
The Ability Level granted to the target is added to the score the target already has. If the target has an applicable Weakness, then that Weakness is negated first. The cumulative score cannot exceed 5.
Characters can have only a set number of Abilities to buff, and they must choose them. This is based on this Ability's Level, plus one. More could be gained through roleplay.
These mundane Abilities may be chosen: Agile, Armored, Charismatic, Combat Expert, Dexterous, Evasive, Flight, Heightened Sense, Intimidating, Iron-Willed, Perceptive, Performer, Quick, Resistance, Sixth Sense, Strong, Vigorous.
These special Abilities may be chosen: Incorporeal Form, Invisibility.
Magic, Curses - The character can curse a target with Weaknesses. This Ability uses the same mechanics as the previous, except in this case, the cumulative score will not fall below -3. The Weaknesses that can be chosen are Clumsy, Dense, Dull, Easily Distracted, Endurance Use, Fear, Frail, Impaired Sense, Languid, Mute, Oblivious, Short-Tempered, Slow, Vulnerability, Weak, Weak-Willed.
Shape-Shifter - Magic allows the character to change their appearance. At Level 1, clothes and hair can be changed instantaneously. At Level 2, age and eye and skin color can be changed. At Level 3, the character can take on the appearance of a different being of their race, whether fictitious or real. At Level 4, they can change into any living creature or someone of another race. Level 5 is only limited by their imagination, capable of transforming into anyone or anything.
Telekinesis - It works like Strong, but is based on the ability for the user to move objects with their mind. The heavier the object, the more difficult it is to succeed in lifting or moving it. Items of trivial weight are always successful as long as the item is in sight. Telekinesis may be used as an attack.
Teleport - The character can teleport anywhere as long as they have been there before and can picture it. The farther the distance, the more difficult the feat. Teleportation can be used in combat as a defensive maneuver.
Weaknesses
Except where noted, a Weakness's score can range from -1 to -3. -1 represents a moderate flaw or disability, -2 regularly impacts your character's life in a negative way, and -3 wreaks havoc on their day-to-day and severely hinders their potential.
Personality & Relationship Weaknesses
Absent-minded - The character is prone to forgetting things at inopportune times. At Level 1, they may forget tasks they were supposed to do. At Level 2, they may have trouble recalling recent conversations and events, and even when they do remember, details may have escaped them. At Level 3, they probably don't remember much more than maybe the past hour. They sometimes lose their train of thought mid-speech or forget what they were doing while they are doing it.
Airhead - It affects retaining information communicated to the character. At Level 1, the character sometimes misses the point of a conversation if it gets too long or complicated, and subtle humor may go over their heads. At Level 2, long conversations go over their heads completely and they're likely to misunderstand instructions. At Level 3, the character is a true simpleton, needing everything discussed in plain, simple facts.
Amnesia - For some reason or another, the character has suffered memory loss. At Level 1, it happened long ago, but the character may be bothered by the loss and want answers. At Level 2, it happened pretty recently. The character has had time to adjust, but a lot of their life is missing. At Level 3, the amnesia happened very recently and they have few if any memories. They are likely lost and confused and may be filled with a dire need to know who they are.
Code of Conduct - The character's actions and manners are defined by a code. At Level 1, the code is simple and comprises one major facet, such as honesty or a sense of fair play. At Level 2, it may be something like a code of chivalry or the edicts of a major organization, or it might be simplistic but highly inhibiting. At Level 3, the code dictates every facet of the character's life.
Compulsion - The character has an intense need to perform a certain task or act on a certain whim, no matter its inconvenience. At Level 1, the impulse may be something like chattering incessantly, or having an insatiable curiosity, something they struggle to resist but has, for the most part, a minor impact on their life. At Level 2, the compulsion may be something like blurting out the truth, even to enemies, or spending money as soon as it hits their palm. It's difficult to resist and affects life adversely. At Level 3, they have no hope of resisting the temptation. They may suffer from kleptomania or possess a compulsion so severe that it can seriously harm their well-being.
Dependency - An ingrained need, like an addiction or a superstition, affects the character's ability to function. The greater the dependency, the harder it is for them to go without it, and when they are without it, the more devastating it may be on dice rolls. The character may become depressed or even unwilling to do anything.
Easily Distracted - At Level 1, sounds and bright lights and other attention-grabbers will attract the character's notice, but at least they'll be able to quickly return focus to their task. At Level 2, distractions may divert their attention longer.
Emotionless - Whether through suppression or through nature, the character's emotions are dulled. At Level 1, while they do have feelings, they rarely express them. At Level 2, the emotions are buried deep in their psyche, and only intense stimuli are likely to cause them to react. At Level 3, the character is psychopathic.
Fussy - The character is keen on proper cleanliness and organization and may nag or become overbearing about it. At Level 1, they are concerned for the tidiness of their own affairs, and, although they may be minorly annoyed by it, they may forgive those who they are close to for their own sloppy ways. At Level 2, everything around them needs to be a certain way and they will take it upon themselves to correct it. Being forced to leave things as they are will probably make them uncomfortable or anxious.
Greedy - At Level 1, the character's thoughts are often preoccupied with finding ways to increase their personal wealth. At Level 2, they are focused on obtaining the next object that has captured their heart, and they may take unreasonable risks to line their pocket. At Level 3, they want everything, and nothing, not even friends or their own health, will stand in their way.
Guardian - The character must protect another PC (discuss with their player first) or a special NPC who may or may not be with the group, whether for personal or occupational reasons. At Level 1, the person is rarely in danger. The character may be able to leave them for periods of time, and tolerate doing it, but will keep tabs on them. At Level 2, the danger is more prevalent, maybe due to a rivalry or trouble the person got themselves into. It's harder to leave them, especially for long periods. At Level 3, the person is constant in need of protection, maybe because they are wanted or they are a danger or they are a way for the character's enemy to get to them specifically. Or it might just be the character is overly protective. Either way, they rarely leave that person's side, and they will feel anxious when they do so.
Hatred - The character becomes angry, and maybe even hostile, when faced with something or someone they hate. At Level 1, they can control their hatred, though they might desire to avoid it or, if a person, they may act cold toward them. At Level 2, the character is more compelled to harm or dispose of the hated person or thing, or at least treat them harshly. At Level 3, it or the person fills them with a blind rage. They will risk their own life to wipe it or them from existence, and no one better stand in their way.
Impulsive - The character acts before they think. At Level 1, they have some self-restraint and can be talked out of the thing they want to do. At Level 2, they don't contemplate an action for long and likely find themselves in messes. The more dangerous the situation, the more they may be able to control themselves, but it's not guaranteed. At Level 3, they never think before they act, regardless of the situation.
Infamous - Whether deserved or not, the character suffers from a poor reputation. The higher the Level, the harder it is to overcome. At Level 1, the infamy is more gossip than a true stigma. Some people may whisper and steer clear. At Level 2, the character's reputation is more renowned and people may act openly with emotions like disgust or fear. At Level 3, nearly everyone recognizes the character, and they will either avoid getting close or act aggressively.
Jittery - The character is easily startled or frightened by sudden noises or sounds. At Level 1, they may flinch or jump, but it's more embarrassing than anything of real impact. At Level 2, they may yell or effect a combat stance.
Kind-hearted - The character is overly kind. At Level 1, they easily forgive and help when they can, even when it's inconvenient. At Level 2, they will treat others well, even those that have done them wrong, and will suffer hardships to do the right thing. At Level 3, they will forgive even sworn enemies and will help someone even when they are sure it will backfire.
Love Interest - The character is in love with another PC (must be discussed with their player) or a special NPC. No Level 1 unless the player can find a good way to spin it. At Level 2, the love is unrequited but the character is set on that person anyway, or if with a PC, the relationship might be complicated and involve bickering, things that make it uncomfortable for others to be around and cause the character to be on an emotional rollercoaster. At Level 3, the couple's love is forbidden, maybe due to family refusal or incompatible backgrounds or laws within a shared organization, or the character might feel so strongly for an unrequited love that it's all they think about, and it may cause them to act irrationally.
Mute - Through accident or ailment or difficulty with the common tongue, the character's ability to communicate is compromised. At Level 1, they use simple words and broken grammar. At Level 2, they may have a very limited vocabulary, but they might know another language or be able to communicate thoughts through writing or other means. At Level 3, they can't speak at all and can only rely on gestures.
Naive - The character is gullible and may have misconceptions about the world. At Level 1, they may fall for harmless gossip or mistruths. At Level 2, they may fall for outrageous stories and flat-out lies. At Level 3, they may believe just about anything they are told.
Obsession - The character has an intense desire to have something or achieve a goal. At Level 1, the urge is felt often, but they may be able to turn away from their obsession if more important things are at stake. At Level 2, they might choose to pursue it over things that are logically more important, though they might stop short of breaking a strongly held moral or unnecessarily risking their own life. At Level 3, they can't live without the thing they obsess over, compromising everything else, even their own life.
Outcast - At Level 1, the character is discriminated against by a small group that has at least some presence in their life, or maybe a village. They may or may not be aggressive toward the character, but they are at least excluded. At Level 2, they are an outsider to an organization or a significant town, or they might be treated differently by a substantial subset of people, and avoiding them is rather difficult. At Level 3, they are discriminated by virtually everyone, often isolated and maybe sometimes the target of violence.
Overconfident - The character has an inflated sense of their abilities and what they can accomplish than what might be merited. At Level 1, they are relatively level-headed, but they often land themselves in situations they are not well-equipped for by overstating their abilities. They don't like to give up, but they usually figure out when they are in over their head. At Level 3, they believe they can take on the world. They will never say a situation is too tough for them and it is extremely difficult for them to give up, no matter how hard pressed they may be.
Pacifist - The character tries to avoid violence as an answer. At Level 1, the character will fight only if it's clear that it's the only solution that will work. At Level 2, they will only attack to protect themselves or someone else they care about from great harm. At Level 3, they will never strike anyone, no matter what.
Poor - For one reason or another, the character's funds are hurting a bit. Going from Levels 1 to 4, the starting gold for the character is 50, 25, 10, 0.
Quirk - At Level 1, the quirk is eccentric and noticeable but rarely bothersome, like humming frequently. At Level 2, it's more offensive but isn't likely to have strong repercussions, such as swearing like a sailor or having little regard for personal space. At Level 3, it might be something that causes outright hatred or disgust, such as wearing the bones of enemies or killing animals for bloody, on-the-spot meals.
Restricted Freedom - The character's lineage, social status, job, or another reason makes it more difficult to do what they want when they want. At Level 1, their family or job might have certain expectations, but the character might still enjoy a large amount of freedom outside of those. The character is mildly inconvenienced. At Level 2, much of the character's life is dictated by their circumstances. Perhaps they are well-guarded or they have a job with high expectations that requires explicit approval before acting. At Level 3, every aspect of the character's life is controlled by an external force, and when they can enjoy personal freedoms, they are lucky.
Rival - The character and another PC (must be discussed with their player first) or a special NPC are rivals. It could be one-sided or mutual. At Level 1, the character might be the one who is better skilled, or the rivalry is more lighthearted. At Level 2, the character and the other person are more or less equals or the rivalry is pretty serious. At Level 3, the rival strongly outmatches them and it's a dynamic that consumes a lot of their focus.
Room for Two - There is a voice in the character's head. Maybe it's real or they're crazy. At Level 1, the voice is supportive and sometimes helpful, but the character often talks aloud to it. At Level 2, the voice is neither particularly helpful or harmful. It's probably a nuisance if not also rude without resulting to personal insults. At Level 3, the voice is abusive or constantly tries to coax the character into committing a heinous act. It is a true threat to their well-being.
Secret - There is a secret the character is protective of. At Level 1, the discovery is more of a mild inconvenience, such as embarrassment or unwanted attention. At Level 2, the secret has impactful consequences, such as endangering the character or others, the loss of their livelihood, or incarceration. At Level 3, the character would literally choose death over its discovery, because they believe it will completely destroy their life.
Sensitivity - The character feels insecure about something, and it's a sore spot for them. At Level 1, remarks are immediately upsetting. The character might be angry or become withdrawn. At Level 2, actions that provoke their sensitivity disturb them to the point of aggression, vindictiveness, or grudge-holding. At Level 3, they will probably hold a grudge until the day they die, and they might actively try to make that person's life miserable at every opportunity.
Servitude - The character serves a person or organization and are expected to perform duties and accept orders. It could be because of their job, a debt, or self-imposed. At Level 1, the servitude is voluntary, and although the obligation is felt, the duties can be shirked. At Level 2, the character is devoted and works to the best of their ability. Sacrificing their duties may involve repercussions, or at least a strong sense of guilt. At Level 3, servitude is their life and little comes between it and the character. They accept their tasks without question, or else they may face terrible consequences or never forgive themselves.
Short-tempered - At Level 1, the character is irritable. They rarely get downright angry without provocation, though they may grumble or yell. At Level 2, they are easy to anger and they may resort to violence if antagonized enough. At Level 3, even the slightest indiscretion, intentional or not, sets the character off. They will react with loud outbursts or brutal attacks.
Shy - Social situations are uncomfortable, if not difficult, for the character. At Level 1, they are a bit reclusive and prefer the company of their friends. They tend to be quiet around those outside of that circle. At Level 2, they are far more comfortable in their own company than with that of others, though they may attend social gatherings, usually when forced. At Level 3, social interactions are torturous, and the character interacts just enough to get by in life.
Soft Spot - The character has a soft spot for something, like gardening or tiny animals. At Level 1, while the character is partial toward it, they won't put themselves in harm's way for it. At Level 2, they may be coaxed into dangerous situations or bribed into poor decisions. At Level 3, the character cannot resist their soft spot, no matter the dangers or consequences.
Stubborn - The character holds strong to their ideals. At Level 1, they are not too unreasonable and may back down, or even modify their train of thought, with a sufficient argument. At Level 2, the character will not change their mindset without an incredibly blunt or forceful reason. At Level 3, hell will sooner freeze over. Even if their stubbornness will harm themselves or others, they will still cling to their belief.
Wanted - A person or an organization is actively pursuing the character, and the character tries to avoid them. At Level 1, the hunter doesn't intend to do any harm, isn't very persistent in their search, or isn't powerful enough to carry out their threats. At Level 2, the hunter wants to dish out a little payback or take something from the character, or they are capable of getting what they want. At Level 3, the hunter wants the character severely punished or killed. They are very capable of carrying out their threat and likely have resources and power that exceeds the character's.
Action, Stat, Ability Weaknesses
Arrogant - A big ego may offend others. Arrogance influences the success of relevant interactions. At Level 1, the character believes they are superior to most around them, but respect a select few. They treat those deemed beneath them with at least a mild civility. At Level 2, they feel as though they are above almost everyone, though a few are worthy "equals". Those deemed lesser may be treated with hostility or a cold pompousness. At Level 3, the world would simply cease to exist without them, and it's annoying to them that everyone around them fails to see it. They treat everyone like dirt.
Clumsy - A klutz. At Level 1, the character is a bit butterfingered and accident-prone, but it's a mild inconvenience. At Level 2, things they touch may end up broken, and grace is a bit of a foreign concept. At Level 3, they're like a human wrecking ball and are probably lucky they can just walk. Any relevant actions, including attacking, are more difficult with Clumsy.
Dense - The character lacks wit and book smarts. At Level 1, although they may struggle, they might be able to grasp an understanding of most things if they put in the effort. At Level 2, they likely speak simply. Absorbing new knowledge or figuring out a solution is an arduous process. At Level 3, they may use broken language and may lack literacy, and scholastic pursuits are usually failures. This affects tests of reasoning and anything involving academics.
Dull - Boring. At Level 1, the character's message may be received, but they are rarely remembered for it. At Level 2, they tend to drone. People may indulge in diversions and miss the point. At Level 3, the character is so boring, people may fall asleep, or at the very least, just tune them out entirely. The chances of a successful social interaction are lower.
Endurance Use - An Ability of the character costs (extra) endurance based on the Level, from 1 to 3: 5, 10, 20. Applies to only one Ability; more Endurance Uses can be taken to affect others. This Weakness establishes a minimum cost of Endurance.
Fear - The character fears a specific thing. At Level 1, the character is uncomfortable and may try to distance themselves from it. At Level 2, they are genuinely scared and will want to escape, but they may still have their wits about them. At Level 3, it is a phobia. Being confronted with it may cause them to behave irrationally. Actions are harder to perform successfully when Fear is in effect.
Focus - An item, maybe a focusing point for the character's energy or one that is enchanted, is required for the character to use one or more of their Abilities. Losing it, temporarily or permanently, in some way, affects that Ability/ies. At Level 1, a single Ability, probably one that isn't very impactful, is lost without the item. At Level 2, the character may lose multiple Abilities or one or two of their core strengths. At Level 3, nearly all Abilities are lost, or they lose all of their vital Abilities, practically becoming husks compared to who they were.
Frail - A chronic illness or an easy lifestyle has made it harder for the character to sustain large amounts of damage. Subtract 10 from Health for each Level.
Impaired Sense - The character suffers impairment of one of their senses. It's something that can't be corrected (Dependency is more suited for that), and it can't be something that is circumvented through a supernatural Ability (that would be a custom Weakness that can be discussed with the GM(s)). At Level 1, it is a mild inconvenience. At Level 3, the character lacks the sense entirely. An action that relies on the particular sense is less likely to be successful.
Ineptitude - The character struggles with grasping a specific skill or craft, despite efforts. The higher the level, the harder it is for them to do it successfully.
Languid - The character tires more easily. Subtract 10 from Endurance for each Level.
Limited Uses - An Ability can only be used a limited number of times, whether altogether or just per day. The higher the Level, the more conservative the character must be in its uses. Try to be reasonable. At Level 1, an Ability might be limited to five uses per day. At Level 3, the Ability can be activated only once per day. Because it can be easily circumvented, ranged weaponry cannot use this Weakness unless the weapon fires energy bolts or it can only use special ammo that is hard to obtain.
Oblivious - The character is more likely to overlook things. At Level 1, things need to be fairly obvious or in plain sight to be noticed or found. At Level 2, searching for things is difficult and only blatant changes or things may be noticed by the character.
Rude - The character lacks manners and good behavior. At Level 1, the character may appear coarse to others and often act discourteous. At Level 2, their actions come off as blatantly offensive and are usually considered crude or disgusting. At Level 3, the character does and says whatever they feel like, manners and social repercussions be damned. This Weakness does affect the chances of a successful social interaction.
Slow - The character is slow on their feet and delayed in reacting. Defense and anything that requires speed will be harder to succeed in.
Suppressed Power - An Ability is not fully powered without something external, be it an item, emotion, or event that the character doesn't usually have access to. When not in the presence of that special thing, the Ability's power is subtracted by the Level of this Weakness.
Trigger - An Ability requires a trigger to become functional, such as an emotion, a specific event, or a potion. The Ability is active for as long as the trigger is present or the effect lasts. At Level 1, the trigger is fairly accessible. At Level 3, it is exceedingly rare.
Vulnerability - The character's body is vulnerable to a particular magic or maybe has a weak point. At Level 1, one more point of damage is added for every two points of damage. At Level 2, the damage is doubled. At Level 3, every point of damage adds two additional points of damage. If a Vulnerability does not inflict damage, the chance of resisting the Vulnerability is reduced.
Weak - The character has little in the way of muscle mass. Anything involving strength has a lower chance of success, and melee damage is reduced.
Weak-willed - The character may be easily tempted or influenced, or they may struggle with pain. At Level 1, although they are unreliable, they are more resistant when faced with something that is important to them, at least for a time. At Level 2, the character submits easily and can only be inspired by dearly held causes. At Level 3, they are a slave to their temptation or the whim of others. This Weakness lowers the chances of success when the character's fortitude is tested.