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Difference between revisions of "Abilities and Disabilities"

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Abilities and Disabilities take many forms. The following list identifies some of the more common forms and provides examples of each. A complete list is at the bottom of the page (with links to full descriptions of each).  
Abilities and Disabilities take many forms. The following list identifies some of the more common forms and provides examples of each. A complete list is at the bottom of the page (with links to full descriptions of each).  
 
{| class="wikitable" style="width:1200px;"
* Some describe a way in which you function differently than the average person. For instance:
|-
** A Gadgeteer is good at cobbling together useful things from scavenged materials.
! Description !! Examples
** A person afflicted with Albinism, amongst other troubles, has trouble functioning in direct sunlight.
|-
 
| style="vertical-align:top;" | You have helpful associates most people can't call on or unique obligations that could put you in harm's way.
* Some identify helpful associates most people can't call on or unique obligations that could put you in harm's way. Examples include:
||A Contact is a skilled person who can help you when you are in need.
** A Contact is a skilled person who can help you when you are in need.
<br>A Dependent is a person who relies on you for protection.
** A Dependent is a person who relies on you for protection.
|-
 
| style="vertical-align:top;" | You have innate abilities or limitations the average person does not have.
* Some make certain Attributes or Skills more or less effective. They modify Ability rolls. For example:
||Acute Vision adds bonus dice to vision-based Skill checks.
** Acute Vision adds bonus dice to vision-based Skill checks.
<br>Bad Hearing adds penalty dice to listening-based Skill checks.
** Bad Hearing adds penalty dice to listening-based Skill checks.
|-
 
| You are prone to certain anti-social behaviors. You can try to avoid such behavior by making an appropriate Attribute check, and receiving more Ss than your Disability level.
* Some (exclusively Disabilities) indicate that you prone to certain anti-social behaviors. You can try to avoid such behavior by making an appropriate Attribute check, and receiving at least as many Ss as your Disability level. For instance:
|| Absentminded people find it hard to remember important facts, though concentration helps. When trying to remember an important fact, if you have Mana=4 and Absentmindedness=3, you roll 4 dice (your Mana level). If you get at least 4 Ss (your Absentminded level+1), you can remember the fact in question (provided you can find a quiet place to concentrate for a sufficient length of time).
** Absentminded people find it hard to remember important facts, though concentration helps. When trying to remember an important fact, if you have Mana=4 and Absentmindedness=3, you roll 4 dice (your Mana level). If you get at least 3 Ss (your Absentminded level), you can remember the fact in question (provided you can find a quiet place to concentrate for a sufficient length of time).
|}
<br>
An optional rule with the last category of Disabilities is for the GM to levy additional benefits or penalties for those who highly succeed or badly fail their Attribute check. The following chart explains this and provides some examples:
An optional rule with the last category of Disabilities is for the GM to levy additional benefits or penalties for those who highly succeed or badly fail their Attribute check. The following chart explains this and provides some examples:
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{| class="wikitable" style="width:1200px;"
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! style="width:200px;" | Attribute Check Result !! Example
! style="width:200px;" | Attribute Check Result !! Example
|-
|-
| style="vertical-align:top;" | Fewer than the # of Ss needed || Failed Attribute roll. You must follow the dictates of the Disadvantage. The severity of your failure increases with each Success by which you fail your roll. Some examples follow:
| style="vertical-align:top;" | Less than or equal to the # of Ss needed || Failed Attribute roll. You must follow the dictates of the Disadvantage. The severity of your failure increases with each Success by which you fail your roll. Some examples follow:
* A Coward who fails their Mana roll by 1 Success simply refuses to participate in the dangerous activity.
* A Coward who fails their Mana roll by 1 Success simply refuses to participate in the dangerous activity.
* A Jealous person who fails their Will roll by 3 Ss may start planning how to embarrass the person they are jealous of.
* A Jealous person who fails their Will roll by 3 Ss may start planning how to embarrass the person they are jealous of.
* A Bad Tempered person who fails their Will roll by 5 Ss may initiate a violent, but unarmed attack. Additional levels of failure can add weapons to the mix.
* A Bad Tempered person who fails their Will roll by 5 Ss may initiate a violent, but unarmed attack. Additional levels of failure can add weapons to the mix.
|-
|-
| style="vertical-align:top;" | Exactly the # of Ss needed || Successful Attribute roll. You can decide whether or not to succumb to the Disadvantage at this time.
| style="vertical-align:top;" | One more than the # of Ss needed || Successful Attribute roll. You can decide whether or not to succumb to the Disadvantage at this time.
|-
|-
| style="vertical-align:top;" | More than the # of Ss needed || You may receive an additional benefit. The degree to which you benefit increases with each additional Success. Some examples follow:
| style="vertical-align:top;" | At least 2 more Ss than the # needed || You may receive an additional benefit. The degree to which you benefit increases with each additional Success. Some examples follow:
* A Bully with 1 extra Success may pretend to have not noticed the target.
* A Bully with 1 extra Success may pretend to have not noticed the target.
* An Absentminded character with 3 extra Ss may remember what they are trying to remember much more quickly, may automatically remember more facts, or may gain some insight about the information – such as the 2 people who were ambushed in that very meeting place last week.
* An Absentminded character with 3 extra Ss may remember what they are trying to remember much more quickly, may automatically remember more facts, or may gain some insight about the information – such as the 2 people who were ambushed in that very meeting place last week.
* A Kleptomaniac with 5 extra Ss on their weekly roll can avoid stealing things for next week, or can return a previously stolen item.
* A Kleptomaniac with 5 extra Ss on their weekly roll can avoid stealing things for next week, or can return a previously stolen item.
|}
|}
Here are two Two examples of a Disadvantage in action:
Here are two examples of a Disadvantage in action:
<blockquote>
<blockquote>
Jeremy successfully rescued the princess from the clutches of the bandit king and has hidden her in a nearby abandoned barn. Unfortunately, a bandit approaches him to ask if Jeremy has any information about the whereabouts of the princess. Because Jeremy has the Honesty Disadvantage, he must make a Will roll (TN=4) in order to lie. Because he has Honesty=5, he must get at least 5 Ss on his Will roll or he will not be able to lie. He has Will=7, so he rolls 7 dice, getting 1, 1, 2, 4, 4, 5, 6. He rolls an extra die for rolling a 6, and winds up with a 3. Since he has only achieved 4 Ss, which is fewer than the 5 Ss he requires to lie, Jeremy must either tell the truth or say nothing. Unfortunately, either is likely to get him into trouble in this case.
Jeremy successfully rescued the princess from the clutches of the bandit king and has hidden her in a nearby abandoned barn. Unfortunately, a bandit approaches him to ask if Jeremy has any information about the whereabouts of the princess. Because Jeremy has the Honesty Disadvantage, he must make a Will roll (TN=4) in order to lie. Because he has Honesty=5, he must get at least 6 Ss on his Will roll or he will not be able to lie. He has Will=7, so he rolls 7 dice, getting 1, 1, 2, 4, 4, 5, 6. He rolls an extra die for rolling a 6, and winds up with a 3. Since he has only achieved 4 Ss, which is fewer than the 6 Ss he requires to lie, Jeremy must either tell the truth or say nothing. Unfortunately, either is likely to get him into trouble in this case.
</blockquote>
</blockquote>
<blockquote>
<blockquote>
Same situation, but this time Jeremy rolls better and gets 6 Ss, which is 1 more than the 5 Ss required. He can not only lie, but the GM allows the lie to have a slightly increased chance (1 bonus die) to fool the bandit. Let’s hope Jeremy continues to roll well.
Same situation, but this time Jeremy rolls better and gets 7 Ss, which is 1 more than the 6 Ss required. He can not only lie, but the GM allows the lie to have a slightly increased chance (1 bonus die) to fool the bandit. Let’s hope Jeremy continues to roll well.
</blockquote>
</blockquote>
<br>
<br>

Latest revision as of 02:00, 17 February 2021

Abilities and Disabilities are your character’s inherent advantages and disadvantages. They reflect unique aspects of your life, such as things that you are naturally good at or that you have to work very hard at to overcome. They can also provide insights into your background, and populate your present with people who can help or hinder you.

Each Ability's description includes an indication of how many CPs it "costs" to acquire it (for example: 5 CP/level). Strictly speaking, the more an Ability benefits you, the more CP you can expect it to cost. Disabilities, on the other hand, always have a negative cost in CP (for example: -5 CP/level). Thus, when you take a Disadvantage, you receive extra CP to spend on other things. Typically, the more a Disadvantage harms you, the more CP you gain to spend elsewhere.

Abilities and Disabilities take many forms. The following list identifies some of the more common forms and provides examples of each. A complete list is at the bottom of the page (with links to full descriptions of each).

Description Examples
You have helpful associates most people can't call on or unique obligations that could put you in harm's way. A Contact is a skilled person who can help you when you are in need.


A Dependent is a person who relies on you for protection.

You have innate abilities or limitations the average person does not have. Acute Vision adds bonus dice to vision-based Skill checks.


Bad Hearing adds penalty dice to listening-based Skill checks.

You are prone to certain anti-social behaviors. You can try to avoid such behavior by making an appropriate Attribute check, and receiving more Ss than your Disability level. Absentminded people find it hard to remember important facts, though concentration helps. When trying to remember an important fact, if you have Mana=4 and Absentmindedness=3, you roll 4 dice (your Mana level). If you get at least 4 Ss (your Absentminded level+1), you can remember the fact in question (provided you can find a quiet place to concentrate for a sufficient length of time).

An optional rule with the last category of Disabilities is for the GM to levy additional benefits or penalties for those who highly succeed or badly fail their Attribute check. The following chart explains this and provides some examples:

Attribute Check Result Example
Less than or equal to the # of Ss needed Failed Attribute roll. You must follow the dictates of the Disadvantage. The severity of your failure increases with each Success by which you fail your roll. Some examples follow:
  • A Coward who fails their Mana roll by 1 Success simply refuses to participate in the dangerous activity.
  • A Jealous person who fails their Will roll by 3 Ss may start planning how to embarrass the person they are jealous of.
  • A Bad Tempered person who fails their Will roll by 5 Ss may initiate a violent, but unarmed attack. Additional levels of failure can add weapons to the mix.
One more than the # of Ss needed Successful Attribute roll. You can decide whether or not to succumb to the Disadvantage at this time.
At least 2 more Ss than the # needed You may receive an additional benefit. The degree to which you benefit increases with each additional Success. Some examples follow:
  • A Bully with 1 extra Success may pretend to have not noticed the target.
  • An Absentminded character with 3 extra Ss may remember what they are trying to remember much more quickly, may automatically remember more facts, or may gain some insight about the information – such as the 2 people who were ambushed in that very meeting place last week.
  • A Kleptomaniac with 5 extra Ss on their weekly roll can avoid stealing things for next week, or can return a previously stolen item.

Here are two examples of a Disadvantage in action:

Jeremy successfully rescued the princess from the clutches of the bandit king and has hidden her in a nearby abandoned barn. Unfortunately, a bandit approaches him to ask if Jeremy has any information about the whereabouts of the princess. Because Jeremy has the Honesty Disadvantage, he must make a Will roll (TN=4) in order to lie. Because he has Honesty=5, he must get at least 6 Ss on his Will roll or he will not be able to lie. He has Will=7, so he rolls 7 dice, getting 1, 1, 2, 4, 4, 5, 6. He rolls an extra die for rolling a 6, and winds up with a 3. Since he has only achieved 4 Ss, which is fewer than the 6 Ss he requires to lie, Jeremy must either tell the truth or say nothing. Unfortunately, either is likely to get him into trouble in this case.

Same situation, but this time Jeremy rolls better and gets 7 Ss, which is 1 more than the 6 Ss required. He can not only lie, but the GM allows the lie to have a slightly increased chance (1 bonus die) to fool the bandit. Let’s hope Jeremy continues to roll well.


Notes:

  1. At the GM's discretion, many types of situational modifiers can effect the way in which a particular roll is conducted. For instance, in the example above, if Jeremy was deeply in love with the princess, the GM could have given Jeremy a bonus die or two on his Will roll. Conversely, if Jeremy has always hated the princess and rescuing her was just a job to him, the GM could have assigned one or two penalty dice to his roll. For more information on bonus and penalty dice, see the Bonus and Penalty Dice section on the Main Page.
  2. Players can create their own Abilities and Disabilities if they wish and if the GM agrees. As a rough rule of thumb, if the Ability or Disability in question affects 5 or more Skills, it should be considered as +/- 5 CP/level. Otherwise, it should be considered as +/- 2 CP/level. Some Abilities and Disabilities add bonus or penalty dice to the Skill roll it affects, others actually give additional (or fewer) levels to the Skill levels they affect.