Mythusmage Opines

A place for opining and talking about neat things

Infinite Adventures Post #14

Posted By mythusmage on March 9, 2010

Persona Production Step 9

Property, Possession, Real Estate, and Loose Change

We’re now close to the end of this series, with only miscellaneous details coming after this. In this step you determine how much your HP has in the way of goods, property, real estate, and ready cash. Roll according to the HP’s SEC and modify according to the HPs age, using the tables below.

For those of you who have a copy of the original game, I ‘ve taken the liberty of doubling the resulting amounts. This is to account for real world inflation, for in large part IA uses real world goods and commodities and their real world prices when an IA Persona goes to buy something. For a good idea of how much an item costs in Ærth check out the price of an equivalent item in a “Fly Over” city like St. Louis Missouri or Des Moines Iowa. Now for the tables.

Initial Finances
SEC Net Worth Bank Accounts Cash on Hand DMI
1

3d3+5×20

nil 5d20+10 nil
2 5d5+3×40 nil 3d5×40 nil
3 3d3+5×100 nil 5d3×100 nil
4 5d10×400 nil 5d6×40 nil1
5 5d5+5×1,0002 1d3×2,000 5d10×200 3d3×20
6 10d10+10×2,0003 3d3×4,000 5d10×200 3d6×100
7 1d20×20,0003 1d20×2,000 1d20×1,000 1d20×200
8 3d20×20,0003 3d20×2,000 3d10×2,000 2d20×200
9 5d20×40,0003 5d10×4,000 5d10×2,000 5d10×400

“Nil” means the HP has no money in that category; nothing in the bank, and no income other than what can be gained through employment.

1At the JM’s option he may agree to allow the player of an SEC 4 HP to earn a miserly stipend barely adequate to keep body and soul together. A starving artist for example.

2Plus a horse or some common steed of 4d3×2,000 BUCS value.

3Plus a horse or some common steed of 6d5×2,000 BUCS value.

Age Adjustment
Age Lower Class Middle Class Upper Class
12-15 0.125 0.125 0,125
16-19 0.25 0.25 0.25
20-24 0.5 0.5 0.5
25-35 1 1 1
36-40 2 2 2
41-50 3 3 4
51-60 4 4 8
61+ 5 5 16

(Yes, a 65 year old Upper-Upper Class HP could potentially have as much as 64 million BUCS in net worth. The player of such an HP should expect to be bailing out his companions a lot, and springing for necessary items.

Now that you’ve found how much money in cash and goods your HP has, double his Net Worth and buy stuff he could be expected to own at the time he started adventuring. Clothing, equipment, housing , all that would be what most people would own. The current value is half that of the original price because used items don’t usually have the value of new.

Once you know how much your HP owns, and how much he has to spend on more stuff, it’s time to purchase what he needs to be an adventurer.

Finally, miscellaneous items and details for your HP.

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Infinite Adventures Post #13

Posted By mythusmage on March 9, 2010

Persona Production Step 8

Universal Skills

After you’ve decided on your Heroic Persona’s Vocation and determined his Vocational K/S  Areas it comes time to determine how good he is at the things one is assumed to have some facility in regardless of career or upbringing. These are known as Universal K/S Areas.

In Mythus these Universal Knowledge/Skill Areas are Etiquette/Social Graces; Native Tongue; Perception, Mental; Perception, Physical; Riding (or Boating); and Trade Phonecian. In Abyss, Changeling, and Unhallowed the last two are usually replaced by Vehicle Operation, and Computer Use. To determine how good your HP is in each K/S Area follow these guidelines.

Etiquette/Social Graces: STEEP = Class Level x5 (HPs of a Primitive Vocation have a provisional STEEP of 5 in this K/S Area in civilized lands.)

Native Tongue: STEEP = Class Level x5 + Mental Mnemonic Capacity

Perception, Mental: STEEP = 2d10 + Physical Neural Capacity (+5 if HP has a Physical Trait of 100+, +5 if HP has a Mental Vocation. This is cumulative)

Perception, Physical: STEEP = 2d10 + Mental Reasoning Capacity (+5 if Mental Trait is 100+, +5 if the HP has a Primitive Vocation. Again this is cumulative)

Riding (Boating): STEEP = Class Level x5 (+5 if HP has a Physical Vocation)

Trade Phonecian: STEEP = Class Level x3 +Mental Mnemonic Capacity. Note that Trade Phonecian is an Ærth specific skill, a Mythus game set in a different location may well have a different trade language.

Now that your HP’s Universal K/S Areas are set you can go on to determining bonus K/S Areas. How many your HP gets depends on his Traits, use the chart below according to the governing Trait.

Bonus K/S Areas
Trait Score #Bonus K/S Areas
36-53 1
54-75 2
76-100 3
100+ 4

So with a Mental of 52 (a young child), a Physical of 86, and a Spiritual of 72 the HP would get 1 extra Mental K/S Area, 3 extra Physical K/S Areas, and 2 extra Spiritual K/S Areas. Note that age can reduce a Trait to 53 or less.

So now we’re almost to the end of this exercise. Coming Next; Property and Possessions.

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Infinite Adventures Post #12

Posted By mythusmage on March 9, 2010

Persona Production Step 7

On Vocations and SEC

In Abyss, Changeling, and Unhallowed it is a persona’s Vocation that determines his SEC. I Mythus it is the persona’s SEC that limits his choice of Vocation. In this post we’ll be looking at which Vocations a Mythus HP can choose from according to his SEC.

Note also that an HP’s age, knacks and flaws, and birth rank can also affect which Vocations he selects. In this post we’ll be taking a look at SEC and Vocations available according to SEC.

Available Vocations by SEC
Vocation SEC
1 2 3 4 5 6 7 8 9
ALCHEMY
Alchemist n n n n y y y y y
Apothecary n n y y y y n n n
ARMS
Cavalier n n n n n y y y y
Engineer n n n y y y y y n
Mercenary/Soldier y y y y y y y n n
DWEOMERCRÆFT
Black School y y y y y y y y y
Elemental School n n n y y y y y y
Gray School n n n y y y y y y
Green School y y y y y y n n n
White School n n n n y y y y y
MYSTICISM
Astrologer n n n n y y y y y
Diviner n y y y y y y y y
Fortune Teller y y y y y n n n n
Soothsayer y y y y y y y y y
OUTLAWRY
Assassin y y y y y y y y y
Bandit y y y y y y y y n
Mountebank y y y y y y y n n
Pirate y y y y y y y y n
Thief y y y y y y y y y
PRIESTCRÆFT
Healer y y y y y y n n n
Priest y y y y y y y y y
Theurgist n n n n y y y y n
Wiseman/Wisewoman y y y y y y y n n
PRIMITIVE
Hunter y y y y y y y y y
Medicine Man n n n y y y y n n
Seer y y y y y y y y y
Shaman n n n n y y y y y
Warrior y y y y y y y y y
Witch Doctor y y y y y y y n n
SCHOLAR
Philosopher n n n n y y y y y
Poet/Musician n n y y y y y y y
Sage n n n n n y y y y
VOYAGER
Explorer n n n y y y y y y
Merchant n n n y y y n n n
Seafarer n y y y y y y y y

A “y” means the Vocation is available to that SEC. An “n” means it is not.

You’ll note that of the 9 social classes it is actually the Upper-Upper Class that has the greatest restrictions on which Vocations they can take. At least not and remain socially acceptable. Should the JM be agreeable the player can choose a Vocation normally outside his SEC, but the player had better come up with a good back story.

Because of all the material to be typed up under Vocations that’s as far as this post will go. But work proceeds on that part of the project. Along with Vocations I’m also working on Knowledge/Skill Areas, but for now the next step will involve determining the Universal K/S Areas. See you then.

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Infinite Adventures Post #11

Posted By mythusmage on March 9, 2010

Persona Production Step 6

Traits, Categories, and Attributes (at long last)

Finally, after all that work, we get to determine our HP’s characteristics. The previous steps were taken because their results could affect a persona’s scores, especially age.

A character in Infinite Adventures, a persona, has a Mental, a Physical, and a Spiritual trait.

Mental Trait is a measure of how smart a persona is, and his mental health

Physical Trait is a measure of how strong and healthy a persona is. Also of a persona’s agility.

Spiritual Trait is a measure of a persona’s understanding and insight. Also of his connection with the universe. Spiritual trait is also a measure of a persona’s will, a high Spiritual Trait indicating someone who knows what he wants.

Each Trait has two Categories which further define the Trait.

For Mental the Categories are Mnemonic and Reasoning. Mnemonic is a measure of how well a persona remembers and recalls; while Reasoning shows how well that same persona figures things out.

With Physical the Categories are Muscular and Neural; the former having to do with the skeleto-muscular system — the persona’s strength, and agility, while the latter deals with a persona’s neural system — his reactions and dexterity.

The Spiritual Categories are Metaphysical and Psychic. Metaphysical being a measure of a persona’s understanding of the universe, while Psychic shows how well a persona is connected and in tune with reality.

The last layer of characteristics are the Attibutes. Each Category has three Attributes; Capacity, Power, and Speed.

Capacity shows just how good a persona could be in a Category, if he just applied himself.

Power is the measure of just how strong a persona is in the Category. A high Physical Neural Power for instance indicates someone who is sure in his movements and rarely makes a misstep.

Speed shows how fast a persona put a Category to use. A persona with a high Mental Reasoning Power but a low Mental Reasoning Speed can figure out some gnarly problems, it’s just going to take him longer.

To determine Trait, Category, and Attribute start by determining your HP’s Attributes. You do this by rolling 2d6 and adding 8 to the roll, giving a number range of 10-20 a total of 18 times. You then assign each result to one, and only one, Attribute.

With the following limit; Power and Speed can not be higher than Capacity. In other words, if Mental Mnemonic Capacity is, oh unfortunate soul, given a 12, then Mental Mnemonic Power and Mental Mnemonic Speed can be no higher than 12 at the very best.

There are two possible exceptions under Physical Trait. Age may bring Physical Power and/or Physical Speed above Physical Capacity. In this case the persona’s effective Power and/or Speed is limited to Capacity, but should the persona’s Capacity improve for any reason, then his Power and/or Speed will automatically increase to the same degree

In any case, once the Attributes have been determined the three Attributes under a Category are added together to give the Category’s rating. Then add together the two Trait Categories to determine the Trait’s rating. For example, a persona with a 16 in all six Physical Attributes would have a Muscular and a Neural Category of 48 each, and so a Physical Trait of 96

Alternate Method: If you prefer to not roll a bunch of times you can just roll a whole bunch of dice once. Roll a total of 20d10 and add 160 to the result. This will give you a range of 180 to 360, with an average of 270. You then allocate the points between your HP’s Attributes, with 10 being the least number of points that can be allocated, and 20 the most.

Now that you’ve done all these steps you’re ready to go on to choosing a Vocation.

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Inifinite Adventures Post #10

Posted By mythusmage on March 8, 2010

Persona Production Step 5

Persona Age

An Heroic Persona usually begins his career between the ages of 25 and 35, but can begin at a later or earlier age. The charts below are designed with humans in mind, and for the World of Ærth. In Abyss life tends to be longer and the process of aging slower thanks to medical advances, while in Unhallowed life tends to be shorter and aging faster than you  would think thanks to the anxieties arising from the invasions from eldritch realms and the general life eroding angst of The Crazy Years.

To determine age level first find your HP’s age in the list below

Age Ranges
Age With Medicine Age Level
12-15 12-15 1
16-19 16-19 2
20-24 20-24 3
25-35 25-37 4
36-40 38-45 5
41-45 46-52 6
46-50 53-59 7
51-55 60-67 8
56-60 68-75 9
61-65 76-81 10
66-70 82-87 11
71-75 88-93 12
76-80 94-99 13

On Ærth with good medical care and proper diet people tend to age slower, retaining their vitality for a longer period of time.

Next determine the modification due to the HP’s age and apply them, these modifications found on the table below.

Adjustments by Age Level
Age Level 1 2 3 4 5 6 7 8 9 10 11 12 13
STEEP -100 -50 -10 0 +10 +20 +30 +40 +50 +60 +70 +80 +90
STEEP* -100 -50 -10 0 +12 +24 +36 +48 +60 +72 +84 +96 +108
ATT +3 +2 +1 0 0 -1 -1 -1 -1 -1 -1 -1 -1
MCap -2 0 0 0 0 0 0 0 0 0 0 -1 -1
MPow -2 0 0 0 0 0 0 0 0 0 -1 -1 -1
MSpd -2 0 0 0 0 0 0 0 0 -1 -1 -1 -1
PCap +1 +3 +2 +1 0 0 -1 -1 -1 -1 -1 -1 -1
PPow -4 0 0 0 0 0 0 -1 -1 -1 -1 -1 -1
PSpd +4 +2 +1 0 0 -1 -1 -1 -1 -1 -1 -1 -1
SCap -4 -2 0 0 0 0 +1 +1 +1 +1 +1 +1 +2
SPow -4 -4 0 0 0 0 0 0 +1 +1 +1 +1 +1
SSpd -4 -2 0 0 0 0 0 0 0 0 +1 +1 +1

Adjustments applied at age level 4 or lower are applied individually. That is, a child of 13 gets +1 to Pcap,-4 to Ppow, and +4 to Pspd for example. When the HP turns 16 his base Attributes are adjusted by +3 for Pcap and +2 for Pspd. So if his stats were 15 in each, at 13 he would have an effective Pcap of 16, while at 16 his effective Pcap would be 18

Adjustments applied at age level 5 or higher are cumulative. So an HP 75 years or older would get an adjustment of -6 if raised in a milieu without proper medical care, -3 with.

When adjusting Attributes for age the adjustments listed apply to both Attributes under a trait. A a 72 year old would get +6 to both Spiritual Metaphysical and Spiritual Psychic Capacity for example.

When we return to this series we’ll be looking at Attribute, Category, and Trait

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Infinite Adventure Post #9

Posted By mythusmage on March 8, 2010

Persona Production Step 4A

7th Child

Occasionally a 7th child will be born to a family. Rarely of the upper class and more often of the lower, a 7th child has at the least a bit more luck than most other people. A rare few have more in the way of special abilities and talents. The table below gives the chance a persona is a certain type of 7th child and what special abilities the persona gains because of this.

  • 01-50: 7th Child. +1 Joss, a sort of low powered luck
  • 51-60: 7th Son or 7th Daughter. Son; +1 Joss, +1 to Spiritual Metaphysical. Daughter; +1 Joss, +1 to Spiritual Psychic.
  • 61-65: 7th Child of a 7th Child. +2 Joss, 7 STEEP in one Psychogenic skill.
  • 66-70: 7th Son or daughter of a 7th Child. Son; +2 Joss, +1 Spiritual Metaphysical, 7 STEEP in one Psychogenic skill. Daughter; +2 Joss, +1 Spiritual Psychic, 7 STEEP in one Psychogenic skill.
  • 71-75: 7th Child of a 7th Son or 7th Daughter. Son; +3 Joss, +1 Spiritual Metaphysical, 7 STEEP in one Psychogenic skill. Daughter, +3 Joss, +1 Spiritual Psychic, 7 STEEP in one Psychogenic skill.
  • 76-80: 7th Son/Daughter of a 7th Daughter/Son. +3 Joss, +1 each Metaphysical and Psychic, 14 STEEP in one Psychogenic skill.
  • 81-85: 7th Son/Daughter of a 7th Son/Daughter.  Son of Son; +4 Joss, +2 Spiritual Metaphysical, 21 STEEP in one Spiritual Psychogenic ability. Daughter of Daughter; +4 Joss, +2 Spiritual Psychic, 21 STEEP in one Spiritual Psychogenic ability.
  • 86-90: 7th Child of 7th Child Parents. +4 Joss, +1 Mental Reasoning, +1 Spiritual Trait, 21 STEEP in one Mental Psychogenic ability.
  • 91-94: 7th Son/Daughter of 7th Child Parents. Son; +5 Joss, +1 Mental Reasoning, +2 Metaphysical, +1 Psychic, 21 Steep in one Mental Psychogenic ability. Daughter; +5 Joss, +1 Mental Reasoning, +1 Metaphysical, +2 Psychic, 21 STEEP in one Spiritual Psychogenic ability.
  • 95-97: 7th Son/Daughter of 7th Child and 7th Son/Daughter Parents; Son of 7th Child/7th Daughter; +6 Joss, +1 Mental Trait, +2 Metaphysical, +3 Psychic, 21 STEEP each in one Mental and one Spiritual Psychogenic ability. Daughter of 7th Child/7th Son; +6 Joss, +1 Mental, +3 Metaphysical, +2 Psychic, 21 STEEP each in one Mental and one Spiritual Psychogenic ability.
  • 98-99: 7th Son/Daughter of a 7th Child and a 7th Son/Daughter. Son of Child/Son; +7 Joss, +2 Mental, +1 Physical Muscular, +3 Metaphysical, +2 Psychic, 21 STEEP each in one Mental and one Spiritual Psychogenic ability. Daughter of Child/Daughter; +7 Joss, +2 Mental, +1 Physical Neural, +2 Metaphysical, +3 Psychic, 21 STEEP each on one Mental and one Spiritual Psychogenic ability.
  • 00: 7th Son/Daughter of a 7th Son and a 7th Daughter. Son; +7 Joss, +2 Mental, +2 Physical, +3 each to Metaphysical and Psychic, 28 STEEP in one each Mental, Physical, and Spiritual Psychogenic ability. Daughter; +7 Joss, +2 Mental, +1 Physical, +3 Metaphysical, +4 Psychic, 28 STEEP each one one Mental, Physical, and Spiritual Psychogenic ability.

Such a persona will tend to dominate others in any party unless well played. Be sure to give such characters extra challenges.

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Infinite Adventure Post #8

Posted By mythusmage on March 8, 2010

Persona Production Step 4

Birth Rank

On Ærth it is a rare person who doesn’t have some siblings, most of whom who are still alive. What follows is a table showing where the persona stands in his families birth order.

Birth Rank
Birth Rank Lower Class Middle Class Upper class
1st Child 01-10 01-15 01-25
2nd Child 11-20 16-20 26-50
3rd Child 11-30 21-45 51-75
4th Child 31-40 46-60 76-90
5th Child 41-50 61-75 91-95
6th Child 51-60 76-85 96-98
7th Child* 61-85 86-95 99-00
8th Child 86-88 96-98
9th Child 89-90 99-00
10th+ Child 91-00

You’ll note that the lower classes tend to have more children than the middle and upper classes. life tends to be hard in the lower SECs, and the elderly rely more upon the young in the lower class than in the other classes. Instead of a pension an elderly slave relies on charity instead.

A 7th child on Ærth has special traits, which are determined using the next post in this series.

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Infinite Adventures Post #7

Posted By mythusmage on March 8, 2010

Persona Production Step 3B

Supplemental Knacks and Flaws

What now follows is a list of knacks and flaws the player really should think hard about adopting for his Heroic Persona. These are of greater potency than the earlier knacks and flaws presented earlier. For this reason I have decided to just present them as a list the player can choose from, without rolling.

Knacks

  • Cannot make Special Misses in combat.
  • If a Dweomercræfter persona has an extra 2d20 STEEP in Dweomercræfting and Magic both
  • Cannot be surprised by accident.
  • Immune to illusion.
  • One psychogenic power of the JM’s choice.
  • Innate aura absorbs 5 points of physical damage.
  • Regenerate 1 point of Physical Trait per CT if injured and alive.
  • Illness and toxin at half strength versus persona.
  • Shape changer. May become an animal once a day on the average.
  • Telepath, may mind speak with others within line of sight.

Flaws

  • Sworn enemy wants persona dead
  • All castings and psychogenic abilities used on behalf of the persona cost double.
  • Susceptible to Suggestion or Illusion.
  • Moderately phobic.
  • Poor writing and graphic skills. -20 to any skill involving such.
  • Moderate insanity. Use with caution and care.
  • Stammers or stutters under pressure
  • Has weak ankles and so moves at 10% of normal speed and is one DR easier to trip.
  • Has bad fingers, so is one DR easier to disarm/force to drop items.
  • Tone deaf; cannot take any music skill
  • Poison or disease strength doubled against persona
  • 75% chance to panic in the face of undead or demonic.

As I was typing the above it occurred to me that some of the supplemental flaws and knacks contradict what I’d said before regarding flaws and knacks being too powerful for an adventuring game like Infinite Adventures. So expect changes in the coming days. This is, after all, a work in progress, and so prone to amendment and revision.

Up next; Birth Rank.

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Infinite Adventures Post #6

Posted By mythusmage on March 8, 2010

Persona Production Step 3A

Flaws

In Infinite Adventures a flaw is a trait that impairs a person in some manner and to some degree. While in most RPGs flaws are used to balance a character’s advantages, in IA flaws are used more for their roleplaying potential, and to give a persona a bit of a flair. Here now I present a list of flaws the player may select for his Heroic Persona, or determine randomly.

  • 01-02: Disowned by family or is an orphan
  • 03-04: Allergic to pet dander. -20 to skills during a mild attack, incapable of taking action during a severe attack.
  • 05-06: Allergic to dust. -20 to skills during a mild attack, incapable of taking action during a severe attack.
  • 07-08: Allergy to pollen: -20 to skills during a mild attack, incapable of taking action during a severe attack.
  • 09-10: Allergic to one particular food or drink. -20 to skills during a mild attack, incapable of taking action during a severe attack.
  • 11-12: Can’t hear high frequencies. Any perception roll involving hearing high frequency sounds is automatically made at a DR of Extreme.
  • 13-14: Can’t hear low frequencies. Any perception roll involving hearing low frequency sounds is automatically made at a DR of Extreme.
  • 15-16: Poor immune system. All diseases are at +15 strength versus this Persona
  • 17-18: Chintzy. A tightwad, a cheapskate. Has a -20 to all appraisal rolls where personal purchases are concerned. Possessions are an average of 20% lower in value compared to another’s property.
  • 19-20: Poor toxin resistance. All poisons at +10 strength versus this persona.
  • 21-22: Fascinated by danger.
  • 23-24: Hard of hearing. -10 on any Perception roll involving hearing.
  • 25-26: Heals Physical damage at half normal rate
  • 27-28: Heals Mental damage at half normal rate.
  • 29-30: Heals Spiritual damage at half normal rate.
  • 31-32: Bad actor, -10 to thespianism if posessesed.
  • 33-34: Alcohol susceptibility. -10 to Tolerance if possessed.
  • 35-36: Anti-violence. -10 to any action calling upon the persona to harm another.
  • 37-38: On occasion an old injury will flare up, reducing movement to half speed
  • 39-40: Clumsy. -5 to any skill requiring some degree of coordination.
  • 41-42: Nervous, easily startled
  • 43-44: No sense of humor
  • 45-46: Slow to react. +1 to all reaction and initiative rolls
  • 47-48: Scarred or disfigured. -1d3 to Attractiveness
  • 49-50: Mildly near or far sighted. -10 to any Perception roll involving vision.
  • 51-52: Poor night vision. Under low light conditions vision one step worse.
  • 53-54; Forgetful. Roll against Mental-Mnemonic at one DR worse to recall things.
  • 55-56: Obsessive/Compulsive. Roll against Spiritual-Psychic at one DR worse to avoid behaving repetitively.
  • 57-58: Non-musical. Cannot learn any music related skill.
  • 59-60: Disliked by animals. -10 to Animal Handling
  • 61-62: Can’t swim
  • 63-64: Mildly acrophobic. Must make a roll against Spiritual-Metaphysical at a DR of Difficult when dealing with any height above 10 feet or so.
  • 65-66: Fanatic. Intolerant to those of different beliefs.
  • 67-68: Color blind. Any skill involving the use and perception of color is impossible
  • 69-70: Sickly. Heals all illness and poisoning at half rate.
  • 71-72: Bigot. Hates those not of his ethnicity.
  • 73-74: Mild Hydrophobia. Must make a Spiritual-Metaphysical-Power roll at DR Hard when forced to deal with water in any circumstance.
  • 75-76: Gullible, persona tends to fall for sob stories. Roll against Spiritual Psychic Power at DR hard to resist.
  • 77-78: A clod. -10 to Etiquette/Social Graces.
  • 79-80: Not appealing to those who might have a sexual interest in the persona. -2 Attractiveness where those people are concerned.
  • 81-82: Poor manual dexterity, -10 to Handicrafts/Handiwork.
  • 83-84: Arrest warrant, earned or unearned, out on persona.
  • 85-86: Sensitive eyes, -20 on all Perception rolls involving vision in bright lights.
  • 87-88: Can’t sleep unless in deep darkness, and then sleeps very soundly. Must roll against Spiritual Psychic Power at DR Hard.
  • 89-90: Poor linguist. Can’t learn new languages, STEEP in known languages costs twice normal.
  • 91-92: Poor earner. Income and disposable wealth at 10% and 25% of normal of persona’s SEC and age.
  • 93-94: Enemy in the criminal underworld
  • 95-96: Keeps to himself and doesn’t care to meet new people.
  • 97-98: The Journey Master will select one for the persona.
  • 99-00: Persona has two flaws. Roll again if this result comes up again.

These flaws are meant to give the player some challenge when playing his persona, without making it impossible for the persona to be adventuring in any sensible world. For this reason severe allergies and severe mental illness are not included. I cannot forbid you from adding in such as suicidal depression or schizophrenia to this list, but I will counsel you against it. Played realistically a serious flaw would pretty much preclude a person from going out on adventures. So keep any flaw you may wish to add to ones that are slight in their effects, or which can be reasonably justified in your game’s milieu.

Next, supplemental knacks and flaws.

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Infinite Adventures Post #5

Posted By mythusmage on March 8, 2010

Persona Production Step Three

Knacks and Flaws (originally Quirks and Counter Quirks)

These are special traits that shape and inform the Heroic Persona. Each is a quality that either aids or hinders the HP, guiding him in his life path, and which may restrict his choices. A Knack is usually beneficial, but not always. A Flaw is pretty much detrimental. Unlike other RPGs in the IA system there is no need to balance the Heroic Persona against some mythical measure. You may take as many Knacks and Flaws as you wish so long as first, you remember to play them to your benefit and your harm; and second, you take no combination of Knack and Flaw that contradict each other. In other words, no combining Perfect Pitch and Tone Deaf. You have the one, you cannot have the other.

In this first installment we’ll be listing the Knacks. You are free to select those knacks you wish, but you may want to roll to see which ones you get

  • 01-02: Natural Gemologist. Can determine value, carat weight, likely place of origin, and applicable history 100 – (1d6 X 10)% of the time upon casual examination.
  • 03-04: Ambidextrous. Automatically possesses the Florentine sub-area of the Special Skills K/S area as an additional bonus K/S area
  • 05-06: Woodsman. Add 5 Steep to each directly related K/S area, including the use of hunting weapons
  • 07-08: Quick Mind. +1 to any one Mental Attribute in addition to any points assigned through die rolling or other factors.
  • 09-10: Good judge of character: +10 to STEEP when using Perception, Mental to assess the motivations and behaviors of another.
  • 11-12: Good with animals. +10 to Animal Handling.
  • 13-14: Mesomorpth. +1 to any single Physical Attribute in addition to any gained through die rolling or other factors.
  • 15-16: Keen Perception. +5 to STEEP in both Perception, Mental and Perception, Physical
  • 17-18: Heal Mental Damage at double the normal rate
  • 19-20: Heal Physical Damage at double the normal rate.
  • 21-22: Heal Spiritual Damage at double the normal rate.
  • 23-24: Innate sense of direct. Can find the  way to go if given 30 seconds (one BT) to orient himself
  • 25-26: Keen Mental Perception. +10 to STEEP.
  • 27-28: Keen Physical Perception. +10 to STEEP
  • 29-30: Natural Horseman. +10 to Riding STEEP.
  • 31-32: One additional Foreign Language at 20 STEEP.
  • 33-34: HP can imitate any animal he has ever heard, such imitation at +20 to Animal Imitation.
  • 35-36: Good eye for quality, +10 to Appraisal
  • 37-38: Psychically aware. Can detect partial physical and non-physical manifestations as according to Mysticism.
  • 39-40: Philosophic, +1 to any single Spiritual Attribute in addition to any from die rolls or other factor.
  • 41-42: Strong Swimmer, +10 to Swimming.
  • 43-44: Well Spoken, good orator. +10 to any persuasion roll.
  • 45-46: Imitator, +10 to Mimic any person of the same sex he has heard.
  • 47-48: Eidetic Memory. Can easily memorize material if give the time to study it. +10 with any skill involving studying.
  • 49-50: Natural Heka channeler. Has a reserve of 50 points of Heka usable for any casting or similar purpose.
  • 51-52: Closed Psychic. No Psychogenic ability, but the HP IS resistant in each Trait he has the Closed Psychic Knack. This knack must be gained once for each Trait the HP possesses. This Knack make affecting the HP harder by two levels of difficulty, so that a Hard attempt becomes a Difficult one.
  • 53-54: Excellent Night Vision: HP can see at one grade better for the ambient light. Except when the conditions are utter darkness.
  • 55-56: Excellent gamer. Has one game, such as chess or draughts, at a STEEP of 50.
  • 57-58: Natural Lock Pick. HP has the Lockpicking sub-area at +20.
  • 59-60: Marksman. +5 with any missile weapon.
  • 61-62: Green thumb, +10 STEEP in Agriculture.
  • 63-64: Fey. +1 to any single Spiritual Attribute, in addition to any points gained through die rolls or other facter.
  • 65-66: Imitator. +10 to Mimic any person of either sex he has heard.
  • 67-68: Special Talent. Has double STEEP in any one non-heka generating K/S area
  • 69-70: Natural Heka channeler: Has a pool of 50 points of heka which regenerates every 24 hours since last use. Said pool available only with Psychogenic abilities.
  • 71-72: Non-Magical. Such a persona cannot use Psychogenic abilities or castings, but gains a 20% resistance against the use of such on himself.
  • 73-74: Contortionist. +10 to any skill involving physical flexibility (Escape Artist for example).
  • 75-76: Charismatic. Starts with Charismaticism at a STEEP of 40 if not part of a Vocation bundle, at +10 if it is.
  • 77-78: Lie detector:+10 to Perception, Mental when assessing another person for lies.
  • 79-80: Strong Constitution. HP has a reserve of 2d6 physical points over and above his Physical Trait that applies when Wound Level comes into play.
  • 81-82: Toxin Resistance. All poisons at 90% strength where persona is concerned
  • 83-84: Mechanically inclined. +10 to Handicrafts/Handiwork.
  • 85-86: Disease Resistant. All infectious diseases at 75% strength where persona is concerned
  • 87-88: Strong Willed. Persona has a reserve of 2d6 spiritual points over and above his Spiritual Trait; these points coming into play should Spiritual Effectiveness Level be exceeded.
  • 89-90: Organized and efficient. +10 on any activity involving finding things quickly and efficiently. Also when dealing with any skill where organization and efficiency plays a substantial role.
  • 91-92: One extra Connection
  • 93-94: Strong Personality. 2d6 extra Mental Points, which come into play when the persona reaches Mental Effectiveness Level.
  • 95-96: Hidden Appeal. +2 Attractiveness where people who may have a sexual interest in him are concerned.
  • 97-98: Choose one from the above. (Note that this means the player gets his choice even when he or the JM decided to roll for the Knack.)
  • 99-00: Roll twice against the table, but this result is ignored if rolled again and that subsequent result is re-rolled.

The list of flaws will appear in the next post in this series.

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