Gifts & Nega-Gifts
INSTRUCTIONS
There are two types of gifts: Gifts and Nega-Gifts. Initially characters start with a pool of four gifts.
This pool may be increased in size by taking a Nega-Gift (a disadvantage). A Nega-Gift is an obstacle that the character must overcome. A Gift is an advantage the character has through fate/design or demeanor. Each Gift taken reduces the beginning Gift pool by its cost.
A maximum of 4 points worth of Nega-Gifts may be taken. Taking any more than this may unbalance a game.
A maximum of 8 points worth of Gifts may be taken. Once again, any more than this may unbalance the game.
Gift: Wealth
- Cost: -1 (Fair) to -4 (Superb)
- Description:
- Fair Wealth: financial security, modest income
- Good Wealth: purchasing power within reason
- Great Wealth: Bruce Wayne
- Superb Wealth: massive cash flow
Nega-Gift: Wealth
- Cost: +2 (Terrible), +1 (Poor)
- Description:
- All characters start with Mediocre Wealth unless they take a Gift or Nega-Gift
- Poor: subsistence level, less starting equipment/cash. Spam and ramen are regular items in diet.
- Terrible: below subsistence level; character owns only clothing
Followers
- Cost: -1 (Terrible) to -7 (Superb)
- Description:
- Terrible: A lackey or employee
- Poor: A group of about 3 people
- Mediocre: A gang of loosely organized underlings
- Fair: Large gangs (NPC only)
- Good: Small organization or team of professionals (NPC only)
- Great: A simple organization or small disciplined organizations (NPC only)
- Superb: A large complex organization (NPC only; large cities, police force, military)
Allies
- Cost: -1 (Terrible) to -7 (Superb)
- Description:
- Terrible: Single friend or trusted companion--low capability (Fair stats)
- Poor: 2 low capability or 1 medium capability (Good stats)
- Mediocre: 3 low capability or 1 high capability (Great stats) or 2 medium
- Fair: 4 low or 3 medium or 2 Great or 1 Superb (elite law officer)
- Good: 5 low or 4 medium or 3 Great or 2 Superb (politician)
- Great: 6 low or 5 medium or 4 Great or 3 Superb
- Superb: 7 low or 6 medium or 5 Great or 4 Superb
Nega-Gift: Vanity, Pride, etc.
- Cost: +1
- Description: Appeals to this weakness are at a -1 to be resisted by willpower.
Acute Sense
- Cost: -1
- Description:
- One normal sense is unusually sharp. This gives a +1 situational bonus to Awareness; e.g. if vision is chosen then add +1 to awareness rolls to detect an ambush using sight. Subject to GM approval.
- May be purchased multiple times for different senses
Ambidextrous
- Cost: -1
- Description:
- No penalty for two weapons or use of one hand.
- Multi-action penalty still applies
- However rolls are at +1
- Must have minimum Good ability
Catlike Balance
- Cost: -1
- Description:
- +1 to balance-related agility skills/rolls.
- Minimum Agility to purchase: Good
Genetic Potential
- Cost: -2
- Description: May raise statistic beyond superior limit to Legendary. This can be due to breeding, alien adaptation, high-g homeworld, or genetic manipulation. Must be raised with experience.
Big
- Cost: -1
- Description:
- Character is substantially larger than the norm (average human)
- Scale: +1 + associated Gifts/Nega-Gifts.
- + Strength level / + Mass level / - Dexterity level / - Agility level
Small
- Cost: -1
- Description:
- Character is substantially smaller than the norm (average human)
- Scale: -1 + associated Gifts/Nega-Gifts
- - Strength level / - Mass level / + Dexterity level / + Agility level / - Damage Capacity
Poor Senses
- Cost: +1 or +2
- Description: -1 or -2 awareness roll for 1 sense
One Eye
- Cost: +1
- Description:
- Character is missing one eye or is blind in one eye.
- Has no depth perception
- Ranged combat at -2 to roll
- Awareness rolls at -1
- Can be used in conjunction with Acute Sense (Vision)
Addiction
- Cost: +1 / +2 for illegal drugs.
- Description: -1 to rolls for every 24 hours after the first 24 hours without a fix. This penalty is cumulative. Going without for 4 days is equal to a -3 modifier.
Genetic Abnormality
- Cost: Variable
- Description:
- A deformity or disfigurement. It provides a negative modifier for specific situations; e.g. Hunchback: -1 social skills not including intimidation, -2 Agility skills related to speed = +3
- -1 modifier = +1, -3 modifier = +3
Genetic Deficit
- Cost: +2
- Description: May not raise statistic above Good. This can be due to weak bone structure/alien adaptation/aberrant genetic mutation.
Equipment
- Cost: Variable (see below)
- Description:
- This gift is used to describe unique and rare equipment carried by the character. Its cost varies with the variety/uniqueness of the equipment.
- -1: Rare/midsized but not overly expensive (e.g., a customized vehicle or a customized firearm). This level of equipment is attainable through special order.
- -2: Very rare/large (e.g., starship: small fighter or freighter; the hand of Vecna: a cybernetic arm with unique abilities)
- -3: Extremely rare/huge (e.g., starship: yacht, small frigate; items such as the "Key to Time", etc.)
- Note: GMs should exercise caution--equipment at this level can easily unbalance a campaign.
Mimicry
- Cost: -1
- Description:
- This gift is the equivalent of having a built-in sound sampling and 3-D sound generation studio.
- Note: The GM may impose some practical limits; e.g., special equipment for large or alien sounds.
- This gift supersedes the skill in that sounds may be replicated instantly without practice.