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Post by takewithfood on Feb 20, 2009 16:32:13 GMT -5
[forthcoming]
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Post by takewithfood on Jun 9, 2009 17:35:57 GMT -5
Challenges
1w to 5w = Addiction. An addiction is similar to a compulsion (see below), but the penalties for withdrawl are more severe. You suffer a cumulative +1 penalty to the resistance of all actions for each consecutive day you go without getting your fix, up to a maximum penalty equal to the number of stones this Challenge is worth.
1w or 2w = Adolescent or Child. For 1 white stone you're an Adolescent (under 18), which can pose problems in certain situations. You might not have a driver's license, an apartment of your own, or be able to get into night clubs or bars, and in general adults may not take you seriously. For 2 white stones you're a Child (generally under 12), which can be even more awkward.
1w to 3w = Chronic Disease/Condition. Depending on the cost, your affliction may not directly impact your character much or at all.. yet. But whatever it is, it isn't going away.
1w to 3w = Compulsion. You have a psychological compulsion towards some kind of behaviour. Perhaps you are a compulsive gambler, smoker, liar, or you just have to stick up for the underdog. Alternatively, maybe you won't break the rules or break the law, kill an innocent, or kill anyone at all. A compulsion is annoying and possibly costly, but less severe than an addiction (see above).
1w to 5w = Conflicting Interests. You have a separate agenda or duty that conflicts with those of your team or your friends. You may even have two such devotions that conflict with one-another.
1w to 5w = Deadly Enemies. Someone or some group is out to get you. The exact value of this Challenge depends on your enemy's strength relative to your own. An enemy weaker than yourself might be worth 1 or 2 stones, while an enemy superior to yourself might be worth 4 or 5 stones.
1w to 2w = Disliked or Shunned by Peers. Something about you or something that you did has ticked off the people in your life. The severity of the Challenge depends on how much you've upset your peers, and how much that bothers you.
1w to 5w = Elemental Vulnerability. You have a weakness to a specific element, such as fire, cold, acid, radiation, etc. Depending on how common the element is, for 1 to 3 stones you take x2 damage from this element; for 4 to 5 stones you take x3 damage from this element. You and your GM may come up with alternative weaknesses: perhaps said element always penetrates your Toughness, or so on. For vulnerability unrelated to a specific element, try Special Vulnerability.
1w to 2w = Fish out of Water. Maybe you're a time-traveler, an alien, or an android - whatever the reason, you are unfamiliar with modern technology, etiquette and culture, and you may be ignorant of important historical events.
1w to 3w = Haunted Past. Your past includes anything from embarrassment to hardships to outright trauma - and worst of all, you just can't seem to escape it.
1w to 4w = Looking Non-Human. Some supernatural beings can blend in with the humans, but you aren't quite so lucky. Benchmark characters include Gambit (2 white), Mystique (3 white) and Thing (4 white). For 1 white you only look non-human when you actively use some or any of your powers.
3w to 5w = Losing a Sense. You have lost one of your 5 primary senses. Typically, smell or taste might be worth 3 white; touch or hearing 4 white; since humans rely most heavily on sight, blindness is worth 5 white. Depending on the circumstances of the setting and/or your character, these values might change.
3w = Mutant. Super powers are in your genes, but unfortunately for you, so is being a minority and a scapegoat. Depending on the nature of the game, this Challenge may be worth more or fewer stones; it may not even be allowed in games that don't take place in the Marvel Universe.
1w to 5w = Psychological. You have some kind of psychological restriction, such as a mental illness or developmental disorder. This could be anything from dyslexia to chronic depression to paranoid schizophrenia. How, if at all this impacts game mechanics is up to you and your GM.
1w to 5w = Restricted Movement. You have some kind of physical restriction, whether it's just a mild but persistent limp (1w), or being permanently confined to a wheelchair (5w).
1w to 2w = Secret Identity. You struggle to maintain a secret identity. The value of this Challenge depends on how hard your secret is to keep from your friends, associates, loved ones, and those pesky prying relatives.
1w to 5w = Special Vulnerability. Superman has his kryptonite, werewolves fear the full moon, and you, too, have your own unique weakness. Hammer out the details with your GM and determine the value of this challenge based on how common your weakness is, and how much it affects you.
1w to 4w = Vulnerable Ward. Somebody in your life is your responsibility - someone vulnerable, who may or may not even know that your secret identity. Your ward may not even be vulnerable - as long as you perceive them to be, protecting your ward will be competing priority.
1w or more = Weak Immune System. You suffer from some kind of affliction which weakens your health. You require a regular treatment or daily dose of medication or serum, or lose one or more stones of health until you get it. This Challenge is worth one white stone for every stone of Health so affected.
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