Role-playing Space: Above and Beyond

Rimworlds page (swedish)
Rimworlds rule core

Advantages and Disadvantages
Skill set
Skill Descriptions
Training Packages

Timeline


External resources

Robin Leysen has some preliminary weapons data.


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Advantages and Disadvantages

Advantages and disadvantages are not bought – they are balanced against each other. In one sense, advantages are bought for disadvantages. We are not entirely impossible on this point. The sum of the values of a character’s advantages and disadvantages may differ one or two points, i.e. if a character has a sum of eight points worth of disadvantages, the character may have as little as six points or as much as ten points advantages.

Each advantage or disadvantage has a numeric value attached to it. This value is in the range between 1 and 5. It may also be substituted with "var" for "varies" if the value of the advantage or disadvantage may vary.

Advantages

Advantages good for the character. They generally make his life easier. Advantages (or "ads" for short) are divided into several categories.

Physical Resources

Lifter (var, 1-5): The character may lift two extra kilograms per point of this advantage. The character’s lift threshold is increased by two per point of this advantage.

Great endurance (var, 1-5): The character can stand greater exhaustion than normal. The fatigue threshold is increased by one per point of this advantage.

High pain threshold (var, 1-5): The character can stand greater pain and shock than other characters. The Shock Base value is increased by one per point of this advantage.

Quick aim (var, 1-5): The character is apt with the use of firearms, and may align the weapon faster than others. The value of this advantage is added to the Initiative Base, Ranged Combat.

Quick reactions (var, 1-5): The character is quick in close combat. The value of this advantage is added to the Initiative Base, Close Combat.

Marathon runner (var, 1-5): The character is a natural when it comes to running fast while preserving energy. The value of this advantage is added to the Quick Movement value.

Sprinter (var, 1-5): The character is a really good sprinter. The value of this advantage is added to the Rush Movement value.

Mental Resources

Photographic memory (3): The character may recall any information, maps, etc., which he has seen.

Determined (variable, 1-5): The character does not give up easily. The value of this advantage is added to the Psyche attribute under appropriate circumstances.

Concentration (variable, 1-3):  The character is able to work on a task irrespective of what distractions may be going on around him (e.g., he can concentrate on a technical repair job in the middle of a firefight!). Add the value of the advantage to the Psyche score when wishing to focus on a task. Cruel referees may decide that the character is more vulnerable to attack when he is concentrating.

Social Resources

Friends in High Places (variable, 1-5): The character has attracted favourable attention or otherwise has the goodwill of somebody important - perhaps a senior USMC officer or a politician - who can exert influence on their behalf. Precise details should be worked out between player and referee.

Of Good Family (variable, 1-5): The character's family is somehow important or influential. Again, precise details should be worked out between player and referee.

Contacts (variable, 1-5): The character has a range of useful contacts. Again the nature, location, etc., of these contacts need to be predetermined by player and referee.

Knowledge

Specialist Area of Knowledge (variable, 1-5): The character has a detailed knowledge of a particular subject, and may well be a recognised authority in it. The character may lecture or write on this topic, which of course must be defined. The character will be able to recognise, interpret, etc., material relating to their subject.

Unusual Skill (variable, 1-5): The character has learned something unlikely or unusual - and may well have an interesting tale to tell about how he managed to acquire this knowledge and skill. This advantage may be used to gain access to a skill that is not listed in any training packages. One point of this advantage gains access to one skill.

Possessions

Inherited Wealth (variable, 1-5): The character has inherited a large sum of money, this may be sufficient for him not to need to work, or just enough to provide a few extras and luxuries. The total amount, and how it is invested - does the character receive an annual income or does he just have a lot in the bank? - must be determined.

Stock Portfolio (variable, 1-5): The character 'plays the market' and so has access to some money apart from what he earns... although he may have to sell some of his shares if he needs ready cash. The character will have to devote some time to monitoring his investments to take full advantage of this.

Vehicle (variable, 1-5): The character owns a vehicle, anything from an old banger of a groundcar to a space yacht. Any military vehicle is not armed.

Residence (variable, 1-5): The character owns his own abode, from a one-room apartment in the poor part of town to a grand mansion in its own grounds. This advantage is not necessary to rent an apartment or a house.

Specific Item (variable, 1-5): The character has in his possession an item which is in some manner special - it may be rare or unique, valuable or just of great sentimental value to the character himself.

Figures

None yet.

Strange Resources

Psychic Powers (variable, 1-5) [if allowed by referee]: The character may be telepathic, clairvoyant or display a 'sixth sense' warning him of imminent danger. Such abilities may cause trouble for the character, as well as being an advantage!

Good Luck (variable, 1-5): For each point allocated the player may reroll one die roll during the course of a single game session. An alternate version may permit the character to avoid the consequences of a 'fumble', the action merely fails.

Disadvantages

Disadvantages limit the character. Because of them, the character cannot do exactly what he wants.

Physical Limitations

Dying (var): The character is dying. The process may be the result of a "built in defect" (like limiting the life span of an in vitro), or the result of disease, radiation, or too much junk food. The disadvantage should not be used in shorter campaigns or one-shot scenarios.
1 point: The disease will kill the character in about 40 missions or so.
2 points: The disease will kill the character in about 20 missions.
3 points: The player may want to talk to the referee about a good time for his character to die. This will happen in about 10 missions.
4 points: The character’s death is within the very near future, at most five or six missions away.
+2 points: The character will gradually be disabled by the disease until the time of death. Exactly when it happens is up to the referee to decide.

Disablement (var): The character has a physical disablement. The point values below are examples of possible disablements.
1 point: The character has a limp. His Rush Movement is lowered by five, and his Quick Movement is lowered by one.
2 points: The character misses a hand or a foot. The character may not perform actions that requires two hands if he misses a hand. If a foot is missing, lower Rush Movement by 10 and Quick Movement by 2.
3 points: The character needs a wheelchair to move. Lower Quick Movement by 5. Rush Movement may not be used at all.
4 points: The character’s disablement disables him totally, and the character needs the aid of a nurse or an assistant to function or communicate at all. This level is almost totally unplayable.

Low age (var): Except for purely physical disadvantages from low age, there are some social and legal disadvantages, and the character also lacks the experience of older persons. The character may only have training packages if he has the advantage "Unusual training". The disadvantage should not be used if the game will be a one-shot scenario or a short campaign.
1 point: The character is about 16 to 17 years old. The difficulties for all actions involving Strength and Education are increased by 5.
2 points: The character is between 13 and 15 years old. The difficulties for all actions involving Strength and Education is increased by 10, and along similar lines, the difficulties for all actions involving Stamina and Psyche are increased by 5. The character may
3 points: The character is between 10 and 12 years old. The difficulties for all actions involving Strength, Stamina and Education is increased by 10, and along similar lines, the difficulties for all actions involving Communication and Psyche are increased by 5.
4 points: The character is below 10 years of age. The difficulty for all actions involving Strength, Stamina, Education, Psyche and Communication are increased by 10.

Mental Limitations

None yet.

Social Limitations

None yet.

Knowledge Limitations

None yet.

Strange Limitations

None yet.


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