Role-playing Space: Above and BeyondRimworlds page (swedish) External resourcesRobin Leysen has some preliminary weapons data. |
Advantages and DisadvantagesAdvantages 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 characters 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. AdvantagesAdvantages good for the character. They generally make his life easier. Advantages (or "ads" for short) are divided into several categories. Physical ResourcesLifter (var, 1-5): The character may lift two extra kilograms per point of this advantage. The characters 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 ResourcesPhotographic 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 ResourcesFriends 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. KnowledgeSpecialist 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. PossessionsInherited 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. FiguresNone yet. Strange ResourcesPsychic 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. DisadvantagesDisadvantages limit the character. Because of them, the character cannot do exactly what he wants. Physical LimitationsDying (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. Disablement (var): The character has a physical
disablement. The point values below are examples of possible disablements. 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. Mental LimitationsNone yet. Social LimitationsNone yet. Knowledge LimitationsNone yet. Strange LimitationsNone yet. |