Game System:Basic Drawbacks
From Eldritch Wiki
| Drawback | Value | Drawback | Value | Drawback | Value |
|---|---|---|---|---|---|
| Addiction | 1/lvl | Adversary | 1/lvl | Allergy | 1-3 |
| Bad Luck | 1/lvl | Clown | 1 | Dependent | 2 or 3 |
| Disability | 1-8 | Emotional Problems | 1 or 2 | False Identity | 1 or 2 |
| Honorable | 1/lvl | Humorless | 1 | Impaired Sense | 1 or 2 |
| Love | 2/lvl | Mental Problems | 1-3 | Misfit | 2 |
| Nightmares | 1 | Obligation | 1-3 | Oblivious | 2 |
| Poverty | 0-5 | Secret | 1/lvl | Shocking Looks | 1 or 2 |
| Sinful | 1/lvl | Slow Learner | 1/lvl | Slow Reaction Time | 2 |
| Talentless | 2 | Teenager | 2 |
Overview
Faults. Everyone's got them, and some of them are downright debilitating. Maybe your eye-sight isn't as good as it should be, or there's some type of thing in particular that leads you down the path of temptation. It could be you've got seriously unresolved emotional or mental issues, or are addicted to some substance or activity. Maybe you just don't fit in. Regardless of what it is, your character probably has one or more of these faults; and even though life isn't fair in the least, we are (sort of) and by taking some negative aspects for your character, you gain extra points to spend on the positive ones. You also gain excellent roleplaying opportunities which, when you get right down to it, is what this trait is all about.
Drawbacks range in severity and level. They are faults (some function as faults, but might be considered merits within an in-game perspective) that your character has. You don't have to take any Drawbacks. It's not mandatory. But before you decide 'my character isn't going to have any of these problems' you should consider that not only will you get extra points to spend on Qualities and Skills, but the roleplaying benefits of having an imperfect character far outweigh this petty 'more points' bit. Besides, taking Drawbacks and roleplaying them accordingly is an excellent way of getting some extra Drama Points.
Characters are limited to ten (10) levels of Drawbacks total. The only exception to this rule are Drawbacks contained within Packages (as they already subtract from the Package's total cost). This is one of the biggest benefits of Packages, naturally, even though it means some of the Drawbacks gained from Packages cost more to buy off (or can't be bought off at all, in some cases).
Drawbacks vs. High Willpower
Some Drawbacks (e.g. Sinful, Phobia, Honorable, Uncontrollable Power) call for a Willpower (doubled) roll with a penalty dependent on the Drawback's level in order for the character to resist their effects. If a character's Willpower ever increases (due to any circumstance) to the point where he cannot fail this roll even with the penalty, the player must immediately buy off the Drawback, or have the penalty raised (with no reward) to a point where it will still be possible for the character to be affected.
Basic Drawbacks
Addiction
The value of this Drawback is determined by the severity of the addiction and the relative effects of the drug or substance. Since this isn't the Drug Awareness Week Roleplaying Game, we won't cover all the gory details. Penalties are imposed when a character is 'buzzed', and also when the character is suffering from withdrawal. When a character is buzzed, he suffers a penalty to all actions equal to his Addiction rating -1. Thus, someone with Addiction (Smoking) (-1) would suffer no penalties; but someone with Addiction (Heroin) (-5) would suffer a -4. This to represent what being under the effects is all about, and how they change the character's interaction with the world. Of course, just because someone takes a low level in the Addiction Drawback doesn't mean they can get off with no ill-effects while pursuing their addiction. Smokers get bad looks and can't indulge inside; drinking under 21 is illegal, and further if pulled over by the cops after you've had but a few glasses of wine can be cause for an overnight stay in a cell and some community service. When an addicted character hasn't gotten his usual "fix," he starts jones-ing, real bad. Most actions are at a penalty equal to the value of the Drawback (so, a character with a two-point Addiction suffers a -2 penalty to most actions) until the addict can get what he craves. The more severe the drug, the worse the effects. Some addictions appear at more than one level. At lower levels of addition to the same substance it is considered 'habitual usage'; while at higher levels the use is considered 'heavy'. Generally, the best a character can hope to do is to deny his desire "one day at a time". Getting rid of this Drawback should never be a matter of saving up enough points to "buy it off." Resisting the withdrawal agony requires a series of daily Willpower (doubled) rolls. The first few rolls suffer no penalty. After a number of days equal to the character's Willpower have passed, add a penalty equal to the value of the Drawback. If the character blows any of the rolls, he'll do whatever it takes to get his fix. Regardless, during the process, he'll go through the withdrawal penalties as usual. And so on. Once ten straight days of successful Willpower rolls have passed, the character may lower the Addiction Point Value by one (if he has the experience points necessary to do so, of course). And it starts all over again. Not a fun situation to be in, but if the struggle to overcome the addiction is roleplayed well, it should earn the character some Drama Points. Value: 1/level | ||||||||||||||||||||||||||||||||
Adversary
Alternatively, you can select the Drawback and the value, and then leave the details vague (say, Adversary: Demons; or Adversary: Criminals). That makes it a bit hard to prepare for though. Big-time surprise foes are big-time bad for the digestion. Killing the Adversary is not usually enough to eliminate the Drawback — it's not like it was anyone in specific! This instance of the adversary Drawback is what is used for Packages such as Supernatural Hunter and Slayer. This type of Adversary is up for grabs. Staff and PGMs can choose to throw them at characters whenever the opportunity arises, so long as the danger levels are in-tune with the Drawback's level. Value: 1/level | ||||||||||||||||||||||||||||||||
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AllergySomething does your character wrong. This trait isn't meant to represent common and otherwise non-game-affecting allergies such as light allergy to pollen or an allergic reaction to alcohol that gives you a headache (we all get headaches after boozing, it's called a hangover). No, this Drawback is meant to represent both mundane and supernatural allergies to things that affect the character in an obviously detrimental fashion. Allergies are created (game wise) using a point system. There are three sub-traits that allergies have: Exposure (how easy it is to be exposed to it and how easy it is to avoid it); Range (what kind of contact is needed in order for the allergy to affect the character, if any); and Severity (the effect it has on the character and whether they take damage from it). Each of these sub-traits are given a value ranging from 0 to 3; then they are summed up, and divided by 3 (rounded down), which gives you the full value of the Drawback.
Value: 1-3 | ||||||||||||||||||||||||||||||||
Bad LuckIf your character suffers Bad Luck, Murphy smiles on him more often than on most people. Whenever something can go wrong, it will go wrong, because that's Murphy's Law. Bad Luck points are the inverse of Good Luck points. Each level of Bad Luck counts as a -1 penalty that can be applied to any roll, after the die is cast, once per day. Multiple levels can be added together for a big penalty on one roll, or spread around several different actions, but no more than a -3 penalty can be applied (or added, if the roll already had a penalty) to any one roll. Staff and Narrators should exercise caution and good judgment when applying Bad Luck. If they use Bad Luck for meaningless rolls, the Drawback becomes little more than a minor inconvenience. On the other hand, applying Bad Luck to Survival Tests or other critical rolls is just... unseemly. Make the Bad Luck count, but don't abuse anyone. We're trying to get you all to have fun here, not create angst (well, not out-of-game angst). A character cannot have more than 5 levels of Bad Luck. Value: 1/level | ||||||||||||||||||||||||||||||||
ClownYour character must do that thing, make that remark, or be That Guy in every situation. The Clown refuses to take things seriously, or at least he uses humor to cover all types of situations, even during the most inappropriate moments. Perhaps your character is deeply insecure and tries to gain other people's acceptance through humor, or he simply delights in keeping folks off-balance with his comments. The biggest problem these characters have is that they cannot keep their mouths shut even when they know a joke will only work against them. Clowns are generally accepted and liked during situations where their quirky humor is not out of place (parties and other social gatherings, or among friends). Their sense of humor gets them in trouble during tense and dangerous situations. Another problem the Clown faces is that people often do not take him seriously even when they should, and that they don't usually recognize lines that shouldn't be crossed (and when they do, they cross them anyway). Value: 1 | ||||||||||||||||||||||||||||||||
DependentYour character has a relative or someone who is close to him - perfect for the villains to terrorize, hold hostage, or otherwise tag and bag. Certain types of Dependents might become characters later on, if the player can find someone willing to take on the role. In these cases, the Drawback should be bought off. Dependents can't be other player characters. If your character has one Dependent, he gets two points. More than one Dependent is worth three points; sorry, eight family members may be more than enough, but they just don't give you any more points. Value: 2 or 3 | ||||||||||||||||||||||||||||||||
DisabilityYour character is the victim of one of life's hideous twists, crippled by accident, disease, or birth defect. He may suffer from limb loss, spinal damage, or any number of tragic impairments. Here's a basic rundown. Each tab mentions either the Disability itself or the body part affected. We have tried to make this list as extensive as possible, but feel free to come up with variables based on these and ask Staff to review them (and if approved, add them).
If both arms are missing or crippled, your character cannot use any tools normally. Some people with this handicap have learned to use their feet with great skill to compensate for their loss, but it's still no picnic. This is a 6 point Drawback. Value: 2 or 6
If the character is blind, he cannot see anything. Unless he's a Nanjin Adept or has some other type of radar sense (check the Extended Sense Quality), combat is never going to be his strong suit. Perception + Notice rolls (modified by Acute or Impaired Hearing) are needed to find a target in combat, and even then attack and defense rolls are at a -5 penalty. This is an 8 point Drawback.
If both legs or feet are missing, your character is unable to walk. Without the help of a wheelchair, the best he can do is crawl or roll on the ground. This is a 4 point Drawback. Value: 3 or 4
Value: 8 | ||||||||||||||||||||||||||||||||
Emotional ProblemsDoes your character have difficulty relating to others? Is brooding a lot, wearing dark clothing, and refusing to party, ever, just the jumping off point of his dementia? If the answer is yes, he might have an Emotional Problem or two. Those with Emotional Problems react in unreasonable ways to certain situations and problems. It can be anger, pain, or anguish, and is typically more extreme than the norm. Several specific suggestions are detailed here but feel free to come up with your own inner demons; tortured is what we're all about. Now, things do change. Characters in games often overcome their limitations (or replace them with new ones). Emotional Problems can be removed during play, but this should always be roleplayed. If you are able to convey the character's inner struggle over the course of time, you may be allowed to buy the Drawback off. You'll probably even get some Drama Points out of the process! You thespian, you! A character can't have more than 3 Emotional Problems simultaneously.
For two points, he suffers full-on anxiety, along with some (in variants) of its symptoms (heart palpitations, nausea, chest pain, shortness of breath, pale skin, sweating, trembling, and pupillary dilation). Emotionally, anxiety causes a sense of dread or panic and physically causes nausea, diarrhea, and chills. Behaviorally, both voluntary and involuntary behaviors may arise directed at escaping or avoiding the source of anxiety.
For two points, the character is clinical. She can't make decisions without excessive advice and reassurance from others, needs others to assume her major responsibilities, volunteers to do things that are unpleasant to gain support and acceptance, feels uncomfortable or helpless when alone, and can't seem to close one relationships without the urgent need to seek out another immediately after, for fear of being left alone.
For two points, your character has seriously contemplated or even attempted suicide before, and suffers from severe Depression. Symptoms are more prevalent and medication and therapy only soothes them partially. The character is disinterested in anything and everything, suffers from apathy, and has a -1 to all extended tasks even while on meds. If he goes off the meds, apply a -1 penalty to all tasks, and a -3 to any extended tasks (unless they form part of an Obsession of the character's).
For two points, your Insecurity is a lot harder to control. You might be uber-shy, to the point of being an isolationist who can barely socialize with others for more than a few minutes at a time; or you may be the type to overcompensate with arrogance and aggression ("all bullies are cowards"). Though superficially different, both types of severe Insecurity affect the character's social life heavily.
Value: 1 or 2 | ||||||||||||||||||||||||||||||||
False IdentityYour active identity is not legit. For some reason or another, your real identity has some problem (wanted, dead, or maybe you're from the underworld and just don't -have- a legal identity) and you have a false one that gets you through your day to day hassles. This comes in two levels: For one (1) point, your false identity stands up against standard reference checks for jobs, lets you get a driver's license, social security number, bank accounts, etc). You can get low-key jobs, but anything that has to go through law enforcement scrutiny is out (bank jobs, working with children, etc). For two (2) points, your identity doesn't stand up against much of anything. You have no social security number, no driver's license, and no form of legal identification. Most of the jobs you'll be able to acquire are under the table (of the criminal variety, or at least overseen by criminals). Value: 1 or 2 | ||||||||||||||||||||||||||||||||
Honorable
For each level of this Drawback taken, the player must apply 3 Honor Points to different principles and dictates that their code makes them adhere to. As is logical, different principles and dictates are more or less restrictive or severe. A Severity 1 principle will be less restrictive, easier to break, and invoke less of a psychological and/or emotional trauma if broken than a Severity 2 or Severity 3 principle. A character can divide the points in any combination they wish; taking a lot of low-Severity restrictions may seem to circumvent some of this trait's seriousness, but be aware Staff will keep a close eye on such things.
Value: 1/level | ||||||||||||||||||||||||||||||||
HumorlessSome people just lack the ability to laugh at life and take everything with the utmost seriousness (kind of an anti-Lorne). Other people's attempts at humor are seen as wasteful or annoying. Most people find this facet of this character's personality to be unattractive or bothersome. Clowns and practical jokers are like white on rice with this gent. Value: 1 | ||||||||||||||||||||||||||||||||
Impaired SenseBlind as a bat? Deaf as a mule? Cat got your tongue? You've got a sense that just don't work right. This isn't the same as being totally deficient in a sense. Instead, you suffer a -3 penalty to use it. You can't take this drawback for a sense you bought Acute Sense for. If your impaired sense is easily correctable, through the use of glasses or a hearing aid for example, the value is 1 point (but you still suffer -3 if the device is disabled or lost). If it is not correctable, it has a value of 2 points. You can apply this drawback to sight, hearing, touch, and taste/smell. Value: 1 or 2 | ||||||||||||||||||||||||||||||||
LoveThe character's love life is the stuff songs are made of, whether the pop of Britney Spears or industrial/thrash of Marilyn Manson is up to the storyline, of course. Level 1 means a character with this Drawback at starts the game with a relationship. This love may or may not be reciprocated; your character might be in love with someone who barely knows he exists. Whenever the character has to choose between following his heart or his head, he must make a Willpower (not doubled) roll at a -3 penalty. The second level (Tragic Love) of love is less about who you love and more about how you love. Your relationships end badly. All of them. Always. Either something bad always happens to your lover or you just always pick the wrong person. Either way, while you have this flaw you cannot have a good relationship for very long. Also, whenever you are in a relationship, you're subject to the first level's rules. Value: 2 or 4 | ||||||||||||||||||||||||||||||||
Mental ProblemsYour character has some serious hang-up. Maybe his parents abused him, or he's in dire need of some Prozac. The short circuit could be quirky or downright insane, depending on how severe the problem is. This Drawback can range in value from 1 to 3 points. Some common Mental Problems are suggested here. Like Emotional Problems, feel free to come up with your own or create variations on these themes. Equal opportunity darkness here at Eldritch. Now, as with Emotional Problems, things do change. Characters in games often overcome their limitations (or replace them with new ones). Mental Problems can be removed during play, but this should always be roleplayed. If you are able to convey the character's inner struggle over the course of time, you may be allowed to buy the Drawback off. You'll probably even get some Drama Points out of the process.
The Obsession's value depends on how much time is devoted to it. a level 1 Obsession might be something that takes up an hour or two every day, or a few hours every few days; a level 2 Obsession is something the character needs to tend to every day for at least a few hours; while a level 3 Obsession consumes the character, and almost everything they do has to do with that task or goal.
Now in Eldritch, where monsters exist and secret organizations have run centuries-old conspiracies, being paranoid is somewhat healthy. However, a character with this Drawback is seriously bent. This makes him annoying and even frightening to have around, and his testimony less likely to be believed, even when he is speaking the truth. Paranoid characters often suffer from other Emotional and Mental Problems (their point values are determined separately).
Even if the character succeeds in surpassing their fears momentarily and confronting them, all actions taken while the subject of the Phobia is present are at a penalty equal to the value of the Drawback. In addition, when facing the object of a Phobia, Nerves of Steel and other bonuses to Fear Checks are considered null and void.
Whenever wanting to curb his reckless tendency, the character must roll Willpower (doubled) with a penalty equal to double their Reckless level. This should only happen when he is being (enthusiastically) warned by others. Acting on impulse no doubt puts the character in jeopardy, but doing something that is clearly lethal is not roleplaying, it's just stupid.
Value: 1-3 | ||||||||||||||||||||||||||||||||
MisfitNerds, dorks, freaks, and geeks; all names for the outcasts of society. Because of their interests, charisma (lack thereof), habits, or mannerisms, these people seem to have a permanent "Kick Me" sign taped to their backs. They are to the movers and shakers what port-a-potties are to construction workers. Misfits have a rough time in social situations; they have a -3 penalty to any social rolls, and they automatically attract the attention of any cruel or abusive character. Value: 2 | ||||||||||||||||||||||||||||||||
NightmaresYour character is plagued by terrifying dreams that relive some traumatic experience (or maybe a series of bad past events), or are just frightening and disturbing. Every night, you have a 20% chance (an automated roll that comes up 1 or 2 on 1d10) of having a horrifying dream that plagued your sleep and made you restless. On any night when the character is afflicted by the nightmare, he suffers -1 to all rolls the following day as a result of exhaustion and the general shakes. Value: 1 | ||||||||||||||||||||||||||||||||
Obligation
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ObliviousSome people are paranoid, and always know what's going around them. Others... not so much. You're part of the second category. Maybe you had it easy and never took it upon yourself to watch the rest of the world, or maybe you're obsessive to the point of ignoring everyone else, or even still, you might just be that absent-minded. Whatever the reason for this, the character receives a -2 penalty to resisting ambushes and becoming alert of dangerous situations, as well as -1 to determine Initiative. Value: 2 | ||||||||||||||||||||||||||||||||
PovertyMoney. It makes the world go round. And you could really use a buck (or a hundred) right now. This trait is for people really down on their luck; the economically challenged; those that have lost a lot, or owe too much. Maybe your house burned down with everything in it and your insurance didn't cover the fire, or you have so many student loans to pay off that it makes you wonder just what you're going to eat tonight, nevermind tomorrow! Homeless people and college students tend to be the typical people representing this trait. Runaways and anachronistic fighters of evil who've been in enchanted sleep for centuries could also fit the bill. Perceptive players might notice that the Wealth Quality costs twice as much as the Poverty Drawback gives back. This is not an accident. It's much more common and easier to lose oneself in poverty than it is to acquire a successful and high-paying job. Being rich is extremely rare, when you compare it to being poor, and if we're going to assign values and costs to these things, well... a 1:2 ratio is the least we can manage, don't you think?
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SecretThere exists a dangerous and hidden fact about your character. This could be a secret identity or a shady past. The more damaging the secret if it became known, the higher the value of the Drawback. For example, damage to your character's reputation and livelihood would be worth one point; a threat to his wellbeing (he might be arrested or deported if the truth were known) two points; life, limb, and lymph nodes three points. You should work with Staff on establishing the breadth of the Secret's effect. It's not the same if it's only bad for you if a small, specific group of people find out, as if it's life-threatening if anyone finds out. No Secret can be worth more than 3 points. Value: 1/level | ||||||||||||||||||||||||||||||||
Shocking LooksShocking Looks does the opposite of the Striking Looks Quality. That is to say, instead of making it easier for you to look or appear better and more agreeable, it makes you look... less agreeable. It could be the scar running down your face, or the fact that you've got a compulsion for being unkempt and stinky. Maybe you're disgustingly overweight or have yellow teeth and warts. It can be anything, and the previous suggestions are, of course, stereotypical, and it should be roleplayed accordingly. You suffer a penalty to rolls where you try to use your looks to entertain, persuade, distract, or deceive others. For 1 point, you get a -2; for 2 points, you get a -4. However, if you're looking to scare people or intimidate them, you get a +1 or +2 bonus (respective to the cost you chose). Gorey, scary demons tend to have this Quality. See Unusual Appearance for details on demonic appearance. Value: 1 or 2 | ||||||||||||||||||||||||||||||||
SinfulYou're no saint, that's for sure. Anyone can fall to temptation; any of the sins can appeal to every person (and being) in the world. But you have a certain one that's your Achilles' Heel. While you remain stoic against all the others, this particular temptation can bring you to your knees and make you do things you'd normally choose not to. Pick one of the Seven Deadly Sins: Lust, Gluttony, Greed, Sloth, Wrath, Envy or Pride. Now determine the severity of your sin, based on its value, which can range from -1 to -3. A character presented with temptation befitting his Sin must roll Willpower (doubled), with a penalty equal to double the Sin's value. Thus, a character with a Willpower of 4 and Sinful (Greed) (-2) will have to roll 8-4+1d10 if confronted with the chance to purloin something valuable, or take a dishonest measure while conducting business (but if he had Sinful (Greed) (-1), he'd roll 8-2+1d10). A character can espouse up to 3 different Sins, but they must each be at different levels. Value: 1/level | ||||||||||||||||||||||||||||||||
Slow LearnerYou're a bit slow on the uptake. Maybe you just don't have the kind of mind that processes things at a decent pace, or just don't put any effort into most of the things that you do. Regardless of the why, you have a hard time picking up new things and making progress in learning what you already know. This comes in three levels: for one (1) point, you double the training times when it comes to raising Skills (so it becomes (New Rating) in months). For two (2) points, you double all training times when it comes to raising Skills and Attributes, (so Attributes become (New Rating x 2) in months). For three (3) points, all training times are doubled for everything, including Qualities (though some supernatural Qualities that require plots to raise them will not find themselves affected by this Drawback). Value: 1/lvl | ||||||||||||||||||||||||||||||||
Slow Reaction TimeMaybe you never played intense video games, or you're just one of those people that needs to be able to take their time in order to do anything properly; or maybe you're just the hesitant, meek, or absent-minded type. Regardless of why, you always need to take a breather before you act, and things that happen too quickly tend to disorient and unbalance you. You receive a penalty of -3 to determine Initiative. Value: 2 | ||||||||||||||||||||||||||||||||
TalentlessThe Talentless individual is totally lacking in creativity and artistic ability. Maybe he is too stolid and practical, or maybe he just doesn't have the imagination to do anything artistic. This Drawback doesn't just affect his ability in the arts, but also in many social skills where flair and creativity are necessary. Your character has a -3 penalty when trying to do anything artistic. This penalty does not affect tasks where other people's art is judged; many expert critics are Talentless. When he does try to create something though, the best he can hope for is a mediocre result. In addition to the penalty, the character can never get more than one Success Level in artistic pursuits, regardless of how high his skill levels or rolls are. People with this Drawback also make poor liars, charmers, or social butterflies. The same penalty applies to such skills as Influence and Perfom; a lack of creativity affects the ability to convincingly lie, charm, flatter, intimidate, or schmooze. Value: 2 | ||||||||||||||||||||||||||||||||
TeenagerBeing a teenager means no one listens to you but everyone expects you to act grown up. You can't drink (legally) or smoke (legally) or vote (legally). Worse still, you very likely have guardians who might look askance at you sneaking out in the middle of the night to go fight off a horde of vampires. Being a teenager sucks. You will be required to buy off this flaw when you turn eighteen. Value: 2 | ||||||||||||||||||||||||||||||||
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