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Strange Pulp

Paranormal, sci-fi, pulp, and fantasy RP's. Also featuring short stories, art, and other strangeness.
 
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Faegir
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Faegir


Posts : 48
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Join date : 2011-02-21
Age : 35
Location : Poulsbo, WA

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PostSubject: The Lists for character sheets   The Lists for character sheets I_icon_minitimeTue Feb 22, 2011 10:21 pm

Lists for all the character information.



MORAL ATTITUDES

How does your hero approach life? What are his personal values? A hero's moral attitude emcompasses his set of beliefs, his principles, his ethics, and his code of conduct. It's the way he tries to live his life. A moral attitude isn't rigid, confining rule. Instead, consider it as a guide and a benchmark for play.
heroes are free-willed inividuals. As such, they can bend or set aside their moral attitudes as situations dictate. Some may beven change their beliefs as a campagaign progresses. Roleplaying a hero's moral attitude and incorperating it into the decisions a hero makes and the actions he takes can earn bonus Pips at the end of some adventures. On the other hand a hero who never follows his moral attitude or blatantly and consistantly acts against it risks losing Pips that would have otherwise been earned.
Every player should select a moral attitude for his hero. Note that a hero who has a negative moral attitude can be hard to incorperate into a group of other characters who have moral attitudes oriented toward good. For this reason the Gamemaster may dictate that some attitudeews are not available choices for heroes.

MORAL ATTITUDES LIST

Anti-authority:

The anti-authority character believes his life is his own and he should be allowed to do as he pleases. He has a loose code of ethics, one that usually centers on things that are good for him. He's an individualist with little respect for anything that confines or hampers his free will. He can be good or evil, bu usually does as he pleases in order to get the most out of his life. Some anti-authority characters can be true anarchists, seeking to topple the pillars of authority to promote absolute freedom. Most aren't that fanatic, however.

Apathetic:

An apathetic character just doesn't care. Some of those who hold this moral attitude believe that nothing really matters in the end, so there's point in being concerned about anything. Others just don't have the convictions to form important opinions or to carry out important decisions l it's easier to believe that nothgin matters than it is to take a stand.
Apathetic characters can lack emotion, interest, and feeling, or they can wear an air of indifference. Some can be cynical. A hero who is apathetic may have had his beliefs shattered by some past event and only needs a new cause to ignite the spark of emotion in his breast.

Conformist:

A conformist is a follower. He doesn't stick out. In fact, he works extremely hard to be just another face in the crowd. The conformist doesn't like to make waves. He goes with the flow, keeping his head low and his nose in his own buisness. He values the popular opinions of the day, accepting everything and deciding on nothing. He's adaptive, fitting in with the crowd as a way of life. He's accomodating and agreeable, bending over backward to stay on everyone's good side. He complies with the regulations and mores of the day, because that's what everyone else does.

Corrupt:

the corrupt character has a strict personal code, one that promotes a twisted, even deviant moral program that usually bolsters his goals and desires. He may still be honorable as long as it doesn't inhibit his own agenda. He's self-disciplined, usally admiring or demanding that same trait in others-after all, without discipline, corruption consumes itself in raging fire. The controlled flame burns the longest, and that's whats important to the corrupt hero. However, he won't tolerate those who work against his goals.

Despicable:

A espicable character is wicked, amoral, and totally evil. He has no code of ethics. He's unpredictable, random, and possible even insane. If he helps someone, it's only for personal gain-and he gets great satisfaction from hurting the dame person later. He despised those who are good and honorable. He sneers at discipline. He hates authority. He delights in evil and enjoys causing pain and sorrow.

Ethical:

The ethical hero lives by principles that are universally recognized as right and good. He strives to do nothing that is evil or morally wrong, and he seeks to help everyone in need. The ethical hero has a strict moral code that values fair play, respects authority, and brings the greatest benefit to the most people. The ehical hero is honest, hard-working, kind and wise. He can be stern and driven by his moral attitude, but he is fair and good.

Gallant:

The gallant hero believes that the strong must protect the weak. He has a nobility of spirit and a high degree of courage. This hero is quick to action, daring in deed, and dashing in manner and appearance. He tries to right wrongs, but he also enjoys the fruits of his labors. he knows he's good, and likes to have others see his goodness in action. the gallant hero models himself after the knights of old, swashbucklers, or the famous lawmen of the Old West.

Honorable:

The honorable hero sticks to his word and holds others to the same standard. He follows a code of dignity, integrity, and pride. the honorable hero is often extremely individualistic, though his personal code measn he can be trusted and counted on to keep his word. Indeed, his word is his bond, and he strives to make his actions live up to his promises-even if no one else is around to witness his honor.

Just:

A character with a just moral attitude doesn't care if a law is intrinsically good or evil: he believes that law is the defining aspect of modern civilization. Everyone is equal under the law, and the just-minded character workd to defend that principle. He protects everyone's opinions, as long as they don't break the laws of the land. He is fair and law-abiding, without reguards to the ethics of the laws he defends.

Selfish:

The selfish character always wants to know what's in it for him. he has a high reguard for life and freedom-especially his own. He places his own interests above all else, seeking a personal angle before he commits to anything. If he agrees to something (after securing the personal stake he needs to make such a commitment), he sticks with it. However, self-preservation and self-aggrandizement are definately the cornerstone of this hero's behavior.

Unscupulous:

the unscrupulous hero is self-serving and depraved. he's ruthless-he'll stop at nothing to achive his goals. He has no conscience, and thus percieves no need to adhere to the principles of right and wrong. If he wants anything, he takes it. If a lie will work as well as the truth, he opts for the lie.

Virtuous:

The virtuous hero is righteous and good, exhibiting moral excellence in word and deed. He always tells the truth, he demonstrates great courage-especially reguarding his convictions-and he lieves as an example to others. He can't be bribed or persuaded to work against his beliefs. He upholds his convictino even in the face of extreme adversity. The vituous hero is irreproachable and unburdened by guilt-unless he goes against his moral attitude. Then he is wracked by guilt and must seek a way to repair the damage he has done.

Worldly:

Materialistic gain is the goal of a worldly character. He wants to own things, especially the best things he can find. He will compromise his other beliefs if there's something for him to gain by doing so. Mercenaries, business people, and those born to riches are examples of characters with worldly moral attitudes.




MOTIVATION

What motivates your hero into action? A hero's motivation is his defining purpose, the reason he does what he does. Select one motivation to build your hero's background and purpose upon. You can assign any number of lesser motivations that my come and go as the campagin progresses, and eome will certainly develop as the hero grows and interacts with the setting, but the hero's primary motivation is the foundation upon which is goals and desires are built.
This is the puroose your hero has dedicated himself to. Motivation my come from upbringing, education, secret desires, or even a specific incident that has shaped the rest of the hero's life to to this point. If this motication is incorperated into your play of yoru hero, the Gamemaster (or a moderator) may reward yoru hero with a bonus Pip at the end of some adventures.
Every Hero should have one primary motivation at the start of his career. Some possible motications are briefly described in the text below. If you have anotehr idea, Discuss it with the Gamemaster (or a moderator).

MOTIVATION LIST

All for Love:

What's love got to do with it? Everything, at least to a hero with this motivation. This hero puts the person he loves above everything. That person's welfare and happiness are more important than his own. This motivation serves heroes whose players build a romance into their backgrounds, heroes with parents or children, or heroes who seek to reconcile or unite with loved ones or others whose loves they hope to win.

Can't Get Enough:

A hero with this motivation wants to acquire as much wealth and as many material possessions as he can possibly can. He wants it all, and he doesn't want to share it with the rest of the world. This motivations requires the Gamemaster (or a moderator) to agree on the scope of the hero's greed-what specificly he covets-and how much latitude the player has in roleplayeing. For example a greedy hero who tries to pocket everything that he and hid companions come across is going to cause trouble within the group quickly. It's better to narrow this motivation so it pertains to a specific item or category of items, and to roelplay the hero as basically greedy but not stupid enough to constantly anger his companions.
Even better, the player should provide a reason for his greed. Does he need money to accompish something or help someone? Does he want to collect every alien artifcat he can to corner the market? A good hook can make this motivation interesting, meaningful, and fun to play.

Deeper Meaning:

This motivation compels a hero to seek wisdom and understanding in order to improve himself and the world around him. He seeks to learn what drives a hostile culture, or to discover some order in the seemingly randomness of the galaxy. This hero questions everyone and everything to get the details hidden below the surface-he wants to uncover the reasons for the way things are, because he believes that attaining this understanding will enable him to be a better person in the long run.

Discovery:

Finding a cure for a deadly disease, or the means for faster travel, or the next new planetary expansion, or achieving some other technological or scientific breakthrough is what drivesa hero with this motivation. He seeks to advance the limits and frontiers of civilization or science. Such a hero can be an idealist, a dedicated doctor, or even a mad scientist tinkering with the fundimental forces of nature.


Find the Truth:

The truth is out there, and this hero wants to discover exactly what it is. This can be a broad, general motivation, but it works best if the hero is seeking a specific truth. Perhaps he has been the victim of slander, and he wants ro make it clear, by demonstrating or providing the truth of the matter, that his detractors are lying. Or maybe the hero discovers that a government or a corperation has lied to the public, and this hero wants to dispel the shadows to find what's real. This hero can be anything from a raging paranoid to be a free thinker who genuinely seeks the truth about a given subject.


Fun First:

A hero with this motivation can be a hedonist who lives his live solely to experience pleasure, a wealthy socialite who wants to live in the lap of luxurym or a party animal who's always on the lookout for a good time. Everything the hero does is designed ot achive or sustain this lifestyle. He wants to have fun, feel good, and enjoys life to the fullest extent possible.


Helping Others:

"To serve and protect" might be the motto of a hero with this motivation, or the hero could be a humanitarian seeking to serve the better interests of the world at large. Heros can deditcate themselves to military service because they believe it's thr right thing or because their families have strong military heritages. They can help others while following careers as law enforcers, politicians, doctors, or scientists. They can serve our a sense of duty or because they genuinely want ot help others in some manner. Some may even serve the greeater good by becoming advocates for animal or alien rights, environmentalists, or protesters seeking to change the world in some way.

Loose End:

Some actions or events from the hero's past remain unfinished or unresolved. He needs to complete an old task, solve an old problem, or find a past love. The key here is that the unresolved past shapes the hero's present and future. This hero might have seen his sister ubducted by aliens while he was helpless, and so has dedicated his life to finding his lost sister. Or this hero was experimenting to develop a drug to combat a killer disease when the experiment went bad. The drig poinsoned people instead of saving them, and the hero seeks to make amends as he continues to search for the cure.


On a Mission:

This motivation describes a hero with a specific goal in mind. He seeks something or someone that's improtant to him. It's better to think lofty than low-the goal should not be so simple that it can be achiveved in the span of a few adventures, but neither should it be impossible to achieve. Goals could include finding his past love d one, identigying the planet of origin of an ancient alien species, capturing the murderer who framed you, or locating evidence of paranormal activity.


Personal Power:

This hero craves clout. He has a lust for all the benefits and privileges that go with command, wealth, and the rest of the trappings of power. Whether is's military rank, political influence, or technological power, this hero wants it all. This can be a difficult motivation to roleplay in a group setting, but can be used if handled delicately. The best use of this motivation is individual, small-scope power of some sort, as oppsed to world domination.


Staying Alive:

This hero wants to live, but there are forces out there that want to destroy him. A hero who seeks to survive may be a hunted fugitive, a visionary witha radical message, the last of a family, or a mutant with an ability that others want to exploit-in short, anyone who's survival is in question to a specific theat (aside from the usual threats that bother every hero).

Trust in Higher Power:

Spiritual conviction can move mountains, and it's certainly on of the stronger motivations a hero can have. This motivation can manifest in a nover of slightly different ways. For example, a hero with trust in a higher power can be on a spiritual quest, or he can be spreading the doctrine of a particular faith to everyone he meets. He can be a defender of the faith, a crusader, a teacher or a clergyman. This motivation requires that the player and the Gamemaster (or a moderator) work out the basics of the hero's beliefs.

Vengeance:

Someone or something-a person, an organization, a corporation, or an alien moster-did something terrible to the hero, or his friends or family, in the past. Now, everything the hero does is designed to point toward and prepare for the eventual day of reckoning-the day the hero gainst his revenge! Of course, vengeance is a slow process. The hero who selects this motivation shouldn't be able to settle the score right away. He has to build towards it, slowly getting closer and closer to achieving his goal. (it's possible that the hero discovers he has been chasing after the wrong organization all this time. Then a new chase begins as the ehro seek vengeance on the true villain.)

Winning is Everything:

A hero with this motivation seeks to be the very best at what he does. He may want to eb the best warrior, the best scientist, the best athlete, or the best explorer there is. To be the best the hero faces every challenge head on. He constantly tests himself and those around him, especially those who have similar talents and abilities. He wants to prove his superiority, particularly in ways that make his skills and abilities apparent to those he cares about and those whose opinions matter to him.

Yearn to Learn:

Knowledge for it's own sake: That's the focus of a hero with this motivation. He wants to learn all he can about a specific topic. This knowledge may have value and may be used for a varierty of purposes after the hero collects it, but that's just an added bonus. He really just wants to learn about the subject for the simple pleasure that learning provides him. In many ways, this hero is like the absent-minded professor. However, information brokers and intelegence agents can be rutheless in the persuit of knowledge if they select this motivation.



TRAITS DESCRIPTION

Motivation defines a hero. Moral attitude describes his value system and personal ethics. Character traits give a hero personality by providing roleplaying hooks that a player can latch on to. Traits are descriptive labels that give direction on roleplaying a hero's personality. They're intended to be a starting point, not a limiting factor.
Good roleplaying of a hero's character traits can resilt in an award of bonus Pips at the end of adventures. Up to two character traits can be selected for a hero. Try to combine the two traits in an interesting and logical manner. If you do select two widely opposed traits, discuss ways to make it work with the Gamemaster (or a moderator). As with moral attidutes, it can prove difficult for a hero who has negative traits to function effectively as a member of a group of characters who don't have similar traits.

TRAITS LIST

Aggressive:
An aggressive character is assertive, bold, and inclined to acti in a hostile fashion.

Amoral:
An amoral character makes no distinction between right and wrong and lives accordingly.

Calm:
A calm hero rarely gets excited or agitated. He remains composed even while chaos rages around him.

Cheerful:
A cheerful hero is almost always in good spirits. he's happy, pleasant, and easily passes his attitude to those around him.

Compassionate:
A compassionate character feels the suffering of others and has an inclination to give aid, support, or show mercy.

Confident:
A confident hero is self-assured, bold, adn sure of his worth and abilities.

Courageous:
A courageous hero is brave and resolute, able to stand fast in the face of adversity.

Cowardly:
A cowardly character displays fear in the face of danger, often standing back or even fleeing while others move in to confront it.

Curious:
A curious hero can't leave well enough alone. He wants to know what's around the next corner or behind the door. He's eager to acquire information or knowledge, as befits his inquisitive nature.

Dependent:
A dependant character relies on someone or something besides himself. this someone or something is usually needed or greatly desired., and it influences or unduly controls the hero in some way.

Egotistical:
An egotisitcal character is conceited, boastful, and sometimes even totally self-centered. He has a tendency to speak about himself in excess.

Energetic:
An energetic hero is vigorous, full of vitality, and possessed of an intensity of expression.

Flippant:
A flippant character is quick to make jokes, off-the-cuff remarks, and disrespectful comments couched in levity. this hero can even be impertinent.

Follower:
A character who is a follower either subscribes to the teaching of another, or is a servant or subordinant. The follower accepts guidance, orders, or simply tries to emulate another.

Foppish:
A foppish character is preocupied with his clothes, manners, and appearance, and he's usually vain about these things as well.

Friendly:
A friendly hero is warm, comforting, and likable. He always has a smile and a good word for those he meets.

Frivilous:
A frivilous character can be inappropiately sillym rarely serious, or overly preoccupied with trivial matters, or may show evidence of all three of these behavioral quirks.

Generous:
A generous hero shares his good fortune with others, giving freely with those he likes and to those in need.

Hateful:
A hateful character feels animostity or hostility towards life in general or someone or something in specific. This hatred can be buried deeply and rarely shown, or the charcter can wear his hatred like a dark shroud for everyone to see.

Helpful:
A helpful hero is always ready to lend a hand, to provide aid, and to generally be useful to others.

Honest:
An honest hero is truthful. he displays integrity, fairness, and generally has a solid reputation.

Humble:
A humble hero is modest, content to keep his accomplishments low-key, and rarely boastful.

Humorless:
A humorless character is unwilling or unable to see the comical or absurd aspect of a situation. He may be perpetually grumpy, or he simply may lack the ability to perceive, enjoy, or express things that are comical or funny.

Humorous:
A humorous character expresses things that are comical or funny as a matter of course. He can be amusing, and he enjoys being amused.

Illogical:
An illogical character blatantly contradicts or disreguards the principles of logic, often demonstrating a lack of good sense.

Independant:
An indipendant hero is self-reliant, self-sufficent, and self supporting. he strives to make his own way in the world, free of the influence or control of others.

Kind:
A kind hero has a warmhearted nature. He's benevolent, gracious, and tolerant of others.

Lazy:
A lazy character is disposed to idleness. He'd rather relax than work or exert himself. He can be sluggish by nature, or can be the sort of person who actively goes out of his way to avoid work.

Leader:
A leader is a natural commander, a take-charge sort who relishes the responsibilities and duties of leadership. He leads by example, word, and deed, guiding others to accomplish some particular task.

Logical:
A logical character employs the principles of reasoning to solve problems and reach conclusions.

Mysterious:
A mysterious character exudes an air of secrecy, sometimes talking in riddles, always keeping something about himself hidden from the rest of the world.

Ominous:
An ominous character is menacing and threatening in manner, appearance, or deed.

Optimistic:
An optimistic hero sees the best in everything. He's hopeful, expecting the best result in every situation.

Passive:
A passive character accepts the actions of others without objection, resistance, or complaint. He tends to comply with others' commands or suggestions, though sometimes he simply refuses to participate.

Peaceful:
A peaceful hero is slow to anger, rarely looses his temper, and is generally tranquil. Some peaceful heroes are even serene.

Pessimistic:
A pessimistic hero sees gloom and doom everywhere, believing that every situation is going to end in the worst possible way.

Precise:
A precise character follows the proper forms and etiquettes of his society. He makes severe and rigorous demands of himself and others.

Quiet:
A quiet hero is soft-spoken or unusully silent, expressing himself with one- or two-word statements and rarely stringing more than a handful of sentances together.

Rash:
A rash character is quick to react, usually acting with ill-considered haste and boldness. He doesn't think, but instead immediately responds to the actions of others.

Religious:
A religious hero believes in something greater than himself. he's faithful, pious, and conscientious, as well as devoted to the tenents of his beliefs.

Romantic:
A romantic hero idealizes heroic tales, adventure, and love. He's enthusiastic, imaginative, and even a bit impractical.

Rude:
A rude character is ill-mannered and discourteous, either due to a concious effort on the hero's part, or because he lacks social graces.

Selfish:
A selfish character is most conerned with his own personal comfort and well being.

Skeptical:
A skeptical hero demands proof of everything. He doubts, he questions, an usually he doesn't want to believe anything at face value.

Suspicious:
A suspicious Character is doubtful of other people. He trusts no one and doesn't require proof to believe that someone has done something wrong.

Talkative:
A talkative hero never shuts up. he chatters incessantly. He can be interesting, annoying, verbose, glib, or effusive, as the player decides.

Thoughtless:
A thoughtless character is inconsiderate and inattentive to others and their feelings.

Trusting:
A trusting hero is inclined to believe or confide in someone readily, without doubt or hesitation.




FLAWS DESCRIPTION

Flaws are disatvantages you can select for your hero to provide addtional challenges to overcome. Unlike perks, all flaws provide a hero with a constant penalty of some sort. Flaws can be removed once a hero attains an achievement that can have it removed and earn an additional Pip. Flaws with options for additional pips will have the Pips added to the starting amount.

FlAWS LIST

Alien (or Magical) Artifact:

An Alien artifact is a strange device or relic that the hero doesn't know anything about. It could be an object of alien origin, or a one-of-a-kind experimental gadget, or even an experimental process used on the character at some point i the past somewhere in his travels. the hero came to possess the artifact or abilities it provides. Any alien arrifact that is an item is small enough to be easily carried around or worn as an accessory to a hero's outfit. The hero doesn't know his items function or purpose; he has to discover exactly what the artifact does as the campaign progresses.
As a flaw, an alien artifact provides mostly disadvantages to a hero-but every artifact also has it's positive side.
Some artifacts provide a constant penalty; others require the hero to activate it(some randomly activate). All artifacts, perk or flaw have the dame distinguishing treait: they are extremely rare, exceedingly valuable, and highly coveted-someone wants the one your hero possesses and will stop at nothing to get it.
As for an artifacts positive side, that can range from an unknown perk that manifests when the hero leasts expects it to a simple bonus that is constantly in play even while the artifact is penalizing the hero in some manner. Note that a benifit will never cancel out a penalty-the two aspects are always unrelated.

Bad Luck:

The hero suffers from bouts of bad luck, often at the most unexpected times.

Clueless:

A hero with the Clueless flaw thinks he's proficient in a particular specialty skill, when in fact he's not as good as he thinks he is. The specialty skill is chosen by the gamemaster secretly-the hero must discover the fact that he's clueless over the course of the campaign, and he may not ever realize it at all. The chosen specialty skill is never one that's associated witht he hero's profession; it will either be a general skill or one from another profession.

Clumsy:

A hero with the Clumsy flaw has poor coordination and an unsteady hand.

Code of Honor:

The Code of Honor flaw represents a standard the hero decides to live by. A Code of Honor must have real consequences to the life of a hero and the campaign in general, and living up to the code shouldn't always be easy or even the right decision. A Code of Honor that requires a hrro to attack any evil aliens he meets isn't that much of a burden, but defending all aliens in a human dominated galaxy is.
The player and the Gamemaster (or moderator) need to work out the hero's Code of Honor when the flaw is selected. They should also discuss the types of events that might trigger the hero's overblown sense of duty, honor, and commitment.
Examples of characters who have codes of Honor that could be flaws include clergymen, law enforcers, government officials, business administrators, and doctors.

Delicate:

A hero with the Delicate flaw suffers stun damage whenever he makes an unsuscessful Unarmed Attack against an opponent, losing a Pip in the process. If the hero suffers enough Stun damage due leave him with less than half of his Pips, he can't attempt an Unarmed attack-he must regain a number of Pips sufficent to bring him back to the halfway mark (at least) before he can use the skill again.

Dirt Poor:

The Dirt Poor flaw suggests a lot about a heroes background and usually indicated an impoverished upbringing. THis flaw influences the hero's starting funds and influences situations when he tries to deal with characters from a higher social or financial standing.

Forgetful:

A hero with the Forgetful flaw has trouble remembering details-his recolection of a name,face, or fact has a tendency to slip away when the hero needs it most.

Fragile:

A hero with the Fragile flaw is more easily injured and suffers greater damage than a hero without this flaw.

Infamy:

Infamy is a state of being publicly known for an evil or criminal act. The player and Gamemaster need to agree on what the hero is infamus for (it could be trumped-up charges, or the hero can have a genuinely shady past) and what triggers the flaw. It could a phrase the hero always says, or the weapon he uses, or when he's in the presence of a particular group or a member of a particular nation. Once recognized for his Infamy, a hero suffers penalties to personality and may beven wind up hunted or in a battle.

(dicuss with game master details of what type of crime)

Oblivious:

A hero with the Oblivious flaw had trouble noticing things.

Obsessed:

This flaw indicates that a hero is obsessed with a particular person, place, or thing. Which is known as the trigger for the flaw. An Obsessed hero may forget what he's doring or turn his attention to the object of his obsession even in the middle of a tense situation.
The player and Gamemaster (or a moderator) need to decide on a trigger when the flaw is selected. The trigger should somehow be tied to the hero's back-ground or personality. For example, a Scientist might be obsessed with exotic insects, or an engineer with new and itneresting technology. Less Cerebral heroes might be Obsessed with another character, a fast vehicle, or a type of food.

(discuss with game master how bad the obsession is)

Old Injury:

Sometime in the past, the hero suffered an injury. Now that Old Injury acts up every so often, inflicting wounds on the hero. They player and Gamemaster (or moderator) should agree on a triggering event, but in general it should be something physical: An attempt to run or jump, geting involved in a close quarters attack, and an attemt to dodge are all acceptable triggers. An Old Injury can be triggered once per scene, though the effects remain until the character is healed.
(note that if a character wants to remove this flaw, a medicle procedure must be included at the removal process.)

Phobia:

This flaw represents an irrational fear that hampers the hero in some way. The hero selects a specific fear that may or may not come into play in any given adventure. It should be a general fear (moving vehicles), not a specific one (moving green taxi cabs with purple dodts and yellow flags), to qualify as a flaw. When the hero is confruted by his phobia, he suffers its effects.

(discuss with game master)

Poor Looks:

A hero with the Poor Looks suffers from his looks having a negative effect in certain situations. Poor looks isn't just a measure of physical beauty; it includes manners, grooming, and overall appearance.
Bear in mind that a human hero's Poor Looks might not be seen as such by an alien, and even some other human cultures may have a different idea of what Poor Looks are. The Gamemaster (or moderator) determines when the flaw's penalty is applied and when it isn't, depending on the situation.

Powerful Enemy:

A hero with this flaw begins play with a Powerful Enemy who's out to make his life terrible. This enimy must have a long reach, lots of subordinates, and the ability to affect the hero wherever he may be. how close the enemy's base of operations is and how often he can affect the hero are determined by the nimber of points the flaw provides.
Examples of poweful enemies include a specific law enforcement agency (especially if the hero is a fugitive), a corperation, a government, a criminal organization, or an alien conspiracy. In all cases the true enemy should remain unknown for a long time, and direct contact and the enemy and the hero shouldn't occur while the hero is at low achivement levels.

Primitive:

The flaw indicates that a hero has come from a primitive culture and upbringing, which causes problems for him when dealing with technology.

(discuss with gamemaster extent)

Slow:

A hero with the slow flaw has reduced reaction time.

Spineless:

The Spineless flaw hapers a hero by weakening his will, making him fearful, indecisive, and easier to manipulate.

(discuss with game master extent)

Temper:

A hero with this flaw has a short fuse. The player and the Gamemaster (or moderator) must agree on what type of event triggers the hero's Temper flaw.

(discuss with game master extent)




PERKS DESCRIPTION

Perks are benifits you can have for your hero. A character can never have more than three perks.
These can be selected at the time of character creation (preferable) or at a later date.

PERKS LIST

Alien (or Magical) Artifact:

An Alien artifact is a strange device or relic that the hero doesn't know anything about. It could be an object of alien origin, or a one-of-a-kind experimental gadget, or even an experimental process used on the character at some point i the past somewhere in his travels. the hero came to possess the artifact or abilities it provides. Any alien arrifact that is an item is small enough to be easily carried around or worn as an accessory to a hero's outfit. The hero doesn't know his items function or purpose; he has to discover exactly what the artifact does as the campaign progresses.
As a perk, an alien arifact provides mostly advantages-but every arifact also has its negative side. Some provide a constant benefit; others require the hero to activate it.
An Artifact's negative size can be a flaw that manifests when the hero least expects it; the downside can be the simple fact that alien arifacts are extremely rare, exeedingly valuable, and highly coveted-someone wants the one your hero posesses, and will stop at nothing to get it.
After you select this perk, the Gamemaster or moderator will design an alien artifact for your hero.

Ambidextrous:

A hero with this perk can use both hands at the same time with more ease than someone who is not abidextrous. A hero without this perk suffers penalties when using his off hand or when attempting to use two weapons in combat. With this perk the herot he penalty for the action using his off hand is reduced to one pip per action.

Animal Friend:

Animals of all kinds Immediately Trist a hero with this perk. The hero can easily befriend animals. This bonus has the affect of making it possible for the hero to train an animal in less time that would be needed by a hero who does not have this perk. the perk has no effect on sentient or unintelligent creatures.

Celebrity:

This perk indicates that the hero is famous in certain circles, as chosen by the player and Gamemaster. The character can be an entertainment celebrity, a renown scientist, doctor, or war hero, or he can enjoy celebrity status for another reason that the Gamemaster or a moderator approves.
In a circumsatance when a hero's Celebrity might have an effect, the gamemaster or moderator may inform a player.


Concentration:

This perk provides a hero with the ability to concentrate on the task at hand. By using it as an action, the hero uses a pip to improve a stated task he wants to attempt as his action.
On a failure result, the hero's next action is made with less concentration.
If a hero is disturbed in any way prior to attempting the stated task the Concentration perk bonus is lost.

Danger Sense:

This perk provides a hero with the innate ability to anticipate danger.

Faith:

This perk provides a hero with belief in either himself or a power or agency greater than himself. The player must select what the hero has faith in and the basic tenets of that faith. Examples include a nation, a religion, or a specific organization. This gaith must be strong and all-encompassing. The hero must truley be fervent in his belief in this faith, not just a casual observer of form and ritual. A hero with this perk who doesn't show extrreme devotion loses the benifits it provides.
The first the Faith perk is called upon during an adventure the hero must call for a check with a moderator or Gamemaster. Each additional use of this perk in the same adventure recieves a cumulative +1 penality. the momen a hero fails a perk check, he can't call upon the benifits of this perk until the next adventure or scene change, as determined by the gamemaster or a moderator.
With the Faith perk, a hero can appear to perform miracles when the perk is used in conjection with a skill that doesn't go against the tenets of the hero's faith. For example a member of the clergy can call on Faith to help him solve a problem, apply medical aid to a character, or settle a dispute, but the benefits can't be applied to firing a weapon at a living foe (under normal circumstances).

Filthy Rich:

This perk suggests a lot about a hero's background and usually idicates a connection to a wealthy (and perhaps influential) family.
This perk influences a hero's starting funds. However, the funds are not always in a steady flow, and may or may not be accessed at times.
This can be a perk or a flaw. If hero reveals his status among those who have a strong dislike for the wealthy and upper classes the perk may endanger the hero.

Fists of Iron:

This pekr provides a hero with an increase to the damage he inflicts on a sucessful unarmed attack.

Fortitude:

A hero with the Fortitude perk has greater emotional and mental strength than a hero without. This is best represented in a battle situation where the hero has to keep his focus performing an action.

Good Luck:

A hero with the Good Luck perk can make use of this benifit once during a scene by use of a Pip.

Great Looks:

A hero with the Great Looks perk can use it when his appearance could have a positive effect on an encounter.
Bear in mind that a human hero's greak looks might not impress an alien, ane even some other human cultures may have a different idea of what Great Looks are-it's a very subjective perk.

Hightened Ability:

This perk provies a hero with an extra Pip at his disposal, providing him with an extra impressive action during an encounter.

Observant:

This perk provides a hero with exceptional powers of observation.

Photo Memory:

This perk gives a hero an extraordinary memory. This can be used as many times as the hero has Pips.

Powerful Ally:

When this perk is selected, the Gamemaster (or a moderator) and the player should discuss the nature and identity of this ally. There might also be some sort of cost involved for the continued assistance of an ally-the ally might be the hero's patron, who can call on the hero for help as often as the hero calls on him, or the ally might jsut collect favors and call them in at some future time.
When in trouble, a hero call call upon his Powerful Ally. Bear in mind the hero needa way to contact his ally, and the ally needs a way to respond.

Psionic (psychic) Awareness:

A hero with Psionic Awareness has a hightened sensitivity to psionics. This requires some level of psionics with the hero. The player and the Gamemaster (or moderator) should discuss the level of psionics the hero has.

Reflexes:

A hero with the Reflexes perk hias hightened reflexes and dexterity. The hero recieves an bonus Pip to use during encounters.

Reputation:

This perk provides a hero with a reputation that's know far and wide. unlike the Celebrity perk, which indicates a positive reaction due to the influence of a hero's Personality, the Repuation perk helps a hero by making others fearful of or impressed by his supposed accomplishments. The player and Gamemaster (or a moderator) need to work out just what the hero's repuation is.

Tough as Nails:

This perk makes the hero harder to kill. They are stronger than a hero without this perk.

Vigor:

This perk allows a hero to increase the amount of damage he can sustain.

Willpower:

A hero with this perk is better able to make tough decisions under stress.
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