HardCore Fuzion:
Complications, Talents and Balanced Traits
Removing a racial complication cost the double of OP value.
If you increase the level of a racial complication, you'll receive
the difference of OP between these two levels. For example Humans receive
a Infrequently Strong Major Racial Intolerance (value 7.5 OP) complication,
for an Intolerance of Severe intensity (value 10 OP) they receive 10-7.5=2.5
OP.
You earn nothing for removing a racial Talent.
Talents are an innate ability, (but not necessarily superhuman) that
cannot nor-mally be learned or taught, such as a bump of direction or the
ability to see in the dark. The list of Talents below is a general one;
which ones are available depends on each GM’s decisions about the campaign
setting. Each one of these Talents costs 3 points each. If levels (indicated
by a X) can be taken in the Talent, each additional level will cost another
3 OP:
3.1 Talents
-
Ambidexterity:
-
You can use tools and weapons with either hand at no penalty (normally
-3 for using off-hand).
-
Beautiful:
-
You are extremely good looking; people will automatically stop and stare
at you when you pass, and you are generally surrounded by admirers. In
addition, you automatically have a +1 bonus to your Persuasion, Performance,
and Wardrobe/Style skills for each level taken.
-
Common sense:
-
You always look before you leap; the GM must give you warning whenever
you’re about to do some-thing particularly foolish, even if there are no
perceptible clues present. He doesn’t have to specify the danger, just
that "this might not be a smart idea..."
-
Direction sense:
-
You are never lost, always know where North is and can orient yourself
easily without any external clues.
-
Environment resistance [X]:
-
Gives a bonus of +1 per level to CON rolls when testing physical reactions
to a type of environment effect:
-
heat/dry
-
tropical heat/humidity
-
cold
-
radiation
-
illness
-
High Pain Threshold:
-
You are especially resistant to pain and shock. When wounded, you will
reduce the amount of STUN taken by 2 points each time and the effects of
Impairing wounds (when used) by -2.
-
Intuition:
-
You have an uncanny feel for hunches; the GM will give you a chance to
make a Perception roll whenever he thinks you might get a hunch, even if
there are no perceptible clues present.
-
Perfect Pitch:
-
You always know if something's in tune, and automatically gain at +3 bonus
in any musically relat-ed task (singing, playing instruments, etc).
-
Toxin/Disease resistance [X]:
-
Characters with this talen have a bonus to resist the effects of toxins
or diseases (bonus of +1 per level to your CON rolls).
3.2 Balanced Traits
Balanced Traits are neither talents nor complications. Each Balanced
Trait is a mixed bag, containing both good and bad traits.
-
Devoted
-
+1 to WILL whenever the character is working directly a cause he believes
in.
-1 to WILL whenever he isn't working for a cause he believes in.
-
Honest face
-
+1 to Persuasion skill when telling the truth.
-1 to Persuasion skill when telling lies.
-
Independant
-
+1 to WILL when resisting attempts to coerce character in doing something
against his will.
-1 to PRE when dealing with authority figures.
-
Intimidating
-
+1 to Intimidation rolls.
-1 to all other PRE related rolls when trying to make friends, persuading
people peacefully or setting people at ease.
-
Harmless looking
-
-1 to Intimidation rolls.
+1 to all other PRE related rolls when trying to make friends, persuading
people peacefully or setting people at ease.
-
Strange appearance
-
+3 to Intimidation rolls.
-3 to all other PRE related rolls when trying to make friends, persuading
people peacefully or setting people at ease.
-
Methodical
-
+1 to all INT related rolls when the character have time to thinks through
calmly.
-1 to all INT related rolls when the character has to think fast or
under extreme stress.
-
Quick witted
-
+1 to all INT related rolls when the character has to think fast or under
extreme stress.
-1 to all INT related rolls when the character have time to thinks
through calmly.
-
Nocturnal
-
+1 to Perception check during the Night (sight only).
-1 to Perception check during the Day (sight only).
-
Diurnal
-
+1 to Perception check during the Day (sight only).
-1 to Perception check during the Night (sight only).
-
Romantic
-
+1 to seduce or persuade someone under a romantic guise.
-1 to resist romantic advances.
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