TUGS Babel: Gifts,Drawbacks and Balanced Traits

Note that you can't choose the same gift or drawback two times, unless it proposes different categories or effects.For example you can take two different Ennemies or Resistance to heat/dry and tropical heat/humidity, but you can't take two times Good education for having a bonus of +10 in Education.
Removing a racial drawback cost the double of SP (these SP count in the maximum of 20 SP for Gifts).
If you increase the level of a racial drawback, you'll receive the difference of SP between these two levels.For example Humans receive the Racism (penalty -2) drawback,for a Racism (penalty -5) drawback they receive 3-1=2 SP.
You earn nothing for removing a racial Gift.


Gifts

Ambidexterity: 1 SP
Characters with this gift can use both hands equally well.

Attractive: 1 or 2 SP
Characters with this gift usually receives favourable reactions from people of the opposing sex who have the same standard of beauty.They get a bonus to rolls involving Charisma (either as RelA or attribute).
bonus +2: 1 SP
bonus +4: 2 SP

Strong will: 1 or 2 SP
Characters with this gift aren't easily frightened.They receive a bonus to rolls against fear or intimidation.
bonus +2: 1 SP
bonus +4: 2 SP

Contact : 1 to 5 SP
Characters with this gift know people who will stick their neck out for them.The higher the contact level, the higher the favor granted is.Easy favors may be on a daily basis, but big ones may only be on a monthly or yearly basis.Contacts may also ask the same favors of characters,if they refuse, they will risk losing permanently contacts levels.The contact location should be specified.
level 1: will do favors that involve little hardship or risk. 1SP
level 2: will occasionally do favors that could put them at risk of losing their job only if there is little chance of being caught. 3 SP
level 3: will risk almost anything at least once,including personal injury, financial hardship or imprisonment. 5 SP

Lifting strength : 1 SP
Characters with this gift have a bonus of +1 to Strength when calculating encumbrance.

Luck : 3 SP
Characters with this gift have at each game session begining 1d6 luck points.A luck point could be used to raise or lower by one a dice roll result involving the lucky character.The character could use the luck point after the roll.Only one luck point could be used on a single dice roll.

Pain tolerance : 1 SP
Characters with this gift have an impairment reduced by one for each injury level.

Toxin/Disease resistance : 2 or 4 SP
Characters with this gift have a bonus to resist the effects of toxins or diseases.
bonus +2: 2 SP
bonus +4: 4 SP

Wealthy : 3 SP
Characters with this gift have a bonus of +3 to Social Standing when calculating wealth.

High standing : 5 SP
Characters with this gift have a bonus of +5 to Social Standing.

Good education : 5 SP
Characters with this gift have a bonus of +5 to Education.

Technical aptitude : 5 SP
Characters with this gift have a bonus of +5 to Technology.

Gift of gab : 5 SP
Characters with this gift have a bonus of +5 to Charisma.

Psi aptitude : 5 SP
Characters with this gift have a bonus of +3 to Psi.

Psi power : 3 SP
Characters with this gift could have Psi powers (needs a minimum Psi of 13).

Popularity : 1 to 5 SP
Characters with this gift is well-known.Popularity acts as a limited form of influence.The highest is the level, the better the chance a character will be recognized.Popularity is usually for a given field or category, and if the category is not immediatly known to the general public, the level of popularity is reduced by one.
Note that Popularity (like Stigma) also has a counter-culture, or a smaller segment of the population that is opposite the normal opinion. For example Robin Hood was very popular with peasants but very unpopular with Norman nobility.
Popularity requires a similar number of total levels in Contacts or Enemies. Finally, note that the famous always get more attention from the media, and have more trouble doing things in secret.
level 1: bonus +2 to roll involving Charisma (either as RelA or attribute). 1 SP
level 2: bonus +4. 3 SP
level 3: bonus +6. 5 SP

Environment resistance: 1 SP
Gives a bonus of +2 to Stamina when testing physical reactions to a type of environment effect:

Environment tolerance: 2 SP
Characters with this gift could breath within an anormal atmosphere. Note that average human acceptable oxygen levels is 0.05 to 0.40 atm.Beyond these limits, normal humans require supplements or protective devices.
Type of atmosphere tolerated:


Drawbacks

Poor attribute: 2 SP
Characters with this drawback have an attribute reduced by -3.This reduction needs an explanation (like shyness for Charisma or deafness for Listen).The minimum for an attribute is 1.

Poor wealth : 2 SP
Characters with this drawback have a penalty of -3 to Social Standing when calculating wealth.

Unattractive : 1 or 2 SP
Characters with this drawback usually receives unfavourable reactions from people of the opposing sex who have the same standard of beauty.They get a penalty to rolls involving Charisma (either as RelA or attribute).
penalty -2: 1 SP
penalty -4 (penalty -2 with people of the same sex): 2 SP

Racism : 1 or 3 SP
Characters with this drawback don't like alien races.They have difficulities to communicate with them.They received a penalty to all Charisma related rolls when dealing with aliens.
penalty -2: 1 SP
penalty -5: 3 SP

Ennemies : 1 to 5 SP
Characters with this drawback have someone out there that doesn't like them. Note that character who is not currently in trouble with the law can't have legitimate authority as an Ennemy at higher than a level of 2.
level 1: they don't know who you are yet, but they have a file on activities that will eventually get your name. 1 SP
level 2: they know who you are and have a complete file on you. You are to be captured if spotted. 3 SP
level 3: your actions have been so detrimental to this organisation that you are the only work of several agents, whose job is to kill you as soon as possible. 5 SP

Rival : 1 SP
A Rival is someone who opposes or competes with the character.Define the grounds of competition when this drawback id acquired. A Rival is not out to kill a character.

Unlucky : 2 SP
The first time during a game session the character will roll 1 on a d20, it will be an automatic fail.

Stigma : 1 to 5 SP
Stigma has the opposite effect of Popularity, it makes people react negatively toward a character. Stigma is usually for a given field or category, and if the category is not immediatly known to the general public, the level of Stigma is reduced by one.
Note that Stigma (like Popularity) also has a counter-culture, or a smaller segment of the population that is opposite the normal opinion. For example a pirate could be very unpopular all over the world, he will be welcome at a pirate haven.
Stigma requires a similar number of total levels in Contacts or Enemies. Finally, note that the famous always get more attention from the media, and have more trouble doing things in secret.
level 1: penalty -2 to roll involving Charisma (either as RelA or attribute). 1 SP
level 2: penalty -4. 3 SP
level 3: penalty -6. 5 SP

Psychological instability : 3 or 5 SP
A character with this drawback is mentally unstable and subject to periods of extreme depression, or even violent outbursts and schizophrenic behavior triggered by a failure to deal with the real world.Every time the character rolls a 20 he will break down and suffer consequences relative to the instability ( severe depression, catatonia or killing rage ).
A psychological instablity requires a Stability of 7 or less.
The instability last according the severity.
level 1 : last one hour. 3 SP
level 2 : last one day. 5 SP

Fear : 1 or 3 SP
Characters with this drawback have an irrational fear of a particular situation, condition, object or animal.A character must specify the subject of the Fear when this drawback is adopted.A degree of Fear must be selected.
When the character encounter the source of a fear,he must make a fear roll. Success indicates the character does not succomb to the fear and may act normally, not needing to roll again until exposed under different circumstances.Otherwise the character must attempt to withdraw from the location and flee in panic; if the character can't withdraw he can take no action, being immobilized with fear until the subject of it diseappears. Critical failure indicates an increase by one of the level of fear.
Fear requires a Will of 11 or less.
level 1 : roll against Will. 1 SP
level 2+: roll against Will-5. 3 SP

Obsession : 1 or 3 SP
Characters with this drawback have an irrational attraction in certain objects, materials, animals or forms of expression ( gold, cats, jokes or beautiful women, for example). A subject and severity level must be selected.
When the character encounter the source of an obsession,he must make an "obsession roll".
Success indicates the character does not succomb to the obsession and may act normally, not needing to roll again until exposed under different circumstances.Otherwise the character must succombs to the obsession and must allow the source of the Obsession to occupy his attention to the exclusion of all else.
Critical failure indicates an increase by one of the level of obsession.
level 1 : roll against Will. 1 SP
level 2+: roll against Will-5. 3 SP

Environment sensitivity : 1 or 2 SP
Gives a penalty of -2 (1 SP) or -4 (2 SP) to Stamina when testing physical reactions to a type of environment effect:

Habitual behavior : 1 SP
It is something that the character does unconsciously, and which can only be controlled by consciously trying not to do it ( holding doors open for ladies, using a .44 Magnum when commiting a murder ...).There's a penalty of -3 to any acting, disguise or ability to blend in, if the watcher knows about the behavior.
The character can negate the behavior for a specific short encounter but can't say "I won't do that today".
The habitual behavior should be common enough to get the character into trouble.


Balanced Traits

Balanced Traits are neither gifts nor drawbacks.Each Balanced Trait is a mixed bag, containing both good and bad traits.

Devoted
+2 to Will rolls whenever the character is working directly a cause he believes in.
-2 to Will rolls whenever he isn't working for a cause he believes in.

Honest face
+2 to Persuasion skill when telling the truth.
-2 to Persuasion skill when telling lies.

Independant
+2 to Will when resisting attempts to coerce character in doing something against his will.
-2 to Charisma when dealing with authority figures.

Intimidating
+2 to Intimidation rolls.
-2 to all other Charisma related rolls when trying to make friends, persuading people peacefully or setting people at ease.

Harmless looking
-2 to Intimidation rolls.
+2 to all other Charsima related rolls when trying to make friends, persuading people peacefully or setting people at ease.

Strange appearance
+4 to Intimidation rolls.
-4 to all other Charisma related rolls when trying to make friends, persuading people peacefully or setting people at ease.

Methodical
+2 to all Intelligence related rolls when the character have time to thinks through calmly.
-2 to all Intelligence related rolls when the character has to think fast or under extreme stress.

Quick witted
+2 to all Intelligence related rolls when the character has to think fast or under extreme stress. -2 to all Intelligence related rolls when the character have time to thinks through calmly.

Nocturnal
+2 to Spot (Night).
-2 to Spot (Day).

Diurnal
+2 to Spot (Day).
-2 to Spot (Night).

Romantic
+2 to seduce or persuade someone under a romantic guise.
-2 to resist romantic advances.


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