More Qualities
& Drawbacks
This are qualities and Drawbacks that are not in any books that Eden Studios has made, but by the people that play the game.
( Credit is given to those who did these )
Grey Elf Stuff: Crow, Highlander, LXG, and Cyber Buffy PDFs
Sandcat Stuff: Unisystem Pirates PDF
Note: any Quality with a * by the name a background must be given and ok by the Director.
Unisystem Game Info
Highlander PDF
Crow PDF
Unisystem Pirate PDF
Cyber Buffy PDF
LXG PDF
Grey Elf
Walking in Shadows
Sandcat
House Rules for Grey Elf stuff: Corporate Executive (4pt Quality)* + 1 to Influence +2 levels to one skill; Crime, Knowledge, Occult or Science 3 Levels of Resources 3 Levels of Contacts Adversary (Rival Company) (-5) Obligation (Company) (-3) (Jason Vay aka Grey Elf just re-vamped by us for a lower point quality)
House Rules for Walking in Shadow's stuff: Angel/Fallen "for you Prophecy fans" (17/20 Pt Quality)* +2 to Strength +3 to Dexterity (+3 to Constitution, warrior angels) Regeneration (Con/Hour) Insight (Supernatural Sense; allows the Angel to grasp the nature and motivations of anyone they talk to; this also will give the angel the name of the person they're talking to) Hypnosis 10pt (can command mortals to fall asleep, or create minor illusions to gain access to anything or anywhere they can bluff their way into) Outcast (most angels have little grasp of modern society and even those who do tend not to relate well to "talking monkeys.") Obligation to Heaven or Hell (Total; an angel, fallen or otherwise, has no free will, and is expected to do what it is told, when it is told, and to die in the service of the cause) Unique Kill: Heart Removal Zealot (serve Jehovah or Lucifer) Dhampyr (9 Pt Quality)* +2 to Strength, Dexterity, and Constitution Long Life-span (Dhampyrs age 1 year for every 10 that they live, giving most an average lifespan of roughly 900-1,000 years) Hard to Kill 2 Regeneration (Con/hour) (Reduced Damage 1/5th for Falls and Large Blunt Trauma; WiS) Basic Supernatural Senses (the character's unique stature caught between the mundane and the supernatural has given it a unique level of perception when it comes to other beings) Fast Reaction Time Acute Sense of Smell and Hearing Addiction: Blood (5 pts) The Dhampyr does not require blood to live or sustain themselves, but their dual-nature craves it, and the longer a person goes without, they begin to weaken and suffer. I treat this like alcoholism in terms of gameplay. Genetic Experiment (Varies) This isn't so much a new quality as it is a new spin on an old one. Basically, take the Demon Creation Rules from the Angel Core Rulebook, and instead of coming up with demons and half-breeds, you can use them to concoct Weird Science creations, mutations, and other silly stuff. I'm reviewing the Demon Creation rules now, and any traits I think should be added to or subtracted to the list to make it fit better with this concept, I'll post.
House Rules for Walking in Shadow's stuff: (These are for mortal characters only and alittle background is required) Federal Agent (8 point Quality) The character works for one of the various government law enforcement agencies, such as the FBI, DEA, ATF, and the US Marshalls. This would also include fictional agencies along the lines of CTU and the DSA, and any government agency whose primary job is the enforcement of rules and regulations. Those wishing to work for the Spook Side, should see the quality Intelligence Operative. Due to time in their particular academy, agents gain +1 to any two attributes. Also, Federal Agents are trained in the use of firearms, Hand-To-Hand combat and chasing down suspects, receiving a +1 to Acrobatics, Driving, Gun Fu, and Kung Fu. They are also trained investigators, receiving a +1 to Crime and Notice. They also start with a Rank of 1 (Agent), showing that they’ve graduated from their training and are with the agency full-time. Agents also choose a specialization as they advance. As such, they receive 4 skill points to apply to any skills they choose. Better combat skills are the first choice of field agents. Investigators would put them in Crime and Notice. Tech Specialists would add points to Mr. Fix-It, Science and Wild Card (Demolitions). And the scary people in Interrogation would focus on Doctor and Influence. Forensic Investigators are more likely to invest in Doctor and Notice. Federal Agents have the same broad authority that Cops and Detectives do, some might say more-so. They can arrest, detain, and commandeer civilians and their vehicles, provided they can justify it after the fact to their superiors and possibly the attorneys. Pushing this too far can get an agent in a heap of trouble. Of course, some agents don’t care. All of this is balanced out by an agent’s duty to the organization. Agents are hindered by a Major Obligation (the Agency), meaning they have to obey official policy as well as normal civilian laws. Agents who break these rules and push their authority too far are listed as Rogue and quickly gain an Adversary in the form of their own agency in place of this Obligation. Intelligence Operative (7 point Quality) A character with this quality works for the CIA, NSA, DIA, or other equivalent agency. While trained in combat skills, an Intelligence Operative does not brandish a badge and make arrests the way Federal Agents do. They work in the shadows, trying not to draw attention to themselves. Intelligence agents undergo a rigorous training program, focusing on developing the mind as much as the body. As such, they gain +1 to any Physical Attribute, as well as +1 to any Mental. Basic training includes +1 to Driving, Gun Fu, Kung Fu, and Language. Analysts gain +2 to Knowledge and Notice. Techs gain +2 to Computer and Mr. Fix-It. Also, all agents start with Rank 1 (Agent), though this can be increased through gameplay and with experience. The mythical Undercover Operatives get +2 to Crime and Influence, as well as 3 free skill points to allocate as necessary, be it to combat skills or extra languages or some on-site hacking skills. This bonus if offset by the fact that all Undercover Operatives have a Deadly Secret (Identity), that if blown, could result in death at best, torture for themselves or their loved ones at worst. All Operatives have a Minor Secret (Their Job). While many can admit they work for an intelligence agency, few are allowed to discuss the particulars of their day with anyone, even their families. They also have a Major Obligation to the Agency they work for, given the large amounts of time and stress this career can put on them and their social lives. Soldier (Variable point Quality) A character with this quality is a member of the armed forces of some nation. This quality represents enlisted personnel, though officers must go through this level of training as well. This quality is broken up into levels of training : basic, officer, and SpecOps. Still, even officers must go through basic training, and so should possess this quality as well. Basic Training: Thanks to basic training, all those who join the military gain +1 Constitution and +1 to either Strength or Dexterity. In addition, Soldiers gain +1 to Acrobatics, Kung-Fu, Gun-Fu, and Mr. Fix-It. Also, most have to choose their specialty. Field troops get another +1 to Hand-to-Hand or Marksmanship. Technicians get +1 to Mr. Fix-It or Sciences. Pilots and Mechanized Infantry get +1 to Driving or Wild Card: Pilot (choose one). All soldiers have a three-point Obligation to their nation, and those who betray it gain a three-point adversary in the form of those they served. It goes without saying the Military Rank feat is almost a requisite for anyone who wants to be an officer. This entry assumes the soldier to be just out of basic training with the Military Rank Quality at -1 (Private or equivalent). Basic Training costs 3 points. Officer Training: After Basic, qualified candidates can enter Officer Training School. Military Officers are trained for command responsibilities and focus less on field training. Officers receive a +1 to one mental attribute, as well as +1 to Influence and Notice. They also get two skill points to assign as they see fit. The Officer also gains an additional Major Obligation to the troops under his command. Completing Officer Training is worth another 3 points, and the character must also purchase 3 levels of the Rank Quality if they have not already done so. Special Forces Training: The next level is the Special Forces Commando, elite soldiers trained to handle missions normal soldiers can’t. They undergo intense physical training for combat skill and endurance, and are psychological tested and trained for intense loyalty. A character with this quality gains two points to assign to any two attributes. They also gain +1 Acrobatics, Crime, Kung-fu, and Gun-fu. They also gain Nerves of Steel, Resistance (Pain) 1, and Mental Problems (Mild Zealotry for their government). Now this conditioning has been known to backfire should the focus of their loyalty betray (actually or perceived) them, which of course has been a chief source for cheesy action movie plots for the last decade. SpecOps training is worth an additional 7 points. Retirement: Not everyone stays in the service forever, and many only serve a few tours before returning to civilian life. In fact, many government agencies and police forces have former military in their employ. For characters who wish to retire from active duty, increase the cost of Basic Training by 3 points, and Officer Training by 2 and remove the Obligations from the character’s Drawbacks.
House Rules for Sandcat's Unisystem Pirate's stuff:
House Rules for other Home made stuff for The Witching Hour: (These qualties all must have good and full backgrounds before being sanc) Ascended Quality (20pt Quality)* +3 to Strength and Con +2 Dex and Will Fast Reaction Time Nerves of Steel Hard to Kill 5 +1 Get Med and Kung Fu Regeneration(con per hour) Basic Sight Immortal (0) Age 3 (9 Skill Points) Adversary 5 (-5) Mental Probs. Cruel; Severe (-2) Secret (immortal) (-3) *Note: with this Quality you can't take Jock/athlete, Initiative Commando, Demon Hunter, Slayer, promised one, watcher, and any other quality packages). Can be killed by destorying every inch of their being, if not they will slowly reform back to life (From Ron McNiel "The Creator of Vegas Knights") Partial Mummy state (15 point Quality)* enhanced str+2, con+2 +1 to any two combat-oriented skills (Gun-fu, Kung Fu, or Getting Medieval) and a +1 to Occultism and knowledge reduce damage: resist pain (everything 5pt reduce damage by half) immortal 0 increase life points 5lvl (1pt) (50hp) natral armor 2pt regen 1pt con per hour +3 bonus to lang understanding and learning a lang heard (not writen) low health weakness: major 3pt -half hp: attractiveness -3 (freeze dried look/starts with hands) -third hp: attractiveness -6 (Museum display), plus -3 on all actions due to stiffness -Dead state: can't move is once again dead but can still hear and understand stuff that is around him To come back from dead state some one must say what is incriped on the magic scarbe that gave him these powers and form of life. If the magic talisman is lost or destoried he dies for real and no form of magic can bring him back(unique kill 5pt) (Created by Leander Medina "Creator of The Witching Hour")
House Rules for other Home made stuff for The Witching Hour: Babylon 5 inspired stuff Ranger(Anla-Shok) 4-Point Quality +1 to any two physical attributes, to the maximum of their species (bonuses cannot be stacked on a single attribute); Fast Reaction Time or Situational Awareness (pick one); 3 levels of Hard to Kill (max 5 for human; or 10 if according to species); and a 3-Point Obligation (Organization) (or if they quit, 3-Point Adversary or Secret Drawback) Training "I am a Ranger. We live for the Powers that Be, we die for the Powers that Be. We go to the dark places where no one else dares venture! We stand on the bridge and no one passes." - Ranger Motto Rangers, whether human or Jinbari, are taught the same. Humans require more training since they must also learn the Jinbari way of doing things. They are taught delight, respect, and compassion. They learn that for one's actions to be pure they must proceed from direction, determination, patience and strength. Rangers are taught how to live, breathe, fight, die and taught how to face and use terror. Martial training includes learning the art Denn'na, or pike fighting. F'hursna Sech Durhan, a legend with the Jinbari Fighting Stick, teaches only those students he deems worthy. Those who pass his high standards are awarded their own pike. Standard Equipment: Ranger uniform including the Isil'Zha medalion, a dark travelling robe, gas mask and air filter, first aid kit, bedroll, backpack, 30 feet of rope, 8 weeks of food rations and some personal items. Uniform -The uniform of a Ranger is very similar to that of the Jinbari warrior caste; A design to reflect that Minbari and Humans are working together. The center point of the outfit is a pin. A stylized Human and Jinbari frame an aqua-blue gemstone. The figures blend in the middle to signify the two halves of their souls joined to battle a common enemy. The figures are worked into the same metal and hold the gemstone. The jewel is called Isil'Zha; meaning the future, birth, beginnings, and dawn of a new age. It is forged in white hot flame. The pin is then cooled in three bowls: First in ancient holy water, next in Jinbari blood, and lastly in Human blood. It is said that when a ranger dies the two figures each shed three tears; one of water, two of blood. Note: The pin on the Ranger uniform is actually an Amulet . Invested with the Force in the forging ceremony it provides its wearer with a bonus of +2 vs. Fear Test. Male Names: Draal, Dukhat, Kadroni, Lennier, Lennon, Nerid, Neroon, Rathenn Female Names: Delenn, Shaal Family Names: Chu'Domo, Mayan, Mir Religious Caste Clan Names: Orfirio, Voleen Warrior Caste Clan Names: Fire Wings, Moon Shields, Night Walkers, Star Riders, Wind Swords. Worker Caste Clan Names: Crystal Whispers. Jinbari (aka Minbari of B5) Racial Traits: - +2 str - Fast Reaction Time - Natural Toughness - 2-lvls of Hard to Kill - Equipment lvl 3 (High Technology) - Automatic Lang: Basic, Light (Lenn-Ah)/Dark (Fik)/Grey (Adrenato) Jinbari. - Appearence -2 - Honorable 3pt - Obligation (to their race) 3pt - Mental Problems (Delusion "they are a superior race" 2pt and Zealot 1pt) cost: 3pt Castes: Each Caste cost 9pts (pick only 1) Religious Caste: - +2 to Knowledge Skill - +1 to Influence Skill - +1 to Will and Intell - Silent Tread: Through long years of meditative exercise, certain members of the Minbari religious cast have developed the ability to move with utter silence, making it almost impossible to detect their approach. Benefit: so long as you move at one half of your base speed or less, and are carrying less than 10lbs of equipment, you can move with utter silence. +5 to Crime skill when trying to move silenty Warrior Caste: - +1 when using Favoured Weapon in combat - +1 lvl to Hard to Kill - +1 to Blaster, Martial Arts and Melee - Way of the Warrior: Having been toughened by the intense battle training of the warrior caste, you are extraordinariy hard to kill. +1 to Dex, Con, Will Worker Class: - +2 to Repair and any one Profession skill - +2 to any 2 stats (not stacked) - +1 to Pilot - Talented (2pt) - Perfection of Toil: Your reverent attention to detail makes your work some of the finest to be found in its field. Benefit: Chose a Profession skill your character uses the most you get a +3 competence bonus to your skill checks. Denn'na (Jinbari Pike Fighting) Variable Quality (5pt for Jinbari & 7pt for non-Jinbaris) - Get a extra attack with no minus - + 1 to Parry with the Pike which is added to the combat manuver Parry. - Pike: The Jinbari fighting pike is unique in that it can take two forms. Normally a small tube like object about an inch in diameter and six inches long when quickly shaken the pike can extend virtually instantaneously into a full sized 6 foot long staff-like weapon. It is composed of durable Jinbari alloys and is extremely well balanced. Jinbari fighting pikes are extremely valuable and personal passed down from generation to generation many are hundreds of years old. Being granted one's own pike is a great honor and a show of confidence not to be broken. Used in combat it inflicts 3 x (Strength + 1) bash damage and provides a +2 on initiative for the first melee when it is first drawn. - Combat Manuvers: - Pike Power Strike: A powerful thrust with the point of the pike to the temple. The blow is so painful and jarring that it inflicts an extra +6 damage and, for a moment, everything goes black: the victim of the pike power strike loses initiative, loses one melee action and there is a 01-50% chance they will drop whatever weapon they were holding (only drops one if using a pair - victim's choice of which). The Jinbari or Ranger(who is trained in Denn'na) must focus and deliberately aim at and strike the temple. 5 Success Levels must be achieved on a Melee Skill roll to have full effect. Any roll that hits the opponent, but is under 5 Success Levels misses its mark and only inflicts normal damage. - Parry Arrows with Pike: The Ranger can attempt to parry arrow attacks! He/she is -6 to parry arrows and Gunfire, -2 to parry darts or thrown objects. The character can only attempt to parry the projectile attacks of one opponent at a time. Enhanced Speed 5-Point Quality Like many of your race, you are exceptionally quick and have an athletic physiology. Benefit: - a extra +5 to iniative (as if they stack a extra fast reaction time to another one) for 1 round. - Double their running speed for 1 round. - They are at a -3 for 2 rounds after they use this speed bonus as it tires the Jinbari some. Wind Sword 3-Point Quality You are a loyal serving Jinbari of the Wind Swords Clan, the loss of the flagship warship "Dark Star" to the humans (Imperials) still a stain on your people's honour. Prerequisite: Warrior Caste only. Benefit: You may not consciously hate humanity, the loss of many clan members on board the Dark Star and the humiliating surrender at the Battle of the Line still burns brightly in your heart. - +1 to Melee Skill rolls and Damage when fighting humans. Special: Must take at creation of the character.
House Rules for other Home made stuff for The Witching Hour: (here is some wod bastat inspired were cats) Bastcanthropes (were cats) They are a offshoot of a Bast (Witchcraft) or like most say they are cousins to Bast/High bast. Bast dislike these half breeds as they are a sort of hybrid of a Bast and a human. The Bastcanthrole that is born is sort of cursed although they can't pass on the curse by biting and clawing like a normal Lycanthrope would do. But they are effected by the moon and silver, but some are effected during the day and gold. A Bastcanthrope has a differnt weakness depending what breed of cat they are. Lang:Bastlysian (cat speach) (They all gain these) Quality:10pts Human for +1 to str and dex magic bonus +2 to casting a spell immortal acute senses (eyes and smell) night vison Natural Toughness Drawbacks:14pts Minority 1pt (bring a half breed) Obsession (nosey) 2pt attractiveness -8 (when all furry) Triple shapes 3pt cost:5pts The differnt breeds of Bastcanthropes -Chessatah (Cheetah) 12pt Quality -Colganca (Cougar) 13pt Quality -Jaggairy (Jaguar) 10pt quality -Lossex (Lynx) 11pt quality -Lioneiba (lions/simbas) 18pts quality -Tiggrahn (Khans/tiger) 19pts quality -Pathrial (Panther and Leopard) 13pts quality Chessatah (Cheetah) running speed 3x dex+con =mph (hybrid and feline formonly) Homeland: Africa Glasslands Race: Black Africans 70% and a few European 30% Hybrid: str +2, Dex+3, Sta+3 nat weapons:4 Feline: str-2, Dex+4, Star-2 nat weapons: 2pt Drawbacks: Paranoid (2pt), Can't back down "if some one says stuff about their mother or being a coward" (2pt), A full moon the Chessatah must make a willpower (not doubled roll to stay incontroll or go crazy), Silver weapons inflict double the normal damage (slash/stab and bullet damage is tripled). A silver weapon is less effective then a normal metal weapon, so subtract three points from any damage rolled (before the multiplying effect) to a minimum of one point of damage 3pt cost: 7 Colganca (Cougar) wisdom +1 to willpower Homeland: North America Race: Native Americans 90% and Others 10% Hybrid: str+2, Dex+3, Sta+4 nat weapons: 4 Feline: str-2, Dex+2, Sta+1 nat weapons: 2 Drawbacks: Anti Inpulses (2pt), Toxic waste type weapons inflict double the normal damage, Sun and Moon give no blessing or curse only the land he/she is born on effects them, if he/she leaves their land they must make a willpower (not doubled) to resist going crazy or being weaken 2 pockets full of dirt can prevent this also animals of any kind dislike this breed and will be spooked. cost: 8 Jaggairy (Jaguar) +1 to knowledge skill and a +1 to crime (stealth) Homeland: Central & South America Race: women always end up being a black furred when men are yellowish and spotted. Drawbacks: Adversary(demons) 3pt, Jaguar effected by silver 2pt, burn a heart of a jaguar and the ashs will kill a Jaggairy 5pt. Hybrid: str+2, Dex+2, Sta+2 nat weapons 4 Feline:-2 Dex+2, Sta+1 nat weapons: 2 cost: 5 Lossex (Lynx) Honorable 1pt Homeland: Northern America Race: normaly looks like a normal person that would live in North America. They are effected by gold as their breed is part of the day. They can't lie (3pt), Hybrid:str+1, dex+3, sta+1 nat weapon 4 Feline:str-1, dex+3 sta-2 nat weapon 2 cost: 6 Lioneiba (lions/simbas) +1 bonus to willpower test to resist fear Homeland: India, Ireland, South Africa and America Race: Hybrid: str+3, Dex+2, Sta:+3 nat weapons 4 Feline: str+1, Dex+3, Sta+2 nat weapons: 2 2 lvl of hard to kill (2pt) Drawbacks: Zealot:3pt, Obligation: (to make sure wife must not be harmed/can't kill wife either) 2pt, Honorable:2pt, Humorless:1pt, Mental problems (delusion of royalty) 2pt. Silver 2pt cost: 13 Tiggrahn (Khans/tiger) +1 to getting medeival or kung fu. Homeland: India, Siberia, Japan, European Race: Hybrid: str+3, dex+2, sta+2 nat weapons: 4pt Feline: str+1, Dex+2, Sta+3 nat weapons: 2pts hard to kill lvl 3 Drawbacks: They are a day breed, they sleep at night or is at half power, Honorable:2pt, Humorless:1pt, Raw meat & blood of children drives then nuts (must make a willpower "not doubled" to resist), gold effects then during the day and silver at night if they are not sleeping. Can't back down, Adversary(Lioneiba/they never trust that breed) cost: 14 Pathrial (Panther and Leopard) +1 to stealth (crime skill) Homeland: Africa and Southeast Asia Race:black fur woman, some have spots and yellowish-brown fur males rare tricolor markings of the cloaded leopard of southeast asia and favors neither sex Hybrid: str+2, Dex+3, Sta+2 nat weapons 4 Feline: str-1 Dex+3, Sta+1 nat weapons 2 Drawbacks: Salt will kill a pathrial, silver effects panthers and Leopards get effected by gold, they sleep during a noon moon and can't be awaken no matter what. cost: 8