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Urbeth
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#1
Old 07-08-2010, 05:08 PM

INTRODUCTION

This thread was created to be used by any users who are interested in maintaining balance in a role-play. The point-based system of Edges and Hindrances is based on the table-top system of Savage Worlds. Flux and I have adapted this table-top system for text-based role-plays. The system will be more successful if you have a GM (Game Master) to ensure that other players abide by the structure outlined here.

This list will be updated and expanded as needed and I would appreciate that you do not post in this thread. If you have questions about this system, have edges or hindrances you would like to see added, or want to comment on this thread, please, send me a PM or comment on my profile.


Contents
INTRODUCTION
EXPLANATION OF EDGES AND HINDRANCES
HINDRANCES
EDGES

Last edited by Urbeth; 07-08-2010 at 05:22 PM..

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#2
Old 07-08-2010, 05:23 PM

EXPLANATION OF EDGES AND HINDRANCES

We believe that a role-play can be better enjoyed by all players if characters are balanced. This means each character has his/her unique strengths and weaknesses. In order to achieve this, we are borrowing the concept of the Savage Worlds (Wikipedia) system of Edges and Hindrances.

Edges are like strengths. They are the special abilities your character may have. They also include special abilities gained from items and pets. They give your character a special "edge" when playing compared to other users.
(NOTE: Skills are not edges. Some gaming systems refer to Edges as "Feats" or "Advantages.")

Hindrances are weaknesses. They keep your character from being invincible.
(NOTE: Some gaming systems refer to Hindrances as "Disadvantages.")

POINT SYSTEM
FREE POINTS: You will start with 3 free points.
HOW TO USE POINTS: Pick out Edges from our drafted sample list or use the list to create edge you want for your character. The cost of an edge is proportional to how powerful the edge is. If what you choose is more than 3 points worth you may have to consider taking some hindrances to balance your character out.
WHAT YOU CAN GET FOR 3 POINTS:
  • Full Telepathy
  • Full Empathy
  • Full Remote Viewing
  • Full Clairvoyance (2 points) + Aura Perception (1 point)
  • Precognition (2 points) + Level 1 Psychometry (1 point)
  • Empathy - Read Emotions (1 point) + Level 1 Telekinesis (1 point) + Level 1 Teleportation (1 point)
  • Level 2 Regeneration (2 points) + Telepathy - Read Thoughts (1 point)
  • There are many more combinations that you can make!

*NOTE: At character creation, your character can be at Level 2 or Level 3 as you desire, as long as you can pay the price of all the levels.
Example: Level 3 Magic will cost 6 points.
  • Level 1 (2 points) + Level 2 (2 points) + Level 3 (2 points) = 6 points
  • If you apply your 3 free points, then you will have to consider taking a hindrance for the extra 3 points.

**NOTE: Depending on the role-play, your character may increase the level of an edge (example: Level 1 Telekinesis to Level 2 Telekinesis) or gain a new ability at the GM's discretion. But you must play your character (i.e. practice the abilities, attend classes, etc.) to gain those edges.
For Mythic University players, you should put your character into the class to increase a specific edge.

EXAMPLE 1
Quote:
CHARACTER NAME: Emma
RACE: Human
EDGES: Block Mind Probing (1 point), Gravity Control (Custom, 2 points)
HINDRANCES: None
3 Free points - 2 for Gravity Control - 1 for Block Mind Reading = 0 :yes:

EXAMPLE 2
Quote:
CHARACTER NAME: Isis
RACE: Vampire
EDGES: Telepathy (Block Mind Reading, Read Minds; 2 points), Resistance to Bloodlust (Custom, 2 points), Book of Communication (Custom, 2 points)
HINDRANCES: Cursed Heart (Custom, 2 points), Deaf (2 points)
3 Free points - 2 for Telepathy - 2 for Resistance to Bloodlust - 2 for Book + 2 for Cursed Heart + 2 for Deaf = 1 :yes:

EXAMPLE 3
Quote:
CHARACTER NAME: Mullock
RACE: Demon
EDGES: Level 2 Regeneration (2 points), Post-Cognition (2 points), and Level 2 Alter Time (2 points)
HINDRANCES: Shy around Females (Custom, 1 point)
3 Free points - 2 for Regeneration - 2 for Post-Cognition - 2 for Alter Time + 1 for Shy = -2 :no:



Please, PM me if you have any questions about how Edges and Hindrances work!

Contents
INTRODUCTION
EXPLANATION OF EDGES AND HINDRANCES
HINDRANCES
EDGES

Last edited by Urbeth; 07-08-2010 at 05:46 PM..

Urbeth
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#3
Old 07-08-2010, 05:38 PM

HINDRANCES
You are not restricted by the weaknesses defined here. The following are examples of basic types of hindrances, however, the list is incomplete--also the severity of the Hindrance can give more/less points for you to use. When submitting a custom hindrance in your character profile include how many points you think the hindrance is worth. The final points is the GM's decision.

BASIC HINDRANCES
Physical Hindrances
Weakness (item): item causes you an ill effect
Examples:
  • Superman -> kryponite (3 points)
  • vampires/lycanthropes -> silver (2 points)

Sustenance Requirement (item): may die without item
Keep in mind that the hindrance may be worth more if the item is more difficult to acquire.
Examples:
  • Classic vampire -> blood (2 points)
  • Classic zombie -> brains (2 points)
  • Human -> food & water (Normal Setting: 0 points; Post-apocalypse Setting: 2+ points)
  • Robot -> fuel/electricity (2 points)

Injury: past injury which affects the way you live
Examples:
  • Limp (Normal: 1 point; Mountain/Jungle setting: 2+ points)
  • Amputation (2+ points, depending on appendage)
  • Blindness (3 points)

Bad Reflexes
: slower response to an event (includes physical and mental) (2 points)

Allergy (item): hypersensitivity to a particular item or items
--Level 1: Unaffected by being in the same room. Physical contact with the item(s) will cause an outbreak. No fatal affects.
----(1 point)
--Level 2: Being in the same room will cause an outbreak or difficulty breathing (coughing, sneezing, etc). Physical contact will cause a severe outbreak. Eating item(s) will cause choking and anaphylactic shock. Death may occur.
----(2 points)
--All of the above
----(3 points)
*NOTE: Points are based on how common the allergen is in the world and how readily available allergen-remedies will be.

Mental
Weak Mind: weak against telepathy (1 point)

Bad Instincts: your character makes conclusions, but they are false conclusions. The levels are based on how actively your character uses his or her instincts to "help" out.
--Level 1: "Putting in my two cents" - used only when your character is giving his/her opinion
----(1 point)
--Level 2: Advice - used when your character is giving advice or advising on a situation
----(1 points) Must have Level 1 Bad Instincts
--Level 3: "Don Quixote" - your character draws obviously the wrong conclusion to the point of making him/herself look like a fool, but your character still believes it
----(2 points) Must have Level 2 Bad Instincts
--All of the above
----(4 points)


Social
Need to fit in: easily convinced and persuaded (1 point)
Shy: Difficulty talking to others (1 point)

Other
Addiction (item): lack of item causes discomfort (not death)
Examples:
  • child -> blanket (Psychological) (1 point)
  • Adult -> Coffee (Psychological/Physical) (1 point)
  • Adult -> Drugs (2 points)

Dependent: someone depends upon you for survival
Examples:
  • Parent -> Child - Age 0 - 5 (3 points)
  • Parent -> Child - Age 6 - 13 (2 points)

EDGE-BASED HINDRANCES
You must have the edge in order to take the hindrance.

Physical Abilities
Forced Transformation: An item or event will trigger a transformation into your Alternate Form without your control. (variable points)

Thought-Activated Regeneration: Your character must concentrate on his/her body to regenerate. (1 point)

Magic-Type Abilities
Error-Prone Weird Science: The weird science devices created by your character are prone to malfunction
--Level 1: Devices malfunction 20% of the time; catastrophic malfunctions occur 5% of the time
----(1 point)
--Level 2: Devices malfunction 50% of the time; catastrophic malfunctions occur 15% of the time
----(1 point) Must have Level 1 Error-Prone Weird Science
--Level 3: Devices malfunction 80% of the time; catastrophic malfunctions occur 25% of the time
----(2 points) Must have Level 2 Error-Prone Weird Science
--All of the above
----(4 points)

Sensitive Weird Science: The weird science devices created by your character may only work for a specific set of people. They will never work for anyone else. The number of points depends on the number of people the devices may work for. Most severe would be when the devices may only work for your character (3 points)

Other Abilities
Birth Start Rebirth - reborn at conception
----(2 points)
Unknown Race Rebirth - reborn into a completely random race
----(1 point)
Unknown Plane Rebirth - reborn into a completely random plane
----(1 point)
Amnesiac Rebirth - Memories of your prior life are not automatically available. They may become available to you over time or following a significant event.
----(3 points)
Chance Rebirth - rebirth may not occur following death
----(3 points)



Contents
INTRODUCTION
EXPLANATION OF EDGES AND HINDRANCES
HINDRANCES
EDGES

Last edited by Urbeth; 08-18-2010 at 02:14 AM..

Urbeth
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#4
Old 07-08-2010, 05:45 PM

EDGES

You are not restricted by the special abilities, special items, or magical pets defined here. If you want to know how many points a customized Edge would be worth, please, PM a GM. Also include a description of the Edge with an estimate of how many points it would be worth based on the ones outlined below.

Telepathic/Empathic Abilities
Telepathy - read or plant thoughts
--Read thoughts
----(1 point) Offensive
--Plant thoughts
----(1 point) Offensive
--Block mind probing
----(1 point) Defensive
--All of the above
----(3 points)

Empathy
- read or plant emotions
--Read emotions
----(1 point) Offensive
--Plant emotions
----(1 point) Offensive
--Block emotion control
----(1 point) Defensive
--All of the above
----(3 points)

Telekinesis - move objects/elements with mind
--Level 1 Matter: Move light objects [100lbs or less]
----(1 point)
--Level 2 Matter: Move heavy objects [more than 100lbs]
----(1 point) Must have Level 1 Matter
--Level 1 Energy: Manipulate small breeze of air/fire (candle) and medium gust/fire (campfire)
----(1 point)
--Level 2 Energy: Manipulate gale of wind/ball of fire (bigger than a campfire)
----(1 point) Must have Level 1 in Energy
--All of the above
----(4 points)
*Note: Concentration based--so if a character's concentration is broken, Telekinesis stops.

Divination Abilities
Clairvoyance - see through objects
--Level 1: Seeing through anything less than 3in thick
----(1 point)
--Level 2: Seeing through anything more than 3in thick
----(1 point)
--All of the above
----(2 points)

Aura Perception - see auras which contain general data from past and present
----(1 point)

Remote Viewing - see through someone else's eyes
--Level 1: Anyone within 1mi in the same dimension
----(1 point)
--Level 2: Anyone more than 1mi in the same dimension
----(1 point) Must have Level 1 Remote Viewing
--Block Remote Viewing
----(1 point) Defense
--All of the above
----(3 points)

Precognition
- see a potential future event
----(2 points)

Post-cognition - see a past event
----(2 points)

Psychometry - pick up "impressions" from inanimate objects
--Level 1: Impressions within 3 days
----(1 point)
--Level 2: Impressions within 3 years
----(1 point) Must have Level 1 Psychometry
--All of the above
----(2 points)

Good Instincts - the ability to make unconscious connections that your character may not consciously see or justify (usually the right conclusion)
----(2 points)

Physical Abilities
Alternate Form - provides a fixed (non-alterable) form different from your normal form
*NOTE: Alternate Form is one of the Edges that has a base ability with add-ons to customize the type of Alternate Form your character may have.
--Base Ability: different form with no Edges or Hindrances.
----(1 point)
*NOTE: Additional Edges (and Hindraces) may be taken for your Alternate Form in the same manner as your standard form. The cost/benefit of the Edge/Hindrance is the standard cost/benefit multiplied by the percentage you anticipate being in the form.

Burrowing - ability to travel under the ground at your standard movement rate
--(2 points)

Flight - ability to travel through the air at your standard movement rate
--(2 points)

Quick Movement - ability to move up to twice as fast as normal
--(2 points)

Regeneration - ability to heal at an accelerated rate; may give ability to regrow lost limbs
--Level 1: Quickly heals minor wounds
----(1 point)
--Level 2: Quickly heals major wounds and has possibility of healing dismembering wounds
----(1 point) Must have Level 1 Regeneration
--All of the above
----(2 points)

Shape-shifting - the ability to change from one form to another
*NOTE: Shape-shifting is one of the Edges that has a base ability with add-ons to customize the type of shape-shifting your character may have.
--Base Ability: Unlimited number of forms of a similar size as your character's normal form with no form alteration abilities (meaning once in a different form your character can make no alterations to that form) as well as keeping the form is concentration dependent (meaning, if your character loses concentration s/he begins to shift back to his/her normal form).
----(2 points)
--No Concentration - your character is able to keep his/her form and focus on other things without losing the current form; also will not begin to lose current form if your character's concentration is broken.
----(1 point) Must have Base Ability to add to your character.
--Alter Form - your character is able to make alterations to the shifted form while in it
----Minor Alteration (hair color, eye color, skin color, hair length, etc)
------(1 point) Must have Base Ability to add to your character
----Moderate Alteration (Stone skin, turning hands into claws, etc.)
------(1 point) Must have Minor alterations to add to your character
----Complete Alteration (Forming gills to breathe under water, making bones less dense for flying, growing complete wings for flying, etc.)
------(2 points) Must have Moderate Alteration to add to your character
----All Alteration abilities
------(4 points)
----All Alteration abilities AND Base Ability
------(6 points)
--Twice My Size - the ability to shift into a form that is at most twice the size of your character
----(1 point) Must have Base Ability to add to your character
--No Size Restriction - the ability to shift into any size form
----(2 points) Must have Twice My Size to add to your character
--Complete Shape-shifting Package
----(10 points) includes Base Ability

Special Vision - the ability to see outside the normal-human range
*NOTE: You can replace your character's normal human vision for Infra-vision or Ultra-vision at no point cost.
--Low-Light Vision: the ability to see in less light in any spectrum that your character can normally see in.
----(1 point)
--Infra-vision: the ability to see in the infrared spectrum
----(2 points)
--Ultra-vision: the ability to see in the ultraviolet spectrum
----(1 point)
--All of the above (with normal human vision)
----(4 points)

Super Strength - the ability to lift and move objects heavier than a normal human being could lift
--Level 1: Your character can lift twice his/her weight AND throw an object his/her weight
----(1 point)
--Level 2: Your character can lift four times his/her weight AND throw an object twice his/her weight
----(1 point) Must have Level 1 Super Strength
--Level 3: Your character can lift eight times his/her weight AND throw an object four times his/her weight
----(1 point) Must have Level 2 Super Strength
--All of the above
----(3 points)

Good Reflexes - the ability to respond faster than normal to an event (includes physical and mental reflexes)
--Level 1: Active - only applies when your character is prepared for the event
----(1 point)
--Level 2: Passive - applies when your character isn't prepared for the event (doesn't include being asleep)
----(1 point) Must have Level 1 Good Reflexes
--Level 3: Incapacitated - applies when your character is asleep in some form
----(1 point) Must have Level 2 Good
--All of the above
----(3 points)


Magic-Type Abilities
Magic - ability to create effects which deft logic and physics
--Level 1: Can emulate any other non-magic-type Level 1 ability
----(2 points)
--Level 2: Can emulate any other non-magic-type Level 2 ability
----(2 points) Must have Level 1 Magic
--Level 3: Can emulate any other non-magic-type Level 3 ability
----(2 points) Must have Level 2 Magic
--All of the above
----(6 points)
*Note: Emulation of other abilities are transient--NOT PERMANENT (where appropriate)!
**Note: A spell that has more than one ability will more difficult to cast.

Weird Science - ability to create items whose effects may defy logic and physics
--Level 1: Create a device which can emulate any other non-magic-type Level 1 ability
----(2 points)
--Level 2: Create a device which can emulate any other non-magic-type Level 2 ability
----(2 points) Must have Level 1 Weird Science
--Level 3: Create a device which can emulate any other non-magic-type Level 3 ability
----(2 points) Must have Level 2 Weird Science
--All of the above
----(6 points)
*Note: Time is required to create the device--not instant as in the case of Magic. The device permanently has the ability as long as it isn't destroyed, broken, or malfunctioning.
**Note: A device that has more than one ability will take even longer to make and likely require more materials.

Conjuration Abilities
Creation & Destruction - ability to create something into being and removing it completely from existence
--Level 1 Matter: Create/Destroy an object [100lbs or less]
----(1 point)
--Level 2 Matter: Create/Destroy an object [more than 100lbs]
----(1 point) Must have Level 1 Matter
--Level 1 Energy: Create/Destroy a small breeze of air/fire (candle) and medium gust/fire (campfire)
----(1 point)
--Level 2 Energy: Create/Destroy a gale of wind/ball of fire (bigger than a campfire)
----(1 point) Must have Level 1 in Energy
--All of the above
----(4 points)

Alteration Abilities
Shadowplay - ability to manipulate shadows
--Level 1: Manipulate existing shadows
----(1 point)
--Level 2: Create or remove shadows (which can then be manipulated)
----(1 point) Must have Level 1 Shadowplay
--All of the above
----(2 points)

Transmute Matter
- ability to alter the atomic structure of matter
--Level 1: Transmute objects with a mass no greater than 20lbs
----(1 point)
--Level 2: Transmute objects with a mass no greater than 100lbs
----(1 point) Must have Level 1 Transmute Matter
--Level 3: Transmute objects with a mass greater than 100lbs
----(2 points) Must have Level 2 Transmute Matter
--All of the above
----(4 points)
*Note: It will be easier to transmute matter that is pure. For example, it would be more difficult to transmute mud than water.

Locomotive Abilities
Teleportation†‡ - ability to transport from one physical location to another without passing through the space between source and destination
--Level 1: Move up to 100ft line-of-sight
----(1 point)
--Level 2: Move up to 200yds non-line of sight, materializing in an object is possible and could be fatal
----(1 point) Must have Level 1 Teleportation
--Level 3: Move beyond 200yds non-line of sight, without materializing in an object--will materialize next to an object
----(2 points) Must have Level 2 Teleportation
--All of the above
----(4 points)

Alter Time†‡ - ability to move through time and alter the events which take place in the current time
--Level 1: Travel with a precision of 85%
----(1 point)
--Level 2: Travel with a precision of 90%
----(1 point)
--Level 3: Travel with a precision of 95%
----(1 point)
--All of the above
----(3 points)
*Note: Your character could be shifted an amount of time if traveling to a time where an object is in the location your character would appear
**Note: Altering time causes stress on the time continuum. The greater the stress on the continuum the greater the possibly of the continuum unraveling.

Plane Shifting†‡ - ability to move from plane to another. The precision applies to where in the plane your character shifts
--Level 1: Shifting with a precision of 75%
----(1 point)
--Level 2: Shifting with a precision of 85%
----(1 point)
--Level 3: Shifting with a precision of 95%
----(1 point)
--All of the above
----(3 points)

Levitation - ability to defy gravity in some way
--Level 1: Levitation of self
----(1 point)
--Level 2: Levitation of self and/or others
----(1 point) Must have Level 1 Levitation
--All of the above
----(2 points)
*Note: Concentration based--so if a character's concentration is broken, Levitation stops.

Usage of all type/levels of locomotive abilities cause a traveling sickness that prevents repetitive traveling
Can move objects as well as self if there is physical contact with objects. For example, Fred is holding Sara's hand and Peter is holding Sara's other hand. If Fred teleports, Sara and Fred will teleport, leaving Peter behind because Peter was not touching Fred directly. Touching the teleporter's clothing will allow for teleportation as well. For example, Reed pulled on Nancy's shirt as she was teleporting. Reed would also teleport.
(These rules apply to Teleportation, Alter Time, Plane Shifting, and Levitation)


Other Abilities
Rebirth - will be reborn after death
----(6 points)
*Note: This Edge may be free depending on the setting.


Contents
INTRODUCTION
EXPLANATION OF EDGES AND HINDRANCES
HINDRANCES
EDGES
__________________

Last edited by Urbeth; 08-18-2010 at 02:09 AM..

 



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