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Serenity RPG Converted Qualities & Drawbacks:
Spacefarers and Prairie Folk
by Andrew Perigrine appears in:Margaret Weis Productions put out a good little game based on the Joss Whedon film Serenity. Suprisingly it has a lot of good stuff for Spacefarers and Prairie Folk in it. Here are some of the Assets and Complecations from that game converted to the Cinematic Unisystem. Along with a few Qualities and Drawbacks that were inspired by the Serenity RPG, that I'm using in my Spacefarers and Prairie Folk game. If you're interested here's a link to the Serenity RPG. Alcohol Tolerance/Intolerance 1 to 5 point variable Quality/Drawback Some folks are cheap drunks while some can drink entire bars full of people under the table. Depending on your particular constitution you’re either a lightweight or a heavyweight when it comes to sucking down the booze. Each level gives a positive or negative to your roll to avoid becoming drunk and impaired from alcohol. Allergy 1 or 3 point Drawback Certain things mess with your body something fierce. A minor allergy might cause a rash, or a sneezing fit, giving a -2 penalty to all rolls under the influence of the allergen. A serious Allergy can be life threatening and can act like a harmful poison without immediate medical help. Born Behind the Wheel 2 point Quality If its got an engine and a way to steer you can fly or drive it. You are a natural behind the wheel of any vehicle, and can eek out that extra bit of performance out of any crate which the engineer’s didn’t even know the machine had. You gain a +2 to any Drive or Pilot roll. This doesn’t help with any animal handling or riding rolls it only works with powered vehicles. Cortex Specter 1 or 3 point Quality There is almost no record of you in the Cortex. You may as well be a Ghost for all the recorded information that exists on you. There could be several causes, from simple clerical error, or growing up on a very primitive rim world, to deliberate erasure that wiped the information of your life clean. For the one point level only your name and birth date are in the system, for the three point level you are a complete cortex blank. Crude 1 point Drawback ` You are a like a bull in societies’ china shop. No matter what the situation you tell it like it is, and use all manner of rude words to do it. You either have no idea or don’t care how to act in polite society. You are at a -2 penalty to all social rolls in any situation where good manners would be called for. Healthy as a Horse 2 or 3 point Quality You just don’t get sick, colds and sniffles don’t bother you, and more serious ailments pass just seem to pass you by. And on the rare occasions when you do get sick you may make a remarkable recovery from all but the deadliest diseases. At the first level you get +2 to resist disease and recovery rolls. For the second level you even seem to heal faster then most letting you heal at 2 x Con per day, and twice as much with proper medical care. Leaky Brainpan 2 or 5 point Drawback You have more than a few screws loose. Your mind is not all there and it often wanders from one incoherent thought to the next without stopping to take a rest. At the first level you are at -2 to all social rolls. At the second level you really don’t see things the way others do, as a result you are at -3 to social rolls and also have a -2 to Perception. Any character with the second level of this Drawback should have a damned good reason and get the Director’s approval. Little Person 2 point Drawback Whether you like to be called a little person or a dwarf, lots of folks will probably call you midget, small fry, short stuff or worse. Due to your short stature you have a -2 penalty when determining your running speed and your general movement including any sort of athletics roll Intimidatin’ Manner 2 point Quality Maybe you have a steely-eyed stare or a gruff voice. You could be bigger then most or have a nasty look about you. Or maybe you just posses a true grit that most folks lack. Whatever the reason most folks think twice before crossing you and go to pieces pretty quickly when you really lean on them, you gain +2 to all hostile influence rolls whether you are the target or the aggressor. Math Whiz 1 point Quality You just have a head for numbers, you calculate pi and do quadratic equations for fun. You can do complex mathematical computations in your head without the benefit of a calculator. Mechanical Empathy 2 point Quality Machines seem to talk to you, and seem to have a way of talking back. You also have a way of fixing what ails them that goes way beyond the instruction manual. You are happiest when covered in engine grease and who cares if you always have a few parts left over when you’re done fixing something, it still works and works great. You gain a +2 to all Repair rolls both for diagnosing and for fixing any mechanical problem. Memorable 1 point Drawback There’s something about you that sticks in folk’s minds, most people remember you and you are easily to recognize in a crowd. It could be anything from a large nose, a bushy beard, a thick accent, tattoos, a noticeable scar, striking good looks, or a ridiculous hat you’re fond of wearing. Whatever it is folks get a +2 to Spot or Notice you when they’re looking for you. Mute 3 point Drawback For whatever reason you cannot say a word, and can only communicate through sign language or writing. You must use no verbal communication to get your point across, and you have to clear this with the Director. Spendthrift 1 point Drawback It’s not that you are careless with money it’s just that once you hit a good size town it just seems to burn a hole right through your pocket. If you have money you almost immediately spend it, send it home, or to the bank either way you don’t get to keep it. One half of your income is gone whenever you hit civilization, whether from outstanding debts, or from reckless spending. Straight Shooter 1 point Drawback You cannot tell a lie, which in some circles is a virtue but more often as not it can get you into trouble. Not only do you not like to lie, you are extremely bad at when you try to lie as well. You get -2 to all deception based Influence and Gambling rolls. Walking Timepiece 1 point Quality You have an innate sense of time, you never need to look at a watch to know what time it is. You are uncannily accurate. Your friends use you to set their clocks, and a stopwatch ain’t got nothing on you. You can accurately tell time, both in between actions and the time of day. Revised Spacefarers and Prairie Folk Qualities and Drawbacks: The Spacefarers and Prairie Folk Qualities and Drawbacks in ESP #1 were very well done for a stand alone game, but some of them were a bit too expensive when compared to other Cinematic Unisystem games. I also felt that others were somewhat over- or under-powered in their game effects. So here are my revised Spacefarers and Prairie Folk Qualities and Drawbacks, along with a few from other Unisystem games and a few of my own devising that I use in my own SP&PF game. Ambidextrous 3 point Quality You can fight with a weapon in either paw. See Dungeons & Zombies. Born with a Silver Spoon 3 points Quality You grew up among the rich and the powerful, and you received a proper education. You get +1 to one Mental Attribute, +1 to one Knowledge type skill and +1 to one science type skill to represent your education. You were also taught proper manners as part of that education which gives you a +1 bonus to Social rolls when dealing with high society types. Conversely your manners and bearing give you away as a high class, moneyed individual regardless of your current circumstances. This can rub some people the wrong way giving you a -1 to Social rolls when dealing with the lower classes. Can’t Back Down 3 points Drawback There are certain things in life you just cannot ignore. Maybe it’s people talking bad about your ship, trying to make you toast the Alliance on Unification Day. Whatever it is, you will never just let it go, or walk away even if it would be the smart thing to do. No matter how stupid or ill advised you have to make an issue of it, whether the person in question is an Alliance Officer or the local Drunk you and he are going to have words. Charisma 1 to 5 variable Quality/Drawback You don’t have to be attractive for people to like you and even the prettiest face can’t hide an ugly personality. See Witchcraft or AFMBE. Companion or Ex-Companion 7 point Quality You were trained as a Companion from a young age. You are conversant in all manner of things from Art and Music, to Philosophy and Culture, to things that are probably best left unsaid in polite company. You are also a registered member of the Companion’s Guild for free. You gain +1 to Dexterity and Perception attributes. You also gain +2 to Art, Influence and Wild Card (Love Play). As a registered Companion you also have a -1 Obligation to the Guild, should they leave the Guild they gain a level 1 Adversary in the form of being shunned by the Guild. Most Companions also have levels in Attractiveness and/or Charisma but it isn’t mandatory. A Companion is a highly skilled specialist not just another pretty face. Danger Sense 1 point/level Quality You are attuned to danger and can sense when something bad is about to happen. See Pulp Zombies p.41. Fast as Hell 1 point Quality You are damned quick with a hogleg. See Fistful of Zombies. Gearhead 3 point Quality The Gearhead is a natural born mechanical genius, who unlike a Brainiac or Nerd really likes to get his hands dirty. Gearheads are always tearing things apart and putting them back together, just to see how they work and to make some small “improvements”. They also excel at invention and kitbashing, and are much more likely to build their own devices then just theorize about them like a Brainiac might. Although the quality is named Gearhead it is more of a mindset then a title, the character can specialize in any machinery or electronic equipment. Geeks who build their own desktops and overclock their hard drives, are just as much Gearheads as those grease monkeys who supe up their spaceships. Gearheads get a + 1 to Perception and Intelligence, and a +2 to the Repair Skill. Unfortunately Gearheads cannot stop themselves from tinkering and improving technological devices. Whenever they are presented with some new technological gadget, they must make a Willpower (doubled) roll to keep from taking a look at or tinker with the inner workings of the gadget. With penalties of -1 to -5 to the roll, depending on how high tech or relevant to the Gearhead’s particular area of obsession the gadget is. Guild Registration 1 point Quality You are a member in good standing with a guild, the most common guild to belong to is the Companion’s Guild, but there are several other guilds and benefit and mutual aid organizations in the ‘Verse. Membership has it’s benefits which can change depending on which guild the character belongs to. Hunted -2/ level Drawback Some very bad people want to do some very bad things to you. Maybe you are a wanted criminal, or perhaps a runaway indentured worker. The level of Hunted determines the power level and the tenacity of those hunting you. This is different then the standard Adversary Drawback as the Adversary is actively seeking the character, so expect to see them much more then a normal Adversary. Mercenary 4 point Quality You were always good in a fight, you finally figured you might as well get paid for it. You’ve done just about anything violent for a quick pile of credits. Maybe you picked up some sort of Code of Honor that you follow, or you perhaps you will do just about anything provided the money is good enough. You gain +1 to any two Physical attributes and +1 point to Crime and two other Combat skills. Mercenaries also have either one level of Honorable or Covetous (Greed). More Mental Problems: These are some more Mental Problems that are particularly fitting for the SF&PF setting, most of them work just like the normal with mild, severe, and deranged levels. Class Arrogance Just like any other prejudice but in this case you are bigoted about social class. If you’re rich, everything on the frontier seems primitive and worthless. If you’re poor, anyone with money is a probably a wastrel or a fat cat. This drawback shows up as a negative to Social interactions with the opposite class equal to the level of the drawback. Delusions of Grandeur You are overconfident to the extreme, maybe you are just as great as you think you are but you probably aren’t. You think you are more (capable, attractive, intelligent, etc.) then you really are, and little can dissuade you to the contrary. Compulsive Behavior You just can’t help yourself, certain things you just have to do. The two major types of compulsive behavior are Kleptomania and Compulsive Gambling. With Kleptomania it can range from some minor shop lifting or light fingers all the way to carrying a crowbar around so you can pry up all those damned nails. Compulsive Gambling can range from playing for money as often as you can afford it, full on slot junkie, and finally being hopelessly addicted to what ever game of chance is available. For other compulsive behaviors check Antisocial Impulses and Covetous. Natural Born Leader 1 or 3 point Quality You have a knack for helping and inspiring others, people look to you in a crisis. You are able to motivate those around you and encourage them to do what needs to be done. Once per game session you can give someone else a +10 to any one test. Best of all this can be done after the roll has been made. This costs the Leader a turn, and he must explain what he is doing to help or lead the other player along. Really great leaders can even restore a comrade as if they had spent a drama point on the I Think I’m Okay effect. Non-Combatant -2 or -5 point Drawback You don’t like getting into fights. Maybe you’re scared , or maybe you just don’t like to hurt folks. For two points, you cannot throw the first punch. You will not fight anyone who hasn’t directly attempted to attack you. And if you do fight, you generally do not kill except in clear cases of self defense. For five points you will take no hostile action of any kind, even in self defense. People with this level have often taken a vow, or have extremely strong convictions against violence. Anyone with this level of Non-Combatant must clear it with the Director and should have a very convincing reason for it. Number One with a Bullet 1 point Quality You can shoot the flies off a dead dogs ass at twenty paces. See Fistful of Zombies. Privileged Family Upbringing 4 point Quality You grew up on the Core Worlds, and came from a good family and good breeding. Sometimes your family name will get you help from someone of your social class. You also received a much greater education then normal giving you +2 to any knowledge related skills. You also gain one level of the Resources Quality for no additional cost. You may take this Quality in conjunction with Born with a Silver Spoon Quality. Reputation 2 points/level Quality or Drawback Bad or Good, people know of you, and have a positive or negative Social roll +/-1 per level. Among some criminal types a Bad Reputation can actually be a bonus. Sawbones 4 point Quality You are a fully trained and qualified Doctor. You have a lot of education and knowledge and given the right equipment and medications you can perform minor miracles with the sick and injured. You get a +1 to Intelligence and +2 to the Doctor and Science skills. Doctors also must take the Hippocratic oath to treat the ill to the best of one's ability, and to see that no harm comes to a patient under their care. Fully trained Sawbones can be something of a rarity on the frontier, and the operating conditions out there can get downright primitive. Shepard (Holy Man/Woman) 4 point Quality You are a Priest, Nun, Missionary, or some other Holy type trained in the ways of your religion, and usually part of a greater religious organization. It is your job to help the souls of the needy in the ‘Verse. Out on the frontier worlds there are an awful lot of needy souls. You may be able to call on the help of your particular religious organization but out on the frontier that kind of help is often unavailable or slow in coming. But the Lord helps those who help themselves. You gain +1 to Perception, and a total of +3 to any Social, Knowledge or Language skills. You also posses the -2 level Non-Combatant Drawback, something about turning the other cheek or following the eightfold path. Also most people will treat you with a little more respect if you advertise the fact you’re a Holy Man. Then again some folks might take a dislike to you for the same reason. Smuggler 3 point Quality Whether it’s guns, people, parts, or just about anything else, you’re the person that folks come to see about transporting anything illegal or quasi-legal through restricted space. Not only do you know who has the goods to sell, you also know who’s the most likely to buy the goods you’re selling. You gain a level of Intelligence, one level to the Crime and Pilot skills, and four levels of Contacts (which may be split up into multiple contacts). You have also attracted the attention of the Authorities even if you have never been caught red handed they’re pretty sure you’re dirty, giving you 3 levels of Adversary (The Law). Soldier 3 point Quality Whether you fought for the Alliance or the Independents during the War, or joined the Alliance after it was all over. You are a trained soldier or starship crewman, You automatically get +1 to any two Physical Attributes, and +1 to the Gun Play skill, a soldier or sailor also gains +1 to any specialty skill to represent their advanced training. Soldiers on Active duty have a 1 point Obligation to their Chain of Command. Ex Soldiers and Deserters have a 1 point Adversary in the form of whoever fought on the other side during the War. Spacecraft 2 points/level Quality You have a share in the ship that the cast owns. The number points on this Quality represent your stake in the ship’s ownership. If you are the only cast member who to take this quality the ship actually belongs to you. This Quality need not represent actual ownership, for instance an Engineer who has torn the engine apart and got it humming like a well tuned instrument, has points in the ship but perhaps no actual claims of ownership. Each level gives ship building points for the cast’s ship. Special Forces 5 point Quality This is basically the Initiative Commando Quality, from the Buffy the Vampire Slayer game. Sweet Disposition 2 point Quality You are just so darn nice and wholesome that folks just naturally take kindly to you. Any time you want to influence someone in a friendly manner you gain a +2 to the roll. This bonus only applies if you have not tried to fight or intimidate the target. Talented 2 point Quality Whatever it is you’re good at it. You demonstrate a knack for a particular skill that you just do better then most people. It comes easy to you and you make intuitive leaps that others only scratch their heads at. Chose one skill that you are able to better then others with the same level of training, add +1 to all skill rolls with one particular Skill. You also get to raise that skill at normal cost even after level six. Technology 1 to 5 point Quality You own a piece of advanced technology. It could be a vehicle, weapon, equipment, or high tech gadget. The level of this quality is determined by size, functionality, usefulness, and level of tech. Trademark 1 point Drawback You feel compelled to leave an identifying mark symbol or token of yours wherever you go and when you do something important. See Pulp Zombies p.42. |