System:Supernatural Drawbacks
From DevilshireWiki
Every character on the grid is required to have drawbacks. Every Character Type has drawback points that the character is permitted. Each type may have up to 10 Drawback Points. Some supernatural drawbacks are available to humans.
The following drawbacks are considered supernatural in nature:
Curse
Yes indeed, you have been cursed by someone or something, either way, they're apparently pissed. A minor curse should be an irritant that creates some trouble. A moderate curse should force you to go out of your way to deal with it on a regular basis. A serious curse should disrupt your daily life. This curse cannot be changed or relieved in any way while it is still upon the character. There may be conditions for lifting the curse, and there may just as easily be severe consequences upon tampering with the curse that has been laid upon your character.
Value:
1: Minor
2: Moderate
3: Major
Demonic Tutor
Your character has an influential teacher. And it is not the nice kind that writes a college recommendation, though they do change your outlook on the world- to the evil worse. This teacher is corruptive and your character learned, but they learned black magic. This is a roleplaying trait, not a trait which is used in rolls. Your character might be aware of the teacher's true nature but might think she just has a nice old mentor.
Value: 2
Limited Use
This drawback is actually applied to qualities, limiting their use. For some reason one of your funky powers will only work under certain circumstances or has limitations. For example, you might only be able to use your acute senses under the full moon or you might only be able to invoke fear with your emotional influence power.
Value:
1: Limits that aren't too bad. I.e. only works at night
2: Limits that severely restrict the power. I.e. only works one day a month
Psychic Visions
You see things. They might be in visions, dreams, tarot cards, bowls of water, rune stones or the static patterns of dead television. The visions cannot be summoned they happen on their own usually inconvenient time table and can be a plot device for staff to convey information. This version of psychic visions happen more frequently than the quality version and cause horrible pain. On days when you have a psychic vision you take 5 LP damage due to the physical toll they bring. Every 24 hours upon logging in the code will check you for psychic visions and automagically hit you for 5 LP if you suffer from them. This is not something to be taken lightly--these visions will eventually kill even the most capable of humans who have a string of them, even with a hospital stay. Your days are numbered and what's worse, you might have seen how it ends.
Demons and half-demons don't take damage from visions and because of this they are limited to the quality version.
Value: 3 (for hard visions, human only)
Reduced Attributes
Some species of demon or other supernaturals are deficient in a particular attribute (strength, dexterity, constitution, intelligence, perception, willpower). Humans, too, can find their attributes atrophy when they specialize too much. Reduced attributes are usually taken as part of another package to reflect either natural flaws (in demons) or flaws due to excessive focusing in one area (in humans).
Value: 1/-1
Supernatural Form
You don't look human. You look like a monster. A demon. Humans look at you and flee in terror. Or hit on you. Whatever floats their boat, right? This comes in three flavors.
Split Shape
You have a human form and a demon form. You only get your special demon powers in your demon form.
Value: 1
Not Human
You have one form and it looks demonic. Attractiveness goes down by –2.
Value: 2
Uncontrollable Power
One of your powers is not fully under your control. Whenever you are really stressed, roll Willpower (doubled) with a penalty based on how intense the situation is. Minor stresses (a test you don't know the answers to) give a -1 to -2 point penalty. Moderate stresses (being in the middle of a fist fight) give a -3 to -4 penalty. Major stresses (seeing a vampire for the first time) give a -5 to -6 penalty.
Value: 5
Vulnerability
There is some item, object, or substance that your character is especially vulnerable to. When hit with the object of your detest you're hurt extra strong bad. Yep. You can never take more than 5 points worth of vulnerabilities.
Lesser
A common substance that affects you in some inconvenient way it does not affect humans. Perhaps sour milk makes you drunk or grass turns your skin purple.
Value: 1
Minor
Something that hurts everyone really hurts you, doing 2x the damage. Something that doesn't hurt everyone is capable of hurting you, doing 1 to 10 damage a turn when exposed, depending on amount.
Value: 2
Major
Something that hurts everyone else messes you up. It does 4x the damage it does to other people. Something that doesn't hurt other people not only does 5 to 50 damage a turn, but may also reduce your physical stats if you are just close enough or cancel out your ability to regenerate..
Value: 3
Werewolf
On the three nights of the full moon your character transforms into a beast, half wolf and half man. Rare werewolves develop control over their abilities but for most people, this is a curse. This is the drawback version of the werewolf package.
Package
Only applies to animal form
+4 to Strength
+2 to Dexterity and Constitution
Claws and teeth are natural weapons, doing (2 x STR) base slicing damage
Natural Toughness
Natural Armor 1
Acute Sense (Smell/Taste). This applies in human and wolf form.
Silver weapons increase damage multiplier by 1.
Value: 3 (can't control changes or wolf form)
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