03.11 Ron d6 Disadvantages: Xeno-Flaws

03.11 Ron d6 Disadvantages: Xeno-Flaws

Aliens are not all advantages and no disadvantages. There are downsides too – Xeno-Flaws. If some sort of penalty makes sense to you, either for play balance or because the alien’s background demands it, you can find a good sampling of negative special abilities on the chart to the right.

Some Xeno-Flaws are deep seeded in the culture of the species while others are biological They are divided out here.

Bio-Flaws

Point ValueEffect
1AllergyIf the character is exposed to a fairly common substance – like smoke from a fire, a particular food, sunlight – the character is stymied until the condition is removed.
1Metabolic DifferenceThe character needs more life support – air, food, etc. – than normal and will begin to take stun damage, and then wounds, after hours of malnutrition. For example, the character must eat a meal every six hours or, every hour after the six are up, the character takes one stun that cannot be recovered except by eating. After the character takes enough stun to go unconscious, he begin staking 1 wound every hour until death.
2Atmospheric IncompatibilityThe character must take regular medication or wear a breath filter when in “normal” (Human-type) atmospheres. If the character does not, he or she takes one stun every minute until unconsciousness, and then one Wound every ten minutes until death.
2Nutritional RequirementsThe character must ingest (or breathe) an element not common to Human-norm foods (or air) and has physical problems (much like Metabolic Difference, only more severe) when the character cannot get this requirement. The character should be able to last a fairly long time without the element(a day or three, perhaps) but has a severe reaction when without it for long.
2VulnerableBecause of the character’s physiology (or perhaps, psychology) he or she has a severe weakness to one type of attack (example: the character takes extra damage from fire, electricity, impact, or etc. or opposed skill attempt, like Con or Interrogate ).
3Infection 1
3Major Atmospheric IncompatibilityThe character must wear an environment suit when in “Human” atmosphere or die of asphyxiation. The character requires special life support elements that may be fairly common but are not in Human atmosphere (or the character requires the exclusion of certain elements).
3Major VulnerabilityThe character will be seriously injured or die if exposed to a particular substance that may be rare, but does not normally have this effect (large amounts of salt water; a certain type of normally harmless radiation; an element usually found in Human food; etc.). The character takes a Wound every round he or she is “exposed” to the element until the element goes away.
3Symbiosis 1The character is bound symbiotically to another, drawing strength or energy from him. Symbiosis can be either physical or mental. For every 100 meters by which one character is separated from the other, both lose -1 to either their physical Attribute totals or their mental Attribute totals. If the character’s symbiote is killed, the character loses 1D points from the Attributes affected until he can convince another character to willingly bond with him (the bonding process should be simple – like sharing blood – but it must be done with willing participants).
4Lethal VulnerabilityThe character has a violent reaction to a fairly uncommon substance that, when he or she is “exposed” to it, can kill the character. The substance should do at least 4 wounds every round the character is exposed to it until he or she is removed from the substance’s area of effector until the character is “treated” (example: a severe allergy to a bee sting -only more so; a very severe physical vulnerability – like being hit on the head does extra wounds; etc.).
4Symbiosis IIRules are the same as Symbiosis I, save that the character is bound both mentally and physically to another, and will lose from both sets of Attributes if separated.

Stymied – A character who is stymied loses his Wild-Die reroll during his actions until the situation is removed. If he rolls the dice and gets a six on the Wild Die, he cannot re-roll. This counts for all Character points spent as well.


Cultural Flaws

Point ValueEffect
1Cultural AversionThe same as Allergy, but there is some social situation that will provoke the stymied effect (exposure to nudity, being disobeyed by an inferior, witnessing fully clothed females.)
1Minor StigmaThere is something that the character cannot do without performing the “proper rituals” before or after (perhaps, if the character kills someone, he or she must be “purified” at a temple, or maybe the character has an extremely strict code against lying, etc.).
1Sense of DutyThe character feels compelled to take certain actions out of a love of code or perceived duty to something else. The character may, at times, do things he finds morally questionable in order to achieve a greater good. With “Sense of Duty” the character’s beliefs do not come into play very often.
2Alien Outlook: The character’s psychology prevents him or her frominteracting in a certain way (or several minor ways). Perhaps the character has absolutelyno sense of humor – or an incredibly bizarre one – or the character is, by nature, sostubborn that charm and persuasion are impossible for the character to comprehend (oneither side of the dice). Note that this should be a Compensation, not an Advantage. Thereare times when the Compensation may help the character, but it should not do so most ofthe time.
2Illiterate: A character can beconsidered “Illiterate’ for one of two reasons. The first is simply due to hisinability to read. The other reason is if he did not speak the local language (animmigrant arriving in a new country, an explorer among natives, a space traveller on astrange planet, etc.) These people may be extremely intelligent and well-read people, buthave difficulty exhibiting that in their new country.
2Sense of Duty: The characterwith the “Sense of Duty” Compensation believes very strongly in something andwill attempt to persuade others of the rightness of his beliefs. His patriotism or loyaltyto an ideal plays a role in his day-to-day life.
3Alien Understanding: Something makes the character”misunderstand” certain common situations. Perhaps he or she views persuasion astaunting or a common method of greeting as an attack. If the character sees oneinteraction for another, then apply the result points of the interaction on the othercolumn when it is used against the character. The character may “buy this off’ bylearning about the culture.
4Code of Honor: There is something that would so disgrace, dishonor,and/or embarrass the character that death would be a preferable alternative. It should besomething that (hopefully) won’t come into play if the character can roleplay well(“losing a fight” is not really a good idea) and that the character may be ableto “correct” immediately after it has occurred. Perhaps the character servessomeone (either another character or a gamemaster character) and, if that character iskilled, he will suicide. Or, the character will never lie and, if he does lie by accident(by intent would break the code), suicide is the most likely option – unless atonement ispossible. Again, this is such a lethal Compensation that the character should not be”forced” into suicide or death options should always present themselves. Itshould make the character more interesting and more challenging to roleplay – not justdead.
4Kamikaze Code: There is something the character would more thanwillingly die to do. This may relate to another Compensation (such as “Pursued”or “Enemy”) or may just be some sort of strange outlook on life. Perhaps thecharacter has a mortal enemy that he or she would gladly die to kill (or maybe evendishonor), or there might be a task the character wishes to accomplish before death and,once it is accomplished, the character has no will to live. This Compensation must beplayed with care. While it does not mean the character will automatically kill himselfupon completion of “the mission,” the character might believe that he will (itmight even be out of the character’s control). But, if this obsession is roleplayedinterestingly over the course of several adventures, it can be “bought off’ at theclimax of the action.

Ability Result
Delicate Build: Due to the alien’s fragile bone structure, he suffers a -2 modifier to all Strength rolls to
resist damage.
Breath Masks: To survive in standard atmospheres, alien must wear a breath mask. Without the mask,
it suffers a -1 D penalty to all skills and attributes.
Technological Ignorance: Alien knows almost nothing about technology and has a difficult time
grasping new concepts. He suffers a -1 D penalty whenever he attempts to use any item more advanced
than simple stone age-era tools (until gamemaster deems he has become acclimated to them).
Light Gravity: Alien is native to a light-gravity world. When on standard-gravity worlds, reduce his
Move by -3. Unless he’s wearing a special power harness on such worlds, also reduce his Strength and
Dexterity by -1D (minimum of +2; he can still roll, hoping to get a “Wild Die” result).
Poor Vision: Alien has poor vision compared to humans and suffers a -1 D penalty for actions involving
vision at a range of greater than 50 meters.
Voice Box: Alien is unable to pronounce Basic, although he can understand it perfectly well.

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