1. Notes

1.4 Upsides and Downsides

Core Rule System

A maximum of 12 points of Upsides and Downsides may be taken, the positive and negative must balance out at the end, so 12 points of Upsides must have 12 points of downsides.


Upsides and Downsides add interesting backgrounds and flaws to a character up to a maximum 12 points in total. Upsides must be compensated with Downsides; however Downsides can be purchased and buy Perk points on a 3 for 1 exchange (9 Downsides will yield 3 Perk Points) a maximum of 4 extra Perk Points can be earned this way. 


Upsides

Authority (3 per membership)

Connections (Allies 3-6, Contacts 1-3)

Allies 3-6 

Contacts 1-3

Fake ID (3)

Famous (2-6)

Favour (1-5)

Light Sleeper (2)

Magnetic Personality (4)

Perk (*)

Property (3-7)

Quick Learner (2)

Rank (0-12)

Subordinates (2-5)

Upbringing *

Wealth (2/level)


Downsides

Addiction (-1 to -3)

Allergy (-1 to -3)

Age (Young -4, Old -2)

Amnesia (-2)

Amputee (-3 to -5)

Belief (-1 to -3)

Code of Honour (-1 to -4)

Commitment (-1 to -3)

Criminal Background (-1 to -2)

Curse (-2)

Debt (-1 to -6)

Dedicated (-1 to -3)

Dependant (-1 to -4)

Disfigured (-2 to -4)

Flashbacks (-2)

Frail (-3)

Hearing Impairment (-5 for deafness, -2 for poor hearing)

Heavy Sleeper (-1)

Infamous (-1 to -4)

Insomnia (-1)

Motion Sickness (-1 to -5)

Mute (-4)

Nemesis (-2 to -5)

Paranoid (-1)

Phobia (-2 for mild, -4 for severe)

Poor (-2)

Quirk (-1 per quirk (max of 2 quirks)

Secret (-2 to -3)

Slow Learner (-3)

Social Stigma (-1 to -3)

Visually Impaired (-5 for blindness, -2 for poor eyesight)

Wanted (-1 to -5)


Upsides…


Authority (3 per membership)

The character is a member of the authorities. He could be a member of the Kings Guard, an Imperial Naval Intelligence Agent or even a Bounty Hunter. The effect of this upside is largely dependent on current circumstances. Jurisdiction plays a large factor. Downside side is the responsibility of that Authority and the code of conduct, activity and orders that be received. This does not give rank, rank must be purchased separately. 


Connections (Allies 3-6, Contacts 1-3)

The character has a number of useful connections. These can be close allies who will willingly help the character no matter what or casual acquaintances with special skills or contacts of the own. The cost of the upside should be reflected in the amount of influence, access to resources and loyalty the ally or contact has.

Allies 3-6 are connections who are willing to help the character even in difficult times without asking for much in return. Example; a family member who is a Watch Captain or a friend in at Court.

Contacts 1-3 are connections that will not necessarily go out of their way to help without some sort of recompense. They can provide useful information or resources but will not risk themselves. Example a forger, a smuggler, a merchant.


Fake ID (3)

the character has a created identity, going beyond simple ID papers it is a complete detailed life with a separate home, employment and the relevant papers. This fake identity must be treated like a real ID and be maintained along with the various upsides and downsides with that ID.


Famous (2-6)

depending on the level of the advantage depends on how well known the famous individual is. Being famous has an upside, people will readily provide help and access to restricted areas. The downside is that they may be recognised wherever they go and may be followed around by fans.


Favour (1-5)

someone important owes the character a favour. This is a debt that is known by both sides and can be requested at any time as long as that favour is accessible.

Financial Favour                 Cost

 5,000        Single favour    1

 10,000        Multiple favours    2

 20,000        Single boon           3

 40,000        Multiple boons    4

 80,000         Life debt           5

The downside to a favour is resentment.


Light Sleeper (2)

the character is a light sleeper and awakens at the slightest noise. He cannot be surprised whilst sleeping. The only downside that is if a character cannot get the required amount of rest then they can become fatigued.


Magnetic Personality (5)

This directly affects those around the character caused them to react in a positive manner. Even hostile enemies may become neutral towards the character.


Perk (*)

additional Perks may be bought from Character Creation. However 3 downside points only purchase 1 Perk Point.


Property (3-7)

The character owns a piece of property, this could include a ship, a large private residence, an Inn. The downside is the maintenance costs to keep it running in tip top condition.

Property Value Maintenance Cost Cost

 10,000               500                             3

 20,000               1,000                      4

 40,000               2,000                      5

 80,000               4,000                      6

 160,000        8,000                      7


Quick Learner (2)

The character halves the normal amount of time it takes to learn a new Combat or Complex Skill.


Rank (0-12)

the character is a member of a recognised and powerful organisation. This rank gives him authority and access to resources, contacts and gear whilst acting on behalf of that organisation. Authority must be purchased to be a member of the specific organization that the rank is held in.

Rank                                       Military Civilian

Enlisted/member                        2            1

Junior NCO/veteran member          4            3

Senior NCO/elite member          6            5

Junior office/assistant director   8            7

Senior officer/director                 10            9

General officer/senior director    12     11


Subordinates (2-5)

the character has one or more faithful minions. The NPCs provide support and act in a manner to serve in a well-defined way. They fulfil roles such as manservant, assistant, bodyguards, ship crew, etc. the downside is they do need to be fed, accommodated, paid and even given assistance from time to time.


Wealth (2/level)

the character has money…. And lots of it; how much depends on the characters rating.

Asset Value   Cost

 10,000           2

 20,000           4

 40,000           6

 80,000           8

 100,000    10

 200,000    12


The character can immediately lay their hands on 5% of their assets during a monthly period and more than that will require the amount borrowed against the 5% withdrawn multiplied by the renewal period to recoup. Or they can choose to reduce their wealth level for by 1 rank and gain the difference in disposable cash immediately.

Downsides…


Addiction (-1 to -3)

the character is psychologically or physically addicted to something. It could be alcohol, drugs, adrenaline, sex. Depending on the level of addiction depends on the effect on the character.

Addiction Rating Period of need       Cost

Lesser                      Daily                      1

Minor                      Ever 4 to 8 hours    2

Major                      Every 1 to 2 hours   3


Failure to get their addiction met will and can result in withdrawal and levels of fatigue accruing for each period of need not met.


Allergy (-1 to -3)

the character is allergic to certain food items or chemical compounds. This varies from mild inconvenience to deadly danger. When the character is exposed to the allergic agent then an Endurance test is made. If failed or fumbled then the effect can result in death.

Allergy   Effect                                                                                                                Cost

Mild   Itching and scratching, winded fatigue level acquired.                               1

Serious   Swelling and breathing difficulties, wearied fatigue level acquired.          2

Deadly   Anaphylactic shock, the character immediately takes a critical wound.   3


Age (Young -4, Old -2)

the character is unusually old or young, this can seriously affect how the character is treated and can limit freedom of movement. Young characters will not be allowed in bars or clubs, are not allowed to carry weapons and may even have curfew restrictions. Whereas an old character will usually have some sort of ill health, poor eyes sight, infirmity or other complication. 


Amnesia (-2)

the character has no recollection of his life up to a short while ago. This downside is this can have serious repercussions to the player and campaign. However, they character may have allies he was unaware of.


Amputee (-3 to -5)

The character is missing a limb. 

Hand (-3), the hand is missing, any test that require that hand is at -30%.

Arm (-4), the arm or part of it are missing, any test that require balance are at -30%, or 2 hands are all but impossible -60%.

Foot (-4), the foot is missing, movement is halved and any tests requiring a fully working foot are at -30%.

Leg (-5), the leg or part of it is missing, movement is reduced to 5’ unaided. And tests requiring the use of legs is at -60%.


Belief (-1 to -3)

the character strongly believes in something that is not mainstream and can result in ridicule or even physical risk.


Code of Honour (-1 to -4)

the character lives by a code of honour, depending on the degree can seriously affect the character life style and choices.


Commitment (-1 to -3)

the character has some sort commitment to fulfil, whether it is a steady job or a regular attendance to make. Commitment cannot be tied into Authority or Rank and must be something entirely separate.


Criminal Background (-1 to -2)

At some point the character has committed a criminal act. He may have done some prison time or even got away with it but the incident continues to haunt the character in some way. If the character has a criminal record then getting jobs especially in positions of trust can be difficult, however they do have a few “old friends” that could prove to be useful allies or contacts.


Curse (-2)

the character is subject to some sort of curse, whether real or imagined. It affects the character in tangible ways. The player chooses an aspect of their life (love life, job, friendships, finances, etc.) and this continuously refuses to work out.


Debt (-1 to -5)

the character owes someone a substantial debt, this can include money but also a debt of honour. 

Financial Debt Debt of Honour       Cost

 5,000               Important favour 1

 10,000               Multiple favours        2

 20,000               Boon                      3

 40,000               Multiple boons        4

 80,000               Life debt               5


Dedicated (-1 to -3)

The character is committed to some sort or powerful all-consuming goal. This could be individual goals or as part of a larger group. The most extreme form of this is fanaticism. 


Dependant (-1 to -4)

the character must take care of someone, a pet, a relative or even child. This involves care, protection and friendship to maintain and is demanding on the characters schedule. However the dependant could from time to time be helpful depending on the situation.


Disfigured (-1 to -4)

The character has visible scarring on a specific location, this can range from burns marks, birthmarks, wounds marks.

-1 indicates minor scarring to a specific location, this can be concealed normally.

-2 minor scarring to the face or more major on other concealable locations.

-3 major scarring to the face or majority of the body.

-4 mangled face and or total body scarring.


Flashbacks (-2)

the character suffers flashbacks from some previous mental trauma, in stressful situations. The character must make a Concentration skill test in order to act. This cannot be used with amnesia.


Frail (-3)

The character suffers from a weakened constitution and takes a -30% penalty to any Endurance test or related test


Hearing Impairment (-5 for deafness, -2 for poor hearing)

The character has a hearing impairment, the condition may be total deafness or just poor hearing -40% to all audio perception tests and the character cannot be healed for any number of reasons, no matter what.


Heavy Sleeper (-1)

the character sleeps so deeply they are very hard to awake. Heavy Sleepers take a -40% on perception tests to awaken in a dangerous situation, this cannot be taken in conjunction with Light Sleeper.


Infamous (-1 to -4)

the character has a bad reputation. The reputation may or may not be deserved but it sticks to the character like a bad penny. It can represent an unpleasant reputation to something a lot more terrifying.


Insomnia (-1)

the character has trouble sleeping, this anxiety prevents the character from ever feeling refreshed and he is constantly tired.


Motion Sickness (-1 to -5) *

the character suffers from nausea whenever not on solid ground (he suffers a -10% per point of the penalty rating on all tests).


Nemesis (-2 to -5)

the character has a long time enemy or rival, whenever they meet the Nemesis will try to thwart or kill the character depending on the severity of the Nemesis. If the Nemesis dies then he will be replaced by another seeking to avenge the nemesis that has been vanquished.


Paranoid (-1)

the character believes that someone or something is out to get him. Anything bad that happens is automatically attributed to this conspiracy. Anyone who disagrees with this must be part of the conspiracy and is also out to get the character.


Phobia (-2 for mild, -4 for severe)

the character has a phobia of some form, it must be a mainstream phobia that could be realistically encountered.  A mild phobia makes the character acquire the Winded Fatigue condition whilst in the presence of the object. Whereas a Severe Phobia requires a Concentration skill test to not freeze up and act whilst in the presence, however they still suffer the Winded Fatigue condition.


Poor (-2)

the character does not have much money and no source of income, they will also find forgotten debts catching them up during play.


Quirk (-1 per quirk (max of 2 quirks)

a small personality flaw or habit that poses minor limitations on actions and behaviour. For example, cowardice, greed, cruelty, curiosity, intolerance, lazy, miserly, overconfident, pacifist, prideful, selfish, squeamish, stubborn, nose picking, spitting, rubbing of the crotch, breaking wind, belching, sucking of teeth, coughing/clearing the throat, etc.


Secret (-2 to -3)

the character has some skeletons in their closet that they would rather not be found out. It could be a criminal past, an indiscretion, or something that could seriously cause the character some sort of grief if it were found out.


Slow Learner (-3)

it takes the character twice as long to learn a new Combat or Complex skill.


Social Stigma (-1 to -3)

the character is part of a social group with a bad reputation. People will shun them or even cause physical harm. However the play does have a contact within this group. 


Upbringing*

Unless you choose an upbringing then you automatically are considered to be, you can however choose to start at a lower or higher social status if desired.


Social Class Cost Note

Underclass        -3        You were born in the workhouse; your mother walked the streets and you never knew your father. You were raised in the gutter, where you learned about the bitter realities of life and how to survive it.

Lower Class -1        You were born to poverty and yours was a childhood living hand to mouth, fighting over scraps and making do. You toiled even as a young child in the fields or in the mill.

Townsmen        0

Middle Class 1        You were raised in a comfortable house hold, well fed and educated. Your parents expected you to follow in their footsteps and even achieve something greater.

Nouveau Riche 10        You have never lacked for want in your life. Your parents were new money, merchants or industrialist, expecting you to do well at in the family business or even begin your own enterprise.

Nobility               12        You were raised with tales of valiant ancestors. Your family were nobles that clung to waning power and wealth. You were expected to restore the families honour and your tutors instilled you with the knowledge to                                                prepare you.


Visually Impaired (-5 for blindness, -2 for poor eyesight)

The character is visually impaired, the condition may be total blindness or just poor eyesight -40% to all visual perception tests and the character cannot have his eyes healed any number of reasons no matter what.


Wanted (-1 to -5)

either a lawful bounty or a personal vendetta someone is after and actively chasing the character. This pursuit can be relentless and will often appear at the worst time. A sanctioned Kill Bounty is a level 5 downside and will result in someone trying to collect that bounty.