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Asking for assistance with weakness list

Started by ancientgamer, September 21, 2007, 05:49:41 PM

Previous topic - Next topic

ancientgamer

I know I am having asking for help lately but I received some good suggestions which in turn creates more questions:eek:   Now, I am at a point where I have re-done my strengths table.  I have about twenty-five or so entries which I feel cover a lot of abilties

However, I only have a list of ten for weaknesses and I want some more that would suit the supernatural genre.  

The premise of the game is that some unknown has transformed the PCs into a supernatural creature.  I want to stay away from cliches and borrowing too heavily from WoD and others while letting them make such beings if they choose.  Anyway, I list the weakness I have without the game mechanics.


Needs subsistence: (I am thinking of blood, flesh, emotions or something else obtained from humans)

Vulnerable to a condition:  For whatever reason, being exposed to something inherent to the world will instantly kill them.  For instance, hearing someone say their true name three times in a row.

Allergies

Vulerable to a substance (iron, silver, or other tangible substance)

Trait Manifestation (harder to hide supernatural nature)

Phobia

Uncomfortable environment

Enslavement (a certain class or kind of being can enslave you under certain conditions)

Nocturnal or inactive during certain periods of time

Unhinged by transformation

Addiction

Darkness (easier to give to temptation or your alien nature)
It is unbecoming for young men to utter maxims.

Aristotle

http://agesgaming.bravehost.com

Divinity - an RPG where players become Gods and have to actually worry about pleasing their followers.

If you want to look at another journal, go here.

Silverlion

"Impeding Barrier" --Like Vampires being unable to cross running water, or entering a threshold without invite. Hallowed Soil

"Compulsive Requirement": Must count count seeds, or grains of rice thrown before them. Must untie all knots in their presence.


"Easily Identified": Something marks the supernatural creature in some way that is difficult to disguise. A single eyebrow, even length index and forefingers, noticeable fangs, Hairy palms.


"Repulsion": (This is similar to Impeding Barrier)-an object or situations repels the creature. It's own reflection. Religious icons. Hallowed Soil."


"Requirement" (Similar to Subsistence)= Creature needs something  and can't do without it--like a Vampire needing contact with its grave soil.
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Hearts & Souls 2E Coming in 2019

ancientgamer

Consider them taken.   If you have more but they don't apply to vampires or any particular creature, still feel free to post:)
It is unbecoming for young men to utter maxims.

Aristotle

http://agesgaming.bravehost.com

Divinity - an RPG where players become Gods and have to actually worry about pleasing their followers.

If you want to look at another journal, go here.

Ian Absentia

Hidden Nature - The individual bears a secret of some kind (secret name, hidden feature, etc.) which, if discovered, causes the individual to surrender autonomy.

Wax & Wane - A bit like your "nocturnal or inactive", the individual's nature becomes weaker or stronger with cyclical changes (day/night, the seasons, the weather, etc.)

Time Limit - The individual can only exist in a certain environment for a specific, limited amount of time.

!i!

ancientgamer

Okay, time for an update on my list.  I have 18 now and I would like a few more.  Now with expanded descriptions!

1.   Needs subsistence:  The player must feed on one human a night or they start to feel weaker until they starve to death.  They are penalized with a -1 on every skill for every night up to six.  After the seventh night, they will fall asleep until someone or something gives them what they need.  

2.  Vulnerable to a condition:  For whatever reason, being exposed to certain things (like sunlight or water) will instantly kill them.  There is no way to avoid not being killed if exposure happens but feel free to be more specific about the condition.  For instance, you have to be submerged from head to toe in water or you must be exposed to the sunlight for more than a minute.

3. Allergies:  Certain things (like garlic for instance) are able to drive the PC away because of the pain.  If they cannot flee, then you cower and take actions with a -4 penalty.

4. Vulnerable to a substance:  Items made from the substance you are vulnerable to do double damage to you and cause allergic reactions.

5. Trait Manifestation:  The character will unintentionally give away their true identity.  They might be exposed by mirror, strange smells or briefly changing forms.  It is much harder to look human under those circumstances.  They have a -4 penalty when attempting to fool people into thinking they are human

6. Phobia:  Your fear of choice will automatically force you to run away until they are out of your sight.  If you touched by it or in close proximity to it, then you will panic until it is removed from your presence.  It may be a part of your nature or it could be a unconscious attempt to stay away from something that could actually endanger.

7. Uncomfortable surroundings:  Certain places or climates make you uncomfortable.  You want to run away and get out as soon as possible.  If you are forced to stay there, then you have a -4 penalty to their die rolls because of the extreme psychological discomfort.

8. Enslavement:  Certain conditions or people can force you to do their bidding or at least be told to do certain things.  For instance, some Transformed can be ordered by priests, pastors, or other religious figures because they believe in the old legends or they have been programmed to listen to them for whatever reason.   They might have a hidden name or a special frequency which causes them to surrender control if someone knows what to do with the information.

9. Nocturnal:  Most transformed can move about in sunlight.  You are not one of those.  Instead, you have to find a place to hide and lay down until the sun sets.  You cannot resist attacks during daylight hours.  Therefore, it is even more important to make sure you have the proper safeguards during daylight hours.  Alternatively, perhaps the PC can only operate during daylight hours or they must hibernate every winter.

10.  Emotionally Unstable:  The PC's transformation made them more volatile. Stressful situations require a d10 + Spiritual stat against difficulty 7 in order to keep them from going berserk.  If they lose control, they will attack the nearest enemy without thought about what would happen next.

11.  Addiction:  The transformed must have a certain substance or have rituals they must perform in order to function.  If they are denied, they suffer a -2 penalty to all of their skill rolls when they obtain what they need.

12.  Darkness:  The character cannot resist their true nature.  It is much easier from them to give in to their alien nature than to fight it.  Add +2 to their vice rolls.

13.  Requirement: There is something that the transformed needs in order to survive.  They do not need to consume but it must be present in order for them to survive.  For instance, they might need a pool of water to sleep in every night or their lair must have the right magical symbols inscribed within it or they will die in short order.

14. Impediment:  A common substance or condition can keep the transformed from crossing it.  For example, runic symbols, running water, or a doorway lined with lead could keep them from crossing.

15.  Compulsion:  Something about the transformation has the forced them to do certain rituals when they have encountered a certain situation.  It could be counting objects before they can continue forward or having a lucky charm.  

16.  Distinctive marking:  The transformed has a subtle but telltale sign to the knowledgeable that reveals their true nature.  Tabloid readers may know how to spot aliens while those in the occult could spot a spirit, vampire or other creature.  Those really "in the know" depend on which setting was chosen.

17.  Neutralizer:  A common substance or condition makes you unable to use your powers.  You can still survive with such a condition but you will need to be more careful.  You must be touching the substance or be in the same room.  This applies for conditions as well.  Perhaps they lose their powers during the day or they can't use their powers on Sundays.  Another example might be losing your powers during electrical storms.

18.  Slow:  The transformed is not a fast moving creature.  There be different reasons such as being really big or perhaps they have instructions beamed to them from outer space.  In any case, they automatically move last unless there are other "slow" combatants.  They can still roll their d10 in order to see what order the "slow" transformed move.
It is unbecoming for young men to utter maxims.

Aristotle

http://agesgaming.bravehost.com

Divinity - an RPG where players become Gods and have to actually worry about pleasing their followers.

If you want to look at another journal, go here.

Xanther

If your players really like to play good, heroic characters then I can see 1 and 12 being weaknesses.  Otherwise, like every strength/weaknes system I've seen in action, these kinds of things are not weaknesses at all to a player who wants to play that way, but just free build points for something they would do anyway.

Weaknesses that make a character vulnerable or takes away control of their character (love the enslavement one) are more truly weaknesses.

How about:
  Denial:  The PC denies they have been transformed. They refuse to use powers they "don't have."  Even in life or death situations the PC must overcome this denial to successfully use hteir powers.  If forced to accept that they are transformed, they may seek to be "cured" and have other transformed they know "cured" as well.
 

ancientgamer

Consider denial stolen:)

A couple of more comments...

I have it set it so that the player picks how many strengths they want (2-4).  They have to make an equivalent number of rolls on the weakness table.  Therefore, they are not getting bonus points per se...just a 1:1 balance.

I did this because I wanted the transformation process to be unpredictable.  I know every ability is not perfectly balanced but I think they are pretty close.  Part of the theme is having the PCs dealing with unexcepted changes.  The world is not always a fair place.  I wanted a world where being queued into the supernatural was not a guarantee of knowing the answers or even having a clue.  

Enough game ranting for right now.  Thanks for the suggestions so far and if you have a few more, I will take them.
It is unbecoming for young men to utter maxims.

Aristotle

http://agesgaming.bravehost.com

Divinity - an RPG where players become Gods and have to actually worry about pleasing their followers.

If you want to look at another journal, go here.

dindenver

Hi!
  How about:
Touch of Blite - Plants die at the character's touch
Aura of Evil - Even the characters' friends are uncomfortable around this character
Repulse animals - Animals are repulsed by the mear presence of this character. They will do anything (including harming themselves) to escape the character.
Alter-Ego - The character has no control over their powers. They simply manifest as an entirely different alter-ego based on time/emotion.
Multiple Personality - whether its from insanity possession or more, the character has more tha one burning Drive.

  Seems like the best are covered, hope these prove helpful.

  Good luck man!
Dave M
Come visit
http://dindenver.blogspot.com/
 And tell me what you think
Free Demo of Legends of Lanasia RPG

ancientgamer

Thanks everyone, I think I have enough strengths and weaknesses for now.  I'll post the rest of what I came up with your help here.  BTW, dindeaver, I took some of your suggestions and combined them.

19.  Geas command:  The PC must perform certain actions or be punished.  For example, the transformed is compelled to be the defender of a person, place or thing.  They do not know why they must do this but perhaps there are hidden reasons.  Maybe their source of power comes from what they guard or they were transformed precisely to fulfill this duty.  In any case, the PC only has limited free time and there are people or other beings who want what they are guarding.  Other command and penalties could be discussed by the GM and the player.

20. Uncomfortable aura:  Other transformed detect something wrong with you without even trying.  You might belong to a rival group and not even know it or have some kind of corruption inside of you.  All attempts at social contact with other transformed suffer from a -3 penalty to their skill roll.

21. Uncertain:  When you were transformed, no one came to you and told you what was going on.  Your alien nature is at war with itself.  It "hides" itself from you and you can't place your finger on it.  This makes using your powers unreliable at best.  You have to roll a d10 plus your spiritual trait and beat a difficulty of nine in order to use your powers during a scene.  Perhaps your character still thinks they are human or maybe the transformation didn't sink in fully.

22.  Unnatural Aura:  This transformed interferes with the natural workings of the environment.  They could possess some form of corruption or it could be inter-dimensional physics taking effect.  In any case, plants wither at their touch, animals want to run away and others have a minor form of bad luck while around them.  All social forms of interaction, other than intimidation or causing people to get angry, suffer from a -2 penalty.

23.  Amnesia:  The PC does not remember what happens when they use their powers.  They will forget what happens during a scene.  They could have an alter-ego, like an outside controller, taking over or they could have multiple personalities.  This may be a hard role-playing challenge but the character cannot act on knowledge gained during any scene in which their powers are used.  

24:  Beacon:  Any use of supernatural powers has a tell-tale sign or signature.  Anyone who is aware of it knows who the PC is.  They are unable to disguise themselves.  Perhaps they have a green glow or there is a unique radioactive signature.  The PC might be able to be tracked from miles away depending on the GM.  

25.  Geas stricture:  The PC is forbidden to perform certain actions or they are punished.  For instance, perhaps they cannot the city or they may not talk to humans.  The punishment could be taking a point of physical damage or suffering the effects of another weakness.  The player knows of it but they do not know how it was fashioned.  The forbidden actions and punished should be discussed between the GM and the player.
It is unbecoming for young men to utter maxims.

Aristotle

http://agesgaming.bravehost.com

Divinity - an RPG where players become Gods and have to actually worry about pleasing their followers.

If you want to look at another journal, go here.

Quire

Quote from: ancientgamer1.   Needs subsistence

Forgive me if I'm wrong (I'm not very well at the moment so my head isn't terribly clear), but I think you mean 'sustenance'.

- Q

Silverlion

Dormant Form: Creature must assume a state that cannot interact with the world (Gargoyles perhaps turning to stone to rest, dryads/nymphs returning to their tree, or river)


Cannot Heal: Creature is dead flesh, or exist in some other conditions or status that prevents their bodies from healing or recovering without unusual powers or techniques (Necromancy for undead, Clayworking for golem creatures)
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

ancientgamer

Thanks for the edit there, Quire.  I wrote all of this really fast so I know I will have to go back at some point.

Thanks again Silverlion.
It is unbecoming for young men to utter maxims.

Aristotle

http://agesgaming.bravehost.com

Divinity - an RPG where players become Gods and have to actually worry about pleasing their followers.

If you want to look at another journal, go here.

Silverlion

Your welcome, any compiled list? How is the game coming?

:D
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

ancientgamer

I have 60-some pages of the game done and I am into making some pre-made NPCs that might be encountered.  Anyway, I'll post the weakness list and strength list I made so far.  Warning: unedited at this time.  In other words, although the game isn't fully done, I could start some sort of playtesting.  Of course, if this game gets to the published, I will credit those people who submitted suggestions.

Table 3A.  Strengths

Roll d100 for strengths.  

1.  Immortality:  As long as the player has avoided his weaknesses and obtained whatever they need, he or she can indeed live forever.  In other words, do not worry about age-related problems.

2.  Undeath:  They no longer need to breathe, eat or drink like mortals.  All of their basic needs are met with the exception of one form of subsistence.  The player must choose needs blood or other sustenance as one of their weaknesses.  If they are randomly rolling, they can take on this weakness and subtract one from the total number of rolls they need to make on the weakness table.

3. Auras:  Transformed have the ability to see surface emotions in mortals.  They can tell what they are feeling unless the mortal is trying to hide their feelings.  They can attempt to see past mortal attempt to hide their feelings.  The Divinity can roll a d10 + their skill score in empathy while a human can only roll a d10.  The winner determines the exposure of the emotional state.  If the target wins, then that transformed cannot use this power (Auras) on them again.  If the transformed using this power wins, then they will know what the target is feeling.  

They can also attempt to determine what other Transformed are feel but the opposing Transformed can add their Spiritual state to their d10 roll to determine whether or not emotions are exposed.  Likewise, if the Transformed that is hiding their emotional state wins, then the other Transformed cannot use this power on them again.

4.  Influence emotions: This Transformed can attempt to influence other people's emotions. They can shift emotions one direction to the right or left on the Emotional Spectrum chart.  They cannot use this power in rapid succession with people or with one than one person at a time.  The Transformed using this power must roll a d10 + Spiritual rating and beat the target's d10 + Spiritual rating.  If the target wins, then the Transformed can never use this power in them again.

Emotional Spectrum: Joyful - Happy -
Content - Dissatisfied – Sad (Unfriendly) – Depressed (or Angry) – Agony

5.  Summoning:  A common creature or minor servant appear at the command of the Transformed.  No roll is necessary but there should a defined role for the summoned being or item in question.  One example could be a creature akin to an attack dog.  It could have a fair Physical score and a close combat skill to match it.  Another example could be a spirit that can spy on a distant target.  They could have a Spiritual rating and the profession (Spy) skill.  The details would be discussed between the player and the GM.

6.  Ranged attack:  The Transformed can attack someone up to fifteen feet away without being in close combat.  The nature of the attack can vary.  It could be a tentacle, an exhaled substance or throwing debris with their mind.  The choice is up to the player.  However, the damage scale would be considered "Low" unless the player rolled this strength more than once or if they chose to take it on.  Choosing or rolling this result one additional raises the damage to medium while two additional times raises it to high.

7.  Shape-change:  They may transform themselves into one different form.  It takes one action to change from one form to another.  They do not heal and carry damage over from form to form.  If the player rolls or choose this ability more than once, then they can choose an additional form.  Here are a few examples of forms the player could choose.

Mist:  They are insubstantial and able to escape through small gaps or cracks.  They may not attack, suffer damage or use any powers other than changing back into their human form.  They move as fast as the wind blows unless it is 15 miles per hour or slower.  In that case, they can move at fifteen miles per hour.

Bat:  Bats are able to fly up to forty miles per hour and use echolocation to find their prey.  They may attack their prey and attempt to drain their blood.  They do so at a -2 penalty to their close combat skill.  However, they gain quick strike since they are attacking from a position of surprise.  They only have to roll for initiative during their first round if another being has quick strike.

Wolf:  Wolves are able to trot along at five miles per hour and can chase their prey for short periods of time at thirty miles per hour.  They attack with a +2 bonus to their close combat score.  They have an enhanced sense of smell and they are able to track whomever they choose with it.  

8.  Dominate Mind:  You can cloud the minds of mortals to see if they will do as you command.  You make opposed Spiritual stats rolls.  If you win, then they will do what you command.  If you lose, then the target will never yield to your use of this power.  The command can be structured as "Do X and Y."  It must simple to do; otherwise the target will just stand in confusion.  Each additional command must be re-rolled and the target gains a cumulative +1 to avoid doing as commanded.  If the target wins a battle of wills because of extended commands, then the transformed can come back in twenty four hours and later and attempt to re-command without the penalty.

In addition, the player can choose to make an NPC forget they were present at a certain time instead of commanding to do something else.  If they choose this option, then they cannot order them to do additional tasks.

9.  Control element (earth, water, air, or fire):  The being in question has certain powers depending on the element they command.

Earth:  They can travel through 10 ft/round of common dirt (concrete or manmade substances do not count).  They can hide in the ground if they want to do that.  They can create small rocks to throw if they have no other weapon.

Water:  They can cause water to part or stand still.  In addition, they can turn into a puddle of water.  They can only creep at one mile per hour but they have the same benefits as if they could turn into mist.  This can be done once per night for up to one hour.

Air:  They can shape-change into mist except they are able to resist air currents and move at least as fast as normal humans can walk on the ground (if there is fierce air resistance).  They can do this once per night for up to one hour.

Fire:  They are immune to fire and its damaging effects (this does not apply to sunlight).  In addition, they can create small fires (enough to light a candle or torch) and attempt to engage in hand to hand combat while enflamed (consider your attack as having high damage).  The chapter on combat will explain more about this.

10.  Enhanced senses:  They have the sense capacities of certain animals.  For instance, they have the eyes of an eagle, the hearing of a cat, nose of a dog, etc.  Note: this is used to describe what powerful their senses actually are.

11.  Can act like a mortal: They are able to eat, drink, breathe and present themselves as mortals without much difficulty.  Transformed with this ability do not give off tell-tale signs of being anything other than human.  They gain a +4 to any attempts to fool people into thinking they are human.  They also gain a +1 to their empathy skill.

12.  Immunity:  The character can pick a substance or condition normally harmful to humans and declare that it doesn't affect them.  For instance, they could state that fire does not burn or lightning doesn't shock them.  Another example would be stating that they are unharmed by any items made of iron.  Once chosen, the immunity cannot be changed.

13.  Hive-mind:  This ability allows the transformed to have a source of knowledge from a outside source.  Perhaps spirits whisper in their ear or they can request information from the mother ship with only a thought.  One use of this ability is to be able to pull common facts from the equivalent of an encyclopedia.  They can do this three times per night.  This effect can be illustrated by giving them a +1 to a skill roll.  This bonus can only be gained for mental skills.  In addition, the player may have a profession score of 2 in something they would normally know nothing about.  They may change the profession once per session.  Once they choose a different skill set, they lose all knowledge of the previous one they had chosen.

14.  Progeny:  The character is able to transform other humans into supernatural creatures.  Doing this does not make them a slave or ally.  In fact, it could be easier to make enemies this away.  However, there may be situations in which a human wants this condition.  In addition, progeny will have different strengths and weaknesses than you do.

15.  Regeneration:  Transformed with this ability are able to regenerate much more quickly than their counterparts.  They are able to recover from any injury (other than death) after one day.  Certain side effects such as paralysis may take a week or longer to overcome, depending on the GM.

16.  Moral Compass:  It is much easier to resist temptation.  The character is able to stay closer to human nature.  They gain a +2 to their familiarity roll.

17.  Phoenix:  Once per game campaign, the player can choose to say their character is completely changing their form.  The Transformed will disappear for one week after a dramatic scene (perhaps they burned up like a phoenix or turned into a pile of goo).  The player can draw up a new character and the new PC maintains all of memories of the old PC.  The character is healed of all damage (so the player can choose to use this ability if it would mean death otherwise).  

18.  Inverse action:  The PC can make someone else give up an action by giving up theirs in return.  The target is unable to do anything as long as the PC is willing to give up their action.  The PC and NPC are able to be harmed by others.  This can be resisted by having the PC roll a d10 + their highest stat while the NPC rolls d10 + their highest state.  The winner determines whether the inverse action power takes effect or not.  If the winner states that it does not, then this power cannot be used again for one day.

19. Teleportation:  You may instantly travel to a location which is familiarity to you.  In order to be familiarity, you must either own the place or have spent enough time there to learn about it.

20. Telepathic:  You may communicate with any Transformed.  The connection is mental in nature (can only read surface thoughts and emotions).  This isn't a perfect means of communication because there are forces able to distort the message.

21. Fear Aura:  You can force any being to make an opposed spiritual roll to see if they flee or not.  If you win, the target will flee until you are out of sight.  If the target wins, then they can never be subjected to your fear aura.  This power can work on other Transformed but they have a +3 bonus to resist it.

22. Chance Manipulation:  You can ask for one re-roll per action taken.  You receive the best result from either the original roll or the re-roll.  In fact, it might be a good idea just to roll 2d10 and take higher of the two die.  

23. Extra Action:  You are granted one extra speed from a number of possible sources.   In any case, your additional action can be taken after everyone else has used their action for the round.  You may also choose to modify this and state you can only give someone else an extra action instead of yourself.

24. Control Animals: Similar to dominate mind, except you can use this power on a small group of animals (for instance, a wolf pack).  The entire group makes one roll while you make the opposing roll.  If you win, then they will do what you command.  If you lose, then the target will never yield to your use of this power.  The command can be structured as "Do X and Y."  It must simple to do; otherwise the target will just stand in confusion.  Each additional command must be re-rolled and the target gains a cumulative +1 to avoid doing as commanded.  If the target wins a battle of wills because of extended commands, then the transformed can come back in twenty four hours and later and attempt to re-command without the penalty.

25.  Giving into the Alien:  If the player chooses, they can enter into a Faustian exchange.  They may gain a permanent +1 to the physical or mental stat in exchange for a -1 to their familiarity stat.  If the familiarity score becomes zero, then their character becomes an NPC.

26.  Armor:  All physical damage is reduced by one point.  Some options for this could include metal skin, force field, or spirits that knock the weapons slightly ajar.  This gift could be re-rolled.   Each time would increase the armor score by one.


Weakness list


1.   Needs sustenance:  The player must feed on one human a night or they start to feel weaker until they starve to death.  They are penalized with a -1 on every skill for every night up to six.  After the seventh night, they will fall asleep until someone or something gives them what they need.  

2.  Vulnerable to a condition:  For whatever reason, being exposed to certain things (like sunlight or water) will instantly kill them.  There is no way to avoid not being killed if exposure happens but feel free to be more specific about the condition.  For instance, you have to be submerged from head to toe in water or you must be exposed to the sunlight for more than a minute.

3. Allergies:  Certain things (like garlic for instance) are able to drive the PC away because of the pain.  If they cannot flee, then you cower and take actions with a -4 penalty.

4. Vulnerable to a substance:  Items made from the substance you are vulnerable to do double damage to you and cause allergic reactions.

5. Trait Manifestation:  The character will unintentionally give away their true identity.  They might be exposed by mirror, strange smells or briefly changing forms.  It is much harder to look human under those circumstances.  They have a -4 penalty when attempting to fool people into thinking they are human.

6. Phobia:  Your fear of choice will automatically force you to run away until they are out of your sight.  If you touched by it or in close proximity to it, then you will panic until it is removed from your presence.  It may be a part of your nature or it could be an unconscious attempt to stay away from something that could actually endanger you.

7. Uncomfortable surroundings:  Certain places or climates make you uncomfortable.  You want to run away and get out as soon as possible.  If you are forced to stay there, then you have a -4 penalty to their die rolls because of the extreme physical discomfort.

8. Enslavement:  Certain conditions or people can force you to do their bidding or at least be told to do certain things.  For instance, some Transformed can be ordered by priests, pastors, or other religious figures because they believe in the old legends or they have been programmed to listen to them for whatever reason.   They might have a hidden name or a special frequency which causes them to surrender control if someone knows what to do with the information.

9. Nocturnal:  Most transformed can move about in sunlight.  You are not one of those.  Instead, you have to find a place to hide and lay down until the sun sets.  You cannot resist attacks during daylight hours.  Therefore, it is even more important to make sure you have the proper safeguards during daylight hours.  Alternatively, perhaps the PC can only operate during daylight hours or they must hibernate every winter.  They may just lie down or turn into a dormant form like a gargoyle returning to stone or a spirit residing inside of an object.

10.  Emotionally Unstable:  The PC's transformation made them more volatile. Stressful situations require a d10 + Spiritual stat against difficulty 7 in order to keep them from going berserk.  If they lose control, they will attack the nearest enemy without thought about what would happen next.

11.  Addiction:  The transformed must have a certain substance or have rituals they must perform in order to function.  If they are denied, they suffer a -2 penalty to all of their skill rolls when they obtain what they need.

12.  Darkness:  The character cannot resist their true nature.  It is much easier from them to give in to their alien nature than to fight it.  Add +2 to their alien rolls.

13.  Requirement: There is something that the transformed needs in order to survive.  They do not need to consume but it must be present in order for them to survive.  For instance, they might need a pool of water to sleep in every night or their lair must have the right magical symbols inscribed within it or they will die in short order.

14. Impediment:  A common substance or condition can keep the transformed from crossing it.  For example, runic symbols, running water, or a doorway lined with lead could keep them from crossing.

15.  Compulsion:  Something about the transformation has the forced them to do certain rituals when they have encountered a certain situation.  It could be counting objects before they can continue forward or having a lucky charm.  

16.  Distinctive marking:  The transformed has a subtle but telltale sign to the knowledgeable that reveals their true nature.  Tabloid readers may know how to spot aliens while those in the occult could spot a spirit, vampire or other creature.  Those really "in the know" depend on which setting was chosen.

17.  Neutralizer:  A common substance or condition makes you unable to use your powers.  You can still survive with such a condition but you will need to be more careful.  You must be touching the substance or be in the same room.  This applies for conditions as well.  Perhaps they lose their powers during the day or they can't use their powers on Sundays.  Another example might be losing your powers during electrical storms within one mile of the character.

18.  Slow:  The transformed is not a fast moving creature.  There be different reasons such as being really big or perhaps they have instructions beamed to them from outer space.  In any case, they automatically move last unless there are other "slow" combatants.  They can still roll their d10 in order to see what order the "slow" transformed move.

19.  Geas command:  The PC must perform certain actions or be punished.  For example, the transformed is compelled to be the defender of a person, place or thing.  They do not know why they must do this but perhaps there are hidden reasons.  Maybe their source of power comes from what they guard or they were transformed precisely to fulfill this duty.  In any case, the PC only has limited free time and there are people or other beings who want what they are guarding.  Other command and penalties could be discussed by the GM and the player.

20. Uncomfortable aura:  Other transformed detect something wrong with you without even trying.  You might belong to a rival group and not even know it or have some kind of corruption inside of you.  All attempts at social contact with other transformed suffer from a -3 penalty to their skill roll.

21. Uncertain:  When you were transformed, no one came to you and told you what was going on.  Your alien nature is at war with itself.  It "hides" itself from you and you can't place your finger on it.  This makes using your powers unreliable at best.  You have to roll a d10 plus your spiritual trait and beat a difficulty of nine in order to use your powers during a scene.  Perhaps your character still thinks they are human or maybe the transformation didn't sink in fully.

22.  Unnatural Aura:  This transformed interferes with the natural workings of the environment.  They could possess some form of corruption or it could be inter-dimensional physics taking effect.  In any case, plants wither at their touch, animals want to run away and others have a minor form of bad luck while around them.  All social forms of interaction, other than intimidation or causing people to get angry, suffer from a -2 penalty.

23.  Amnesia:  The PC does not remember what happens when they use their powers.  They will forget what happens during a scene.  They could have an alter-ego, like an outside controller, taking over or they could have multiple personalities.  This may be a hard role-playing challenge but the character cannot act on knowledge gained during any scene in which their powers are used.  

24:  Beacon:  Any use of supernatural powers has a tell-tale sign or signature.  Anyone who is aware of it knows who the PC is.  They are unable to disguise themselves.  Perhaps they have a green glow or there is a unique radioactive signature.  The PC might be able to be tracked from miles away depending on the GM.  

25.  Geas stricture:  The PC is forbidden to perform certain actions or they are punished.  For instance, perhaps they cannot leave the city or they may not talk to humans.  The punishment could be taking a point of physical damage or suffering the effects of another weakness.  The player knows of it but they do not know how it was fashioned.  The forbidden actions and punished should be discussed between the GM and the player.  

26.  Cannot Heal: Creature is dead flesh, or it exists in some other condition or status that prevents their bodies from healing or recovering without unusual powers or techniques (Necromancy for undead, Clay working for golem creatures)
It is unbecoming for young men to utter maxims.

Aristotle

http://agesgaming.bravehost.com

Divinity - an RPG where players become Gods and have to actually worry about pleasing their followers.

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