Community Codex Adaptive RolePlay System v1.0.0-rc3
Oddities
Oddities may only be taken at character creation. Oddities are used to gain advantages and to make trade off’s to provide flexibility and role-play interest in character options, in other words, Oddities add “character” to your characters. Your Game Master may modify a character’s Oddities based on role-play events or extraordinary situations. Oddities may make permanent Health changes
based on the description of the oddity, or Game Master’s discretion.
The general rule with Oddities is that each Oddity must have a balanced cost and benefit. Some oddities have a positive effect and cost points, while others have a negative effect and give points. Use your best judgement when selecting oddities for your character, but be reasonable a character with too many oddities or conflicting oddities can be difficult or impossible to role-play accurately. Basic Oddities
During character creation, there are two Oddities that are reccomended. These are Wealth and Social Influence. There are no Modifiers with these; instead, they help give characters some “roots” into the game world. If no Wealth or Social Influence is taken, it is assumed they are Middle Class with no contacts out of the ordinary. Wealth is a measure of a character’s accumulation of material value, including things such as property (home, car, horses), finery (cloths, tools, weapons), etc. and defines the character’s starting currency according to the Wealth Table. The points spent or given are meant to represent the character’s perception of wealth and their ability to move in social circles. A person raised with a filthy rich lifestyle would stand out like a sore thumb on skid row, just as a dirt poor person would at a country club.
Figure 2: Wealth and Standing
Social Influence is measured by the number of people you have in your contact list, and the quality of the contact relationship eg. An Acquaintance (a low quality contact) will accept your call and listen to your request, they may even provide information if asked the right question but the information has a 50% chance of being inaccurate. A Friend (an average contact) is like a good friend, you can trust them to tell you what they know but they have limited access to high level information, and generally will not get into harms way for you. A Confidant (a high quality contact) will have good access to information and be trustworthy and reliable and will defend you at his or her own risk up to but not including risk of his or her own life. Conversely you can choose contacts that are detramental to your character. eg. the Antagonist is most often hyper competative in all your dealings and may even enjoy seeing your character struggle through a problem they coaxed or goaded your character into. A Nemesis will actively seek ways to interfere with your character and their dealings up to but not limited to setting you up for a major setback or even your hapenstance death. An Arch-Nemesis is the most dangerous type of contact the Arch-nemesis will actively plot your character’s demise often in the most diabolical way. At character creation your character can take a maximum of three contacts and your character cannot spend or receive more than 15 points in total unless the Game Master says otherwise.
• -15 points: Arch-nemesis
• -10 points: Nemesis
• -5 points: Antagonist
• 0 points: No-one out of the ordinary.
• 5 points: Acquaintance
• 10 points: Friend
• 15 points: Confidant
Speach Impediment
Character has an obvious difficulty speaking. Common impediments include: Studder, Mute, Cluttering (speaks too fast, often running words together.)
* -50 points: Extreme - Character cannot communicate verbally due to impediment
* -25 points: Severe - Character has -9 to all deplomacy and influence checks
* -10 points: Moderate - Character has -3 to all deplomacy and influence checks * -5 points: Mild - Character has -1 to all deplomacy and influence checks
Natural Resistance (Specify Type)
Character is naturally resistant and suffers reduced influence from the specified type. (examples: Poison, Fire/Heat, Acid, etc.)
* 50 points: Immunity suffer no effect from source type
* 25 points: Reduce all effect from source type by 6
* 15 points: Reduce all effect from source type by 3
* 5 points: Reduce all effect from source type by 1
Alergy (Specify Substance)
Character suffers negatively from contact with the specified substance. (examples: Nuts, pollen, Shellfish, etc.)
* -50 points: Extreme - Character will suffer an imediate and life threatening reaction on contact with the Specified substance.
* -25 points: Severe - Character applies -9 to all target numbers for 3 hours after contact with the Specified substance.
* -10 points: Moderate - Character applies -3 to all target numbers for 1 hour after contact with the Specified substance.
* -5 points: Mild - Character applies -1 to all target numbers 20 minutes after contact with the Specified substance.
High Pain Tolerance
* 50 points: Ignore all Mental modifiers, Will not lose unconsiousness from pain or mental trauma.
* 25 points: Ignore all Mental modifiers due to damage
* 10 points: Ignore the first 3 points of Mental modifiers due to damage
* 5 points: Ignore the first 1 point of Mental modifiers due to damage
Player Note Further oddities can be found in the world content framework, and in the world content for the adventure you are playing.