Chapter 2 - Part 4 - Qualities And Drawbacks - Section P

## Physical Disability

Your character is the victim of one of life’s hideous twists—crippled by accident, disease, or birth defect. She may suffer from limb loss, spinal column damage, or any number of tragic impairments. Some possibilities are listed below. Check out the Tool Man Quality for some cools things you can do with your handicap.

### Blind

8-POINT DRAWBACK

The Character cannot see anything. Unless he's got some type of radar sense (and wears a double-D logo), combat is never going to be his strong suit. Perception and Notice rolls (modified by Acute or Impaired Hearing) are needed to find a target in combat, and even then the attack or defence rolls are at a -5 penalty.

### Missing or Crippled Arm/Hand

1 OR 2-POINT DRAWBACK

The hand in question cannot be used to grab or hold objects. Any task requiring two hands is at a Disadvantage (-3 or worse) or simply impossible. A character with a prosthetic hand can overcome some of these problems, reducing the Drawback to one point in value. And yes, prosthetic hands do indeed include mechanical hands and chainsaws.

### Missing or Crippled Leg/Foot

2 OR 3-POINT DRAWBACK

Your character is unable to walk or run normally. With the help of crutches or a cane, she can move at up to one-third normal speed. Hand-to-hand combat rolls are at a -2 penalty. This is a 3-point drawback. Modern prosthetics
can reduce the penalties, increasing speed to up to half-normal, and reducing combat penalties to -1. This reduces the Drawback value to two points.

### Missing or Crippled Arms

4-POINT DRAWBACK

Both arms are missing or crippled. Your character cannot use any tools normally. Some people with this handicap have learned to use their feet with great skill to compensate for their loss, but it still sucks—big time.

### Missing or Crippled Legs

4-POINT DRAWBACK

Your character is unable to walk. Without the help of a wheelchair, the best she can do is crawl or roll on the ground.

### Quadriplegic

8-POINT DRAWBACK

Paralyzed from the neck down, almost all physical activities are impossible. A special wheelchair, operated with the neck or mouth, can help your character move around (if the unfortunate has access to such instruments). Someone needs to take care of her basic needs, from feeding to changing.

## Promised One

PREREQUISITES: GETTING MEDIEVAL 3, GUN FUN 3, OR KUNG FU 3

16-POINT QUALITY

These champions aren't told they were born to fight the forces of darkness, they just find themselves hip deep in the dead at some point in their lives. Eventually, they find out about the Necronomicon, the Watcher in the Woods, and their own destiny.

Promised Ones are rarely white Knights. Most of them have serious personality flaws they must overcome if they're to one day suceed against the Evil Dead. That just makes your character more interesting. Your director will make sure that your character is nicely rounded out with Drawbacks of one type or another.

Characters must buy at least three levels of Getting Medieval, Gun Fu, or Kung Fu (not counting the benefits of this Quality) before they can purchase this Quality.

Here's what these cursed souls get for their hard-earned Quality points:

* + Strength, Dexterity, Constitution, and Willpower. Promised Ones may possess Attributes above the human maximum (six).
* Fast Reaction Time, Nerves of Steel, and two levels of Hard to Kill. Promised Ones can buy an additional eight levels of Hard to Kill with other Quality points.
* +1 to the Getting Medieval and Kung Fu skills.
* Damage is regenerated at a rate of one Life Point per Constitution point every hour.
* A two-point Adversary Drawback directed toward minions of the Necronomicon. These usually consist of deadites and skeletons, but evil takes many forms in many different settings.

## Psychic Visions

1-POINT QUALITY

She who can see the future in visions or dreams. Most of the time, the visions are not very clear, nor do they happen very often, and they cannot be activated on purpose - they just happen. No rolls are needed. Directors should make the visions or dreams ambiguous and use images and situations from your character’s life. The visions should reflect her current problems and worries. Friends and enemies may pop up in the visions, offering advice, vague threats, or deep philosophical comments. The Director can use the visions to drop hints about upcoming events—the rise of some great evil, the possible arrival of an Apocalypse, a surprise visit by Crazy Uncle Morty, and other fun stuff. As your character has little to no control over this ability, it only costs one point.

3-POINT DRAWBACK

The Doyle/Cordelia version of this ability is a particulary nasty from the Powers That Be. This three-point Drawback expresses itself through painful, paralyzing flashbacks (more like 'flash-forwards') of death and danger. These visions happen a lot more often, and while they are active, the character is pretty much out of it (cannot take any actions for one to four Turns, depending on how long the vision lasts). Humans who get this 'gift' don't live very long - the intensity of the visions eventually destroys their brains (often literally). Only Demons and Half-Demons can endure the visions without permanent damage. A human character with this version of Psychic Visions is going to need some help eventually (in a Season or so).

NPC VERSION

Some monsters have visions of the future, courtesy of the Psychic Visions Quality. If a vamp, the character may have had this ability before being turned. Making the psychic vampire completely insane is merely a neat story option and not at all necessary. At the lowest level, this Quality acts just like the Psychic Visions Quality. Not much in the way of control here, but it can still prove awfully handy, particularly when someone's out to get the character and making fiendish plans to do so (that happens way too often, don't it?).

Although not seen on the BtVS TV show, a second level of this power allows some control. The possessor gains a 'spider-sense' about nearby or imminent danger. It's not specific but it will give some warning. Also, the power provides a +1 to combat rolls or Scores.

## Psychometry

4-POINT QUALITY

Your character possesses a preternatural sensitivity to objects and the energies others leave when they touch them. He can gain information about items and places uses this ability. Characters with psychometry often get impressions from simply bumping against a wall or touching the steering wheel of a car - many beings with this power wear gloves most of the time. These visions are determined by your Director. To use this ability actively, your character must touch the object and roll Perception (not doubled) or Perception and Notice. The exact result depends both upon the roll and upon the history of the object being touched. Consult the Psychometry Chart but know that your Director might modify the 'read' depending on the needs of the storyline.

Psychometry Chart
and gain some sensory glimpse of the person feeling that emotion. This is not a fullface
portrait though (sorry, kids, the villain doesn’t get revealed until the end of the
Episode, remember?), but it could be a flash of someone’s shoes, the smell of their perfume,
the sound of music playing in the background at the time, or some other (more
 2
(one day or less) events. If the visions are frightening, time for a Fear Test. This level
 3
within that time frame if they left a good psychic “imprint” (i.e., felt strong emotions
while in contact with the item). Clues are even more plentiful, but they are rarely complete.
Events of extreme emotional or magical power can be glimpsed, no matter how
long ago they were. This level reveals if an old knife was used to perform a human sacrifice
300 years ago, but would likely not show anything more than a shadowy glimpse
 4+
the object or those in contact with it (in the case of a murder weapon, that would include
both the killer and the victim if the weapon was a knife or something that had to touch
the victim). This level reveals most of the powers and uses of a supernatural item. This
level also reveals a bit more information about powerful events that happened many years
or centuries before. It would show that a knife was used by a tall vampire to perform a
human sacrifice in the ruins of a large church, and might even show a partial glimpse of
 5-9
detailed. They are also imprinted more firmly in the psychicÕs mind, and may be revisited
at a later time even if the object is not available. Clues from beyond that time are also
 10+
it involved significant supernatural events. These visions may be entered, walked around
in, slowed, frozen, or otherwise experienced in full sensory mode as if part of the
holodeck. Your Director should withhold only specifically warded or totally plot-destroying
information.

## Pyrokinesis

3-POINT/LEVEL QUALITY

Some psychics can start fires through the power of their mind alone. To use this power, your character rolls and adds his Willpower and Pyrokinesis levels. Each Success Level inflicts one point of fire damage per level of Willpower. For example, a pyrokinetic with Willpower 4 who got four Success Levels on his roll inflicts sixteen points of fire damage (more than enough to put the hurt on someone). The amount of damage determines what can be ignited with this power. Highly flammable objects (gasolinesoaked rags) require only one to three points of damage to start burning. Dry wood needs five to six points, regular clothing or wooden furniture requires ten or more points, and synthetic furniture and the like need twenty or more points to start burning. Using this power on a human both inflicts damage and sets his clothing on fire. Once something ignites, it burns normally (See Fire Damage).