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==Plants== | ==Plants== | ||
Plants might not matter at all to adventurers, but as they’re everywhere in most game worlds, they can be a big deal – whether that means leafy monsters in fantasy, a haunted forest in horror, a plant-based cure in a medical thriller, or growing a living in a low-key historical campaign. With rare exceptions, there’s just enough here for one niche. | Plants might not matter at all to adventurers, but as they’re everywhere in most game worlds, they can be a big deal – whether that means leafy monsters in fantasy, a haunted forest | ||
in horror, a plant-based cure in a medical thriller, or growing | |||
a living in a low-key historical campaign. With rare exceptions, | |||
there’s just enough here for one niche. | |||
Advantages: Green Thumb and Plant Empathy. | Advantages: Green Thumb and Plant Empathy. | ||
Disadvantages: Phobia (Fire), in settings where intelligent | |||
Disadvantages: Phobia (Fire), in settings where intelligent plants don’t appreciate flame. | plants don’t appreciate flame. | ||
Skills: Farming; Gardening; Naturalist; and Pharmacy | |||
Skills: Farming; Gardening; Naturalist; and Pharmacy (Herbal). Most fantasy and cinematic settings add Herb Lore; high-tech ones might tack on Biology (Botany), an IQ/H optional specialty, and Paleontology (Paleobotany). | (Herbal). Most fantasy and cinematic settings add Herb Lore; | ||
high-tech ones might tack on Biology (Botany), an IQ/H | |||
optional specialty, and Paleontology (Paleobotany). | |||
Heroes occasionally have to look for answers in whatever repositories of information suit the setting: libraries, the Internet, etc. While research-related tasks rarely constitute a whole niche, they can be essential to moving the story forward – particularly in mystery, occult, and technothriller plots. | Research | ||
Heroes occasionally have to look for answers in whatever | |||
repositories of information suit the setting: libraries, the | |||
Internet, etc. While research-related tasks rarely constitute a | |||
whole niche, they can be essential to moving the story forward | |||
– particularly in mystery, occult, and technothriller plots. | |||
Attributes: IQ is archetypal. | Attributes: IQ is archetypal. | ||
Advantages: Eidetic Memory; Intuition; Less Sleep, for | |||
Advantages: Eidetic Memory; Intuition; Less Sleep, for all-nighters; Single-Minded; and Tenure, for access to the | all-nighters; Single-Minded; and Tenure, for access to the | ||
bestlibraries. | |||
Disadvantages: Curious; Obsession with some academic goal; and Workaholic | Disadvantages: Curious; Obsession with some academic | ||
goal; and Workaholic | |||
==Social Engineering== | ==Social Engineering== | ||
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Skills: Acting; Carousing; Connoisseur (Wine), or any other specialty that would impress; Current Affairs (High Culture, People, Popular Culture, or Travel); Dancing; Detect Lies; Diplomacy; Erotic Art; Fast-Talk; Interrogation; Intimidation; Leadership; Makeup; Merchant; Panhandling; Politics; Psychology; Public Speaking; Savoir-Faire; Sex Appeal; and Streetwise. | Skills: Acting; Carousing; Connoisseur (Wine), or any other specialty that would impress; Current Affairs (High Culture, People, Popular Culture, or Travel); Dancing; Detect Lies; Diplomacy; Erotic Art; Fast-Talk; Interrogation; Intimidation; Leadership; Makeup; Merchant; Panhandling; Politics; Psychology; Public Speaking; Savoir-Faire; Sex Appeal; and Streetwise. | ||
==Transportation== | ==Transportation== |