phantomdoodler
Mongoose
Here is an idea to introduce some degree of difference to characters, without complicating things too much. At character generation, each player may choose a Trait for their character from the following:
Agile: +2 to all rolls involving agility, such as acrobatics and sneaking
Nimble Fingered: +2 to all rolls involving manual dexterity, such as picking locks or picking pockets
Charismatic: +2 to all rolls based on leadership, presence and making good impressions
Quick: +2 to all rolls based on reflexes and speed, and add +2 CS when determining turn order.
Strong: You are very muscular, and may add +2 to all rolls based on brute strength, such as arm wrestling, lifting or breaking doors.
Tough: +2 to all rolls based on stamina and hardiness. Increase Endurance by 2 points
Stubborn: You may add +2 to your Willpower rating, if possessed, and may add +2 to all tasks involving resisting mental influences.
Scholarly: +2 to all rolls involving book knowledge and learning
Observant: +2 to all rolls involving perception and awareness
Lucky: +2 to all luck rolls and gambling attempts
Blessed: Three times each session, you may reroll a die roll.
Wealthy: Start with double your starting gold crowns.
Deceptive: Add 2 to all rolls involving guile, deception and subterfuge
Artistic: +2 to all rolls involving the arts, such as painting, playing music or poetry
Practical: +2 to all rolls involving crafting items and repair
Versatile: You may exchange one of your staring disciplines with any other discipline.
Worldly: You may add 2 to all rolls involving other cultures and understanding languages
Focused: Choose one discipline you possess. You may add 2 to all rolls involving that discipline.
Kind: You may add 2 to all tasks to council others or when interacting with animals
Huge: Owing to your hulking frame, you may use broadswords and other two handed weapons in one hand, without penalty.
If they wish, a player may choose a second trait from above, but must then choose a negative trait from the following:
Feeble: You are puny and weak, and must subtract -2 from all strength related die rolls, such as breaking doors, arm wrestling or lifting.
Clumsy: You are not particularly agile, and must subtract 2 from all agility based tasks, such as acrobatics or sneaking
Ham-fisted: You must subtract 2 from all die rolls based on manual dexterity, such as picking locks, or sleight of hand.
Weak Willed: You also suffer -2 to your Willpower rating if possessed, and to all rolls involving resisting mental effects.
Illiterate: You suffer -2 to all tasks based on book learning and academic subjects
Honourable: You suffer -2 to all tasks involving guile or subterfuge
Impractical: You suffer -2 to all tasks involving crafting or repairing items. Things tend to fall apart after you tinker with them
Shy: You suffer -2 to all tasks involving leadership, presence or strength of personality
Cursed: Three times each session, the Gm may force you to reroll a successful die roll.
Unlucky: Subtract 2 from all Luck rolls and gambling attempts.
Poor: You start with half, rounding down, your normal starting Gold Crowns
Unhealthy: You suffer -2 to all tasks involving physical stamina and hardiness, and must reduce your starting Endurance by 2.
Slow: You suffer -2 to all rolls based on reflexes and speed, and subtract -2 from CS when determining turn order.
Unobservant: You suffer -2 to all tasks involving awareness or perception
Callous: You suffer -2 to all tasks involving empathy, or when interacting with animals.
Cowardly: You must subtract 2 from your Combat Skill in melee combat.
Ignorant: You suffer -2 to all rolls when understanding foreign languages or cultures
Primitive: You suffer -2 to CS when using crossbows or firearms, and -2 to all rolls involving complex machines, or devices.
Small: You are too small to use two handed weapons effectively, such as broadswords, warclubs or quarterstaffs.
You may not choose a trait that conflicts with another trait you possess, so its impossible to have both Strong and Feeble, or Wealthy and Poor.
Certain traits are more common in some non-human races:
Kloons: Scholarly, Stubborn, Practical, Clumsy, Slow
Dwarves: Practical, Tough, Stubborn, Honourable, Slow
Ogrons: Illiterate, Strong, Primitive, Tough, Huge
Noodnic: Small, Feeble, Observant, Nimble Fingered, Illiterate
Alternative idea: If Gms dont want players having negative traits, just allow them to choose a single trait.
Agile: +2 to all rolls involving agility, such as acrobatics and sneaking
Nimble Fingered: +2 to all rolls involving manual dexterity, such as picking locks or picking pockets
Charismatic: +2 to all rolls based on leadership, presence and making good impressions
Quick: +2 to all rolls based on reflexes and speed, and add +2 CS when determining turn order.
Strong: You are very muscular, and may add +2 to all rolls based on brute strength, such as arm wrestling, lifting or breaking doors.
Tough: +2 to all rolls based on stamina and hardiness. Increase Endurance by 2 points
Stubborn: You may add +2 to your Willpower rating, if possessed, and may add +2 to all tasks involving resisting mental influences.
Scholarly: +2 to all rolls involving book knowledge and learning
Observant: +2 to all rolls involving perception and awareness
Lucky: +2 to all luck rolls and gambling attempts
Blessed: Three times each session, you may reroll a die roll.
Wealthy: Start with double your starting gold crowns.
Deceptive: Add 2 to all rolls involving guile, deception and subterfuge
Artistic: +2 to all rolls involving the arts, such as painting, playing music or poetry
Practical: +2 to all rolls involving crafting items and repair
Versatile: You may exchange one of your staring disciplines with any other discipline.
Worldly: You may add 2 to all rolls involving other cultures and understanding languages
Focused: Choose one discipline you possess. You may add 2 to all rolls involving that discipline.
Kind: You may add 2 to all tasks to council others or when interacting with animals
Huge: Owing to your hulking frame, you may use broadswords and other two handed weapons in one hand, without penalty.
If they wish, a player may choose a second trait from above, but must then choose a negative trait from the following:
Feeble: You are puny and weak, and must subtract -2 from all strength related die rolls, such as breaking doors, arm wrestling or lifting.
Clumsy: You are not particularly agile, and must subtract 2 from all agility based tasks, such as acrobatics or sneaking
Ham-fisted: You must subtract 2 from all die rolls based on manual dexterity, such as picking locks, or sleight of hand.
Weak Willed: You also suffer -2 to your Willpower rating if possessed, and to all rolls involving resisting mental effects.
Illiterate: You suffer -2 to all tasks based on book learning and academic subjects
Honourable: You suffer -2 to all tasks involving guile or subterfuge
Impractical: You suffer -2 to all tasks involving crafting or repairing items. Things tend to fall apart after you tinker with them
Shy: You suffer -2 to all tasks involving leadership, presence or strength of personality
Cursed: Three times each session, the Gm may force you to reroll a successful die roll.
Unlucky: Subtract 2 from all Luck rolls and gambling attempts.
Poor: You start with half, rounding down, your normal starting Gold Crowns
Unhealthy: You suffer -2 to all tasks involving physical stamina and hardiness, and must reduce your starting Endurance by 2.
Slow: You suffer -2 to all rolls based on reflexes and speed, and subtract -2 from CS when determining turn order.
Unobservant: You suffer -2 to all tasks involving awareness or perception
Callous: You suffer -2 to all tasks involving empathy, or when interacting with animals.
Cowardly: You must subtract 2 from your Combat Skill in melee combat.
Ignorant: You suffer -2 to all rolls when understanding foreign languages or cultures
Primitive: You suffer -2 to CS when using crossbows or firearms, and -2 to all rolls involving complex machines, or devices.
Small: You are too small to use two handed weapons effectively, such as broadswords, warclubs or quarterstaffs.
You may not choose a trait that conflicts with another trait you possess, so its impossible to have both Strong and Feeble, or Wealthy and Poor.
Certain traits are more common in some non-human races:
Kloons: Scholarly, Stubborn, Practical, Clumsy, Slow
Dwarves: Practical, Tough, Stubborn, Honourable, Slow
Ogrons: Illiterate, Strong, Primitive, Tough, Huge
Noodnic: Small, Feeble, Observant, Nimble Fingered, Illiterate
Alternative idea: If Gms dont want players having negative traits, just allow them to choose a single trait.