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Chapter 8: Virtues & Burdens [ | General Rules | Physical Virtues | Physical Burdens | Social Virtues | Social Burdens | ]
Social Burdens
Ethics
The character is incapable of murdering or doing terrible things, regardless of circumstance.
The character will not lie, cheat, or steal ever.
He will always tell the truth and be virtuous even when it is detrimental to his health.
Being forced outside of his ethics can overwhelm the character emotionally, destroying him utterly.
If your character absolutely has to break his habit of lying or cheating(to save someone else), he must roll at -30% to Resist Primal Nature. Chances
are, they'll see through his thin attempt at being dishonest anyway.
Distraction
Wow, look at that! The item is fairly common, such as a style of art or type of music. Whenever it is around, the character finds it
difficult to concentrate. The character must make a Resist Primal Nature roll on that item or become completely distracted;
he may not take any actions in combat until he has been attacked. Even with it just around, the character is constantly distracted (-4 to combat rolls).
While it is around, the character fails all Resist Distraction rolls and cannot perform any skill rolls unless related to reveling in his current distraction.
He'll go on and on about his desire or may even try to take it by force. Women, video games, liquor, all sorts of distractions can really make your
character go wild with envy and lust. Picking multiple distractions is fine, but you can only take this Burden once. Having more than one thing that
distracts you merely lessens the chance that the GM will inflict you with any given one.
GMs, the less common the Distraction is in your campaign, the more of an effect it should have on the character. He
hasn't been getting enough of his little addiction and will definitely have an overzealous reaction. If the Distraction
is a drug, consider also having a physical addiction (which could add to the character's desire for it).
Obsession
The character has a few nuts that are devoted to making his life a living hell. They fight over the
character, always guaranteeing to be a hindrance to the character's health and wellbeing. These people are
*always* around him, attracted to making his life great or the idea of putting him through hell. Either way, these
people always seem to find him and ruin his life at every turn, either willingly or unknowingly.
If the character has high Beauty or Charisma, new followers always pop up leading to social chaos.
Nemesis/Hunted/Wanted
Someone wants you dead. It can be one overwhelmingly powerful villain, a secret group, or an entire country. Depending
on the number of people you pissed off will determine just how much they want to kill you. One guy could make it his
entire life and he has massive power and influence, or a country will simply arrest you on sight and may pursue you
occasionally if you've been seen in the area recently.
Either way, if the character ever gets cornered by this Burden, he won't be able to pull through on his own. The forces
out to get him are simply too powerful to fight back alone.
Ownership
Lesser - This is instead called Social Standing. There is something that inherently makes it difficult for your
character to excel. You may be of a hated race, a woman in ancient times, or even a small child. There is something about you that gives people a weak
impression of you, and they will treat you as such. You have -30% to Charm individuals who don't see you for what you are. You likely can't buy things
on your own and are constantly monitored by those around you.
Normal - The character is considered property by a group or corporation. He has little
free will, follows all orders, but is provided for somewhat (either through pay or otherwise). Working as a butler
doesn't count; your character literally is owned by these people and they treat you little better than dirt.
The character can expect dire consequences for ever opposing the company or his masters. He
is completely owned. He is assigned living, food, weapons, and whatever else is required for his job. He is treated
and commanded as property; they have little or no concern for his wellbeing from their orders. The character lacks
any concept of "free time" and may not even understand what it is like (perhaps owned from birth or brainwashed).
Significant Others
You have a family. You could be married with or without kids, or simply have someone very close
to you. Your family means quite a lot to you. Other people may know this and try to attack you
through it.
The person will insist on coming with the character on long journeys and is usually first to be put in harm's way.
If the S.O were to ever die, the character will fail Resist Primal Nature and likely develop a number of emotional
weaknesses or related burdens.
This Burden can only be taken if the family poses a hassle and adds to danger for the character. This is a Lesser
burden if the family isn't always around or are not entirely defenseless (such as another player).
Dark Secret
This secret is important to the character. You're hiding something pretty bad. If it leaked out, you would be considered
a monster by the town. They'll either ridicule you or no longer be willing to trust you. It could easily lead
to a mob riot if your secret is revealed in a poor light. Your personal relationships would be destroyed and you may
be arrested (possibly killed) for what you had done.
Vengeance
They all have to die. Whenever there is a chance to get this group or person, the character will go to all
extremes to do it. Laws, current danger, whatever. The person will drop what he's doing and fulfill his
vengeance. He will ignore any consequences and only do what he believes is necessary to take the villain down.
This narrow-minded attitude will get him in more trouble and probably killed.
If the character has Ethics, it is okay. Instead of killing, arresting is fine. However, the character will still do what it takes
to get this bad guy, ruining his life and moral code in the process. The character would eventually wind down towards a path of self-destruction.
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