Difference between revisions of "Called"

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{{supernaturalFault
 
{{supernaturalFault
 
|xp=5
 
|xp=5
|description=There is a higher power in the universe, and it is good.  You believe this with unwavering conviction, and you consider it your duty to uphold its tenets of light, life, and honor.  You may be full of quiet determination or outspoken self-righteousness, but you know what's right and what's wrong, and you always do right.  You must make a [[Self-Control]] roll of 15 to commit any type of crime (breaking and entering, stealing, forgery, deceiving other "good" characters, etc.) "for a good cause," and more serious crimes (arson, wanton destruction, murder, etc.) you must spend a [[Fate point]].  Do this too often (GMs discretion, but unless the character is very adept at rationalizing, not more than twice), and you risk becoming [[Fallen]].  In addition, you feel compelled to fight darkness and decay in the world wherever you see it, and although many of the Called have been warriors, the cause is served nobly by teachers, healers, priests, and all other manner of people dedicated to life.  Against [[Chaos Knight|Chaos Knights]] and most truly evil characters that recognize you as a moral crusader you gain a +4 bonus to your Influence.  If you're persistent enough, you're likely to become [[Hunted]] by the powers you're attempting to thwart.
+
|description=There is a higher power in the universe, and it is good.  You believe this with unwavering conviction, and you consider it your duty to uphold its tenets of light, life, and honor.  You may be full of quiet determination or outspoken self-righteousness, but you know what's right and what's wrong, and you always do right.  You must make a [[Self-Control]] roll of 15 to commit any type of crime (breaking and entering, stealing, forgery, deceiving other "good" characters, etc.) "for a good cause," and more serious crimes (arson, wanton destruction, murder, etc.) you must spend a [[Fate point]].  Do this too often (GMs discretion, but unless the character is very adept at rationalizing, not more than twice), and you risk becoming [[Fallen]].  In addition, you feel compelled to fight darkness and decay in the world wherever you see it, and although many of the Called have been warriors, the cause is served nobly by teachers, healers, priests, and all other manner of people dedicated to life.  Against [[Chaos Knight|Chaos Knights]] and most truly evil characters that recognize you as a moral crusader you gain a +4 bonus to [[Leadership]], [[Bluff]], [[Negotiate]], [[Seduce]], and [[Intimidate]].  If you're persistent enough, you're likely to become [[Hunted]] by the powers you're attempting to thwart.
  
 
Cowardly and [[Avaricious]] characters will have a hard time if they're Called, and [[Driven]] or [[Mental_Illness#Sadist|Sadist]] Called characters will find themselves treading dangerously close to the edge – a challenging but fascinating combination.
 
Cowardly and [[Avaricious]] characters will have a hard time if they're Called, and [[Driven]] or [[Mental_Illness#Sadist|Sadist]] Called characters will find themselves treading dangerously close to the edge – a challenging but fascinating combination.

Revision as of 18:49, 26 January 2009

Curse.gif

Supernatural Fault

Expoint Bonus: 5

There is a higher power in the universe, and it is good. You believe this with unwavering conviction, and you consider it your duty to uphold its tenets of light, life, and honor. You may be full of quiet determination or outspoken self-righteousness, but you know what's right and what's wrong, and you always do right. You must make a Self-Control roll of 15 to commit any type of crime (breaking and entering, stealing, forgery, deceiving other "good" characters, etc.) "for a good cause," and more serious crimes (arson, wanton destruction, murder, etc.) you must spend a Fate point. Do this too often (GMs discretion, but unless the character is very adept at rationalizing, not more than twice), and you risk becoming Fallen. In addition, you feel compelled to fight darkness and decay in the world wherever you see it, and although many of the Called have been warriors, the cause is served nobly by teachers, healers, priests, and all other manner of people dedicated to life. Against Chaos Knights and most truly evil characters that recognize you as a moral crusader you gain a +4 bonus to Leadership, Bluff, Negotiate, Seduce, and Intimidate. If you're persistent enough, you're likely to become Hunted by the powers you're attempting to thwart.

Cowardly and Avaricious characters will have a hard time if they're Called, and Driven or Sadist Called characters will find themselves treading dangerously close to the edge – a challenging but fascinating combination.

Incompatible with

Requires