New (Dis-)Advantages for Ocelots Character Generation System
Author: Hound, used with permission.
This article is based on Ocelots Character Generation System, to be found here.
Motorcycle: 1 SPs
Basic Bike
Good Motorcycle 2 SPs
Harley ThunderGod, Max Metal Bikes
Crap Car: 2 SPs
Honda Metrocar, Beat Up Junker
Car: 3 SPs
Sedan, etc
Good Car or Vehicle: 4 SPs
GEV Truck, SportsCar
No Police Record: 1 SPs
Never been picked up
License (doctor, lawyer, etc): 1 SPs
Must have appropriate skills
Small Apartment: 1 SPs
400eb/month or less
Good Apartment: 2 SPs
1200eb/month or less
Safe Place To Live: 3 SPs
Nice house, etc
Second SIN: 5 SPs
Have 2 SINs and IDs
Piercing Gaze: 3 SPs
+2 Intimidate, Interview, Interrogate (sometimes)
Registered Rifle: 3 SPs
Rifle can be carried in city limits
Registered Restricted Weapon: 2 SPs
SMG, AR, etc
Mundane 3 SPs
People never remember your face (Att 4-7)
Animal FriendShip: 2 SPs
(animals only attack under duress)
Fast Healing: 2-6 SPs
(+1 healing rate / 2 points)
Direction Sense: 1 SPs
Light sleeper: 2 SPs
Easy awareness roll to wake
Ego Signature: 1-5 SPs
cool roll –
or leave a signature whenever doing something
Criminal record: 1 SPs
You have an old rap-sheet
Major Criminal record: 2 SPs
“rap sheet as long as my arm!”
Flashbacks: 1 SPs
Cool + 2 Dif to avoid under stress
Flashbacks: 2 SPs
Cool + 4 Dif to avoid under stress
Flashbacks: 3 SPs
Cool + 6 Dif to avoid under stress
Flashbacks: 4 SPs
Cool + 8 Dif to avoid under stress
AIDS II Carrier: 3 SPs
Requires regular meds to stay healthy
LifeSaver: 2 SPs
Has to do all in his power not to kill
Impotence: 1 SPs
Male: Cannot get it up.
Gunslinger’s Honor: 1 SPs
Never shoot someone in the back, etc
Mute: 2 SPs
(must use non-verbal communication)
Bad Reputation: 2 SPs
(betrayer, traitor, psychopath, liar)
Lecherous: 2 SPs
(Cool roll -2 to avoid seduction attempts)
Deep sleeper: 2 SPs
Difficult awareness roll to wake
Intolerance: 1 SPs
(+5 dif on all rolls when around subject)
Over-Confidence: 2 SPs
Roll-played
Mild Phobia: 1 SPs
(cool roll or do anything to avoid subject)
Severe Phobia: 3 SPs
(cool-3 roll or run from subject)
Speech Impediment: 2 SPs
(+5 dif to social/communication rolls)
Shy: 1 SPs
(+2 dif social, +5 dif if centre of attention)
Nightmares: 1 SPs
d6-1 stress each night – or roleplay if not using stress
Short Fuse: 1-5 SPs
(-1 to 5 on cool roles)
Hatred: 3 SPs
(cool roll)
Lightning Calculator: 2 SPs
(-5 dif)
Absent-Minded: 3 SPs
(Int roll to remember)
Acute Hearing: 1 SPs
(+1 awareness auditory)
Acute Smell: 1 SPs
(+1 awareness olfactory)
Acute Vision: 1 SPs
(+1 awareness visual)
Hard of Hearing: 2 SPs
(-4 awareness)
Bad Eyesight: 2 SPs
(-4 awareness)
Ambidextrous: 1-3 SPs
(reduces bad hand penalty by 1 to 3)
Fast Learner: 4 SPs
(9 IP x level)(or 4 IP x level if using 5 IP as standard)
Light Sensitive: 3 SPs
(+5 dif in bright light)
Double Jointed: 1 SPs
(-5 dif to escape)
Short: 1 SPs
(-5 aware in crowds)
Time Sense: 1 SPs
Eiditic Memory: 2 SPs
Pain Tolerance: 1-5 SPs
(reduce dmg total by lvl for effects)
Jack Of All Trades: 5 SPs
(no penalty for no-skill actions)
Hemophiliac: 3 SPs
(1 dmg / turn)
Animal Magnetism: 1 SPs
(-4 dif on seduction, +2 dif interaction with same gender)
Limited Paranoia: 3 SPs
(-5 dif spotting ambushes)
Well Travelled: 3 SPs
(Luck roll to know someone in any city you enter)
Drug Resistance: 2 SPs
(20% of all drugs have NO effect)
Extreme Drug Resistance: 5 SPs
(all drugs have �½ effect, bod roll vs 15 for no effect)
Drug Addiction – mostly harmless: 1 SPs
Drug Addiction – affordable: 2 SPs
(Nuke)
Drug Addiction – Mean: 3 SPs
(White Lace)
Drug Addiction – Deadly: 5 SPs
(Black Lace)