Shadowlands
Modifiers - Transferal, Quantities, and Vulnerbilities
Creatures, Artefacts, and ConstructsTransferal
The first multiplier is for if the item loses the power when it is transferred, while the second is used if the item retains the power, as well as allowing the character to use it. The multiple is applied to the Quality or Power being transferred. I also include the "normal" point cost, for those who prefer this option. • Confer Quality [x2/x4 or +05/+10]: Allows the user to use the Quality, in addition to the Item. • Confer Power [x4/x5 or +10/+15]: Allows the user to user the Power, in addition to the Item.
Implanted Item Qualities/Powers
This basically allows the character to buy an item quality or power as an actual power of the character. It generally cannot be taken away, though this will depend on the specifics of the power and GM fiat. As for transferral, the multiple is applied to the Quality or Power in question. • Implant Quality [x5 or +15]: Gives an Item Quality to a character. • Implant Power [x6 or +20]: Gives an Item Power to a character.
Quantity
Allows the character to have multiples of a certain Artefact, Creature or Construct. The multiplier is applied to the total cost of the item after all other multipliers have been taken into account. Note that while each item must have the same powers, they can have different, set forms. Thus, a Named and Numbered set of Extra-Hard weapons may include 3 swords, 2 daggers, and an axe. • Unique [x1]: A single Item. • Named and Numbered [x2]: Up to a dozen of the Item. • Horde [x3]: An extremely large number, centred in one location. On short notice, up to 50 or so may be found. • Shadow-Wide [x4]: Can be found in Horde qualities everywhere in a Shadow. • Cross-Shadow Environment [x5]: Found in every Shadow that contains a particular environment. • Ubiquitous [x6]: Found throughout Shadow.
Vulnerabilities
Vulnerabilities allow a character to offset or reduce the base cost of an item, to a minimum of 2 points (or 5 in the case of Shapeshifting: Additional Forms), and are divided into four categories 1) Environment: A substance that through exposure reduces a characters/creatures/items ability to function and/or that result in physical Harm, may cause death, but from which a character can heal once the source of the substance has been removed. E.g. In the case of the Vampire form outlined in the Shapeshifting:Alternate Forms power the vulnerability is sunlight(UV light) 2) Addiction: A substance that if not ingested on a regular basis reduces a characters/creatures/item ability to function (note fuels are not considered an addiction in the case of powered items). The significant difference between this and a Dependency is that the addictive substance may, in the case of an overdose, result in death, whilst in the case of a dependency not having access to the substance will eventually result in death. 3) Dependency: A substance that if not ingested on a regular basis reduces a characters/creatures/item ability to function through sickness or similar detrimental effect, causing physical harm, and eventually death (note fuels are not considered a dependency in the case of powered items as they are a normal substance required by the form. Similarly, oxygen for carbon based lifeform is not considered a dependency). E.g. In the case of the Vampire form outlined in the Shapeshifting:Alternate Forms power the dependency is blood. 4) Contact: A substance that if used against a character negates another quality E.g. In the case of the Werewolf form outlined in the Shapeshifting:Alternate Forms power the vulnerability is Silver.
Of the three only Addictions may be bought off after character creation. Additionally Addictions are restricted by Psyche Rank. A character/creature/item with Chaos Psyche may not have more than 6 points worth of addictions, Amber Psyche may not have more than 2 points worth of addictions Ranked Psyche may not have more than a single minor addiction A ranking Psyche (rank 7 or above) may not have any addictions!
Vulnerabilities have 4 grades. The higher the grade the greater the number of points “returned” when selecting the vulnerability Minor: -01 Major: -02 Serious:-04 Extreme: -08
Environmental Vulnerabilities
Minor: Exposure results in the reduction of all stats to 90% of their maximum over a period of 60 minutes. Exposure beyond this length of time reduces the characters constitution by 1 point per 5 minutes. When the constitution reaches zero the character starts taking physical injury and will die when their constitution reaches –ve it’s normal maximum. Major: Exposure results in the reduction of all stats to 75% of their maximum over a period of 30 minutes. Exposure beyond this length of time reduces the characters constitution by 1 point per 3 minutes. When the constitution reaches zero the character starts taking physical injury and will die when their constitution reaches –ve it’s normal maximum. Serious: Exposure results in the reduction of all stats to 25% of their maximum over a period of 10 minutes. Exposure beyond this length of time reduces the characters constitution by 1 point per minute. When the constitution reaches zero the character starts taking physical injury and will die when their constitution reaches –ve it’s normal maximum. Extreme: Exposure results in the reduction of all stats to 10% of their maximum over a period of 2 minutes. Exposure beyond this length of time reduces the characters constitution by 1 point per 10 seconds. When the constitution reaches zero the character starts taking physical injury and will die when their constitution reaches –ve it’s normal maximum.
Dependency Vulnerabilities
Minor: The character can live without this substance for a while. For each time period without this substance reduce all stats and health by 10% of their maximum. When the characters Endurance reaches 0 they fall into a coma. For each time period there after reduce the chance of recovery by 10%. When the chance of recovery reaches 0 the character dies. Major: The character can’t really live without this substance but they can get by for a while. For each time period without this substance reduce all stats and health by 25% of their maximum. When the characters Endurance reaches 0 they fall into a coma. For each time period there after reduce the chance of recovery by 10%. When the chance of recovery reaches 0 the character dies. Serious: The character can’t live without this substance but they might be able to survive for a short time without it. After the first time period without this substance reduce all stats and health to 50% of their maximum. For each 10th of the time period beyond this reduce them by 5% of their maximum. When the characters Endurance reaches 0 they fall into a coma. For each 10th of a time period there after reduce the chance of recovery by 10%. When the chance of recovery reaches 0 the character dies. Extreme: The character can’t live without this substance. For each 10th of the time period without this substance reduce all stats and health them by 15% of their maximum. When the characters Endurance reaches 0 they fall into a coma. For each 10th of a time period there after reduce the chance of recovery by 25%. When the chance of recovery reaches 0 the character dies.
Time Period (hours) Endurance Minor Major Serious Extreme Chaos 100 40 10 2 Amber 200 80 20 4 Ranked 240 96 24 5 Ranking Ranked+End:Heal/12
Addiction Vulnerabilities
Minor: The character can live without this substance for a while. For each time period without this substance reduce all stats and health by 10% of their maximum. After losing 30% of their attributes the character goes “Cold Turkey” and their stats and health reduce by a further 20%. At the end of the next time period if they have the points to buy off the addiction then after each recovery time period their stats will return to their maximums at 10% per recovery period, otherwise they will remain at this level until the character gets a fix when they will return to their maximum at a rate of 10% per 10th of the recovery period. Until the character gets a fix they will become more and more distracted, aggressive, and anti-social until they do. Major: The character can just about manage without this substance for a while. For each half time period without this substance reduce all stats and health by 10% of their maximum. After losing 50% of their attributes the character goes “Cold Turkey” and their stats and health reduce by a further 35%. At the end of the next time period if they have the points to buy off the addiction then after each recovery time period their stats will return to their maximums at 5% per recovery period, otherwise they will remain at this level until the character gets a fix when they will return to their maximum at a rate of 5% per 10th of the recovery period. Until the character gets a fix they will become more and more distracted, aggressive, and anti-social until they do. Serious: The character can barely function without this substance. For each quarter time period without this substance reduce all stats and health by 10% of their maximum. After losing 50% of their attributes the character goes “Cold Turkey” and their stats and health reduce by a further 35%. At the end of the next half time period if they have the points to buy off the addiction then after each recovery time period their stats will return to their maximums at 10% per recovery period, otherwise they will remain at this level until the character gets a fix when they will return to their maximum at a rate of 10% per 10th of the recovery period. Until the character gets a fix they will become more and more distracted, aggressive, and anti-social until they do. Extreme: The character cannot function live without this substance. For each 10th of a time period without this substance reduce all stats and health by 5% of their maximum. After losing 50% of their attributes the character goes “Cold Turkey” and their stats and health reduce to 5% of their maximum. At the end of the next quarter time period if they have the points to buy off the addiction then after each recovery time period their stats will return to their maximums at 2% per recovery period, otherwise they will remain at this level until the character gets a fix when they will return to their maximum at a rate of 2% per quarter of the recovery period. If the character does not get a fix or buy off the dependency then they will fall into a coma for a period equal to a recovery period. If they do not buy off the vulnerability at this point then it is converted permanently to a Serious Dependency Vulnerability at this point.
Contact Vulnerabilities
Minor: reduces a quality by 1 step e.g. a 04 quality becomes an 02 quality Major: reduces a quality by 2 steps e.g. a 04 quality becomes an 01 quality Serious: reduces a quality by 3 steps e.g. a 04 quality is completely negated Extreme: reduces a quality by 4 steps e.g. a 04 quality would become equivalent to 01 dependency vulnerability for the duration the substance is in contact with the creature.