2.1. Materiales y equipos
2.1.2. Equipos
Contacts in medieval Europe aren’t worth much unless you’re looking for fancy things (like soap), or for information (like just what that thing out in the woods is), or to avoid the Duke’s none-too-lenient anti-poaching edicts. Okay, so maybe they are help- ful. In fact, they’re a boon in many times and places, such as when the Necronomicon rises in modern L.A. (where everything seems to happen, according to the movies).
The more helpful the contact is, the higher the Quality’s point value. For any and all Contacts, your Director determines their available at any given time. Generally, the more time your character has to get word to his Contacts, the more likely the Contacts come through.
Contacts that only provides hints, rumors, or gos- sip costs one point. If the Contacts usually provide reliable information and help the character out in small ways (letting the hero borrow a horse or forg- ing him a groovy new mechanical hand), this Quality sets you back two points. Actual allies who help your character in any way they can run three to five points, depending on the Contact’s resources. In the Army of Darkness game, Contacts might provide clues to the Necronomicon’s next move, where it’s pages might be found (if they’ve been scattered somehow), or where useful artifacts or weapons might be hidden. If you’re playing the Original Cast or in the environs of Arthur’s castle, the Wiseman could be the basis of a character’s two-point Contacts Quality.
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C
OP/E
X-C
OP5- OR4-POINTQUALITY
Cops are those guys and gals who risk their lives every day so the rest of us don’t get our new lawn flamingo stolen. Sadly, in real life, most crooks are just that stupid. They steal the most ridiculous and valueless things and kill people for no good reason whatsoever. These are the kind of people cops deal with every day, and we salute them for it.
But let’s put that depressing thought behind us and go with the movie version of cops. These are the Arnolds and Dirty Harrys of the world who thwart terrorists, engage in car chases, and run up against brilliant masterminds with almost flawless plans. These kinds of cops are right at home in the battle against the Evil Dead. They can be rookie beat cops, black and white patrolmen, or hardcore homi- cide detectives. Or they might be in feudal law enforcement (assuming any such thing exists)—the Duke’s or King’s sheriffs or deputies, charged with enforcing ducal or royal law.
Cops get +1 to any physical Attribute (Strength, Dexterity, or Constitution; cop training and all that), and a +1 bonus to the Crime, Driving/Riding, and Gun Fu skills. They also have the force of law behind them—with reasonable cause, they can search peo- ple, detain suspects, and do other nifty things. Of course they have to be in their own time period and society for all that authority stuff to kick in.
The job includes a measure of obligation to your law enforcement agency. Cops who ignore orders or abuse their authority can get in serious trouble— videotapes of you beating a man with your nightclub can and will be used against you. Too many “lapses in judgment” and you become an Ex-Cop, with all the skills of a normal police officer but none of the authority. Ex-Cops usually have a lot more attitude, but there’s no shortage of that among the regular maverick cops (at least on TV and in the movies).
This Quality costs five points if the character is a serving police officer and will mostly stay within his own “jurisdiction” (his own time and town). This also applies if you are one of the sheriff’s men and you ride the hills and dales looking for outlaws. It costs four points for a retired (or fired) cop, or one who’s been “misplaced” in time or space and misses modern-day donuts shops something fierce.
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OVETOUS1- TO3-POINTDRAWBACK
Everybody wants stuff. A Covetous character wants stuff really badly, and does almost anything to get it. He may want solid gold goodies, the ado- ration of millions, or all the horizontal tango-time he can get with a particular gal. Whatever it is, he’s placed it over any code of morals; he’s willing to bend it like Beckham to get what he wants. For most folks, figure they’re constantly after whatever they covet, but don’t often break the law or violate their own code of ethics over it. But when an opportunity comes that’s just too good to pass up, he’ll stoop to his lowest personal level to grab it.
There are four types of covetousness: Greed (money and wealth), Lechery (sexual relations), Ambition (power and influence), and Conspicuousness (fame and renown). It is possible to covet two or more of those things, but each additional source of desire adds but a single point to the value of this Drawback.
The Covetous Drawback has three levels of sever- ity, worth one, two and three points respectively.
Mild: Your character knows what he wants and he
spends a great deal of time and effort to attain his goals. He won’t usually break his own rules or those of society to do so. This is a one-point Drawback.
Serious: Presented with enough temptation, your
character may act even if it goes against his better judgment or morality. He may resist if the action he contemplates is truly wrong and reprehensible— stealing credit for a heroic deed performed by a friend, for example—but resisting requires a Willpower (doubled) roll, at a penalty of –1 to –3 if
TM
“you’re A goody little two-shoes.”
-Ash
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the temptation and possible rewards are great. This is a two-point Drawback.
Desperate: This is a desire so strong that it often
overwhelms any scruples your character may have. When presented with temptation, he can only avoid acting by making a Willpower (doubled roll) roll, with penalties ranging from –1 to –5 depending on the size of the prize. For a high enough reward, your character will turn on friends or loved ones, and even betray his principles. This is a three-point Drawback.