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III. EL TREN DE LA INNOVACIÓN

III.4 Estación 4ª: MAPA

Your character has a relative or someone who is close to him—someone who is perfect for the bad guys to torment, take hostage, or otherwise use against you. If you have only one dependent, this Drawback is only worth two points. More, like a family, brings the value up to no more than three. Dim Sense

2-point Drawback

Your character has one sense that is sub-par for acuity. Maybe you’re a Defel with light- blindness, or maybe you just need to wear glasses. Any Perception rolls made involving the affected sense are at a –3 penalty.

46 Eccentric

1-point Drawback

You have some annoying little quirk that’s a part of you; something you’re known for. It might be that you are constantly nibbling on a certain kind of snack, can’t refrain from generous helpings of sarcasm or profanity in your conversations, or have a peculiar affinity for the color orange. Whatever the Quirk, you must be specific, and can have no more than one.

Ego

1- or 2-point Drawback

You are IT, baby! You’re The Man! The best, the bravest, smartest, better looking—maybe you’re some or all of those things. At least, you think you are. You might be good or you might not, but you’ve deluded yourself into believing you’re all that. At lower levels a character with an Ego problem is mildly annoying: competitive, easily offended, acting like they’re better than everyone else. A Severe Ego problem indicates a truly bent personality, and is often coupled with others serious Drawbacks such as Ambitious, Zealot, Violent Temper, etc.

Mild: Your hang-up is controllable and the character seldom allows the problem to control him during times of crisis, especially when friends and loved ones are involved. People may not even know there’s something wrong with you!

Severe: Your problem is pretty bad, and affects the character’s daily life. Anybody who knows you realizes or strongly suspects that there’s something wrong.

Greed

1- to 3-point Drawback

Everybody wants stuff. A Greedy character wants stuff really bad, and is willing to do almost anything to get it. Money and possessions are his primary focus. Whatever he desires, he goes for it hard, limited only by what sense of caution or morality he may possess—and in some cases, not even by that.

There are three degrees of severity for this Drawback.

Mild: The first level is relatively low-key. Your character knows what he wants and he spends a great deal of time and effort to attain it, but he won’t break his own rules or those of society to do so. This is a one-point Drawback.

Serious: The second level is stronger—presented with enough temptation, your character may even act against his better judgment or morality. He may resist if what he’s contemplating is truly wrong and reprehensible, but resisting requires a Willpower (doubled) roll, at a penalty of –1 to –3 if the temptation and potential rewards are great. This is a two-point Drawback. • Desperate: The third level is the strongest—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 (not doubled) roll, with penalties ranging from –1 to –5 depending on the size of the prize. For a high enough reward you’d turn on friends and loved ones, and even betray your principles. This is a three-point drawback.

Honorable

1- to 3-point Drawback

Your character follows a code of behavior, and will not break it lightly, if at all. The more restrictive and rigid the code, the higher this Drawback’s value. In general, characters with this Drawback won’t violate their code, ever. In a life-or-death situation where honor might be ignored, a Willpower (not doubled) Test is necessary to overcome the psychological barriers enforcing the code of honor.

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This Drawback comes in three levels; the exact nature of your brand of honor may vary, but the levels of severity should remain the same.

Minimal: Your character does not lie to or betray friends or those he respects. Anybody else, especially those he dislikes, are fair game. This is a one-point Drawback.

Serious: This code of honor is more complex, and applies to everyone, friend or foe. Your character always keeps his word, and does his best to fulfill the promises he makes. He will not betray the trust of others once he’s accepted it. He may be reluctant to give his word except in a good cause, because once its been given, it is inviolate. This is a two-point Drawback. • Rigid: Your character lives by a strict set of rules that controls most of his actions towards

others. In addition to all other restrictions above, he will refuse to participate in acts of betrayal such as ambushes, striking a helpless or unsuspecting foe, or cheating in any way. Lying is anathema, and he would only do so in cases of extreme need. Even then, he feels guilty and does not do a very good job: any tasks that require him to lie suffer a –2 to –6 penalty. This is a three-point Drawback.

Humorless

1-point Drawback

Some people just lack the ability to laugh at life, and take everything with the utmost

seriousness. Other people’s attempts at humor are seen as wasteful or annoying. Most people find this facet of this character’s personality to be unattractive or bothersome. Clowns and practical jokers are the antithesis for this character.

Indebted

2-, 4- or 6-point Drawback

This Drawback indicates that the character owes someone something, and will be called upon to repay that debt sometime, bit by bit, or all at once. The value of this Drawback depends on what the character owes, and to whom. For example, running up significant tabs at the local cantinas or a bad run at the Sabaacc tables is worth 2 points. Owing a notorious gangster for dropping his spice cargo would be worth 4 points, while something like the Wookie life debt would be worth 6 points.

If the character fails to repay her debt, the individual owed attempts to gain recompense by one means or another. This often results in negative consequences (see the Wanted Drawback.) Even if the debt is repaid—at least in the mind of the debtor—the creditor may seek to extract more . . .

Obligation

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