Downside Format
Name: The name of the Effect.
Bonus Points: The bonus XP you get choosing a Temporary or Permanent version of the Downside. This counts against the XP cost for purchasing the Ability.
Description: Details about the Downside and what it does.
Compulsion
Bonus Points: Temporary (50), Permanent (100)
The character suffers from a compulsion that they must act upon. Attempts to resist the compulsion require the character pass an Average (TN 50) Social Fortitude + Willpower roll. This Downside may be purchased more than once. Each additional time it is taken, reduce the TN to resist the compulsion by 10 points.
Energy Cost
Bonus Points: Temporary (100)
Upon a successful activation roll, the character must also spend one or more points of Shaper Energy to power the Ability. One point of Shaper Energy is required each time this Downside is taken.
Focus
Bonus Points: Temporary (50)
The Ability relies on one or more foci to work. If you don’t use the relevant foci, Aptitude rolls for using the Ability suffer a cumulative -10 penalty to the TN. For example, if your Ability relies on two foci and you do not use either, all Aptitude rolls with that Ability will suffer a -20 penalty to the TN.
Foci may be physical (like wands, rings or technological devices), verbal (like spoken commands or chanting) or somatic (hand gestures, katas, etc.). Each time you take this Downside you may select a single focus.
Hideous Appearance
Bonus Points: Temporary (50), Permanent (100)
There is something unsettling or unnatural about your appearance that causes revulsion in others. You suffer a -40 penalty to any attempts to charm or persuade others (except when intimidating or commanding others) when your appearance is a factor.
Restriction
Bonus Points: Temporary (50)
There is a restriction placed on using the Ability. Examples include:-
- Only being able to use the Ability underground
- The Ability only works against undead
- An Effect has less versatility (for instance Create Illusion can make the Target invisible and nothing else)
Restricted Movement
Bonus Points: Temporary (50), Permanent (100)
The Ability restricts a specific movement type, thereby slowing or preventing the character from moving. Choices include overland (walking, rolling, etc.), underground (tunnelling), flying or swimming.
Restricted Movement may be taken twice for each movement type. The first time it is taken movement of the chosen type is reduced by half. The second time it is taken, movement of the chosen type is not possible, thus preventing the use of movement based Aptitudes like Dodge.
Trigger
Bonus Points: Permanent (100)
As well as activating the Ability normally, the character suffers from a trigger that causes it to spontaneously activate. Example triggers could be seeing the full moon, taking damage, smelling blood or hearing a command word or phrase.
Characters may attempt to prevent the Ability from activating by passing an Average (TN 50) Mental Fortitude + Willpower roll. Each additional time this downside is taken for a particular trigger, reduce the TN to resist activation by 10 points.
Once an Ability has been activated by a trigger, it cannot be terminated prematurely and the character must therefore deal with the consequences.
Unusual Diet
Bonus Points: Permanent (100)
You may consume food and drink like others of your species, but it doesn’t benefit you at all. Instead there is something else that you must feed upon to gain sustenance that is considered unusual. In the case of normally harmful substances, you suffer no ill effects from their consumption. Examples include:-
- The blood of the living
- Electricity or a normally toxic substance
- Fear or Lust
Removing Downsides
Under normal circumstances Downsides cannot be removed once an Ability has been learnt. However, there may be times when the GM determines that it is permissible under certain conditions. For example, a wizard may well be able to overcome the need to use foci when casting a spell after spending time using the Ability and gaining enough points in the Aptitude determined by the GM. In contrast to that removal of a more severe Downside may require the character to seek out a rare or expensive cure and may very well be the basis of an adventure itself.
Generally speaking, the more severe the Downside, the more difficult it will be to remove. In addition to any story elements, the character must also spend XP equal to twice the cost of the Downside.