Thursday, 17 May 2018

Stuidy pnsn

Heavy Edit January 2016, Need Much more Work!!




Mental Flaw Points


These are taken two ways, for those with character with less than average intelligence so they can otherwise play with their pull intelligence, and for those with sub-par intelligence in general.


-Magic is Everything: every problem needs magic to solve. To open a door needs a knock spell, rather than a key for example. The character thinks of only magically solutions to problems, not mundane.
-Numbers mean nothing: All numbers that can not be visualized are confusing and impossible to comprehend. Counting ones fingers gets 10, 20 and 50 at different times. Reality alters to fit the numbers counted. A bag of copper is worth more than a few coins because they are take up more space, as the abstraction that 100 copper is one gold piece is impossible to grasp. On their own, prices for this character is double normal and money quickly leaves their pocket.
-Amplified danger: will speculate and prepare for outlandish dangers. Monsters under the bed, ghosts in the dark, werewolf bar keeps etc. -2 to all unless preparing for some outlandish danger.
-Blind to Danger: All threats are considered the same as one orc until proven otherwise (by pain or death), Character acts like he has 25 courage.
-Blind to other races: can't tell other races apart other than by name tags or clothing. Can get an elephant and a frog mixed up.
-Blind to Adults: other than adults that have direct authority character does not see adults. Walks in the room with 10 orcs - nothing there, 10 orcs and 5 children sees 5 orcish children (with a bunch of adults)
-Temporally Challenged: no sense of time, guard shifts are impossible, keeping appointments also impossible
-Must Play: Character will play as soon as not engaged in "fun" activities Prolonged searches or any relative activity is not possible . -2 to if doing the same activity for more than 10 minutes (including walking)
-Every thing's a game: character will make everything harder than it is to gain more points. For example, he will try to trap zombies in nets rather than kill them, or knock out opponents (refusing to injury them) because of the rules of the game.
Obsessive Hobby - everything is focused around one hobby, say coin collecting or bird watching.
Always right - the character thinks they are really smart, and will fit reality around their conclusion, which must be right. Example if the character assumes a group are good and they turn out to be evil monsters, the player will assume they are good people - perhaps cursed, or illusions, or what not of the "real" good people.
Theory trumps reality: if the theory says that monsters should die when hit by a silver arrowhead, then one hit and they are dead. if they are still moving they are now zombie monsters or illusions . . . Generally the character will do the same tactic over and over again based on theories. However, if they have many theories to work with they can shift from one magical theory to another - ie. if a monster is immune to silver it can not be a werewolf for example.
Experimental: The player will never use the same weapon or spell twice. in the case of spells, if limited will use the same spell differently every time. Example: I try charming his dog (with charm person) or I charm person the orc and ask it to play hide and seek with me.
Lies to Adults: Can not tell the truth to adults he does not know, and has a hard time telling the truth to any adult. -2 to all if has told the truth to an adult that day.
General Stupidity- The default state of sub par intelligence. The character is not overly stupid in anyone area, and suggests and program stupid or naive plans. Rather than sneaking up on the monsters knocked on their door for example, or tries to sell orcs elven ale. This character is not an idiot savant for tactics thought he is in his classes basic skills. He certainly does not have any talent unless he has direct training for the specific skill. 

 



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