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Obviously, many more ethical-moral positions are possible. The previous example considers only<br />

1 situation and is not a generalization for a character over their lifetime. Dispositions in the F.A.T.A.L.<br />

role-playing game are generalizations for a character’s actions and thoughts as affected by their metaphysical<br />

beliefs over their lifetime. It is very rare, if not impossible, for anyone’s disposition to never stray from<br />

their dominant disposition. To a certain extent, disposition is situationally dependent. Nonetheless, every<br />

character has a disposition. Overall, a character’s ethical and moral views create bounds for their actions<br />

and affect how a character feels about their actions.<br />

Moral<br />

Moral<br />

Neutral<br />

Immoral<br />

Ethical<br />

Knights<br />

Militiamen<br />

Mages<br />

Sages<br />

Spies<br />

Soldiers<br />

Assassins<br />

Bounty Hunters<br />

Bugbears<br />

Neutral<br />

Humans<br />

Druids<br />

Kobolds<br />

Whores<br />

Unethical<br />

Rangers<br />

Berserkers<br />

Mercenaries<br />

Pick Pockets<br />

Anakim<br />

Ogres<br />

Ruffians<br />

Sorcerers<br />

Trolls<br />

Chapter 4: Disposition<br />

Piety Points<br />

Before disposition can be determined, each player must determine the Piety Points (PP) of their<br />

character. Characters vary in devotion to their god, religion, or philosophy. PP are an abstract representation<br />

of the devotion of a character. PP are important to priests (see Chap. 7: Occupation). Priests need to<br />

keep track of their PP more than any other occupation, since priestly privileges may appear and disappear<br />

as a result of the PP of a priest.<br />

For each character, roll 1d100 to determine their PP. PP can never increase above 100 or fall below<br />

1. Before recording the PP on a character sheet, consider the following modifiers:<br />

Piety Point Modifiers<br />

Modifier<br />

Chance<br />

Adjustment<br />

A ge<br />

75%<br />

Divide Current Age by Maximum Age and multiply by 4 (elves are unaffected)<br />

Atonement<br />

Process<br />

see<br />

Neveria<br />

B odily Attractiveness 25%<br />

Multiply the Skill Modifier by -1 and apply the result as the adjustment<br />

C ulture:<br />

50%<br />

Anakim<br />

NA<br />

Bugbear<br />

+ 1<br />

Dwarf<br />

NA<br />

Elf<br />

NA<br />

Human<br />

NA<br />

Kobold<br />

+ 2<br />

Ogre<br />

- 100<br />

Troll<br />

NA<br />

D rive<br />

75%<br />

Skill Modifier<br />

F acial Charisma 25%<br />

Multiply the Skill Modifier by -1 and apply the result as the adjustment<br />

H ealth<br />

75%<br />

Multiply the Skill Modifier by -1 and apply the result as the adjustment<br />

N ear-death experience 75%<br />

+/- 1d8*<br />

w /white light 90%<br />

+/- 1d20*<br />

N egative event 10%<br />

+/- 1d4* *<br />

Tenets<br />

see<br />

Neveria<br />

102

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