Showing posts with label Instructional Guides. Show all posts
Showing posts with label Instructional Guides. Show all posts

XP Values

Figure this needs thought out better and recorded for posterity. I've been ineffectively winging it so far. Deviations from previously used logic will not be retroactive, but this will be the model I will use from now on.

XP is awarded in three categories: Characterization, Skill checks, and Combat victories.

Characterization awards are XP bonuses granted at the DM's discretion for good ideas by players, well played roles, or significant goals accomplished.

Skill check awards are given for essentially every d20 roll. Success means the full DC of the challenge overcome is awarded. Failure awards 10% of the DC (rounded to the nearest whole) Critical Successes double the award, while critical failures negate it. Awarding failures even a small amount encourages attempts to be made.

Combat XP is awarded upon victory. The award equal to 100 times the combined level of the defeated group times the ratio of the victorious group's levels to the defeated's levels, minimum of 1. Special circumstances may modify the final value. Failure in combat is not rewarded so as to discourage hopeless engagements.
XP = Loser Levels * 100 * (Loser Levels / Winner Levels), Min 1.
A level 1 character must defeat 10 level 1 enemies to gain a level.
Example grid:


123510
1100400900250010000
25020045012505000
3331333008333333
520801805002000
101040902501000

Weapons Reference

Simple Weapons
Switchblade - Doc's good luck charm. Blade, 1d4 dmg; Tiny, Concealable
Maglite Flashlight - A relic of the 21st century. Club, 1d4 dmg; Small; 6 hours battery life, 100' directional illumination
VibroKnife - Fine ceramic blades which use ultrasonic resonance for a smooth cut. Blade, 1d4+1 dmg, Critical Hit threshold 19-20; Small, Durable

Non-Lethal Weapons
Pain Gun - A small flashlight like device which emits a microwave beam which directly irritates the nerves. Frequency can be slightly adjusted to effect other mammalian humanoids. Range 10', Battery life 1 Hour, Reflex Save DC 20 or Flee, Cower if cornered; Tiny, Concealable
Stun Gun/Taser - Uses an electric current to stun an opponent. 1d6 non-lethal, Stun 1 round (Fort save DC 15). Tazer: launches electrodes up to 15 feet; Small
Tranq. Gun - Fires small darts filled with sedatives. Range 30'. Unconscious 2d6 hours, Fort save DC 30; Small
Mace - A liquid spray containing large amounts of the irritant capsicon. Range 5'. Stunned for 1d4 rounds and Blind 1d4 hours, Reflex save DC 15; Tiny, Concealable

Melee Weapons
Thunderhorse's Battle-Axe: A Nordic 2-handed, double bladed Battle Axe with sharp prongs at the top for stabbing as well as hacking. Battle Axe 1d8 dmg; Medium, Heavy

Ranged Weapons
Doc's Colt .44 Revolver - Doc's most useful tool. Pistol, 2d6 dmg, Range 40', 6 chambers; Small
Flintlock Rifle - Old style muzzle loading ball and powder gun Rifle, 2d4, full round to reload, 60' range; Large
Flintlock Pistols - Pistol, 1d6 dmg, Full round reload, 30' Range; Small
Ion Pulse Laser Pistols - Fires a blast of ionized helium at near-light speeds. Pistol, 2d8 dmg, Range 200', 120 shot Semi Automatic; Small, Lightweight, Vacuum Operable
Bull-pup Railgun Assault rifle - Fires very small aluminum bullets at high speeds using magnetic propulsion. It's bull-pup configuration allows for easier maneuverablility in tight spaces. Assault Rifle, 2d10 dmg, Range 100'; 10,000 round clip; semi auto, 10 round burst, or full automatic (100 rounds); Medium, Ligthweight, Vacuum Operable


Grenades
Dynamite - Sticks of sawdust soaked in nitroglycerin. 15' blast, 3d6 - 1d6 / 5'dist, Reflex save DC 15 for half damage.
Power Pack - A highly volatile battery used to power pulse-lasers and railguns. 30' blast, 6d6 - 1d6 / 5' dist, Reflex save DC 30 for half damage

Operative Etiquette

The Model Operative

The Model Operative first posts his name in bold. He then describes his actions in third person using plain text and avoiding errors inspelling and grammar. The Model Operative does not use internet acronyms or AOL Speak. The Model Operative then posts his game actions and any modifiers he believes is applicable in bold, followed by any meta comments or questions regarding rules and procedures in italics.

"Golly, posting sure is fun!" exclaims the Model Operative. "I wonder if I'm allowed to swear?"

Fuck, yeah, Model Operative. Let it loose, but stay in character.

"Sweet! I'm gonna go shave my balls and show them to my sister!"

That's great, Model Operative! But remember: don't sass the DM or he'll open a time rift to the big bang on your eyelids! Above all, have fun!

Create Writing: Blog (+3)

This system of posting will work well to keep the game organized and make it readable for our guests.

Chi Powers

Powers allow the user to focus Chi and use it to affect themselves and the world around them. Chi represents spiritual energy or magical power. Chi Powers can affect the body, mind, and flow of energy around the user. Some Powers can be individually leveled to improve their effects by adding Skill points. Any lesser level of the Power may still be used.

Powers may also be researched, studied or purchased. A fair price for purchasing powers is $1000 per power level and takes a week of training with a master
per power level. Studying a book or other media for new powers takes two weeks per power level, and researching new powers on your own takes a month per power level. Again, studying and researching have a challenge rating appropriate to the power being learned.

The following is a short list of powers. Players are encouraged to create their own powers and methods of using them, as long as the Chi costs and effects are reasonable.

Level (L): Refers to the Power's Level, which is increased with Skills
Effect (E): The actual effect of the power
Range (R): The target or distance of the effect
Duration (D): The length of time the effect lasts (Instant, Action (or 1 Roll), Round, Turn, Hours, Days)
Preparation Time (T): The amount of time needed to prepare the effects. If labeled “Meditation” it requires the caster to be in a meditative (and vulnerable) state for the duration of the effect.
Cost (C): Base cost, can be per effect, level, duration, or range
Saves(S): The save allowed and if it negates or deals half damage.

Strength Focus – Boost your strength bonus for 1 roll
E: +1d4 Str Bonus / Level, R: Self, D: Action, T: Turn, C: 1 Chi / L

Dexterity Focus – Boost your Dexterity bonus for 1 roll
E: +1d4 Dex Bonus / Level, R: Self, D:Action, T:Turn, C: 1 Chi / L

Constitution Focus – Boost your Constitution bonus for 1 roll
E: +1d4 Con Bonus / Level, R: Self, D:Action, T:Turn, C: 1 Chi / L

Intellect Focus – Boost your intelligence bonus for 1 roll
E: +1d4 Int Bonus / Level, R: Self, D: Action, T: Turn, C: 1 Chi / L

Wisdom Focus – Boost your wisdom bonus for 1 roll
E: +1d4 Wis Bonus / Level, R: Self, D: Action, T: Turn, C: 1 Chi / L

Charisma Focus – Boost your charisma bonus for 1 roll
E: +1d4 Cha Bonus / Level, R: Self, D: Action, T: Turn, C: 1 Chi / L

Life Well - Trade Chi for temporary HP fortification, Chi does not return afterwards
E: +2 Hp / Chi; R: Self, D: Round / Level, T:Action, C: 1 Chi / E

Power Well - Trade HP for temporary Chi fortification, HP does not return afterwards
E: +2 Chi / HP, R: Self, D: Round / Level, T: Action, C: 1 HP / E

Heal Self - Restore 1d4 HP (+ Con) / 2 Chi / Level, limit at HP capacity
E: Restore 1d4 HP (+ Con) / Level, R: Self, D: Inst. T:Turn, C: 2 Chi / L

Heal Other - Restore 1d4 HP (+ Con) / 2 Chi / Level, limit at HP capacity
E: Restore 1d4 HP (+ Con) / Level, R: 1 Target, D: Inst. T:Turn, C: 2 Chi / L

Inner Warmth – You can control your external body temperature: survive cold, hide from infrared, etc
E: (+/-) 5 deg F / Level, R:Self, D: Hour / Chi, T: Meditation, C: 1 Chi / D

Sixth Sense - Gain heightened senses
E: +4 Alertness checks, R: Self, D: Round / Level, T: Action, C: 1 Chi / L

Detect Presence – Reveal size and locations of Chi sources in a given area, including OOBs
E: All Chi sources, R: 10’ / level, D: 1 Round / Chi, T: Turn, C: 1 Chi/ Round

Mask Presence - Hide or reduce your Chi signature from Detection
E: -4 Chi Signature / Chi, R: Self, D: 1 Round / Level, T: Meditation, C: 1 Chi / E

Out of Body - Leave your body as an intangible spirit; full senses, pass walls
E: OOB, R: 10’ / Level, D: 1 Round / Chi, T: Meditation, C: 1 Chi / Round

Psychic Force - Use your astral projection of affect objects or attack, Must be OOB
E: OOB Strength of 2 / Level, D: Action, T: Action, C: 1 Chi / Level

Possession – Total control of target, Must be OOB to begin, Target can Save once per round to negate effect
E: Full Control, R: 1 Target, D: 1 Round / 2 Chi, T: Meditation, C: 2 Chi / Round, S: Will DC 5 * Level + Wis

Magic Missiles - Fire flares from your fingertips that seek their targets but cannot penetrate Psychic defenses
E: One 1d4+1 flare / Level, R: 1 Target / Flare, D: Action, T: Action, C: 2 Chi / Level

Psychic Shield - Create a small, personal protective barrier with your mind
E: Def + 1 / Level, R: Self, D: Turn, T: Action, C: 1 Chi / Level

Psychic Bubble - Surround an area with a protective barrier
E: Def +4vs Thrown, +3 vs. Arrows, +2 vs Bullets, +! vs Artillery, R: 5' radius / Level, D: Turn, T: Round, C: 2 Chi / Level

Psychic Wall - Project a wall of force to block attacks in a particular direction
E: 10% Cover / Level, R: 5', D: Turn, T:Round, C: 1 Chi/ Level

Read Emotions - Peer into the mind of a target (or targets) to get a better sense of their reactions.
E: +1d4 Speechcraft / Level, R: 1 Target / Chi, D: Turn, T: Action, C: 1 Chi / Level / Target

Some Others That I Can Only Suggest at This Point
Telekinesis
Pyrokinesis
Hydrokinesis
Electrokinesis
Hypnosis
Suggestion
Mind Control
Read Thoughts
Telepathy
Plant Control
Mind Cloud
Invisibility

Training

*NOTE: This article is outdated

Characters start out with 5 Training classes appropriate to his/her chosen profession.

Characters also start out with 1 Combat training skill depending on Race. All human characters can use Clubs without penalty.

1 Skill point or $1000 buys 1 + applicable ability bonus Non-Combat Training ranks, or 1 Combat training rank.

Studying a training class from a book or other media takes two weeks per rank and has a challenge rating appropriate to the material, while researching new classes on your own takes a month per rank and also has a challenge rating appropriate to the subject.

Non-Combat Training
Non-combat classes grant the character bonuses to D20 checks in specific situations. They are associated with an Ability, and it's bonus is applied to any checks made against the training.

Combat Training
Combat classes include Techniques and Proficiencies. Proficiencies are applied to weapons or classes of weapons. The levels are Use, Proficiency, Specialization, and Master. General Use negates the -4 penalty associated with using that equipment. Proficiency grants the character a +2 to attack and damage, or defense and maneuverability in the case of armor. Specialization is a +4 to the applicable statistics for a particular style or model of weapon/armor. Mastery grants a +6 or better.

Some Techniques can be Improved, Advanced, or Master. Some have specific requirements in order to get them, such as a high Dexterity, or other techniques.

Non-Combat Classes *These classes may only be used if Trained, meaning that class or subclass has ranks.

  • Strength classes
    • Jump
    • Climb
    • Swim
    • Lift
    • Play [Sport]
  • Dexterity classes
    • Balance
    • Tumble*
    • Hide
    • Sneak
    • Sleight of hand*
    • Escape artist*
    • Drive [Vehicle]
    • Pilot [Vehicle]
    • Ride [Animal]
  • Constitution classes
    • Concentration
    • Hold Breath
    • Tolerance [chemical/condition] (alcohol, iocane powder, the flu, dehydration, etc)*
  • Intelligence Classes
    • Knowledge of [Science / Study]
    • [Specific languages]*
    • Search
    • Research
    • Investigate
    • Navigation
    • Mechanics
    • Electronics
    • Architecture
    • Chemistry
    • [Craft, Repair, Disable other Device/Medium]
  • Wisdom Classes
    • Survival
    • Gambling
    • Listen
    • Spot
    • Sense Motive
    • Treat Injury
    • Meditation
    • Animal Handling
  • Charisma Classes
    • Barter
    • Bluff
    • Intimidate
    • Diplomacy
    • Gather info
    • Disguise
    • Craft [Art]
    • Perform [Medium] (Act, dance, sing, comedy, etc)
    • Play [Instrument]*
Combat Proficiencies

  • Light Armor (leather, kevlar, etc)
    • Medium Armor (ceramic, chainmail, etc)
      • Heavy Armor (full plate, led-lined etc)
  • Shields (bucklers, wood shields)
    • Medium Shields (body shields, riot shield, etc)
      • Heavy Shields (tower shields, etc)
  • Clubs (wood clubs, nightsticks, improvised objects, etc)
    • Maces (hammers, small flails, etc)
      • Warhammers (heavy flails, etc)
  • Blades (daggers, bayonets, etc)
    • Swords (short swords, longswords, katanas, etc)
      • Great Swords (dai-katanas, claymores, etc)
  • Axes (hatchets, wood axes)
    • Battle Axes (war axe, tomahawk, etc)
      • Great Axes (heavy battleaxe, etc)
  • Poles (spears, pikes, staves, etc)
    • Long Poles ( halberds, forks, naganata, etc)
      • Heavy Pikes (heavy halberds, etc)
  • Bows (slingshots, short bows, dartguns)
    • Long Bows (English bows, compound bows, etc)
      • Crossbows
  • Firearms (simple weaponshand guns, shotguns, rifles)
    • Advanced Firearms (assault rifles, mortars, RPGs, machine guns)
      • Heavy Weapons (cannons, artillery, missile launchers, etc)
  • Throw (sling, atlatl, improvised items, etc)
    • Knives (daggers, shuriken, etc)
      • Heavy Thrown Weapons (tomahawks, javelins, discus, etc)
Combat Techniques
  • Hand-To-Hand: Improve non-lethal hand-to-hand damage to 1d6
    • Combat Martial Arts - Hand-to-hand does 1d6 lethal damage, Atk +3 required
    • Advanced Hand-to-Hand: Improve non-lethal h2h damage to 1d8
      • Advanced Combat M. Arts - H2H does 1d8 Lethal damage, Atk +6 and Combat MA required.
      • Master Hand-to-hand: Improve non-lethal hand-to hand damage to 1d10
        • Master Combat M. Arts - H2H does 1d10 Lethal damage, Atk +9 and Adv. Combat MA required.
    • Knockout Punch: Critical hit for H2h combat is a natural 19-20, 13 Str required
      • Advanced Knockout: Critical hit for H2H is 18-20, 15 Str Required
        • Master Knockout: Critical hit for H2h is 17-20, 17 Str required
  • Combat Reflexes: Make up to 1 + Dex Bonus Attacks of Opportunity per round
    • Counter-attack: Take an attack of opportunity when an opponent misses you, Dex 13 required
  • Defensive Martial Arts - +1 to dodge melee attacks
    • Advanced Defensive MA - +2 to dodge melee attacks, Dex 13 Required
      • Master Defensive MA - +4 to dodge melee attacks, Dex 15 Required
    • Combat Throw - +2 to Str/Dex on trips and grapples
      • Advanced Combat Throw - Free trip when opponent misses, Atk +3 required
    • Elusive Target - -4 to ranged attacks against you in melee, Dex 13 required
    • Unbalance Opponent - Opponent does not receive Str bonus to melee attacks against you, only damage, Atk +6 required
  • Dodge - +1 dodge bonus to single opponent, Dex 13 required
    • Advanced Dodge - +2 dodge to 1 target or +1 to 2 targets, Dex 15 required
      • Master Dodge - +3 dodge to 1 target, +2 to 2, or +1 to 3, Dex 17 require
    • Mobile Target - -4 penalty to attacks of opportunity against you, Dex 13 required
      • Spring Attack - Move, attack, move again. Atk +4 required
  • Marksmanship techniques: (must be able to use firearms or bows)
    • Long Shot - increase ranged weapons reach by 50%
    • Dead Aim - +2 to attack if spent a full round aiming
    • Precise Shot - Negate -4 penalty on firing ranged weapons into melee
      • Bounce Shot - Ignore cover, -2 to attack, -1 to damage
    • Quick Draw - Draw weapon as free action, Atk +1 Required
      • Quick Load - Reload weapons as free or move action instead of move or full round
    • Point Blank Shot - +1 to attack and damage on ranged attack up to 30'
    • Double-tap - -4 to attack, double damage for semi-auto weapons, Dex 13 required
    • Two Arrows - -4 to attack, double damage for bow weapons, Dex 13 required
    • Burst Fire - -4 to attack, double damage on full-auto ranged weapons
    • Strafe - Area of effect for Automatic weapons can be 20' by 5'
  • Power Attack - Subtract from melee attack to add to damage, Str 13 required
    • Cleave - Extra attack after dropping and opponent
      • Improved Cleave - Cleave repeatedly while dropping opponents
  • Dual Wield - Penalties for dual wielding are reduced to -2/-6, Dex 13 required
    • Advanced Dual Wield - DW penalties are -0/-4, Dex 15 required
      • Master Dual Wield - DW Penalties are -0/-2, Dex 17 required.

Character Creation

This game will be using a Quick D20 system. It is loosely based on Wizard of the Coast's D20 system, but has been reduced to speed up the process and allow for a more fluid, imaginative game play. There are no class structures, and most everything will be made up on the fly, as far as it makes sense to do so.

Abilities
The six abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Human Characters have abilities between 3-18, with 10 being average.

To create a character, roll 4d6, drop the lowest die, and total the remaining 3. Repeat six times, and apply the resulting numbers to the character's Ability scores as you wish.

Bonuses are equal to the (Ability - 10) / 2, rounded down. See below:
Ability of 3 = -4 bonus, 4 & 5 = -3, 6 & 7 = -2, 8 & 9 = -1, 10 & 11 = 0, 12 & 13 = +1, 14 & 15 = +2, 16 & 17 = +3, and 18 = +4.

Every 4 levels, an ability of your choice may be improved by 1.

Skill Points
Every character starts with 5 skill points. Skill points are used to improve character statistics or to add Training and Powers. Adding Flaws to a character will grant more Skill points to use. Skill points may also be saved and used as Karma to adjust D20 rolls.

Every level, a Character gains an additional 5 skill points.

HP: +2 per Skill point
Chi: +1 per Skill point
Saves: +1 per Skill point
Attack: +1 per Skill point
Defense: +1 per Skill point

Initiative: +1 per Skill point
Movement: +1 per Skill point, max 12 for humans.
Training: 1 Training Class + Ability Modifier per Skill point
Powers: 1 new Power or Power Level per Skill point
Flaws: 1 Skill point for minor flaws, 2 for major flaws.
Karma: 1d6 (+ 1d6 every 5 levels) bonus to any D20 roll, or 1 Auto-20 (where applicable) per skill point
Wealth: 1 Skill point can be traded for $1000 starting cash or windfall at level, depending on circumstances and DM discretion.

HP
HP represents the health and vitality of a character, essentially how much stress and damage he or she can withstand. At 0, a character is Disabled (conscious but with limited actions). At -1, a character is Dying (unconscious and losing HP until Stabilized). At -10, a character is Dead. HP naturally regenerates at 1 HP per Level for 8 hours rest, or 2 HP per Level for a full day's rest.

Every level including creation, a human character gains 4 + Con bonus HP (no less than 1). Spending 1 Skill point increases HP by 2. Skill points may only be spent on HP during creation or level-up.

Chi
Chi is the magical energy of a Character that fuels Powers. All living creatures have at least 1 Chi. At 0, a character is Exhausted, much like being Disabled. Chi regenerates naturally at a rate of 1 Chi per hour of meditation, however this can be improved with advanced meditation training. Chi can never fall below 0.

Every level including creation, a human character gains 1 + Wis. Bonus Chi (no less than 1) Spending 1 Skill point will increase Chi by 1. Skill points may only be spent on Chi during creation or level-up.

Saves
The three Saves are Reflex, Fortitude, and Will. These represent the character's ability to dodge, stomach, or have the presence of mind to overcome many challenges. Each are adjusted by ability scores: Dexterity, Constitution, and Wisdom respectively.

Human characters start with Reflex, Fortitude, and Will of 0. Saves only improve when spending Skill points. Spending 1 Skill point improves a selected Save by 1.

Attack
The attack bonus represents the Character's combat abilities. It determines the accuracy and frequency with which a character may strike an opponent. At 6 points, the character gains a second attack represented thus: +6/+1. Every five points after that, he gains another attack. Each attack increases as points are added, thus: +11/+6/+1, +16/+11/+6/+1, etc.

Human characters start with an attack of 0. Spending 1 Skill point improves this by 1.

The Strength bonus is added to attack when in melee combat or throwing. The Dexterity bonus is added to attack when firing ranged weapons. Certain weapons and Training may provide additional bonuses.

Using a weapon untrained incurs a -4 penalty. Untrained dual-wielding penalty is -4/-8. Firing ranged weapons in melee incurs a -4 penalty.

Defense
A character's defense represents the challenge an attacker must overcome to hurt a character. This can be by armor, dodging, or parrying.

Human characters have a natural defense of 10. Spending 1 Skill point improves this by 1. Armor also improves this.

The Dexterity bonus can be used if the character is not prone, flat-footed, or surprised. Heavy armors can restrict this Dodge bonus if used untrained.

Cover can increase Defense by 1 for every 10% of cover. At 100%, meaning there is a solid wall between attacker and defender, an attack is not possible.

Initiative
This represents a character's decision and reaction time in combat situations, and also leadership ability. At the start of each round of combat, initiative is rolled by party to decide who goes first.

Human characters start with 0 initiative. Spending 1 skill point improves this by 1.

Depending on the situation, either the Dexterity or Charisma bonus may be used as well. The party member with the highest initiative score in the given situation rolls for his or her team.

Movement
This number represents how far a character can move in one action, given generally in 5' increments. This is considered a jogging pace. A character can run twice this rate, and can make two move actions in one round. At a movement score of 12, a character can run 240' per round (about 6 seconds), or appx. 80 meters, making 800 meters per minute (48 kph - the fastest human footspeed on record).

Human characters have a base movement of 5 (25' per action). Spending 1 skill point improves this by 1, to a maximum of 12.

Training
Training improves a character's chances of succeeding in specific challenges. There are two basic types of training classes: combat and non-combat.

Non-combat classes are related to certain abilities, and their ranks stack as you add more classes. Sub-classes of non-combat classes fall into hierarchical categories: General, Specialized, Very Specialized, and Highly Specialized. Each category applies to a more and more specific situation, but grants more of a bonus per rank.
General classes apply to broad categories of classes, and grant +1 bonus per rank.
Specialized classes apply to specific subsets of those general classes and grant +2 per rank.
Very Specialized classes apply to a more limited subset, but grant +3 per rank.
Highly Specialized classes apply to unique objects, devices, or situations and grant a +4 per rank.

Combat classes are hierarchical, their effects cannot be stacked. There is no specific ability associated with a combat class. Combat classes can be weapon proficiencies or special maneuvers.

Characters are assumed (perhaps wrongly) to be functional adults with jobs, a career, or some set of survival skills. A character can start with 5 Training classes related to that chosen profession. Characters can purchase training at a rate of 1 class per Skill Point for any class or subclass, although he or she must have ranks in a super-class before gaining ranks in a subclass.

Training can also be researched, studied, or purchased. A fair price for purchasing training is $1000 per rank and takes a week of practice with a master per rank. Studying a training class from a book or other media takes two weeks per rank and has a challenge rating appropriate to the material, while researching new classes on your own takes a month per rank and also has a challenge rating appropriate to the subject.

Powers
Chi Powers allow a Character to spend Chi points to improve their situation or degrade his or her enemies'. Some powers are stronger than others and cost more Chi, some require a chain of powers to be in effect, such as Out of Body projection in order to Possess another character. Some powers can be improved by adding levels.

Powers may be purchased at a rate of 1 new Power or Power Level per Skill point. They may also be researched, studied or purchased. A fair price for purchasing powers is $1000 per power level and takes a week of training with a master
per power level. Studying a book or other media for new powers takes two weeks per power level, and researching new powers on your own takes a month per power level. Again, studying and researching have a challenge rating appropriate to the power being learned.


Flaws
Let's face it, characters are more fun to play if they've got issues. In order to promote this, the QuickD20 system grants extra Skill points to characters with problems. The DM has final say, but generally a character receives 1 extra Skill point for minor flaws and 2 for major flaws. Flaws can have a direct effect on a character's stats, like HP or Saves in the case of handicaps or diseases, or can be more related to the character's decision making process, like a phobia or addiction.

Equipment
Characters can generally start out with basic equipment, anything they're trained to use. It is assumed that he or she would have any tools of his or her chosen profession and monetary resources appropriate to that trade. If the DM allows it and it makes sense for the character, you may spend a skill point to gain an extra $1000 in cash or equipment.