Impairments traded for
Attribute Points
If a player wants to re-roll
attributes a lot or wants to boost an attribute somehow, perhaps
you as a GM can have them trade physical impairments. These are
also good additions to the Mega-Hero Weakness list. Here are some
good ones:
- Asthma: Reduce P.E. by 4
points (keep HP the same). Basically, after 10 minutes of
constant combat or strenous labor (or some amount of
time, perhap 1 minute per P.E. point before the -4), the
person chokes up and must stop for a melee round; double
that time if it is moderate labor.
- Blindness: Use the typical
rules in Rifts. Definitely worth 5+, but at least one of
those has to be towards P.P. (or just boost P.P. by one).
- Colorblindness: More of an
irritation than anything (but to remember that this could
be very important, especially in military types of
situations).
- Deafness: Use the typical
rules in Rifts. Probably worth 3 or 4 attribute points.
- Diabetes: Maybe make this
one worth 2 or 3 attribute points or an additional skill
or two. After all, the person will always have to have
insulin on him (which means that a minor robbery of the
group's equipment can be an adventure in itself). The
need for insulin will definitely make some adventures.
- Hemophilia: Reduce HP by
10%, but you can add 3 or 4 attribute points. Remember
that even a bruise can be fatal; an IRMSS kit will be a
lifesaver. This is pretty irrelevant to an
Invulnerability or Immortality Mega-Hero, so move on.
Healing Factor might be difficult to work out with this
as well; perhaps half it's efficiency as far as the HP
regeneration goes.
- Sickle cell anemia
- Turrett's Syndrome: