Character Background, Talents, & Flaws

A character may possess special talents, these may be acquired, inborn, or possibly even learned. At character creation all players receive a number of Talent Points to spend in acquiring abilities from the following charts. In addition, the character may earn additional Talent Points by taking flaws.
 
Physical Abilities
Ability Point Cost Description
Accelerated Healing 7 Healing occurs in half the time normal for the character's race.
Acute Hearing 20 Hearing Secondary Attribute receives a bonus of +30. The character's hearing is so sharp that most sounds within 100' in open areas or 25' through solid barriers are easily heard.
Acute Smell 20 Smell Secondary Attribute receives a bonus of +30. The character's sense of smell is as sharp as many animals. Can smell odors from up to 100' upwind, 2000' downwind, and 500' in still air.
Ambidexterity 10 May use both hands equally well. No penalties apply for using a weapon in your off hand.
Amphibious 10 The character possesses a set of small gills or a special membrane etc. that permits him to breathe water as well as air.
Blazing Speed 10 Movement Rate receives a bonus of +10
Cold Resistance Lesser 5 +5 to rolls versus the effects of cold.
Cold Resistance Minor 10 +10 to rolls versus the effects of cold.
Cold Resistance Major 15 +15 to rolls versus the effects of cold.
Cold Resistance greater 20 +20 to rolls versus the effects of cold.
Combat Reflexes 10 Receive a special bonus of +5 to DB, +5 to all Strikes, and +5 to initiative.
Dead Eye 7 Receive a +10 to all missile weapon combat.
Ear for Music +25 to all singing and musical instrument rolls. Due to your ability to recognize/reproduce any sound you hear.
One Extra Limb 5 One extra limb of choice, leg, arm, tail, etc. that is fully functional.
Two Extra Limbs 10 as above but two limbs.
Three Extra Limbs 15 as above but three limbs.
Four Extra Limbs 20 as above but four limbs.
Flight Winged 20 You have wings that grant you flight. Base movement flying is equal to your normal move plus 10.
Flight Wingless 30 You have the ability to fly (without wings) Base movement flying is equal to your normal move plus 10.
Gliding 10 You may glide. You are limited to a glide of 5' per foot of height. Speed is 25' per round.
Golden Voice 10 You have a soothing and calming voice. +15 on any vocal attempt to calm or persuade.
Great Arm 7 All thrown weapons receive a bonus of 25% to all ranges.
Hammerhand 15 Your hands are very hard/tough. Your unarmed hand strikes are always considered rank 2 doing normal damage not stunning.
Heat Resistance Lesser 5 +5 to rolls versus the effects of heat.
Heat Resistance Minor 10 +10 to rolls versus the effects of heat.
Heat Resistance Major 15 +15 to rolls versus the effects of heat.
Heat Resistance Greater 20 +20 to rolls versus the effects of heat.
High Jumper 5 You have a natural talent for jumping. Your Jump skill receives a bonus of +30.
High Range Voice 5 Your voice range is high enough to shatter thin glass or possibly stun opponents within 25'. Forcing your voice by screaming more than once a day to stun, may (10% cumulative per scream) result in a loss of voice for one week. 
Infravision 5 You see heat emanations from things within 100'. Your tracking skill receives a special bonus of +25 if the quarry passed within 30 minutes and was warm blooded.
Intense Eyes 5 The intensity of your eyes grants a +10 to all skills in which you interact with other people, provided you can make eye contact with them.
Light Sleeper 10 You may make a perception roll to awake from sleep.
Natural Physique 15 You have a natural physique, this permits a special bonus of +10 to all athletic skills, and +5 to your hit points and Stamina.
Ability Point Cost Description
Natural Weapon 10 You were born with a natural weapon (claws, talons, spikes, pinchers, beak etc.) you may use to attack. You may develop skill with the weapon(s) as part of your Martial Arts strikes. Damage from the weapon is double the number of dice used by your base Unarmed damage for the most similar attack.
Navigation Gift 7 You have the ability to sense magnetic fields, this permits you to always know which way is North.
Neutral Odor 5 Your body seems to mask the scent of anything within five feet, you can not be detected/followed by scent alone.
Nightvision 5 You have exceptional night vision this allows you to see as far as 30' in even the dimmest light.
Pain Resistance 5 You may add +15 to any willpower rolls dealing with pain.
(Superior) Peripheral Vision 7 Opponents receive half the normal bonuses for attacking from the sides or rear, when in combat with you.
Poison Sack 10 You have a special gland that produces a particular poison, you are immune to the particular poison you produce but not to others of the same type/variety. How you administer the poison is up to you with GM's approval.
Quiet Stride 15 You receive a special bonus of +20 to Stalking skill.
Regeneration Minor 10 You regenerate from all non fatal wounds. Your healing rate is triple normal. Though you may not regrow lost limbs or other truly extensive damage.
Regeneration Major 20 You regenerate from all non fatal wounds. Your healing rate is Five times normal. Though you may not regrow lost limbs or other truly extensive damage.
Regeneration Superior 30 You regenerate from all non fatal wounds. Your healing rate is Ten times normal. You may even regrow lost limbs or other truly extensive damage.
Stealthy 7 All your Stalk and Hide rolls receive a bonus of +25.
Steel Grip 5 You may resist weapon disarms with a bonus of +25 to your roll. You may even resist any fumble resulting in a dropped weapon..
Strong Lungs 5 You may hold your breath for 2 seconds per point of Endurance.
Tough Skin AR 3 5 Your skin is tougher than normal like some animals. Resulting in a natural AR 3.
Tough Skin AR 5 15 Your skin is tougher than normal like some animals. Resulting in a natural AR 5; however, you suffer a -10 to your appearance due to the obvious differences in you thick tough hide.
Tough Skin AR 7 30 Your skin is tougher than normal like some animals. Resulting in a natural AR 7. Your appearance suffers a -20 penalty from the changes.
Ultrasonic Hearing 8

 
 
Mystical Abilities
Ability Point Cost Description
Adept Gift 30 May only be chosen if you have also chosen Mage-Gifted. Your character has access to Adept abilities in regards to Mana Flows and Nodes. In addition, You have a larger inherent Mana pool than others with similar Attributes, when calculating Mana total divide by 3 not the standard 4.
Æthereal Sight 10 By closing your eyes and concentrating for 5 rounds, you may alter your sight so that you can perceive invisible things and magical auras. This normally lasts for one hour but may be maintained further if you succeed at a Willpower roll and expend 10 Fatigue every additional 15 minutes. The willpower roll for maintenance is made at a cumulative -5 for each roll after the first.
Curse Removal  10 By expending 25 Fatigue points and 25 Mana points, you may touch a target afflicted with a permanent magical disability (curse, lycanthropy, etc.). The removal of an affliction requires success at an opposed roll using your Willpower versus the Affliction's Strength (as assigned by the GM). If you fail to remove a particular affliction, you may not try again until you have succeeded in raising your Willpower score by at least 10% of the amount the roll failed by.
Danger Sense 7 You receive a special Intuition Perception roll to detect the presence of danger in the immediate vicinity (100' approx. modified by the intensity of the danger).
Destiny Sense 7 You instinctively know the direction that will take you to a specific goal. This ability is usable once per day.
Item Lore 7 Your Mana Reading skill receives a special bonus of +25.
Mage Gift 10 You have the ability to shape Mana (magical energies) through your will to achieve desired effects. This talent is required to be a Mage .
Ability Point Cost Description
Magical Affinity 15 You possess an affinity for two specific Magical Matrixes. Both of these Matrixes receive a bonus of +10.
Magical Resistance 30 You have a strange resistance to magical effects. You receive a +20 to your resistance rolls versus all magic. This ability may not be turned off, so even if you want the spell to be effective you must still roll to resist using the +20 as your base resistance.
Mana Sensing 7 The hairs on the back on your neck prickle whenever you go near a large power source, an enchanted area, a haunted area, Mana flow, etc. You can also sense when in the presence of persons with inherent Mana totals in excess of 100 points, but not who the source is unless their Mana total exceeds 150 points.
Planar Travel Minor 40 Once per week, you may travel to other Planes of existence at will. The transferral takes 1d10 minutes to accomplish and you must have some knowledge of the destination Plane. You may transfer only yourself and up to 100 pounds of equipment.
Planar Travel Major 50 As Planar Travel Minor, except you transfer one additional person and his equipment.
Planar Travel Greater 60 As Planar Travel Minor, except you may transfer three additional people and their equipment.
Runic Lore 5 When working with Runes you receive a special bonus of +15 to any applicable rolls.
Sub-conscious Discipline 10 You have an ability to maintain concentration sub-consciously for an amount of time after you stop conscious concentration equal to that spent in intentional concentration.
Undetectable 10 You receive a special bonus of +30 to all resistance rolls versus scrying, detection and related spells/magical effects.
Unnatural Aging 10 You age slowly for your race. Once reaching physical maturity you age at 3/4 the normal rate.
Vision Touch 10 You have the ability to receive spontaneous glimpses of past events associated with a person, place, or item you touch with your bare skin. This ability is usable once per day per 20 points of your Wyrding Attribute.

 
 
Psychic Abilities
Ability Point Cost Description
Animal Empathy Minor 5 See the section on Psychic abilities for details.
Animal Empathy Major 15
Animal Empathy Greater 20
Empathy 10
Far Sight 20
Instinctive Defense 15
Healing Gift 20
Levitation 15
Mental Bond 7
Mental Control 20
Mental Link 10
Mental Scan 20
Telekinesis 20
Telepathy 20
Teleportation 40

 
 
Special Abilities
Ability Point Cost Description
Adherent 25 You can adhere to virtually any surface (like a fly or spider).You can even walk on walls and ceilings if you desire. Most normal climbing rolls are not applicable for you; however, slippery surfaces or attempting to rush will still require a climbing check. Movement up a wall or across a ceiling is 1/4 normal. Your climbing skill rolls receive a +100 when they are required.
Amazing Leaper 15 Your base leap distances are three times normal.
Ability Point Cost Description
Attribute Drain 30 You have the ability to drain away the energies of other people with a touch. You must choose one of the following to drain: Stamina Points, Fatigue Points, Mana Points, or Hit points. The use of this ability costs you 5 Stamina points and 5 Fatigue points. The use of this ability is checked for through an opposed roll using your Willpower versus the attribute to be drained. If your roll exceeds the targets the difference is the amount you deplete the target's attribute; however, you may not drain an opponent below zero.
Darkness Summoning 15 By expending 20 Fatigue points you may summon a Mystical Darkness to surround yourself up to 20' in diameter, your vision is not impaired in any way by your Darkness, though only those with some form of Magical sight may see at all otherwise if within the area of Darkness.
Elasticity 10 You may stretch parts of your body out further than normal. You may stretch your limbs up to double their normal length. The use of this ability drains 10 Fatigue points per minute.
Ensnare 20 You have some form of special ensnarement usable on opponents, this may be webs, sticky fluids, force fields etc. You must purchase the use of this ability as a skill treated as Martial Arts Wrestling.
Force Aura Lesser +5DB 10 You have a natural Aura of Force surrounding yourself (like a suit of armor) that protects you by at least partially redirecting the force of incoming attacks. This Aura normally provides you a bonus of +5 to your Defense Rating. You may add an additional +5 by expending 10 fatigue points per round.
Force Aura Minor +10DB 15 You have a natural Aura of Force surrounding yourself (like a suit of armor) that protects you by at least partially redirecting the force of incoming attacks. This Aura normally provides you a bonus of +10 to your Defense Rating. You may add an additional +5 by expending 10 fatigue points per round.
Force Aura Major +15DB 25 You have a natural Aura of Force surrounding yourself (like a suit of armor) that protects you by at least partially redirecting the force of incoming attacks. This Aura normally provides you a bonus of +15 to your Defense Rating. You may add an additional +10 by expending 10 fatigue points per round.
Force Aura Greater +20DB 30 You have a natural Aura of Force surrounding yourself (like a suit of armor) that protects you by at least partially redirecting the force of incoming attacks. This Aura normally provides you a bonus of +20 to your Defense Rating. You may add an additional +10 by expending 10 fatigue points per round.
Invisibility 30 You may make yourself invisible through your will alone. Every Minute of invisibility costs you 1 point of Fatigue, and you may not cast any spells or make any attacks without losing the invisibility.
Life Support Minor 25 You do not require any sleep, instead meditating to encourage recovery of Mana, Stamina, etc.
Life Support Major 40 You do not need to Eat or Drink like a normal being, instead drawing nourishment through some other means, Sunlight, Mana, Blood etc. Player's choice with GM approval.
Life Support Greater 50 You receive the benefits of both of the lower forms of Life Support.
Lucky 10 Your open-ended roll range is improved by 1%, 95 or higher for good results, 4% or less for harmful results.
Microscopic Vision 13 You have the ability to refocus your eyes in such a manner as to provide a 10x magnification for objects within 2 feet.
Natural Ranged Attack 50' 25 You have the ability to make a Ranged attack of up to 50'. The damage dealt is the same as your Martial Arts Strikes hand damage (with possible enhancements from Rank 3 development) the form the attack takes is up to the player, some suggestions are electricity, fire, blunt force, piercing force, etc.
Natural Ranged Attack 100' 50 As Natural Ranged Attack 50', except the range is 100'
Non-Corporeal  30 You may become Non-Corporeal at will by expending 30 fatigue points, and concentrating for 2 minutes.
Sense 5 You may sense a particular type of object or substance if within 100'. If you succeed at a perception Intuition check you can actually determine the direction to the material if searching.
Shapechanger 30 You have the ability to change the shape of your body and organic clothing and equipment carried to that of some specific animal-like form. This is considered by many people to be a controlled form of Lycanthropy, though you receive none of the immunities of a true Lycanthrope. Some enchanted inorganic materials/equipment may also be able to change with you. When you resume your normal shape any changed clothing/equipment returns. It normally takes you one minute to transform; however, you may lesson the time by succeeding at a Willpower roll check, each two points your roll exceeds 101 reduces the necessary time by one second, with a maximum reduction of 59 seconds.
Special Familiar 25 You have a special kind of Familiar. You may pick any kind of creature (subject to GM's approval) appropriate to you background. You may expend some of your earned experience to improve your Familiar's abilities/Attributes, and to gain new powers for your Familiar.
Sonar Sense 25' 15 You have a form of Sonar (like a Bat) usable at a range of up to 25'. If you are underwater or in some other dense environment the range is tripled.
Ability Point Cost Description
Succor Lesser 10 You have a "Laying on Hands" ability. When you choose this power you may choose one type of affliction from the following:

Hit Points lost (10 per use), Bleeding wounds (reduces loss by 3 per round), Detailed Wounds (reduces severity by one), Diseases (weakens disease strength by 5 per use), Poisons (reduces Poison strength by 5). 

The use of this ability requires the expenditure of 10 Fatigue and 10 Stamina points per use.

Succor Minor 20 As Succor Lesser, except you may choose two afflictions for your power to work on. Each affliction requires a separate use of the power.
Succor Major 30 As Succor Minor, except you may choose three afflictions for your power to work on.
Succor Greater 40 As Succor Minor, except you may choose four afflictions for your power to work on.
Succor Superior 50 As Succor Minor, except your power works with all five afflictions.
Tunneling 17 You may create a Tunnel through Natural Materials (but not worked metals) of a diameter sufficient to allow you to walk at your full height, earth at half you Base Movement Rate, Soft stone at one quarter, Hard stone at one tenth.
Ultrasonic Hearing 8 You hear sounds at a very high frequency, like dog whistles, sonar, etc.
Special Training
Ability Point Cost Description
Acrobat 7 You receive a special bonus of +15 to your Acrobat and Jump skills.
Assassin training 17 You receive a bonus of +25 to Poison Lore, Stalk, and Hide skills.
Battle Cry 7 You may shout your Battle Cry upon entering Combat and receive a special bonus of +10 to your Strikes and Defense Rating. This ability is usable once per day per 30 points of Willpower.
Disarm Skill 10 You r opponents receive penalty of -25 to resist your attempts to disarm them..
Exceptional Skill at Arms 30 You receive a special bonus of +10 with all Combat skills except Martial Arts.
Eye of the Tiger 10 You have a special bonus of +20 to your Focus skill.
Fluent in Languages 5 Your Attribute bonus for Languages and Linguistics is double normal.
General Weapons Master 15 You receive a special bonus of +10 with all weapons.
Geographic Awareness 5 You receive a bonus of +25 to your Navigation skill.
Herbalist 15 You receive a bonus of +15 to your Cooking, Herbalist, and Poison Lore skills.
Internal Clock 3 You may accurately guess the time with a Successful Intuition Perception check..
Judge of Arms/Armor 3 You may accurately judge the quality/material bonuses of any weapon.
Monk Training 30 You receive a special bonus of +15 to the following: Martial Arts, Focus, Meditation, See/Read Aura, and Yoga.
Natural Archer 5 All Bows receive a bonus of +15 to strike and a 25% increase to all ranges when used by you.
Natural Horseman 7 You receive a bonus of +25 to all rolls involving Horses.
Natural Weapon Master 30 You are considered to possess familiarity with all weapons. Your initial weapon skills receive a one time bonus of +5.
Outdoorsman 15 You receive a special bonus of +25 to Foraging, Survival (Fire Starting) rolls. Also a special bonus of +15 to Tracking, Stalk, Hide, and Survival rolls while outdoors.
Precision Strikes 20 You suffer only half the normal penalties for called-shots.
Shield Mastery 10 You may add an additional +10 to your DB modification for Shields, and +15 to your Shield bash rolls.
Skilled (Minor) 5 You receive a special bonus of +5 to six skills that are somehow related (Subject to GM approval).
Skilled (Major) 15 You receive a special bonus of +10 to six skills that are somehow related (Subject to GM approval).
Sleight-of-hand 10 You receive a special bonus of +20 to your Sleight of hand skill.
Trained Regular Footman 10 You receive a bonus of +10 on all attempts to use the following: 

Shield Parry, Martial Arts Hand/Foot strikes, Martial Arts Wrestling

Underground Childhood 17 You receive a bonus of +10 with all Subterfuge skills.
Warrior Extraordinare 45 You receive a bonus of +15 with all Combat skills.
Weapon Control 10 Your skill with handling weapons is so great that you only fumble on a combat roll of 03.

 
 
 
Special Status
Ability Point Cost Description
Dishonored Knight 0 You were once a knight, but you have been wrongfully accused of some wrong that has caused you to be dishonored. Former companions and many members of the Nobility and Military will know of your status and react accordingly. You may eventually be able to disprove the allegations and regain your former status.
Faithful Vassal 0 You are the sworn vassal of a wicked Lord. Your master is aware of the differences between the two of you, and is punishes you for it in as the whim comes to him. You can not betray your Master (unless you can somehow prove him guilty of his crimes and see him brought to Justice) without severe repercussions.
Favored (minor) 10 You have befriended a high-ranking official, with some small influence (e.g. Captain of the Guard). He tries to aid/protect you within the scope of his authority.
Favored (major) 15 As Favored (minor) except the official is recognized as the head of a small government. (e.g. City Mayor)
Favored (greater) 25 As Favored (minor) except the official's position is on the national level.
Government Ties 7 You have reputation for assisting "good" government figures. Usually you will receive aid from the local guard and be distrusted by the Underworld.
Heir 10 You are the Heir to a great Hero or Lord, though unaware of the fact yourself except for some few clues. Your Family's enemies will most likely know more of your ancestry than you do and may be actively seeking you for revenge.
Knighted 5 You have been knighted, and receive all the appropriate benefits.
Military Rank 1 5 You were in the military and received a promotion.
Military Rank 2 10 You were in the military and received two promotions.
Military Rank 3 15 You were in the military and received three promotions.
Military Rank 4 20 You were in the military and received four promotions.
Military Rank 5 25 You were in the military and received five promotions.
Military Rank 6 30 You were in the military and received six promotions.
Military Rank 7 35 You were in the military and received seven promotions.
Noble 15 You are a member of the Nobility, the actual title and whether its inherited or awarded is up to you and the GM.
Orphan 0 You are an Orphan and were raised either in an orphanage or by some religious order. You have no ties to your real family, and it will be very difficult to track down your birth parents.
Patron (lesser) 5 You have a patron that provides for you the basic necessities, while in his area.
Patron (minor) 10 As Patron (lesser) except the patron is influential with some large organization and can provide for you in areas outside his immediate area.
Patron (major) 20 As Patron (minor) except he or the organization may provide virtually any mundane equipment or money to purchase the equipment.
Patron (greater) 40 As Patron (major) except the actual patron may provide you some magical items from his personal stores.
Priestly Investment 5 You have been granted the status of Priest, and are therefor a member of your religion's leadership.
Wanted 0 You have been accused of a major crime. It is up to you and the GM to decide if you are actually guilty or not. There is a significant force looking for you and may be a bounty for your capture.

 
 
Background Wealth Level
Wealth Level Point Cost
Very Poor 0
Poor 5
Normal 10
Successful 15
Wealthy 20
Very Wealthy 40

See the Section on starting wealth, following the flaws, for how this affects the character's starting money.
 
 
 
 
 
 
 
Special Items
Ability Point Cost Description
Bonus Item I 5 You posses an item with a non-magical bonus of +5
Bonus Item II 7 As Bonus Item I, except you either have a +10 item or two +5 items.
Bonus Item III 10 As Bonus Item I, except you either have a +15 item or three +5 items.
Bonus Item IV 15 As Bonus Item I, except you either have a +20 item or three magical +5 items.
Bonus Item V 17 As Bonus Item I, except you have two magical +10 items.
Bonus Item VI 20 As Bonus Item I, except you have a +20 magical item.
Bonus Item VII 25 As Bonus Item I, except you have three +10 magical items.
Bonus Item VIII 40 As Bonus Item I, except you have two +20 magical items.
Daily Item I 5 You have an item that casts one spell once a day.
Daily Item II 7 You have an item that either casts one spell twice a day, or two spells once each per day.
Daily Item III 10 You have an item that either casts one spell three times a day, or three spells once each per day.
Daily Item IV 15 You have an item that either casts one spell four times a day, or two spells twice each per day.
Daily Item V 20 You have either, one item that casts one spell five times a day, or Two items that cast two separate spells one twice a day, one three times per day.
Daily Item VI 25 You have either, one item that casts one spell six times a day, or Two items that cast two separate spells three times per day each.
Daily Item VII 30 You have two items one that casts a spell four times a day, one that casts its spell three times a day.
Daily Item VIII 50 You have two items, each treated as the Daily Item IV listing.
Loyal Domestic Animal 5 You have a common domesticated animal that is completely loyal to you.
Loyal Unusual Critter 15 As Loyal Domestic Animal, except the animal is one that is not normal domesticated.
Potion (3) 7 You have a container or containers containing a magical potion with three doses.
Potion (5) 10 As Potion (3) except you have five doses.
Potion (10) 20 You either have ten doses of one potion, five doses each of two potions, or three doses each of three potions.
Spell Runes (3) 7 As Potion (3), except you have spell runes not potions.
Spell Runes (5) 10 As Potion (5), except you have spell runes not potions.
Spell Runes (10) 20 As Potion (10), except you have spell runes not potions.

 
 
 
 
 
 
Attribute Modifications
Primary and Derived Attribute Modifiers
Modification Point Cost
-15 -30
-14 -27
-13 -24
-12 -21
-11 -18
-10 -15
-9 -13
-8 -11
-7 -9
-6 -7
-5 -5
-4 -4
-3 -3
-2 -2
-1 -1
0 0
1 1
2 2
3 3
4 4
5 5
6 7
7 9
8 11
9 13
10 15
11 18
12 21
13 24
14 27
15 30

For every point of modification beyond fifteen costs an additional five points positive or negative as appropriate. No primary attribute negative modifications can be greater than fifteen points.
 
 
 
Physical Flaws
Flaw Point Cost Description
Age -10 You begin play as middle-aged for your race.
Albino -10 You were born an albino. You have pale-white skin, white hair, and pink eyes. You are also easily sunburnt.
Animal Bane -5 Your natural odor is extremely offensive to one particular type of animal. Animals of this type will usually attack you even if normally docile.
Anosmia -13 You have no sense of Taste or Smell.
Blind -50 You are blind all actions normally requiring vision are at -100, if you can attempt them at all.
Cold Sensitive -10 You suffer a penalty to all actions of -1 point per degree the temperature is below 40° F.
Color Blind -5 You are completely color blind. Everything is either white, black or shades of grey.
Common Allergy (minor) -10 You suffer from an allergy to a common substance that appears seasonally (like pollen). You suffer a -20 to all your actions while exposed to the substance and for 1d100 minutes after exposure stops.
Common Allergy (major) -15 You suffer from an allergy to a common substance that may be encountered at any time. You suffer a -20 to all your actions while exposed to the substance and for 1d100 minutes after exposure stops.
Crippled (minor) -15 You have lost some mobility to due an injury to one leg. Your movement is reduced to ½ normal, and you suffer a -10 to your DR and some melee attacks. (Those that require good mobility)
Crippled (major) -25 You have lost one leg. With some appliance (crutch, wooden leg etc.) your movement is 25% normal. You suffer a -25 to your DR and most melee attacks.
Crippled (greater) -35 You have lost both legs. Without some form of mobility aid your movement is limited to 10% dragging yourself. Normally you can not engage in melee combat and your DR is at -50.
Deaf -25 You are completely deaf. You suffer a -100 to all actions that require hearing, if you can attempt them at all.
Deep Sleeper -10 You sleep very deeply, especially during the first hour of rest. You can not be awakened during the first hour of sleep short of actual physical damage. After the first hour you may be awoken but suffer a -25 to the perception roll to awaken.
Epileptic (minor) -10 You have epilepsy. In some very stressful situations (GM's call) you will be required to make a Willpower roll or fall into a seizure lasting 2d10 minutes.
Epileptic (major) -20 You have epilepsy. In very stressful situations you will be required to make a Willpower roll or fall into a seizure lasting 2d10 minutes.
Epileptic (Severe) -30 You have severe epilepsy. In very stressful situations and at some other times (GM's call usually once or twice a week) you will be required to make a Willpower roll or fall into a seizure lasting 2d10 minutes.
Eunuch -5 You have lost your manhood, You may neither be seduced nor seduce others.
Hard of Hearing -13 All perception checks using Hearing are made at -20.
Heat Sensitive -10 You suffer a -1 point penalty to all actions per degree of temperature above 80°F.
Hemophilia -20 All bleeding results are doubled for your character.
Mute -20 You can not speak. You must develop other means of expressing yourself.
Nose Bleeds -10 You suffer from nose bleeds caused by changes in atmospheric pressure, for every 1000' above or 100' (10' if underwater) below sea level you are at -5 to all actions and lose 1 hit point per turn due to blood loss.
Not Stealthy -15 You suffer a +10 to all Stalk, Hide and sleight of hand rolls.
Off Balance -25 You have a poor sense of balance. Your Balance attribute is lowered by -25.
One Arm -20 You have lost an arm. 
One Eyed -15 You have lost an eye. You may have a patch or even a glass eye. Due to the lack of depth perception you suffer a penalty of -25 in all ranged combat.
One Hand -10 You have lost a hand.
Physical Investment -7 Anytime you cast a spell or use any special talent/ability that is spell-like, you lose 1d4 hit points.
Poor Eyesight (minor) -10 You have poor eye sight, -20 to your Sight Secondary Attribute; however, this is correctable through some temporary means (glasses, or other) in your possession.
Poor Eyesight (major) -20 You have poor eye sight, -20 to your Sight Secondary Attribute. You possess no means to correct your vision.
Power Burn -10 Anytime you cast a spell or use any special talent/ability that is spell-like, you lose 2d6 hit points.
Short of Breath (minor) -5 After calculating your Stamina Attribute normally, you must subtract 10%.
Short of Breath (major) -10 After calculating your Stamina Attribute normally, you must subtract 25%.
Short of Breath (greater) -15 After calculating your Stamina Attribute normally, you must subtract 50%.
Slothful -20 You are slow and easily read in combat. In combat you receive a special penalty of -5 to your DR and strikes.
Slow -7 You move slower than would be normal for someone of your abilities. Your Movement Rate is reduced by 25%.
Slow to Heal -15 You are slower to heal than normal for a member of your race. All healing times for you are double normal.
Stutter -10 You stutter when you speak. All skills that require you to speak suffer a penalty of -30 to your skill rolls.
Tender Skin -10 Whenever you have metal in contact with your skin you break out in an itchy and painful rash, causing -10 to all actions until you remove the metal and for 1d12 hours afterwards.
Uncommon Allergy -5 You are allergic to an uncommon substance. When you are exposed to the substance for more than one minute, your eyes water and nose begins to run this will continue for 1d6 hours after the substance is no longer in your presence. You suffer a -20 to all actions while suffering from the allergic reaction.
Unhealthy (diseased) -10 You have a recurrent affliction. Every week there is a 4% chance that the disease will flare up. When this happens you are at -20% to all actions due to the general weakness, pain and lethargy. The symptoms and penalties will fade to half after 1d6 days and be gone completely after an additional 2d3 days.
Unique Looks (minor) -5 You have some distinguishing characteristic that makes you easily recognizable from other of you race. You may choose the characteristic that sets you apart. You may be able to disguise the feature relatively easily.
Unique Looks (major) -10 You have some distinguishing characteristic that makes you easily recognizable from other of you race. You may choose the characteristic that sets you apart. You may be able to disguise the feature relatively easily. This characteristic affects your appearance by reducing the Appearance Attribute by -10 (while disguised your appearance is at the original Attribute score).
Unique Looks (greater) -15 As Unique Looks (major), except you cannot conceal your appearance unless you succeed at an Extreme difficulty skill roll. Subtract 15 from your Appearance Attribute.
Visible Aura -10 Your emotions are easily read by others, since you literally wear them for all to see. Whenever you are undergoing an extreme emotion you literally glow with an Unearthly light the color is dependant on the emotion involved. Red = anger, Blue =sadness, Green = jealousy/envy, Pink = love, Yellow = fear.

 
 
 
 
 
 
Mental Flaws
Flaw Pont Cost Description
Absent-minded -10 You are easily distracted. You tend to let your attention wander. Even though you may have an outstanding Memory Attribute, you must make Memory checks to remember where you place objects or the specifics of a conversation.
Addiction (simple) -5 You are addicted to a relatively easily attained legal substance. (E.g. Alcohol, tobacco, etc.)
Addiction (serious) -15 You are addicted to a relatively easily attained illegal substance, with few negative side effects.
Addiction (harmful) -30 You are addicted to an illegal substance with harmful side effects. (Penalties, possible damage from use, etc.)
Addiction (fatal) -50 You are addicted to an illegal substance with severe harmful side effects. (As Addiction harmful, but also has at least 1% chance per use of resulting in overdose)
Bad Temper -10 You are very short tempered and apt to resort to violence at any perceived insult. Roll a Willpower check to resist this tendency.
Blood-Guilt -10 You experience guilt and become depressed anytime you cause the death of another being of your or similar race. You will operate at -25% for 1d8 days after taking the life of another.
Bloodlust -10 When you are in a fight you seek to watch your foes die. You will always tend to use lethal force. If you must not kill a foe you must succeed at a Willpower check to not resort to lethal actions.
Chivalrous -10 You must fight in an honorable and Chivalrous manner. Your whole code of ethics is based on doing what is honorable and right. 
Code of Honor -5 You have a set of rules you live by. This person Code of Honor must contain at least three situations and your actions in those situations.
Compulsive Behavior -5 You have a behavior that you must indulge in as often as possible. You may choose the behavior, with the GM's approval. If you must avoid the compulsive behavior you must succeed at a -20 Willpower check.
Disavowed Weapons -20 You have disavowed the use of all weapons. This has resulted in an inherent penalty of -25 to any weapon skills you learn.
Fanatic -10 You believe very strongly in one ideal. This belief is more important to you than anything else (to a fault).
Fear of Armor -20 You will not use armor, this may be due to some personal vow or set of beliefs. 
Fearlessness -10 You fear nothing, to the point of seemingly suicidal behavior in dangerous situations. If you find that you must behave in a more reasonable manner you must succeed at a -20 Willpower check.
Fear of Magic -20 You have a fear of Magic, you may not learn to cast spells or rituals (though Rune Casting is not prohibited) when confronted with a spell being cast you must succeed at a Willpower check not to immediately desire to flee the area.
Glutton -3 You like to eat and drink and will willingly not pass up any meal offered. Because of this you are overweight.
Impulsive -13 You tend to act first and think later. This means you do not stop to check for traps or consider the odds of a notion that comes to mind, instead you just head into the fray.
Lecherous -10 You have a very strong desire for interaction with those you are attracted to. If you seek to avoid your impulses, you must succeed at a -15 Willpower check.
Phobia (rare) -5 You have an irrational fear of something. When confronted with the object of your fear you must succeed at a -25 Willpower check or become paralyzed with fear. The object of your fear is encountered only rarely.
Phobia (uncommon) -10 As Phobia (rare), except the object of your fear is uncommon.
Phobia (common) -20 As Phobia (rare), except the object of your fear is common.
Queasy -10 Any time you see blood or gore, it make you queasy. Any time you catch even a glimpse of gore or blood, you must make a -15 Willpower check or be at -30 until you can leave the scene.
Split Personality -20 You have 1d3 additional personalities. Each personality must be developed separately in regards to skills and knowledge. There is a 33% chance that the alternate personalities will have vastly different magical capabilities, if the primary is a non-Mage the other(s) may be Mage-gifted. You and the Gm must decide what triggers the change in your personality.
Superstitious -5 You are superstitious, observing the importance of omens and portents of your culture. Your actions are influenced by these omens.
Truthful -5 You cannot lie. This is not to say you are not willing to lie , but that you are so poor a liar that anyone can tell when you do.
Vow (lesser) -3 You have taken a Vow that does not affects you in your daily activities , but is still very important to you. E.g. tithing to the church of your faith.
Vow (minor) -5 You have a taken a Vow that will affect you on a daily basis, but not prohibit your normal functioning. E.g. Vegetarian, Chastity, etc.
Vow (major) -10 As Vow (lesser), except the Vow limits you in some significant manner. E.g. Never use Edged weapons, Never speaking, etc.
Vow (greater) -15 As Vow (lesser), except the Vow plays an important part in many of your daily decisions.

 
 
 
 
Special Flaws
Flaw Point Cost Description
Bestial Nature -20 Some aspect of your psyche appears to be very bestial. You have a compulsion to perform a certain action that is common to some type of animal and marks you as distinctly different from the norm. E.g. marking your territory.
Cursed Shape Shift (minor) -10 You have been cursed to change shapes into an animal. There is a 5% chance in any given week that you will undergo your transformation. You possess no control whatsoever over your transformations. The type of animal is determined by the GM.
Cursed Shape Shift (major) -15 As Cursed Shape Shift (minor), except the chance of transformation in any given week is 10%.
Cursed Shape Shift (greater) -20 As Cursed Shape Shift (major), except the animal form you assume is small and relatively harmless.
Dark Pact -10 You have made a deal with some Dark or Demonic Force, the deal resulted in your most powerful talent. You will be visited at random times by this force to remind you of your deal. The force will never aid you in anyway and may seek to hinder you if it would favor the being in anyway. The details of the Pact are to be worked out between you and the GM.
Duty (minor) -5 You have a responsibility to a particular individual or organization. When they call upon you, you are obligated to perform whatever they require. The chance of a summons is 25% per month.
Duty (major) -10 As Duty (minor), except the chance of a summons is 50% per month.
Duty (greater) -15 As Duty (minor), except the chance of a summons is 75% per month.
Lycanthropy -15 You are a were-creature. This is the bestial uncontrollable Lycanthropy. You bite is contagious. You and the GM will determine what triggers your transformations.
Magical Susceptibility -15 You are particularly susceptible to magic. All your resistance rolls versus magic have a penalty of -15.
Poor Control (magical) -7 If you are fail to successfully cast a spell you must make a roll on the Spell Fumble Chart. If a failure to cast a spell already requires spell fumble roll you must add 10 to the die result.
Power Blind -10 You are partially blind to the power around you, you suffer a -20 to the following skills: Magical Attunement, Mana Manipulation, and Mana Reading.
Rival (minor) -5 You are involved in an intense rivalry with another. You will go to great lengths to outdo your rival or cause his actions to fail; however, you both have great respect for one another and will rarely resort to any form of violence. Your rival is either a personal, romantic, or professional rival.
Rival (major) -10 As Rival (minor), except the rivalry is actually a combination of personal, romantic, and/or professional.
Rival (greater) -20 As Rival (major), except the rival has the upper hand in your rivalry.
Secret (minor) -5 You have a secret that if revealed will cause you much embarrassment. loss, or pain.
Secret (major) -10 You have a secret that if revealed will cause you to be either imprisoned or severely injured.
Secret (greater) -15 You have a secret that if revealed would most likely result in your death.
Terrible Luck -10 Your open ended die range is decreased by one if in your favor and increased by one if detrimental. In addition, if you roll a natural 01 when attempting an action the failure is spectacular and occurs in the most complete way possible. The only restriction is that the failure will not be immediately fatal.
Unlucky -10 Your open ended die range is decreased by one if in your favor and increased by one if detrimental.
Unmagical -15 You are naturally ummagical. You receive a bonus of +10 to resist all magics cast at you, including beneficial spell effects. You also have a 25% chance of any magical item you attempt to use being unusable by you. (check one time only for each and every item)

 
 
 
 
 
 
Starting Wealth
Roll Very

Poor

Poor Normal  Successful Wealthy Very Wealthy First Roll Modifications
Wealth Level Modification
01-10 5tp 15tp 2cp 1sp 2sp 5sp Very Poor +60
11-20 5cp 1cp 5bp 15bp 25bp 6sp Poor +50
21-30 1bp 25cp 1sp 2sp 5sp 7sp Normal +40
31-35 2bp 5bp 15bp 25bp 6sp 8sp Successful +30
36-40 5bp 1sp 2sp 5sp 7sp 9sp Wealthy +20
41-45 1sp 15bp 25bp 6sp 8sp 10sp Very Wealthy +10
46-50 15bp 25bp 3sp 7sp 9sp 15sp
51-55 2sp 35bp 5sp 8sp 10sp 20sp Cost For Additional Wealth Rolls
56-60 25bp 5sp 7sp 9sp 15sp 25sp Wealth Level Point Cost
61-65 3sp 6sp 9sp 10sp 20sp 30sp Very Poor 5
66-70 35bp 7sp 10sp 15sp 25sp 35sp Poor 10
71-75 4sp 8sp 13sp 20sp 30sp 40sp Normal 15
76-80 45bp 9sp 15sp 25sp 35sp 45sp Successful 20
81-85 5sp 10sp 17sp 30sp 40sp 50sp Wealthy 25
86-90 6sp 12sp 19sp 35sp 45sp 60sp Very Wealthy 30
91-94 7sp 13sp 20sp 40sp 50sp 70sp
95-97 8sp 14sp 25sp 45sp 60sp 80sp Cost to Modify Wealth Rolls
98-99 9sp 15sp 35sp 50sp 70sp 90sp +1 before dice are rolled 1 per
100 10sp 16sp 50sp 60sp 80sp 1gp +1 after dice are rolled 5 per

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 Talents, Flaws, and Wealth
 Skills
 Combat System
 Action Point System
 Psychic Abilities
 Magic, Spellcasting, Rituals, and Runes