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. |
| 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. |
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. |
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) |