This is a collection of talents from multiple sources
Your normal recovery time for injuries is halved.
You are a quick healer. Your body almost seems like it regenerates sometimes. You seem to be up and around quicker than you should after an injury. Some say it is magical; you just know that it has prevented your death on more than one occasion.
You receive a special bonus of +15 to your Athletic • Gymnastics skill Category. You also receive a special bonus or +25 to a Special Attack skill that doesn't use a weapon.
While you were learning martial arts, your teacher drilled you with the importance of agility. You spent hours jumping, leaping, and swinging around during practice. You would tumble, roll, then leap to your feet, executing a vicious strike. Your body became more flexible and nimble. You have left the school. but you still try to practice as much as possible on your acrobatics.
Physical Ability, Major Talent
[5 points]A special +25 bonus to all attempts to perceive something by the sense of hearing alone. A special +10 bonus to all attempts to perceive something using hearing combined with other senses.
You have a keen sense of hearing that allows you to perceive any sounds within a range of 100' in open area, or 25' when listening through solid barriers. You receive a special bonus of +10 to your Awareness categories when dealing with these sounds.
You have always been able to hear sounds that most people cannot. You hear mutterings across rooms, listening in on the many conversatons that permeate the local tavern.
Physical Ability, Major Talent
[10 points]A special +25 to all attempts to perceive something by the sense of smell only. A special +10 bonus to all attempts to perceive something using smell combined with other senses.
You have an acute sense of smell. You can smell odors up to 100' upwind, 2000' downwind, and 500' in stiII air. You receive a special bonus of +25 to Tracking something based on its odor. You receive a spccial bonus of +10 to your Awareness categories when dealing with smells.
You like smells. You can tell the difference between a horse and a donkey from as far away as five hundred feet. You can tell who is coming up behind you just by scent alone. You arc almost never surprised and can even discern if an object has beell handled recently by someone from their scent left on the item.
Your body can adhere to virtually any surface. You can literally walk on walls and ceilings if you desire. Your movement rate up a wall or over a ceiling is one-fourth of normal movement (due to an annoying thing called gravity). You receive a special bonus of +50 to all Climbing maneuvers.
You hung around a small group of thieves when you were young. You were known as the climber of the group. It seemed like you could climb up a sheer glass wall. You never mentioned it to anyone, but you did seem to have a talent for sticking to anys urface. You have even walked and crawled along ceilings. You can turn this adhesiveness on and off at will. It is a strange but helpfill power.
You have the ability to effect the environment surrounding you. You can alter the weather, make it lighler or darker, even set up an intense magnetic field. None of these changes can affect combat (or any other intense action), but it could make it more difficult for certain actions to be performed. For example, someone will not run as fast in a magnetic field if they were wearing metal armor. You may affect an area up to 100' away, with a 5' radius. You must specify what type of effect you will have upon the environment when you purchase this ability.
As Affect Environment (lesser), except the radius is 10'.
You always disliked rain. You remember once when you were walking home, and the rain was pouring down on you. You wished that it was not raining so hard. The next thing you noticed was that it had stopped raining. At least it stopped raining around you. It was raining everywhere but where you were. You then learned of your ability to affect the environment around you. You can make only small localized changes, but still it makes your life happier.
You receive +10 bonus to either your Base Attack Rolls or to your Elemenlal Attack Rolls (choose when purchasing the talent).
You are driven when you cast a spell, especially if it is against someone or something. You can really let out all of your frustration when you set a spell loose.
You have a Base Running horizontal leap of three times normal; vertical leap of five times normal. See RMSR for rules on determining the normal jumping ability (Appendix A-1, Athletic Brawn skills description).
Your legs seem to have much more spring in them than you think is normal. You can actfually leap from one building to alother, over any small obstacle, even up to a second story window. You have very powerful muscles in your legs, combined with very resilient tendons and cartilage. You can use your leaping ability as a means of conveyance, often leaping clear over an intruding river or pund. It is definitely all interesting way to travel.
You suffer no penalty when using your "off" hand.
You may use either hand equally well. There is no penalty for using a weapon in your "off" hand.
You could always use both your hands equally well. You have caught some of your foes off guard by switching your weapon to your other hand and fighting equally well with it. It is not the flashiest of abilities, but you like the flexibility it grants you.
A special +25 bonus to all skills (Riding, Mounted Combat, etc.) involving one specific type of animal (chosen by the GM). A special +5 to the Outdoor • Animal category.
You have empathy with" certain type of animal. Any maneuver wilh such an animal receives a special bonus of +25 to it. If you associate with a specific animal for a month, you can communicate empathically that animal from a range of 1' for every level you have. The GM will have to determine what qualifies as an acceptable animal.
You have always liked animals. You have nurscd sick animals to health, put food outfor them in the wittter, and looked after their well-being. In retum, they have trusted you and helped you when they could. Bringing you food, protection, even informalion occasionally. You enjoy being with allimals, and they enjoy being with you.
You were reared around one species of animal and possess an intimate understanding of their habits, signals, ways of thinking, lifestyle, etc.
You may learn one Arcane spell Iist as an Open list.
You love to study old tomes. If you can get your hands on one, you devour it with a voracious appetite. While reading one old tome it mentioned a group of spells that belonged to no realm. These spells were called Arcane spells because they exisled before magic was split. The tome told you how they worked, how to cast them, even where to find some. Since then, you have been using Arcane spells like they were from your own realm.
Power Point Development is classified as an Everyman skill for you.
When you were leaming spells with other apprentices, they always seemed to tire before you did. Did they nut realize how to cost spells more efficiently? Your teacher noticed your ability, claiming it only happened once every ten generatiotns. You became a special pupil to him as you continued your training.
You may develop spells as a Pure Arcane spell user. If you are not using Arcane Companion, you may develop spells as a Hybrid spell user.
You never could understand why magic was split into the three realms. It is all fundamentally the same. The only practical difference is where the power comes from. lf you try hard enough, you can summon power from different sources as well. You may not be an Archmage, but you can control power just like the best of them.
Special Training, Greater Talent
[5 points]Your cost for Subterfuge • Attack category is halved.
Your cost for the Ambush skill is reduced by half rounded up (for examplc, a Magent with an Ambush cost of 5/10 would only pay 3/5).
There was a period in your life when you were pursuing a darker profession. You knew those who were talented in the deadlier arts. They taught you the skills of their vocation, something you learned weIl. You went through the formal training. Eventually you decided that this occupation was not quite what you wanted to do. You left that profession, but you retained their training.
You have the ability to drain away Exhaustion Points, Concussion Hits, or Power Points. You must touch your victim, and they must make are RR against a Channeling attack (using your level as the attack level). If the RR fails, the victim loses d10 points from their attribute. This loss regenerates itself at the normal speed of recovery. When you purchase this talent, you must specify which attribute you wish to drain: Exhaustion Points, Concussion hits, or Power Points. No attribute may be drained below zero (even if using Power Drain rules from Arcane Companion). Using this power costs 2d10 Exhaustion Points.
You have discovered that you have a unique talent. Whenever you touch someone, you can actually drain away some of their vitality. You hove seen people grow weaker just by you touching them. You can actively control when this occurs, but you enjoy seeing strong people being made weak just by shaking your hand. Evetually, their strength comes back, but there is plenty of time for you to take adventage of their current condition. All it takes is a touch, and they know who is really more powerful.
You receive an additional power point for each rank of Power Point Development you have (for example, if your Power Point progression was 0•6•5•4•3, the first ten ranks of Power Point Development you purchase will give you 7 Power Points each, the second ten ranks give you 6 Power Points each, etc.).
You can draw more energy to cast spells than most people. An old hag lived in a forest near your childhood home. She told you that you had an aura of power. Perhaps she was right.
There is something about you that gives people the creeps. All who approach within 10 feet of you must make a Resistance Roll versus Fear. I f they fail by more than 50 they must flee from you as quickly as possible. If they fail by less than 50, they operate at -25 while they remain within ten feet. The Aura of Fear is always present and can never be dispelled or dismissed.
As Aura of Fear (uncontrollable) however, you may turn it on and off at will.
Fear is your greatest weapon. The criminals you prey on cannot pull the triggers on their guns due to theirtrembling. You strikefear into the hearts ofall who would oppose you.
Special Ability, Greater Talent
[25 points]The GM may select one race (not character's own) against whom all attacks deliver an additional Slaying critical.
You may select one creature type (subject to the GM's approval) against which all of your criticals do an additional "Slaying" critical.
You are not sure if it is general intolerance or if you have been chosen to be a champion against a particular evil, but you have the ability to destroy members of a type of creature with ease. You can feel your weapon ripping into these creatures, hear them scream with agony. You have little to fear from these creatures. You only hope that someone else does not have the same intolerance for you and your kind.
You may shout your "battle cry" before entering combat. When you do this, you receive a special bonus of +10 to your OB and DB for the remainder of the combat. You may only use this ability once per day.
You have a way of raising your morale before entering into combat. Some people pray. Some people touch their lucky charm. Some meditale. You like to let loose a blood-curdling scream and charge headlong into your opponents. It may not seem sane, but it is effective.
You may make an extra initiative roll and select the one you wish to use.
You call adapt to any combat situation very quickly. You can assess the whirlwind of information that assaults you in combat. You know how to use that information to your own advantage, and you press that advantage whenever you can. Even if you are surprised, you can recover more quickly than normal. Then you can press the battle to your victory.
You are the follower of an order which is widely respected and known for it's acceptance of, and kindness to others causing the general popUlation to initially have a favorable reaction to you.
Your Base Movement Rate is increased by +10.
You are fast. You could outrun anyone in your home city. You even keep up with some animals. You know how to pace yourself so you can have that important burst of speed when you need it. You love nothing more than darting around the battlefield, charging those who thought they were too for away to be attacked.
The character is blessed by one or more deities. The exact effec tif this are left to the GM's discretion.
You have been blessed by a god of war. You receive a special bonus of +10 to your St, Qu, Ag, and Co stats bonuses. You may cast one spell per day from the Holy Arms spell list (maximum of your current level); no Power Points are required for this casting. There is a 10% chance per month (non cumulative) that you will be "quested" to carry out some mission for your god. You may roll an RR versus a tenth level Channeling attack (if you wish to resist), but if you resist the quest, you will lose all of your special bonuses from this talent, and be at -15 to all actions for one year. In addition, you will be labeled a heretic, and probably chased down by another champion of your former god (vengeance from a god of war is not often pretty). If the concept of a war god does not fit into your background or the GM's world, the powers and source may be modified; the GM should select four stats and one spell list that would be appropriate for his world.
You were taken to the temple of the war god at a very early age and given to him as a servant. The war god looked down at you and smiled. He decided to grant you one of the greatest blessings of all: to be one of his personal Champions! Since that day, you have been imbued with great power. You have been preaching the values and sermons of your god, and destroying those who would oppose him. Occasionally, you are commanded to fulfill some task for your god, but thaI is a small price to pay for the power that you wield.
Whenever you are in a pressured situation (GM's discretion), you receive a special bonus of +10 to your social interaction skills (Leadership, Diplomacy, Public-Speaking, Seduction etc.).
You are very calm and collected. You can keep your cool in any situation. People look to you for guidance, leadership, and companionship. When things look the bleakest, you take command. You thrive on pressure. You even enjoy it.
You have done something to become a Champion or Saint of your religion and will be well known to both your own religion and others. It is not unlikely that people of an unrelated faith (or none at all) may know of you (by reputation only).
You are a former Chancellor of your faith and have taken it upon yourself to go out adventuring for one reason or another. All within the faith will recognize and have a high respect for you.
You have the kind of luck that only seems to happen in books or movies. For you, a one-in-a-million chance happens one time out of six. Twice per game session, the player may re-roll any dice result for his character.
When it really counts, you can be relied on to come through. No matter how unlikely the odds, youfeel comfortable thatyou will succeed. Youfeel thatLady Luck smiles upon you, and you may be right. Your luck is the kind that legends speak of
Your skill with firearms coupled with your hypersensitive reflexes allow you to react with incredible, almost unbelievable, speed. You may use your Firearm skills to parry firearm attacks.
You never know when the crack of a gun will send a bullet zipping by your face. You are always prepared to dodge enemy fire. You dodge gunfire and are always conscious of any potential cover. Your reactions to gunfire are almost uncanny and certainly unbelievable to all except those who actually witness your astounding reflexes.
You are more resistant to cold and ice than normal. You get a +5 to your RRs and DB versus cold- and ice-based attacks.
You are more resistant to cold and ice than normal. You get a +10 to your RRs and DB versus cold- and ice-based attacks, bonus for every point spent in this ability.
You are more resistant to cold and ice than normal. You get a +15 to your RRs and DB versus cold- and ice-based attacks.
You are more resistant to cold and ice than normal. You get a +20 to your RRs and DB versus cold- and ice-based attacks.
Ah, the crisp air of a mid-winter morning. You love the cold; it is your element. You enjoy seeing your breath in front of your face, feeling the slight sting as a bitter wind blows by. Your race is a hardy folk, often able to survive even in the strongest of blizzards. You are virtually immun e to frostbite, only encountering it on rare occasions, and often do not need to wear heavy clothes until the very coldest of winter nights. You like the cold.
Your lightning reflexes grant you a special bonus of +5 to DB, OB, and initiative determination.
You have always been quick to react. People had a hard time hitting you as you just slid away from their attack, after that you muneuvered up to strike them. You are quick in combat, and survive many encounters by acting first in a battle. You are gifted in the way of the warrior.
While in combat, all of your allies who can see you gain a special bonus of +5 to their OBs. Any foe who can see you must make a Fear RR (using your current experience Ievel as the attack level) or fight wilh a penalty of -10
You command respect. You have an aura about you that inspires your followers allies and frightens your enemies. Crowds part out of your way when you walk. Whenever you deal with someone, they generally concede to your demands. It is not that you are powerful, beautiful, or even strong. You just have a commanding personality.
You or your family is connected with an association of powerful individuals (e.g., a cult) intent upon seizing control of a large governmental body (e.g., empire, kingdom, etc.). They control assassins, rebels, and other subversive elements, as well as legitimate political and mercantile organizations. You carry an item or phrase of recognition employed by the group.
This is a natural talent for characters in a horror game in the "paranoia-and-secret-war" style (see Section 2.4.5). In other styles, it should be kept muted and subtle to avoid damaging the main thrust of the game.
You have a friend in a helpful place. If you need a favor or some information, he will provide it to you to the best of his ability. This is helpful because you cannot be everywhere at once, or know everything that is going on. Your contact is one of your best tools in solving a mystery. You have a contact that is in a powerful position and can pull strings for you or provide a vast amount of information for you, provided that you can communicate with him. You must determine who the contact is and how you know him, subject to the GM's approval. The cost of a contact is dependent on the contact's power and range of influence.
This contact's range of influence is generally national in scope. Examples include a large corporation's president, the Director of the FBI, a general in the Army, the head of an intelligence agency, or a Mafia boss in charge of the whole syndicate.
This contact's range of intluence is usually restricted to a region such as a state or large city, or their power is limited in scope. Examples include a state governor, an executive at a corporation, the chief of the state police, a colonel in the Army, or the Mafia boss in charge of a region.
This contact's power is usually restricted to information only or has a very limited area of influence. Rarely, they can pull some strings to help the character, but usually this is only within a small geographic area. Examples include university professors, police chief or mayor, a private in the Army, a middle manager in a corporation, the secretary of an executive, a local criminal, or a newspaper reporter.
A favor (greater) is like a contact (greater), except that it can only be used once. When the character "cashes in" the favor, he may no longer caII on that contact for anything. Again, the contact cannot reveal information he does not know nor do things he cannot normaIIy accomplish.
As favor (greater) except the contact is a contact (major).
As favor (greater) except the contact is a contact (minor).
This is a contact (greater) who will help you, but only under duress or through coercion. Perhaps the uncooperative contact is a rival who owes you something, a criminal who is plea-bargaining for a reduced sentence, or someone who is helping you under the threat of violence. To get help from an uncooperative contact, you must give them reason to do so and offer them some service, potential reward, or punishment. You must determine why the contact is uncooperative and what is required to secure their assistance, subject to GM's approval.
As uncooperative contract (greater) except the contact is a contact (major).
As uncooperative contract (greater) except the contact is a contact (minor).
As uncooperative contact (greater) except that once the contact is used, it is lost.
As uncooperative contact (major) except that once the contact is used, it is lost.
As uncooperative contact (minor) except that once the contact is used, it is lost.
You always kept in touch with your college roommate. You were goodfriends in school and continue to carry thatfricndship over into adulthood. On occasion, you find yourself needing some information about a current case. When this happens, you know you oniy need to pick up the phone and call your old college buddy. Because he owns the city newspaper, he always has a line on what is really going on.
+50 on all attempts at cooking and preparing food (this does not allow preparation of medicines).
You are reared in or around an organized guild/network of brigands. You carry an item or phrase of recognition associated with the group.
This talent meshes well with a criminal as character concept, although other characters can possess this talent. A non-criminal with this talent will have a potentially very interesting character hook i his background!
Mystical Ability, Minor Talent
[15 points]The character is aware of any being within 10' that has hostile intentions towards him. The hostility must be specifically directed at the character and the being's hostility must be active (i.e., driving the being to perform aggressive actions) not passive (i.e., hate exists, but no action is planned).
You may make an Alertness maneuver to detect danger (GM's discretion). You all receive a special bonus of +10 to your Awareness • Perceptions category.
Whenever you get near some source of danger. You can feel it. You cannot always depend on it, but it has certainly saved your life on more than one occosion. You do not tell people about your sense because they would not believe you. You use it to your adventage, though.
You can sense the level of corruption within a creature or object. Range of 1 foot per level. The corrupted target receives a special modification of -50 to his RR if the detecting character is touching the target.
You may summon darkness (as a Dark I spell; see the Light Law spell list). Each time you summon darkness costs you 4d10 exhaustion points.
You have always liked the dark. You used to go out during the evening and prowl around just to be out in the night. You like to think that you gather shadows and darkness around you, and infact spent many years training under a mysterious being. He, or it—you never were quite sure— taught you how to summon darkness at will. True black darkness. You have used this to shield your escape many times, and have even found more creative uses for it. People fear the dark. They should— you are in it.
You receive a special bonus of +10 to your Missile and Thrown Weapon categories.
You are a good shot with all missile weapons. You always enjoyed shooling when you were young. You would set up a target in a nearby tree and shoot it with projectiles unlil it got dark. You practiced shooting from various vantages, under different circumstances, even with your eyes closed. Eventually, you became a crack shot. Now those skills are being put to use.
You receive a special bonus of +25 to your Poison Lore, Use/Remove Poison, Silent Kill, Stalk, Hide and Ambush maneuvers.
You have been taught to kill. You learned how to administer poison. You learned how to kill withom your victim making a sound. You teamed how to move quietly. You learned how to strike decisively. You learned all these skills for the purpose of removing important people. Some call you all assassin: others, a soldier. It depends on how close they are to the one you dispatch. You have been known to slip into the most guarded areas, eliminate one person, and then slip back out without anyone knowing until the body was discovered. You were sent when nobody else could accomplish the mission.
You are very dedicated to your cause and receive a special bonus of +50 to RR's verses Corruption. In addition,halve the number of points the character would normally receive from any corruption source.
Your body is twice as dense as normal. Your total weight is double normal (generate a normal weight, then double it), but your height is unchanged. You receive a special bonus of +5 to your OB and DB, and reduce all impact criticals by 1 level (an 'A' becomes an 'A-25'). For an extra 20 points, you may turn this ability on and off whenever you desire at a cost of 2d10 exhaustion points.
Your body is four times as dense as normal. Your total weight is double normal (generate a normal weight, then multiply it by four), but your height is unchanged. You receive a special bonus of +10 to your OB and DB, and reduce all Impact criticals by 2 Ievels (an 'A' becomes an 'A-50', a 'B' becomes an 'A-25'). For an extra 20 poinls, you may turn this ability on and off whenever you desire at a cost of 4d10 exhaustion points.
You are conciderably denser than the norm of your world. Your whole body weighs twice what it looks like it should. Of course, this helps you withstand blows, as well as being knocked around. You are strong enough to move your body around normally, and you can pack quite a punch.
Mystical Ability, Lesser Talent
[7 points]The character sometimes has glimpses into the future. Up to once per day (at the GM's discretion), the character will see into the near future (as per an Intuitions V spell).
You instinctively know the direction that will take you to a specific goal. This ability can only be used once per day.
The ability to see into the future is not an unalloyed blessing in the horror genre; such visions are often horrific and grotesque. These visions are a wonderful resource for the gamemaster who wants to creep the players out in advance. If a character has a vision of being swarmed by rats, for example, every scratch and skitter in the wainscoting will make the players jump. The origin of the character's prophetic gifts should be explicated, and might also make a useful character hook.
You view your life as a river, constantly flowing to a specific point. The river may make bends and it may even fork, but the current continue to flow in the proper direction. When you come across a situation where you have no idea what to do next, you like to relax and feel the flow of your life around you. If you concentrate hard enough, you call see which way will lead you to your goal.
One weapon skill may be classified as Occupational. All other skills in the same category are classified as Everyman.
You are known as the kensai. You are unified wilh your weapon. Your skill with it is unsurpassed. Your weapon is an extension of you; just think where you want it to go, and it is there. You care little for other weapons; you focus on the one.
Special Training, Minor Talent
[10 points]A special +25 bonus to all attempts at disarming an opponent [e.g., Disarm Foe (Armed) skill, Disarm Foe (Unarmed) skill].
You are very skilled at intentionally disarming a foe. You receive a special bonus of +25 to all attempts todisarm a foe using either Disarm Foe (Armed) or Disarm Foe (Unarmed).
The easiest foe to defeat is one who has no weapon. You have been praclicing the removal of your foes' weapons. It is jurt a mailer of twisting your wrists at the right time, and their weapon goes flying.
Any active spell on a target that the character touches must make an RR versus your level or be dispelled. Certain items may receive a bonus (GM's discretion).
You receive a special bonus of +50 to RRs versus spells with a Menial sub-class ("m").
Some people have very strong wills. You are one of those people. You have a determination to finish what you start. Nothing will stop you from completing your goal. Not pain, and certainly not some spell user's mind control spell. You break such spells and demonstrate how effective cold steel can be.
For the possessor of this talent, the Mental Control (Assault) skill is improved by one classification degree (i.e., if classified as Restricted, it becomes Normal; if classified as Normal, it becomes Everyman; if classified as Everyman it becomes Occupational). If the skill already has an Occupational classification, this talent has no effect.
The possessor of this talent is so intimately tied to the real world that he cannot enter the dream world in any way.
By concentrating for one round, the character with this talent may enter the dream world while still awake.
You can split yourself into two exact duplicates. All of your items and clothing ate duplicated, but no magical effects Of quality abilities carry over to either duplicate. It costs d10 Ex.haustion Points to duplicate (and it takes a full round to split), and it costs d5 Exhaustion Points per minute that you, are duplicated (if you reach 0 Exhaustion Points, both duplicates immediately merge). Your two characters function as two separate individuals, you control both of their actions. The duplicate has every skill and ability that you possess (except for magical abilities). Whenever either duplicate has taken damage and the duplicates merge into one, the total damage both duplicates have received is applied back to you. Both duplicates must alway be within 50' of each other. lf one duplicate is forced beyond 50', it immediately ceases to exist (melts, dissolves, etc.).
As Duplication (lesser), except you may split into up to four-duplicates at a time (costing an extra 2d10 Exhaustion Points for three duplicates and 3d10 Exhaustion Points for four duplicates). In addition, it costs d10 Exhaustion Points per minute that you have three dupicales or 2d10 Exhaustion Points per minute that you have four duplicates.
You are your own best friend. You have the unique ability to split yourself into two exact duplicates, right down to your clothes. You have found all kinds of ways to get into mischief with this ability. You often pose as identical twins, or even better, as the same person, to confuse your current mark. All t1 takes is a conscious effort and the one of you splits into two.
You are shorter than normal. You are half as tall (figure normal height, then divided by two) and weigh one-third as much (figure nonnal weight for normal height, then divide by three). You receive a special bonus of +3 to your Qu bonus.
You are shorter than normal. You are one-quarter as tall (figure normal height, then divide by four) and weigh one-sixth as much (figure normal weight for normal height, then divide by six). You receive a special bonus of +6 to your Qu bonus.
You are shorter than average. You are stuck in a world that is designed for people taller than you. There are, however, advantages to being small. You can fit into spaces others cannot. You are harder to hit in combat, often able to duck under furniture and other obstructions. It is also easier for you to hide from people, since there are many more available hiding places for you.
You can reproduce any sound you hear. If the noise could not be reproduced by your vocal cords, you can reproduce it on an appropriate instrument. You can also play any piece of music you hear once (though not necessarily played well). You receive a special bonus of +25 to all Singing and Play Instrument maneuvers.
You have a gift when it comes to music. Whenever you hear a song, you can picture the music written down on a music sheet. You can replicate virtually any sound you hear, given the proper instruments. You also can identify different unique sounds, like recognizing a type of bird by its song. You love music and spend your life listening to the beautiful harmonies that only nature can produce.
You can stretch parts of your body out further than normal folks can. You do not get any bonuses to combat, but you may attack foes at a longer range than normal (up to 10' away). You can stretch your legs to increase your stride (treat as an extra 3' to your height for determining stride modifiers). It costs 3d10 Exhaustion Points per minute you are stretched.
Your bones and skin are very flexible. They are so flexible, infact, you can actually stretch your limbs farher than tlrey would normally reach. It looks a little strange seeing your arms grow to twice their normal size, but it allows you to keep enemies at a distance. When the time comes to flee, stretching your legs to twice their normal length allows your stridt to increase quite dramatically. Some people think you are possessed, an entity within you stretching your body out of proportion, but you realize it is just a genetic fluke. A helpful one at that..
You receive a special bonus of +25 to all of your Spell Casling Stalic Maneuvers.
Some people are so showy. They wave their hands, chant, and dance around just to cast a spell. Would it not be more efficient to just do minimal gestures and soy a few words. It seems to work for you, but then that's why you get your spells off quicker.
You receive a special bonus of +25 to all Meditation maneuversand aspecial bonus of +10 to your Poetic Improvisation and Tale Telling skills.
You spent some time with the elves, (or you are one), From them you Iearned many things. You learned about the harmonic balance between nature and the elves. You learned to revel in the splendor os sunset. You learned to stop and relax, surrounded by the divinity of nature.
Whenever you are near someone (within 20') you can attempt to determine what their emotional state is at the moment. The person you are trying to "read" must make an RR versus Mentalism (using your level as the attack level). If they fail, you are informed of their current feelings. You cannot tell why they feel that way, just how they feel. This ability also gives you a special bonus of +25 to all of your Lie Perception maneuvers (if within 20' of target).
You do not consider yourself special. You certainly cannot read minds. You can, however, perceive what a particular person is feeling by being near them. This helps you immensely in negotiations with other parties and in important discussions. You have also been able determine if someone is lying to you or not. You get a feeling inside of you, alerting you to the person's disposition. You consider it your edge.
The cost to develop Open Lists (in your own realm) is halved.
You can attempt to ensnare an opponent through some means. You may choose exactly how the ensnarement actually works (spider webs, slicky fluid, intense gravity field, etc.). When you use this attack, you may make a Medium Grapple attack (with a maximum range of 10'). You may purchase skill in this attack as either a Missile Weapon skill or as a Directed Spell skill (your choice when you purchase this power). Each use of this power costs d10 exhaustion points.
As Ensnare (lesser) except the attack is a Large Grapple attack.
You love to hunt. You love it because you excel at it. Not only can you remain hidden; you have a secret weapon. You can send out strands of a sticky substance from small spinnerets in your wrist. The fibers strike your larget, and they are soon hopelessly ensnared by them. You then move to your prey and cut it free from your webbing, hauling it back to camp. You hove occasionally used this ability on people, with much the same success.
Mystical Ability, Minor Talent
[10 points]If the character touches someone who suffering from a curse or disease brought on by a spell, the curse/disease must make an RR versus the character's level or be removed. This ability can only be used once per curse or disease.
You may touch a target afflicted with a permanent magical disability (curse, lycanthropy, elc.). The disability must make a RR versus your level or be permanently dispelled. If the disability makes its RR, you may not try to remove it until you gain another level.
You had a friend who was cursed by an evil wizard. You saw your friend suffering from the curse's effects and placed your hand on him to comfort him. When your friend looked up, the curse had been broken. Since then, you have realized that you possess an ability to lift enchantments from those they affect. You have traveled far and wide, helping people whenever you could. Your touch does not always work, but it gives hope to some people who would have none.
The character has a friend who can get him equipment of almost any type (short of enchanted).
Mystical Ability, Major Talent
[10 points]By closing his eyes and concentrating for 2d10 rounds, the character can change his vision so that he can perceive invisible things (objects and creatures). This effect only lasts for 10d10 minutes and can only be used once per day. Using this ability does not interfere with normal vision.
By closing your eyes and concentrating for 2d10 rounds, you can change your vision so that you can perceive invisible things. This lasts 10d10 minutes and may only be used once per day. Using this ability does not interfere with your normal vision.
There are invisible creatures aII around. Obviously, most cannot seem them, but you are gifted. You can see them moving around, stalking othter people. You wait for one of them to try to sneak up on you.
You have a close spiritual relationship with an entity from another plane. Whenever you are in a combat situation that follows your beliefs, roll d100 (open-ended) and add 25. If the result is over 100, you will be possessed and bonded with this entity. While you are possessed, you receive an AT of 11 (if desired), a special bonus of +25 to your OB, and a special bonus of +10 to your DB. You cannot parry while you are possessed. After combat you must make a Channeling RR versus a 10th level attack or the spirit will remain for an additional 2d10 hours. During this time, you will only have partial control of your actions (the GM's discretion as to what happens.)
There seems to be an entity that look out for you. You call if your Guardian Angel. Whenever you find yourself fighting someone, if you truely believe in the righteousness of what you are doing, you feel yourself assisted internally. You fight better and resist being hit better. You do not parry, that would be showing weakness. Your guardian angel takes care of most of the fighting for you. When the battle is over though, you have to force the entity to leave your body. It seems that once it has planted itself in you, it does not want to leave. Though you sense the spirit is benevolent, it is stubborn. If you cannot force the entity to leave, it will wander off on its own after a while. You just do not feel in control while it is still in you. You are not sure why this entity has chosen you as its link to this world, but it has looked after your best interests so for.
The character with this talent may choose one language family in which all of the languages are classified as Everyman (note that languages normally classifed as Restricted become classified as Normal and languages normally classified as Everyman become classified as Occupational).
The character with this talent is able to retain far more of any material that he has read than normal people retain. This results in a special bonus number of DPs equal to the sum of the character's Reasoning and Memory stat bonuses that may only be spent on skills in the Lore group.
You are exceptionally enchanted. You receive a special bonus of +50 to your RR versus one realm and a special bonus of +25 when casting spells or using items based in that realm.
Spells come easy to you. You resist them and cast them with few problems. You were destined to be a great spellcaster. Even if you do not cast spells, you can still use magical items better than you thought possible. When you throw spells on foes, than almost always take effect. You can feel the power, and revel in using it.
You receive a special bonus of +10 to all weapon categories and to your Armor categories. You may also choose two weapon categories where all skills in the category are classified as Everyman.
When you were young. you had to help your family fight off intruding armies. Though the King had mobilized his Own army to repel the invaders, this was your land you were fighting for. You family often fought outnumbered, but they were victorious. You have lost count of the skirmishes you were in, but you remember frequently being outnumbered. Consequenly, you developed a unique fighring style. You use two completely different types of weapons equally well. You could never teach this style to anyone, but it makes you very versatile.
You have one extra limb. Having an extra limb does not grant you any special ability, you do not receive extra attacks for an extra arm, you do not receive a bonus to your base rate for having an extra leg, but you can accomplish actions that may be impossible for others to do.
As Extra Limbs (+1), except you have two extra limbs.
As Extra Limbs (+1), except you have three extra limbs.
As Extra Limbs (+1), except you have four extra limbs.
You race is either blessed or cursed, depending on whom you listen to. You have extra limbs. Although you are not sure what they are for, they do set you apart from other races. Personally, you find having two extra arms to be very helpful. You have found many uses for your extra arms, including holding people while you strike them in combal. Sadly, your unique physical characteristics separate you from most people, there are few people who do not consider you and your race freaks.
This character gets a special +10 bonus to all moving maneuvers.
You have very precise eyesight, and cansee things much farther out than normal. You can see ten times as far as a normal person of your race. You can see detail at this range, and can use this ability to reduce range penalties applied to you when using a missile weapon. You receive only 10% of the penalty applied to you for all missile weapon range penallies, including thrown weapons.
You have razor sharp eyesight. Your eyes can discern details much farther than other people. You can read a sign hanging over a store from over 100 feet away. You can spot movement at far grealer distances than most people think possible. Your eyes seem to have developed very acute muscle control, granting you amazing eyesight.
You have a special bonus of +25 to all of your Adrenal Strength maneuvers.
When you need it, you can summon up a reserve of strength. You usually use this strength to help you in combat, but you can use it for other actions. It takes a little bit of time to summon this strength, but when you do, look out.
For every skill and category rank in the Armor group developed, the character gains two ranks.
Your family is associated with a particular martial arts or weapon style. You may learn this style without paying fees associated with teachers. You also gain a special bonus of +20 while using your family's martial arts or weapon style.
The character's normal recovery rate from all wounds annd damages is doubled.
The character has the favor of someone in the upper echelons of society. The exact effects of this should vary according to the society.
You have an innate knack for managing money. You can sense the right time to buy and sell stocks, which new ideas will capture the public imerest, and the best way to deliver a product. You are one of the lucky few to get out of the stock market just before the Great Crash. You do not necessarily have premonitions about anything in particuiar. You just get a strange feeling whenever you need to make a crucial financial decision. You receive a +25 to any maneuver involving money, finances, or potential profitability. It is up to the GM's discretion whether a particular situation warrants the bonus or not.
You first encountered this feeling in 1929. The day before the Great Crash you felt that you should do something else with Jour money. The next day you were stunned to see those around you lose their fortunes while you maintained yours. Since then, you have trusted your "feeling" when dealing with anything financial and you have not lost money since.
You have a former domicile where you will be welcomed and well tended to free of charge.
Your deity is looking out for you. Start with one more fate point than normal.
Your deity is looking out for you. Start with two more fate points than normal.
Your deity is looking out for you. Start with three more fate points than normal.
You can emit a stunning force from your body. When you purchase this ability, you must pick how you can stun your opponent (e.g., bright light, loud sound, etc.). When you use your power, everyone in a 10' radius must make an RR versus an Essence attack (with your level as the attack level). If the RR fails, the victim is stunned and unable to parry for 1 round per 10% failure. This attack can affect comrades within the area of effect if they are not prepared for it (allies can prepare to get a special bonus of +10 to their RR). After the stun attack is used, it takes one hour to "recharge" the ability (until it is recharged, the ability cannot be re-used)
You were once corned by an enraged mother bear. You were unaware that you were too close to her cubs, but she ensured that you knew—permanently. She raised one of her huge claws back and you closed your eyes and prepared for the worst. You felt a weird surge through your body and noticed, through closed eyes, a bright flash of light. You opened your eyes and noticed the bear looked stunned. You took advantage of this condition and ran away as fast as you could. That was the first time you discovered your talent. You can summon forth a bright flash of light, apparently powerful enough to stun an enraged grizzly bear. It takes time to recharge your flare but when it's ready, you can stop the most determined attacker.
You have the natural ability to fly. You must choose what allows you to fly (wings, gravity, magic, etc.) You can fly at speeds of up to 75' per round. You may increase your base rate by making the appropriate maneuver roll.
To use this talent is necessary to develop the Flying skill. Without this skill, no complicated maneuvers can be performed.
Some races long to be able to fly. They wish they could soar with eagles and feel the wind through their hair. You know what it feels like — you can fly. You avoid alt the cumbersome trappings of riding a horse or walking to your destination. You can skip over rivers. You do not have to deal wilh thieves and robbers. You generate a lot of attention when seen, and sometimes people like to take pot-shots at you, but they are just jealous. After all, you can fly.
You have either studied a language in depth, or lived in an area that uses lhatlanguage constantly. You are completely fluent in this language and can speak and read it like a native. In fact, you probably know how to read and write beller than most natives. This ability grants you 20 ranks to apply to both spoken and written ranks among your starting languages.
You always had a gift for languages. You slarted speaking your native tongue at an early age, and you were soon speakillg smatterings of other languages as well. You have studied one particular language for most of your years. You have read ancient texts written in previous forms of that language, and you have talked with many people from different parts of the country to gain insight into the different accents the language has. You are one of the foremost authorities on this language, and often speak it more fluently than your nalive language.
Due to your fine wrists, you receive a special bonus of +20 to all attacks with a thrown weapon and Martial Arts • Sweeps and Throws skills.
You were always good with thrown objects. Your wrists always felt like a natural extension of whatever you were throwing. You aimed at your target and with a flick of your wrist, the weapon sailed through the air, striking right on target. When it came to unarmed combat, you could send a foe flying away from you with just a twist of your wrists.
You can summon a barrier to protect yourself when you are being allacked or damaged. This barrier stays up as long as you want and are conscious. The barrier adds +5 to your DB. Each round that your force shield is up costs d10 exhaustion points.
As Force Shield (minor), except Ihe bonus is +10.
As Force Shield (minor), except the bonus is +15.
You can create an invisible barrier around your body to help ward incoming attacks. You first heard of this ability when you were studying with monks up in a monastery. You did not believe it was possible at first, but one of the monks showed you it was real. He asked you to strike him with a rattan cane. You were doubtful, but did as he asked. As you brought the cane towards his stomach, you felt it hit something and crack in half. You saw saw the cane strike something, but it was not the monk. The cane struck about an inch from the monk's stomach. You begged him to teach you how to perform this amazing feat. After years of study, you have learned.
You have a friend who is always inventing something. While you do not quite understand the science behind each of his new inventions, you gladly put them to good use in your crusade. Your gadgeteer friend provides gizmos for you to use at half of the normal cost. He will also fix any broken items for free.
There was always something strange about Harold. He was always excitable and would babble on about his latest discovery, usually while pushing his glasses back up onto the bridge ofhis nose. His house looks like some mad scientist's lab out of a horror movie. On the other hand, you do have to admit that Harold's gadgets work (more often than not) and have helped you out ofa scrape or two. But you often wonder, he is definitely a genius, so why doesn't he tighten the screws on his glasses?
You receive a special bonus of +10 to all of your weapon categories.
You do not like to Iimit yourself to being able to use only one type of weapon well. You always tried to round out your training by picking up any weapon you could. After all, you never know what weapon you will be fightillg with next. You are not quite as good as someone who has spent their whole life using only one weapon, but then if you lose your weapon, you do not have to search for another one. You consider yourself a jack-of-all-trades when it comes to weapons.
You receive a special bonus of +35 to your Mapping and Direction Sense skills. You also have an uncanny ability to memorize maps granting you a special bonus of +25 to your Navigation skill for a certain area if you have a map and have studied it for more than ten minutes.
Some people think it is difficult to read a map. You do not see how, since everything is drawn out in your head, each hill, river and forest. lf you look at a map for just a few minutes, you can deduce where you are and how to get to where you want to go. You often lead your party, almost instinctively knowing the correct direction. You also are able to discern where north is just by concentration.
You are larger than normal. You are twice as tall (figure normal height, then double it) and weigh three times as much (figure normal weight, then triple it). Your OB is increased by +10, but your DB is reduced by -10. You are treated as a Large creature for criticals.
You are larger than normal. You are four times as tall (figure normal height, then multiply it by four) and weigh six times as much (figure normal weight, then multiply it by six). Your OB is increased by +20, but your DB is reduced by -20. You are treated as a Large creature for criticals.
You biggr than most people. You have some advantages to being as big as you are: you are harder to push around, you are stronger, and it is easier to get attention. But the world was made for people smaller than you, and so you must deal with small beds, weak chairs. smaller food portions, and low ceilings. You sometimes wish you were not as big as you are, but there is not much you can do about it.
You may glide like a bird. The product of your altitude and horizontal speed cannot exceed 100' per round. For example, you can glide at a rate of 5' per round if you were 20' off the ground or you can glide at the rate of 50' per round if you were 2' off the ground. Note that the total must equal 100' (i.e., you cannot choose to have a total less than or more than 100').
To move with this talent is required develop the Gliding skill. Without this skill it will be a controlled descent in a straight line or continous courve.
You cannot quite fly, but you can certainly catch the air currents and glide around. You love to jump off of a high cliff and go soaring around in the atmosphere. You have used this ability to prevent you from being injured in pits, climbing down mountains, even leaping from rooftop to rooftop. You wre not sure what those extra flaps of skin underneath your arms were for, but now you cannot imagine life without them.
You have a soothing and calming voice. This gives you a special bonus of +15 to any maneuver where you verbally attempt to calm or persuade (Singing, Public Speaking, Duping, Trading, Acting, etc.).
Some people call you glib, others a smooth talker. You have always been able to convince people to see it your way, or talk yourself out of situation.
You receive a special bonus of +25 to Situational Awareness (Combat). You also receive a special bonus of +25 bonus to your Reverse Strike skill.
When you are in a fight, you are a master of your surroundings. You con tell at all times where everyone is, even if they have snuck off behind you. You cannot tell how you know; it is more of a feeling than actual sight of every combatant. You have even been know to strike somebody right before they attack you from behind. You know where they are and you thrust your weapon straight behind you at just the right time. It is gratifying to you when it works.
You are in very good standing with your deity or religion and will start with a Divine Status of 6.
You are in very high standing with your deity or religion and will start a Divine Status of 7.
You come from a good school of martial arts that is well respected. Y ou will be able to call upon your fellow graduates of the school for help if you are in need.
You always seem to arrive just in the nick of time. No matter what slows you down, no matter how long you spend fighting the villain's thugs, you can rest assured that you will be able to confront the villain just before he sets his evil plan into action.
You know you need to hurry to save her, but obstacles keep getting your way. First was the dogs guarding the villain's hideout, then it was the sentries just inside the door. A few traps and an involved fight with the main henchman all ate up precious time. You are not too worried though, if history is any judge you will walk into the villain's chambers just before he throws the switch to drop her into the vat of molten wax.
All of your thrown weapon ranges are increased by 25%.
The great thing about thrown weapons is that they redy on strength. The stronger you are, the stronger your thrown weapons are. You might not look bulky, but your arms are definitely strong. You have lodged daggers up to their hilt into a wooden target board. You know how to use your strength.
You have a greater than normal capacity to concentrate on your spells, it just comes easy to you. Double the character's base concentration time (see Section 7.1) and award a special bonus of +10 to all Spell Concentration maneuvers.
Your family is connected with an association of merchants or craftsmen. You carry an item or phrase of recognition employed by the guild.
You receive a special bonus of +25 to one chosen Athletic • Gymnastic skill. You also receivea Special bonus of +25 to one chosen Self Control skill.
You have received extensive training in one form of gymnastics. Your parents thought you would become a great performer and so they sent you to the finest schools. You learned how to move your body gracefully. Your sense of balance increased, and your sense of control increased as well. You could even make your body accomplish normally impossible feats, given ample preparation
Physical Ability, Greater Talent
[15 points]The character may make Martial Arts • Strikes attacks with his bare hands and inflict Impact critical equal in secerity to any normal critical delivered.
Your hands are much harder than normal. You may make Martial Arts • Strikes attacks with your bare hands and inflict an Impact critical of one less severity as your Martial Arts • Strikes critical (an 'A' becomes an 'A-25').
When your were learning martial arts, your teacher made you perform various exercises. One of these exercises was for you to thrust your hahd into a small bucket of sand. At the time you did not see much use in this. Now, much later. you have leamed the purpose. Your hands have become incredibly hard. When you strike someone, you can make bones break.
You are more resistant to heat and fire than normal. You receive a special bonus of +5 to your RRs and DB versus heat- and fire-based attacks.
You are more resistant to heat and fire than normal. You receive a special bonus of +10 to your RRs and DB versus heat- and fire-based attacks.
You are more resistant to heat and fire than normal. You receive a special bonus of +15 to your RRs and DB versus heat- and fire-based attacks.
You are more resistant to heat and fire than normal. You receive a special bonus of +20 to your RRs and DB versus heat- and fire-based attacks.
You are never too hot. You have stood as close as possible to fires and still felt nothing more thall slight warmth. Your race is known for its ability to withstand heat, and you are no exceplion. Even magical heat does not burn you as much as it should. You can usually absorb most of the damaging effects of heat and dissipate it gently. If only your clolhes had the same ability...
You are the next in line to learn the secret maneuvers of your martial arts style (or weapon style) from your master. If the style is Basic, you gain a special one-time bonus of 10 skill ranks in your style skill. If the style is Advanced, you gain a one-time bonus of only 5 skill ranks in your style skill.
You naturally recognize herbs and poisons and may use them, You also receive a special bonus of +30 to all of your Cooking, Foraging, Use Prepared Herbs, Prepare Herbs, Poison Lore, and Herb Lore maneuvers.
You have always been fascinated by plants, You are very knowledgeable about enchanted herbs and deadly poisons, being able to find them in their natural state and put them to the appropriate use. You also know what various plants taste like and can liven up a meal or even make a meal out of the surrounding flora.
You have a great jumping ability. You receive a special bonus of +30 to your Jumping skill.
You could always jump higher, farther, and longer than allyone else. Given enough running distance, you have been able to clear small ravines.
Your voice can emit a sound higher than most. With it, you can shatter normal glass surfaces. Glass makes an RR to avoid shattering (its target level is 1 for every 1/4" of thickness. the attack level is your level), You may also create a scream attack that stuns all listeners within a 25' radius for 1 round/10% failure (target makes an RR versus your level). If you scream like that more than once per day , you will lose your voice entirely for one week.
Everybody can scream. During adolescence. you discovered your scream packed considerably more punch. You remember a group of thugs swarming around you. They seemed about to overpower youl when you screamed. Your shriek stunned the thugs long enough to allow you to escape.
You receive a special bonus of +15 to all Adrenal maneuvers (using skills in the Self Control category) as well as all Frenzy maneuvers. You also receive a special bonus or +5 to all or your Special Attacks skills and Special Defense skills.
You like aclion. You hate to sit still. Even when the party is resting, you are up and about, moving around. You drum your hands against your thighs and when you sit, you unconsciously jog your legs up and down. All of this impatience pays off however. You are amazing in combat, always movillg and dodging. You can pull off moves that are charged with adrenaline. You also have been known to lose your composure completely, attacking everything you can see.
You receive a special bonus of +50 to RRs versus Fear and Charm. You have a special bonus of +25 to your Will (see Treasure Companion for more information on Will).
People have always labeled you as steadfast, unwavering, resolute, even stubborn. You never scare easily, and people find it difficult to persuade you to do anything you do not want to do. Consequently, you find adventuring to be a little easier.
You have a scar from a past experience that is impressive (and you probably have a great story to go with it — true or not). You have your Appearance lowered by d10. However, you have an equal positive modifier to your Presence stat bonus. For example, if you have a -2 to your Appearance, you will have special +2 Presence stat bonus.
You posses the ability of lnfravision. If it is dark. you can see the heat emanations from things from up to 100' away. You receive a special bonus of +25 to your Tracking skill if it is dark and what you are tracking has walked through the area in the last 30 minutes.
The dark holds no surprises for you. You could always see heat sources, people, animals, even plants and rocks. You can even follow the warm footsteps of someone if they have passed recently. You love the dark.
You receive a special bonus of +10 to all Spell Casting Static Maneuvers for spells from one SpeIl List.
Spell casters can cast a variety of spells. You have a pretty wide selection of spells yourself, but there is that one type of spell that you really do well. Whellever you cast a spell of that type, it comes out flawlessly. You enjoy casting these spells; you have a security most spell casters would kill for.
Your Chi Powers skills are highly developed. You gain a special bonus of +20 to all Chi Powers skills in the Self Control skill category. You may also pick two Chi Powers from the Self Control skill category and develop them as non-Restricted skills.
You can withstand more pain than a normal person. When determining your available concussion hits you may add a +3 to each Body Development rank your purchase. For example, if your Body Development progression is normally 0•6•4•2•1, you will gain 9 points for the first ten ranks, seven for the second ten, etc.
You have an inner reserve. You have user this reserve to continue on, when most other people would fall unconscious from the pain.
A special +25 bonus to Adrenal Strength, Adrenal Speed, Adrenal Leaping, Adrenal Landing, Adrenal Quickdraw, and Adrenal Balance.
You gain a special bonus of +20 to your DB for all attacks that you are aware of. If you are unaware of an incoming attack you still receive a special bonus of +10 to your DB.
Your body seems to have an instinctive defensive mechanism. You have parried attacks you did not even know were coming. When you were ready for an attack, it seemed that your arm moved even before you finished the thought. You are certainly glad you have this reflex, because it has saved your life on more than one occasion.
Your powerful eyes grant you a special bonus of +10 to all skills in which you interact with other people (Duping, Bribery, lnterrogation, Diplomacy, etc.). Your eyes must be visible to whomever you are talking to for you to gain this bonus.
You have arresting eyes. They seem able to meet anyone's gaze. You have been able to stop people in their tracks by glaring at them. You have found that your eyes convey presence when you are dealing with people. You have an instant advantage in any verbal parlay.
You receive a special bonus of +15 to your Time Sense skill and Time Sense is classified as an Occupational skill for you.
You are a very punctual person. Your internal clock is very precise, and can often time things accurately down to the second. You know how much time has elapsed since a particular event took place. You call even make yourself wake up at any desired time.
You receive a special bonus of +20 to your Stunned Maneuver skill.
You remember the first time you battled. You were hit hard, and you saw stars in your eyes. You looked up and saw your enemy grinning as he got ready to deliver the killing blow. The next thing you knew, you had driven your weapon into your foe's belly. Since then you have noticed that stun does not effect you as much as it does your foes.
You have been given special access to one Channeling Base List. This list may be developed as a base list (Own Realm).
You can make yourself invisible exactly like the Magician spell Invisibility I (see Spell Law for more information). Invisibility costs 1 exhaustion point for every 5 minutes spent invisible.
Being quiet is sometimes insufficient. You need to be unseen, invisible. You have learned the ancient art of invisibility, thought be lost for many generations. You can make yourself invisible with just a thought, easily walking the halls of a guarded prison or beside the guards protecting the royal treasure. You must still be careful not to make much noise. You must be very careful not to injure yourself or anyone else, as that would make you visible. When you do not wish to be seen, you are not.
You receive a special bonus or +25 to your Magical Lore skill category.
You have come across a fair share of magic items. Rods, wands, staves, rings, boots, you name it. Some people do not even know their items are magical. You concentrate and are able to use them. You tell people, but they just cannot seem to duplicate your efforts. You have quite an affnity for enchanted items.
You can judge angles and changes in the slant of relatively uniform, solid surfaces. You can tell the angle of an incline almost immediately. You receive a special bonus of +25 bonus when attempting to perceive traps or secret doors that are set in walls, floors, or ceilings.
Who needs plumb lines? You can tell angles and slants and notice inconsistencies in walls and ceilings. If you are walking up or down a slope, you can judge its grade. You were an excellent carpenter, and it helps when you adventure.
A special +25 bonus to all attempts at appraising the value of objects (this does not allow appraisal of magical value). This includes Appraisal, Evaluate Weapon, Evaluate Metal, Evaluate Stone, Evaluate Armor, and any other similar skill.
You may determine the bonuses as well as the material on any non-mugical weapon or armor.
Your father taught you to appreciate a good weapon when you were young. He taught you how to examine the blade, feel the handle, check for rust. You examined everything you came across. You learned about the different types of armor, what deteriorates leather, and how to make chain mail strong. You studied the materials that can be made into weapons and armor, you know the good ones from the bad, magical from the non-magical. You have become an excellent judge of weaponry and armor.
The character has been knighted and is entitled to all the benefits of knighthood. The exact effects of this should vary according to the society.
You have received extensive physical training. You gain a special bonus of +10 to Adrenal Leaping, Adrenal Landing, Adrenal Balance, Adrenal Strength, and Adrenal Speed static maneuvers because of your intense physical training.
You have the ability to breathe water as well as air, and you operate underwater without any penalty to your maneuvers.
You do not have to sleep, eat, or drink.
You do not have to breathe at all (and suffer no effects from gasses or other "breathable" maladies).
Your race used to live under the water. You have even visited the old ruins deep beneath the sea where your ancestors built their first cities. You have listened to the stories to the stories of the grand balls, the palaces, even the great war against your old enemy. Your race has moved to land now, their former life nothing but ruins under the sea, but you still have the gills and webbed feet that enabled your race to survive under water. You have also heard of some people who do not even need to breathe, or those who need not eat.
You have a goal (subject to the GM's approval) that controls your every move. You do whatever it takes to complete this goal. lt should relate to most of your adventures, and should be a lifetime hope (e.g., the destruction of a great evil, overthrow of a cruel ruler, etc.) Whenever you are involved in an action that is directly related to this goal, you receive a bonus of +5 to +15 to all of your actions (GM's discretion). The total amount of the bonus is directly related to how closely your current actions will affect the outcome of your goal (most of your bonuses will be at +5, the final +15 bonus should only come when you are near the completion of your goal). Realize that this is a goal that has driven you for most of your life. You have not thought about much else for years. When you have accomplished this goal, if you do, you will probably have a sense of deprivation and a loss of direction.
For as long as you can remember, you have worked toward the downfall of an evil Emperor. Ever since he ordered the death of your parents, you have swam revenge upon him. It is not easy; you cannot just walk up and kill him. There is a lot of planning that must be done, allies to recruit. You need to find the best way to get into the Emperor's castle, avoiding the guards. You need to ensure that someone worse will not ascend to the throne. It is certainly not a goal that will be accomplished soon, but you will accomplish it,
Physical Ability, Minor Talent
[10 points]The character can make a Alertness static maneuver (without penalty) to awaken from sleep.
You may make an Observation maneuver to wake from sleep.
You have always been a light sleeper. You sleep well at night, but you alway seem to keep your ears open. At the first sign that something is not right, you are awake and ready to take whatever action is necessary.
Special Training, Greater Talent
[10 points]This character has a special +5 DB, +5 OB, and may roll an extra die when checking for initiative (added to the normal dice rolled). See Section 18.1.
You receive a special bonus of +5 to your initiative rolls. You receive no penalty for Snap Actions, but only receive a +5 for Deliberate Actions.
Your father had a special move he taught you. He was a good fighter and had used this maneuver with much success. Like an heir-loom. he passed it all to you, constantly training and retraining you. You thought the practices would never end. You remember many nights long after the sun went down, with your arms aching from exhaustion, your father would look at you with pride in his eyes. You learned his maneuver well and have used it with great success. Noone knows how you do it, but they are all amazed
You have 10% more Exhaustion Points than normal.
Mystical Ability, Major Talent
[7 points]While the character is in sight of allies, they gain a special +50 bonus to all RRs versus Fear and al morale checks.
People who are your allies, troops, friends, or retainers receive +25 to RRs versus panic and morale while you are well and in sight.
People look up to you. Whenever there is some sort of crisis, it is you that always calms people down. You are not quite sure why it is, but you have an aura about you that people cannot help but notice.
For this character, rolls are high open-ended for results from 95 to 100 (not just 96 to 100).
You are lucky. Your open-ended roll range is increased by 1% from 96-100 to 95-100.
All your life, you have thought yourself lucky. Things seem to work your way. Even when things go badly, they never seem as bad as theyy could be. You do not rely on your Iuck, but it certaillly makes your life a little easir.
Special Ability, Greater Talent
The character is a lycanthrope (of an animal type chosen by the GM — see C&M for full rules on lycanthropes). In addition, he has a special +25 bonus to Control Lycanthropy skill.
It is usual, in a horror game, for the character to be unable to control his transformation. In a "characters-as-monsters" game (see Section 2.4.4), the character will be more likely to have control over the process. How the character became a lycanthrope (attacked while wandering the hills, promised to an evil sorceror, cursed bloodline) can be a major character hook, and should be detailed in the character biography.
You have your choice of two spell lists that may be classified as Everyman and a choice of one Power Manipulation skill that is classified as Everyman.
You often thought of becoming a spell-user. As a child you would dream of saving maidens from terrible dragons by castillg a powerful spell. You did your best to study as much magic as you could. You learned quite a lot as a child about the way magic worked. You may not even be following the path of a spell-user now, finding it much too restrictive, but those lessons you learned early on in life will always be with you.
A special +10 bonus to all Power Awareness skills.
This character is naturally magical and has a +50 RR versus one specific realm (chosen by the GM)
Mystical Ability, Major Talent
[15 points]This character has a special +10 bonus to all RRs versus magic spells and effects.
You have a strange resistance to magic. You receive a special bonus of +30 to your RRs versus one realm of magic.
You discovered your strange resistance to magic when you accidentally stepped between a spell-user and his spell. Since then, you halve had an increased resistance to that caster's realm. You are not immune to those spells, but they do seem to have a reduced effect upon you.
This character gets 10 ranks in one base list. If the character is a Non spell caster, he may designate one open spell list (in his realm) as a base list (and develop it at a cost of 6/6/6).
[20 points]All skills in the Directed Spells, Lore • Magical, Power Awareness, Power Point Development, and Power Manipulation skill categories are considered "normal" (not restricted).
It was on that last archaeological dig that youfound the ancient tome. Translating it from ancient Sumerian was not easy, but you have succeeded. What it told you was amazing! There is energy out there than can be tapped by you, all you have to do is practice and you can do truly supernatural things.
All penalties for wearing armor while spell casting are halved.
A special +25 bonus to all RRs versus a specific realm (selected by the GM).
You receive a special bonus of +15 to your Attunement skill.
A merechant came to you once and offered to sell you what he claimed was magic items. When you picked it up, you knew that it was indeed magical. In fact you knew exactly what it did, even more than the merchant himself knew. You seem to have an affinity for magic items.
The hairs on the back of your neck prickle whenever you go near a large power source, an enchanted location, an earthnode, a haunted area, etc.
You get this tickling feeling in the back of your neck whenever you come near large sources of magic. You cannot explain it, but you know you can sense magic..
Your fast fingers give you a special bonus of +10 to your Subterfuge • Stealth skill category and a special bonus of +1 to your initiative.
The hand is quicker than the eye; you believe that, and prove it to anyone who will offer coins to challenge you. You can distract with one hand whife you are using other for deceptive purposes. You can palm small items and slide them up your sleeve with ease. All you need now is another sucker — er volunteer.
Special Training, Greater Talent
[30 points]A special +25 bonus to the Martial Arts Group.
You receive aspecial bonus of +15 to your Martial Arts group, Self Control category, and to Special Defenses. In addition, one Special Defenses skill is classified as Everyman.
When you were young, a master showed you the ways of a martial artist. You were drilled for long hours and learned quite a lot. Your moves became more fluid and you became very competent in the martial arts. Eventually, you will be called upon to give your knowledge to another young adept, thus passing on the knowledge of your master.
All spell casting static maneuvers have a +20 modifier.
You receive a special bonus of +15 to your Tactics skill.
You are intuitive with small unit tactics. Looking at the current situation, you often get insights that most people would not think of. You are a valuable asset in any fight.
You may learn one additional rank per level in your primary weapon at a Development Cost that is the same as the first rank (i.e., 3/7 becomes 3/3/7, 6 becomes 6/6, etc.).
You have a friend who is a great warrior. There are legends told about him that have spread across the Iand. You have heard bards singing songs about his greatness. He often takes time to teach you the ways of the warrior, allowing you to gain proficiency in your weapon skills. One day you hope to be as great as him, but he thinks you will be greater.
For spells with a sub-type of "m," you get a special bonus of +10 to all BARs. In addition, you gain a special bonus of +10 to all RRs versus spells of sub-type "m." You also gains a special bonus of +20 to all Spell Casting Static Maneuvers involving spells with a sub-type of "m."
You have the power to control the mind of other sentient beings. Each use of this power costs 4d10 exhaustion points. Your victim must make an RR versus a Mentalism attack (using your level as the attack level). The RR is modified by how alien the mental command is to the victim. For example: a command that the victim would not mind doing might be modified by a -20. If the command is something the viclim is against doing, the RR for the victim might be modified by +10. If the command is completely foreign, like suicide or blinding oneself, the RR might be modified by +50. Each time a new command is given, the victim gets a new RR. The range for Mental Control is 5' per level.
You know how to dominate weak minds. You just force your will upon them, and they do as you command. It is a power that you sought long and hard for. It is also a power for which you paid dearly. You have dealt with the archmages, demons, and even a lich to find part of the secret to mind control. You paid a high price, but now few can withstand you. A commanding thought is all it takes to make a person change their mind.
You have a special form of telepathy between you and one other person (or animal), You can send and receive thoughts between each other. You must be within sight to establish a "connection." Once established, the mental link will function over an unlimited physical distance. If one of the connected persons falls unconscious, the link is broken. If only one of the two people purchases this talent, that person may send his thoughts and the other person will receive them, but the reverse is not true.
You have a real bond with your twin sisler. It seems at times that you can communicate with her without voicing your thoughts. It's as if she can read your mind. You have been practicing this mental communication and have reached the point where you can send a thought to her, and she to you. You have found this to be a great boon during combat; you can communicate without opening your mouth.
You can scan an area with your mind to find an individual. You must have some knowledge the person you are looking for, someone you have met, a picture, something they have touched, or a detailed description. The closer you are to the person you are scanning for, the greater bonus you would receive when you scan. For example, if you are searching for your child, spouse, or someone equally as close, you might receive a special bonus of +30 bonus. If you are friends with the person, you might receive a special bonus of +10. lf you have casually met the person you are scanning for, there would be no bonus . If you are scanning for someone you have never met, through an item they once possessed, the penalty might be -20. The smaller the area you search, the better your chances of success. You roll d100 (open-ended) to search for your target. If you exceed 100. you have detected the individual and know their approximate distance and bearing. You may develop the skill of Mental Scan (as a skill in your Awareness • Searching skill category). Your roll is also modified by the area you are tryinging to scan. A small area containing about a dozen people is an Easy maneuver (+20). Scanning an area around a square mile with about 100 people is a Hard maneuver (-10). Scanning a large area with many thousands of people (like a city) is an Extremely Hard maneuver (-30). Scanning an entire country is an Absurd maneuver (-90). The closer you get to the individual you are scanning for, the more precise your directions to him are. You may increase your chances of finding someone by scanning a normally large area a few people at a time. For example, you might start in a city by scanning just a tavern at a time. Each use of this power costs d10 exhaustion points.
You are skilled at finding people. No matter how well they are hidden, you can detect their presence. If you know who you are searching for, you can use your mind to ferret them out. You have earned quite a reputation for finding people. You enjoy locating lost children or finding merchant caravans that have been captured. You feel that a great power comes with a great responsibility.
Special Ability, Lesser Talent
[10 points]The character has a benevolent mentor who will help to train the character and otherwise assist the character.
You have a high-Ievel spell user as a friend (your GM should fill out the details of your mentor).
A mentor is a perfect character hook. He can send the characters on dangerous quests, inform them of cryptic prophecies of doom, and vanish mysteriously leaving only a handprint in his own blood. The mentor can also have any of the character hooks given above: a character can find himself battling the mentor's enemies, or meeting his mentor's missing (and evil) twon brother.
You have a good friend you have known all of your life. AIthough he is much older than you, he does all he can to help you when you need it. As you grew older you discovered that your friend was actually a powerful spell caster. He has come to your aid many times since then, saving your life on more than one occation. You are never sure when he will next appear, but you look forward to it.
You can view objects that are close (within 1') with up to 10x magnification. You can then notice details normally invisible to the naked eye.
You always have had an eye for detail. When you examine things, you see details too small for most people to notice. You can see hairline cracks, impressions, and imprints. You just need a second to readjust your eyes' focus and the details are easily discernible.
You have a special bonus of +20 to your Self Control skill category.
You exercise complete control over you body. You can distance yourself from any pain you receive from overexertion. You can make your body move twice as fast, stronger, even give you better balance. You can cause your body to perform truly heroic feats, all with a conscious thought and a little preparation.
The possessor of this talent gains a special bonus of +30 to his Mental Control (Assault) skill if he makes eye contact with a target.
You were raised in a multi-cultural environment (i.e., one parent was from one culture/race, while the other from a different culture/race — they raised you in both). If the cultures/races have different languages, you gain double the normal number of language ranks for Adolescent development, split evenly between the two cultures/races' languages. You will also have double the normal amount of cultural lore skill ranks normally available.
Special Training, Minor Talent
[5 points]All bow ranges are increased by 25%.
You receive a 25% increase to all bow ranges.
Hitting targets at long distanses was never difficult for you. You could shoot farther than anyone in archery competitions. The bow seemed like a natural extension of your hand. You would pull back the string, hold your breath, and let the arrow fly deep into its mark.
A special +20 bonus to the Athletic Group. In addition, the character has 25% more exhaustion points than normal.
You were born with sea legs. There is nothing you like better than standing on the pitching deck of your boat, calmly guiding her into the heart of a thunderstorm. You have innate skill when it comes to piloting a ship. You receive a +25 to all Boat Captain or Sailing maneuvers.
You receive a +25 to all Boat Captain or Sailing maneuvers done in a certain type of vehicle (sailboat, motorboat, ship, or submarine).
When you learned that your grandfather was an admiral in the Navy, you were not surprised. You always felt that the sea was your second home. Since you could walk, you have enjoyed the ocean. When you were old enough, you would take the family boat out on excursions to explore the seven seas. Since then, you have purchased your own boat and can be found out there mostofthe time.
You have been driving since you were a teenager. You have always been in control of your vehicle, whether driving in the rain, through snow, on ice, or on dry pavement. You have an innate skill when it comes to driving. You receive a +25 to all Automobile Driving maneuvers.
You receive a +25 to all Automobile Driving maneuvers done in a certain type of vehicle (automobile, truck, motorcycle, or tracked).
You are one with your vehicle, You know just how much force to apply to the steering wheel, how far down to press the brakes, and when to press the accelerator. You enjoy feeling the G-forces on your body when you go into a tight turn, the squeal of rubber on pavement when you stop suddenly. You feel most alive when you are driving.
You receive a special bonus of +10 to your Armor group. One Armor skill is classified as Everyman.
Most people have a problem maneuvering while wearing armor. Not you. You sum to wear armor like a second skin; armor is only as uncomfortable as wearing a heavy jacket.
You may learn one Basic Martial Arts or Basic Weapon Style skill as an Everyman skill or you may treat one Advanced Martial Arts or Advanced Weapon Style skill as a non-Restricted skill.
You receive a special bonus of +25 to all maneuvers involving horses.
You learned to ride when you learned to walk. Some people said you were born in the saddle. You an a very good rider and can ride just about anything.
This character may add a special +10 bonus to all spell casting static maneuvers and attacks.
Physical Ability, Greater Talent
[10 points]A special +3 Hits per rank of Body Development.
Body Development is classificd as Everyman for you.
Your body is in terrific shape. You work out on a regular basis, which allows you to build up muscle easier. You take much more punishment than most people, and you can get tougher with relative ease.
You feel as if you were born behind the stick of an airplane. When you have your hand on the stick and your feet on the rudder pedals, you feel completely in control. You have innate skill when it comes to piloting flying vehicles. You receive a +25 to all Aircraft Pilot maneuvers.
You receive a +25 to all Aircraft Pilot maneuvers done in a certain type of aircraft (single-engine airplane, multi-engine airplane, autogyro, airship, or hang glider).
It was not until World War I that you finally found your true calling. Your commanding officer ordered you to learn how to fly so that he could get accurate information about the battlefield. You were sent to a British airbase and taught how to fly. You stunned your instructors by finishing the course in half the normal time. When you were in your plane, you could make it do things that made the designers shudder. You seem to know when to let up on the stick orjust when to press the rudder to keep the plane from falling apart, and when it comes to dogfighting, you are superb. Since the war, you have tried to stay in the cockpit as much as possible.
You can generate a ranged attack by using energy stored in your body. The type of attack is up to you (subject to GM approval). Some suggestions are electricity (use the Lightning Bolt Attack Table), heat (use the Firebolt Attack Table), water (use the Waterbolt Attack Table), physical (use the Sling Attack Table), or piercing (use Light Crossbow Attack Table). You may develop a skill in this anack. The skill should be placed in either the Missile Weapon skill category or Directed Spells skill category (chosen when this talent is selected). The maximum range of your attack is 50'. Each time you use this attack it costs d10 exhaustion points.
As Natural Ranged Attack (lesser), except the range is 100'.
You can throw a bolt of electricity out of your hand. You love the feeling that no matter where you go, you are always armed. You have practiced firing your energy blast. You were as good with it as you are with a bow. You enjoy your power.
A special +2 PPs per rank of Power Point Development.
You gain a special bonus of +10 to any one martial arts or weapon style (your choice).
You have natural claws, talons, spikes, pinchers, beaks, or other weapons that you can use to attack. You may use these as a weapon, developing skill in it as if it were any other weapon (except the skill with this weapon/attack is actually under the Special Attack category). Natural weapons in your hands do not grant you any additional bonus if you are using a weapon in that hand. Your attack is rolled on the appropriate attack table with a maximum result of Medium. This skill is classified as Everyman.
Your race has been fond of its natural weapons. You have a nice set of retractable claws. When you need them, they pop out with lethal quickness. Your whole race has developed a fighting style based on your claws, and it is a very effective and deadly form of martial art. You are very comfortable in the knowledge that wherever you go, you go armed.
Special Training, Greater Talent
[30 points]A special +15 bonus to the Weapon Group (all categories)
All weapon skills are classified as Everyman.
Maces, swords, halberds; they are all the same to you. You can see how they each differ and adjust your strikes accordingly. Each weopon feels at home in your hands. You know what kind of strikes to delivera and how to properly execute them.
You have a strange magnetic field that surrounds you. You can always discern north. You receive a special bonus +50 to your Direction Sense and Navigation skills (and compasses are always skewed if you are within 50'). Iron and steel objects seem to stick to you slightly. Your fumble ranges for iron and steel objects are reduced by 1 (minimum of 1.) However, you are more vulnerable to attacks from iron, steel, and electricity. Any attack based on iron, steel, or electricity receives a special bonus of +5 bonus to hit you.
You are not sure how, but you instinctively know which direction north is. You can navigate a ship even during the blackest night. You seem to be some sort of living compass, with your own magnttic field. Even weapons with steel or iron in them seem to stick to you somewhat. You can wield these weapon without much fear of you dropping them. The only down side to this power is it seems that you atract electricity, steel, and iron. You must always be careful when being attacked by weapons or spells based on these things.
Your body has a particular ability thaI masks the scent of anything within five feet of you.
As a child, you were never bothered much by animals, most of them ignored you. A stray dog once came upon you and your friends, sniffing each one in tum, except you. Since thal day, you have noticed that you seem to be odorless.
Physical Ability, Minor Talent
[5 points]The character has +50' Nightvision. If the character already possessed Nightvision (due to racial ability), the range is increased by 50'. If the character did not possess Nightvision, he now has Nightvision at 50'. This ability does not enhance or change in any way the effects of a Nightvision spell.
This allows an you to see in the presence of extremely faint light. The light from the moon or stars or even a tiny point of light is enough to allow the you to see normally (up to 25'). If there is no light at all, then Nightvision gives no benefit (see Spell Law section 7.1.19 for more information).
Darkness. Most people fear it because it hides dangers from them. Only their imagination could conjure up what created the last noise they heard. You do not fear the night. It never held any surprises for you because you could always see perfectly at night, just as in daylight. Your eyes seem to use the natural light around and amplify it so you can see. You are always careful not to look into bright light, lest you become temporarily blind.
You get a special bonus of +15 to all Moving Maneuvers because of your nimble skeleton.
You were always nimble. You could worm your way through fences and move your body in ways most people cannot. You have been able to keep your balance on even rough terrain. You can jump and run and tumble better than most people. You can even perform truly astounding acrobatics.
You can become non·corporeal at will. While you are non-corporeal, you cannot interact with any physical objects at all. You may pass through walls, doors, even floors. You cannot be hit with normal weapons, although magic, mithril, holy, or slaying weapons will affect you. All of your items come with you when you become non-corporeal, and can be used on the other plane. It takes d10 minutes for you to completely phase in or out. While you are non-corporeal, you can still be seen as a hazy, transparent image of yourself. Each use of this power costs 4d10 exhaustion points and a loss of one point from your temporary Constitution stat.
There are times when you wish that you could walk through walls. Through concentration, you can. You discovered this ability quite accidentally. You found yourself surrounded once in a blocked alley. As thugs came closer to you, you instinctively kept walking backwards. You figured you would hit the wall any second, but you could still keep walking. You looked up and suddenly you were through the wall. You just turned around amd ran away asfast as you could. You discovered that you can phase yourself out of this plane and move through solid objects.
Within a 5'R of the character, all odors are masked. In addition, he leaves no odor or residual smell as he moves.
A special +25 bonus to the Self Control category.
Special Training, Minor Talent
[15 points]A special +25 bonus to the Outdoor • Environmental category.
You receive a special bonus of +50 to all Foraging, fire starting, and shelter location maneuvers while you are outdoors. You also receive a special bonus of +20 to all Tracking, Hunting, Stalk, and Hide maneuvers while you are outdoors.
You love the outdoors. You have spent many nights outdoors and have lived off the land on more than a few occasions. You learned how to track and how to hide while outdoors. You have an eye for finding usable shelter, and can start a fire in seconds.The outdoors are truly a second home to you.
You receive a special bonus of +5 to your Body Development skill.
You can tolerate pain. You just close off the part of your mind that is feeling the pain and battle on. It takes a lot of concentration, but you actually can withstand more damage than your body is normally able to uccommodate through sheerforce of will. You just have to finish this fight, you tell yourself, then you call rest.
When you are attacked from the flank, your foe's bonus is only +5; from the rear, your foe's bonus is +15.
You aIways keep track of everything on the battlefield. If someone starts to move around you, you keep track ot them to the best of your ability. You keep an inventory of where everyone is in your head, ready to spin around and show them the error of trying to sneak up on you. Your peripheral vision is excellent.
You have a +50 bonus to any maneuver for the purpose of remembering people's names and remembering where and when you last met them.
You have a +50 bonus to any maneuver for the purpose of remembering people's names and matching them to their faces.
You have a photographic memory. Anything you study for more than 15 minutes will be placed into your memory, to be recalled whenever you need. You can remember entire books if you need to, given the proper time to study. You cannot glance at a book and then remember everything the page said; you have to read it. When you need to remember something you have studied, you roll d100 (open-ended) and add 3 times your Me bonus and add 25. If the total is greater wan 100, you fully remember what you want. If the lotal is less than I00, then that is the percentage of information you recall. This ability also grants you a special bonus of +10 to the Lore skill group.
You can picture in your mind's eye anything you have seen before. You have always had this ability. If you have studied something for even a brief amount of time, you can remember exactly what it looks like. You have used this with much success when you were searching for some important piece of Iore, remembering everything you ever read. Your mind is a powerful repository for information, and you use it to its fullest.
When casting spells with a sub-type of "m," the target receives a special modification of -15 to his RR.
You can travel to other planes of existence at will. You must have some knowledge of where you wish to go. It takes 10d10 minutes to accomplish the transition, during which time, you are subject to the effects on both planes. Normally, you can only move yourself and your clothes and equipment (approximately 100 extra pounds.) There is a 1% chance that you will get caught up in some planar "storm" and wind up in some unexpected plane. This ability can only be invoked once every week.
As Planar Travel (minor) except allows you to carry one additional person (who must be touching you).
As Planar Travel (minor) except allows you to carry two additional persons (who must be touching you).
You are blessed with a mysterious ability. A wizard once told you about other planes. You did not believe that there could be whole other exislences to explore. Yet he offered to show you how, and you learned. Since then, you have had the ability to travel to places only imagined by others. You have been to places very similar to your home plane, to places where you could not survive if it were not for the precautions you took before leaving. You have considered trying to find a new dimension where you can settle down and raise a family.
You have the ability to generate poison. The type of poison (circulatory, reduction, etc.) is up to you and your GM to decide. The level of the poison is equal to your half your level (rounded down). Normally, the poison must be delivered by a successful attack with a critical. Exactly how you apply the poison to your foe is detemlined by you and your GM. You are not immune to the poison.
Your race has developed a defense: whenever you are threatened, you can spit out a large glob of poison at your attacker. It will invariably slow them down and give you a chance to either escape or counter-attack. Your body can manufacture more poison as it is needed, so you never run out.
Special Training, Major Talent
[3 points]All encumbrance penalties for this character are halved if the character has time to organize the load he is carrying.
All of your encumbrance penalties are halved.
Most people cannot pack equipment well. Yet it makes traveling much easier. You know just where to put everything so it will pack nice and tight. You wonder why most people do not pack like you do.
You have 50 ranks of spells. No more than 10 of these may be anyone spell list. Only open, closed, and own base spells may be chosen.
You know what power is. Some people say money is power, they are wrong. Some say strength is power, they are wrong too. There is only one thing thot is power. Knowledge. And you have powerful knowledge.
You may pick one type of element (Fire, Electricity, Cold, etc.) that you can absorb (subject to the GM's approval). Whenever you are hit by an attack based on this element, rather than taking damage, you receive power. For every point of damage that you would receive from that attack, you instead add one point to either your current Hits or your current Power Points (chosen when this talent is selected). You do, however, still suffer the affects from any critical the attack delivers. You may not increase either your current Hits or your current Power Points above their normal level (though the GM may decide to use the Power Burnout rules if PPs are absorbed; see Arcane Companion for rules on Power Burnout).
As Power Absorption (lesser), except you can reduce the level or any critical you receive by two (e.g., an E critical becomes a C critical, a B critical becomes an A critical with a -25 modification, an A criticial becomes an A critical with a -50 modification).
You wre running onct to take cover whtn a lightning bolt arced out of the sky and slammed directly into you. Your family expected you to die, but you got up and walked away from the blast. You found it had energized you, given you more vitality and health. Since then, whenever you encounter electricity, rather than being burned, you become energized. You have no way to explain it other than fate.
A special +10 bonus to all Power Manipulation skills.
All adders have +1 to their normal ability (e.g., a +1 adder becomes +2, a +2 adder becomes a +3 adder, etc.). All multipliers have 1 added to their ability (e.g., a x2 multiplier becomes a x3 multiplier, etc.).
You are immensely strong and have a focused will. You have a special bonus of +10 to all Adrenal Strength maneuvers. On a successful Adrenal Strength maneuver, you may inflict triple damage instead of double damage.
Due to the precision of your strikes, you may make an Ambush maneuver every time you attack with a melee weapon.
Your teacher taught you one important aspect of combat: know exactly where you are going to strike. You can take time waiting for your strike, but when you do, strike precisely where you want to. You have studied anatomy charts and learned where the vulnerable areas of mony creatures and races are. You have practiced for hours learning how to dart your weapon in and out quickly, causing the most possible damage from the strike. You like to think of your attack as the strike of a viper: patient, quick, and very deadly.
You can instantly calculate virtually any mathematical formula in your head. If the formula is sufficiently complicated, like calculating when a solar eclipse will occur, it will take a little more time. You receive a special bonus of +10 to the Science/Analytic group. You also receive a special bonus of +5 to your Trading skill.
You like numbers, you always have. You could calculate sums and products faster than people could move the beads on their abaci. You could instantly calculate the taxes due, physical calculations. even give good estimates on the value of currency in a foreign country. People always look to you when there is a calculation to be done.
Physical Ability, Greater Talent
[15 points]A special +20 bonus to Stalking maneuvers, +2 ranks of Ambush, and a special +20 bonus to all maneuvers involving balance.
You have a quick and quiet stride. You receive a special bonus of +20 to your Stalking skill, you may ambush anyone from behind with a special bonus of +10 to your Ambush skill, and receive a special bonus of +20 bonus for all balancing maneuvers.
You can sneak up on friends, enemites, and animals. You always knew where to step, and your body moved smoothly and quietly. Later in life, you learned how to approach enemies undetected, placing wellaimed blows. You are stealthy, and you use it to your advantage.
Your race is known for a group of skills. You may pick up to 6 skills that are related somehow (subject to GM approval). You will receive a special bonus of +10 for those skills due to your upbringing.
Your race is reknown for their expertise with a group of skills. You may pick up to 6 skills that are related somehow (subject to GM approvaJ). You will receive a special bonus of +20 for those skills due to your upbringing.
Your people are known for excellent horseman ship. You were practically born in the saddle. You can ride almost any animal, aswell as care for it. You are also skilled in finding your way around the countryside, rarely getting lost. All of this you can thank your race and upbringing for. Your people instilled the importance of the horse to you, and you will carry that on to your children.
You have the ability to regenerate damage from all but fatal wounds. Your body automatically regenerates 1 Concussion Hit each round. Your recovery rate for non-fatal injuries is halved.
As Regeneration (lesser), except you recover 2 concussion hits per round.
As Regeneration (lesser), except you recover 3 concussion hits per round.
As Regeneration (lesser), except you recover 4 concussion hits per round.
Though you take damage as quickly as anyone else, you can heal faster than most. Your body is very adaptive to injury, often closing and healing a wound a few minutes after it is delivered. You remember your first battle, you were stabbed in the chest and fell to the ground. You lay there bleeding. Your comrades had left you for dead, but you saw your wound closing. You felt your body healing itself, much faster than you thought possible.
Any bleeding wounds (wounds giving hits per round) that you receive have their rates reduced by half (round up). If the wound only gives a 1 per round "bleeder," it heals itself completely in d10 rounds.
You never really bled much. Whenever you wure cut, the wound seemed to stop bleeding on its own. You do not think you have some mystical healing factor — you recover from injury no faster than anyone else — but bleeding stops quicker. You wonder why you have been blessed with this capacity, but question it little.
You receive a spccial bonus of +10 to any RR for any two realms.
Somethings just do not affect you much. It seems like some spells just wash right over you. You are not quite sure why, and it certainly does not alter all the spells that hit you, but that one class of spells just does not stick.
You were taught by a respected teacher. Most other practitioners in the martial arts world will give you respect because of his reputation.
Whenever you are in a melee combat and you do acritical to your foe, that foe takes an additional Unbalancing critical of two levels less severity (an A as an A-50; a B becomes an A-25).
Follow through. That is what you remember most about fighting. You always follow through in your attacks, and you do it with a lot of strength. You have been known to push over foes when you attack them. You like the advantage you gain, so always follow through.
You possess royal blood (though perhaps very distant in relation).
You receive a special bonus of +25 to your Read Runes skill.
Storing spells on rune paper makes sense. You can cast them without expending any power, and they are ready to use at a moment's notice. You have little trouble reading them, even if you have not written them.
All spells cast by this character have double the normal area of effect.
Your spells have double the normal radius of effect (this only affects spells with an Area of Effect that includes a radius).
Your spells affect twice as many targets (this only affects spells with an Area of Effect that includes "target").
You have studied carefully the workings of spells and how they interact with people. You unearthed an ancient tome that told of a way to double the number of people you can affect with a spell. You memorized what the tome said and then hid it very careflllly so only you would have that knowledge. Someday you may read the other sections of that tome.
You gain a special bonus of +20 to one Combat Maneuvers or Martial Arts Combat Maneuvers skill due to secret training knowledge that you possess.
You can sense a particular type of object or substance. When you purchase this ability, you must choose what it is that you can sense (subject to GM approval). You can sense this material at a range of up to 100'. You use your sense like any of your other five senses. You may be required to make an Observation maneuver to actually locate the material you are searching for.
You have a strange ability to sense gold. It is almost as if you could smell it. Whenever you are near a significant amount of gold, you get a feeling in your body that tells you exactly where the gold is located. You have no idea why you have this ability, but it comes in handy, especially when you are looking for more gold.
Special Ability, Greater Talent
[30 points]The character is a shape changer. He may change is shape into a specific animal (chosen by the GM). The GM may require the character to take skill in Control Lycanthropy to control the change.
You have the ability to change the shape of your body. Any equipment and clothing that you are currently wearing when you change shape changes with you. When you resume your natural shape, your equipment and clothes return. It takes d10 minutes to transform. You may change shape to one specific form (subject to the GM's approval).
You have an unusual ability. You have been gifted with the ability to change the shape of your body. You are not sure if this ability is unique to ynu or maybe a rare blessing of your race. Either way, you have a power that aIlows you to encounter the world in different forms. How you use this is up to you.
The character has an acute sense of all spatial relations. A special +25 bonus to all attempts at finding irregularities in objects (non-living). A special +10 bonus to all Awareness • Searching skills.
You receive a special bonus of +20 to Shield Bash skill.
The shield bash is one of your favorite attacs. You like little more than hitting someone wilh one hand and then smashing into them with your shield. You often throw your foe to the ground where you deliver Ihe final blow. You have spent time learning the shield bash and have perfected its use in combat.
You may add an additional +10 to the DB provided by any shield (e.g., a Normal shield now gives 35 DB, etc.). You also receive a special bonus of +15 to your Shield Bashes skill.
You have used a shield since you were a child. Your people have been known for their ability with the shield. Your father made you a small one when you were young, and he carved a sword out of wood to teach you the fighting ways of your people. You have been practicing with a shield ever since then. You have grown up a lot since using that wooden sword and shield. but you have continued to learn how to uste the shield to its utmost. You like having that piece of wood, leather, and sleel protecting you from damage.
You have a partner who follows you everywhere and helps you in your activities. He is not as skilled as you are, more like a hero-in-training, but he makes up for that in enthusiasm. Your sidekick is an NPC controlled by the GM. His profession is the same as yours; his level typically starts at half of yours. The GM will create the sidekick, although you may add your input on what he should be like.
You are not sure where the kid came from. He just started following you around one day, showing up wherever you were trying his best to help you out. Whenever he looked at you, you saw hero worship in his eyes. An orphaned street urchin, judging from the rags he called clothes. He had no home, so you decided to take him in. You have started teaching him what you know and he has proven a more-than-apt pupil. Together you set out to make the world better for mankind.
You can enter into a state of suspended animation that appears deathlike (it takes 1 minute to do this). Only a detailed examination will determine that you are still alive. Your heartbeat, breathing, digestion, and all other bodily functions are slowed to the point that your body only requires one-tenth of the normal amounts of food, water, and air to sustain itself. Before you enter this state, you must specify when you will wake up. If you wish to wake up before that time, you must make a -50 Alertness static maneuver; otherwise you remain in your death-like state..
The monks taught you all of their secrets. The greatest of these was to feign death. By controlling your heartbeat, you could enter into a trance vastly reducing the amount of food, water, and air you needed. You have only had to use this skill once, when you were trapped in that abandoned mine, but it definitely saved your life.
You may receive a special bonus of +5 to one skill category, or receive a special bonus of +10 to one specific skill. You may only purchase this ability once for a given skill or skill category.
You may receive a special bonus of +10 to one skill category, or receive a special bonus of +15 to one specific skill. You may only purchase this ability once for a given skill or skill category.
Everyone has a particular talent, yours is cooking. You have always been a good cook, and are always searching for new recipes. You are starting to become known for your excellent cooking.
You receive a special bonus of +20 to your Subterfuge • Stealth skill Category .
You learned quickly on the streets that you had to do whatever you could to survive. You never bothered joining one of those gangs that seemed to penneate the city, preferring to keep all profits for yourself rather thon splitting it up among many people. You ran afoul of the gangs occasionally. but you usually stayed one step ahead. Meanwhile you kept practicing your sleight-of-hand skills: picking pockets, stashing items quickly up our sleeve, and other tricks of your trade. You became quite good at it and even today practice those skills whenever possible.
You were taught early on that footwork is the most important component of a martial arts or weapon style. As a result, you may move up to 20% of your base movement rate each round with no penalty to your OB.
Once oer day, the character can scream loud enough to shatter fragile glass (non-fragile glass must make an RR versus the character's level or crack/break) within 50' radius. All creatures capable of hearing within this radius, must make an RR (versus the character's level) or be stunned for 1 round per 5 failure. Sentient targets that cannot hear will still be aware of the scream.
Your body emits a sonar "ping" and analyzes the returning sound, which can compensate for blindness. Under normal circumstances, you can see outlines of anything surrounding you for a range of 25'. If you are in a denser material (e.g., like water), the range extends to 75'. You cannot distinguish fine detail of items, jusl their shape. Your sonar sense is directional; it only works in the direction you "point" it. You do not have to be blind for this power to be useful, but you could be blindfolded or in dark water, and use this ability to observe your surroundings without normal "darkness" penalties.
You have been blind since birth, but you could always "see" even without the use of your eyes. Your body seems to emit high-frequency sound, inaudible to most people. When that sound bounces of fthings. you receive a mental picture of your surroundings. You still cannot make out fine details like facial features or writing, but you can get around in the world and operate quite competently.
A special +10 bonus to all Influence and Base Spell Attack Rolls for Calm spells.
A special +50 bonus to all Influence skills if the target can see the character's eyes.
Mystical Ability, Greater Talent
[10 points]All spell ranges are increased by 50%.
The ranges of your spells are greater than those of most other mages. Your spells with a range of Self are actually a range of Touch. Those with a range of Touch are actually a range of 5'. All other spells add 50' to their ranges. However, this extension of range only affects one Type of spell (Force. Utility, Directed EIemental, etc.). This ability can be purchased once for every spell type.
You have a unique perception of magic, especially when dealing with the range of a spell. Most spell users limil the range they can successfully use spells. You do not believe in such limitations. After all, the power comes from you. You have cast spells over hundreds off feet without problems.
You have a special kind of familiar. You may pick any creature (subject to the GM's approval) but it should be a creature appropriate to your background. Your bond with this creature starts at first level. You must split your experience with your familiar (thus, you gain levels slower, but you and your familiar will always be the same level). However, your familiar gains levels, new powers and abilities will be discovered (GM's discretion as to the nature of these abilities). If the familiar dies, you will be at -25 to all actions for two weeks.
You were walking down near a river when you watched a sack wash onto the shore. You opened the sack and saw the body of what looked like a drowned animal. You were going to give the animal a proper burial when it suddenly sprang to life. A bond was formed between you and the animal and, ever since that day, it hardly leaves your side. As you two have grown older, your bond has strengthened. At first you could share the animal's sense perceptions. You instinctively know that other powers could manifest themselves given enough time. lf anything happened to your familiar, you would make whomever or whatever responsible pay dearly.
The character's primary (i.e., cheapest) weapon skill category cost is halved. For example, a Fighter would pay 1/3 for his primary weapon skill category, a Thief would pay 1/4 for his primary weapon skill category, a Rogue would pay 1/3 for his primary weapon skill category, etc.
You can read books, maps, and other documents at a rate of ten pages per minute.
You like to read. You enjoy curling up with a good book and losing yourself in the story. You have read voraciouly for years, ever since you were taught how. Over the years, you have noticed the increase in the speed at which you read. Pretty soon, you could read an entire book in the span of an hour. You have found this to be helpful over the years, and you keep in practice by reading as much as you can.
A special +15 bonus to all Athletic • Gymnastics skills.
Any time you are stunned, you reduce the total rounds of stun by one. If a strike results in only one round of stun, then it has no effect.
You prefer being in control of yourself. When somebody dazes you in combat, you want to be able to hit him right back. You focus all of your energy into that goal. You see a tunnel with your opponent at the end of it. You rush to the end and deliver a blow before he can take advantage of the situation. That is what you like.
The character has double the normal number of Exhaustion Points.
Special Ability, Minor Talents
[10 points]Agile: A special +3 Agility stat bonus.
Commanding A special +3 Presence stat bonus.
Controlled A special +3 Self Discipline stat bonus.
Healthy A special +3 Constitution stat bonus.
Intuitive A special +3 Intuition stat bonus.
Quick A special +3 Quickness stat bonus.
Rational A special +3 Reasoning stat bonus.
Sensitive A special +3 Empathy stat bonus.
Sharp A special +3 Memory stat bonus.
Strong A special +3 Strength stat bonus.
You receive a special bonus of +3 to one stat (the GM should assign which).
Very Agile A special +5 Agility stat bonus.
Very Commanding A special +5 Presence stat bonus.
Very Controlled A special +5 Self Discipline stat bonus.
Very Healthy A special +5 Constitution stat bonus.
Very Intuitive A special +5 Intuition stat bonus.
Very Quick A special +5 Quickness stat bonus.
Very Rational A special +5 Reasoning stat bonus.
Very Sensitive A special +5 Empathy stat bonus.
Very Sharp A special +5 Memory stat bonus.
Very Strong A special +5 Strength stat bonus.
As Stat Bonus (minor), except the bonus is +5.
Special Ability, Greater Talent
[30 points]Extremely Agile A special +8 Agility stat bonus.
Extremely Commanding A special +8 Presence stat bonus.
Extremely Controlled A special +8 Self Discipline stat bonus.
Extremely Healthy A special +8 Constitution stat bonus
Extremely Intuitive A special +8 Intuition stat bonus.
Extremely Quick A special +8 Quickness stat bonus.
Extremely Rationale A special +8 Reasoning stat bonus.
Extremely Sensitive A special +8 Empathy stat bonus.
Extremely Sharp A special +8 Memory stat bonus.
Extremely Strong A special +8 Strength stat bonus.
As Stat Bonus (minor), except the bonus is +8.
You have always been able to remain calm, even in the most stressful situations. Your self discipline has resulted in some quite heroic deeds.
You receive one extra stat gain roll for one of your stats (your choice) at each level of development.
You were never quite satisfied with yourself. You always thought you were not strong enough. But instead of feeling depresud, you decided to change.. Every day you worked out. After a few months, you started to see an Improvement. This made you want to work harder. Eventually you became stronger in that avenue. Your hard work has certainly paid off.
You may resist weapon disarming with a +25 bonus. Any fumble that results in dropping your weapon may be resisted (as Disarm Foe for RR).
Your weapon is your life, so learned as a soldier. If you lose your weapon, you lose your life. You decided never to lose your weapon. When you are in combat, you hold onto your weapon tightly. You call still maneuver it and use it effectively. you just do not want someone to send it flying from your hand with a strong blow or a surprise jab.
Physical Ability, Minor Talent
[5 points]The character can hold his breath for double the normal duration.
Your lungs allow you to hold your breath for 10 seconds plus 1 minute per Co bonus (minimum of 10 seconds).
You have resilient lungs. You found you could hold your breath for quite a long time. You have found it extremely useful when swimming, or if some toxic gas starts to fill your surroundings..
A special +50 bonus to all RRs versus Sleep, Charm, and Fear effects (and all similar types of effects).
When casting spells with a sub-type of "m," the target receives a special modification of -15 to his RR.
A special +20 bonus to all throwing actions (including thrown weapon attacks as well as Martial Arts • Sweeps).
You reduce the level of any Crushing. Unbalancing, or Impact critical you receive by one level (an A becomes A-25).
You were always sure-footed. You could anticipate any blow and prepare for it. Even during an earthquake, you were certain of staying upright. You are not sure how or why you have this ability, just that you can anticipate what will throw you off balance, and you can compensate for it.
Physical Ability, Greater Talent
[5 points]This character only suffers a -5 penalty for snap actions.
Percentage activity needed to reload missile weapons and/or draw weapons is halved.
You do not even notice your hand straying onto the handle of your weapon. You slide your dagger out of its shealh. lt comes in handy when you get into a fight your weapon is ready while your opponents are still fumbling for theirs.
Any spell which has a duration of Concentralion will last as many rounds after you stop concentrating as you originally spent concentrating on the spell. For example, if you concentrate on a spell for four rounds, it will continue to operate for another four rounds after you cease concentration. Note that this only affects spells with aduration of Concentration (not spells with both a timed durationand the requisite of concentration).
You are very adept at keeping spells active while doing other tasks. There is a part of your mind that will continue concentrating on spells even when the conscious mind is doing other things, like preparing a new spell. You have become very proficient at this, often keeping multiple spells active at once.
Physical Ability, Major Talent
[7 points]A special bonus to all attempts at Hiding and Stalking. In addition, you gain a special +10 to the Subterfuge • Stealth category.
All your Stalk and Hide maneuvers receive a special bonus of +25.
Quiet, stealthy, and quick. That is how you feel about yourself. You feel that you can sneak up on anyone. You know where to step, you know how much pressure to put on your feet. Your whole body seems designed to move stealthily. You have also found it necessary sometimes to stay hidden now and then. You know how to control your breathing, stay stationaey for long periods of time, even sleep in awkward positions, just to remain hidden.
You have a "laying on hands" ability. When you decide to aid someone, you may heal a variety of ailments. When you choose this power, you may select one ailment from the following list: lost concussion hits, bleeding, lost points of Constitution, broken bones, damaged cartilage, or nerve damage. When you choose to aid someone, you lay your hands on them (bare flesh to bare flesh), and they receive healing. You may use this power once per day foreach level of experience. When healing concussion hits or points of Constitution, the healing will restore one point per level of experience (up to the target's normal maximum). When healing bleeding, the bleeding rate will reduce by one point for every five levels of experience. When healing any other type of damage, the severity of the wound will be reduced by one for every five levels of experience (round all fractions down). See RMSR for details on healing times based upon severity of wound. Note that a Light Wound can be reduced to no wound at all.
As Succor (lesser), except two ailments may be chosen from the list.
As Succor (lesser), except three ailments may be chosen from the list.
As Succor (lesser), except four ailments may be chosen from the list.
You feel pity for those in need. You try to help them whenever you can. Once, there was a child who had wandered to you from the forest, bleeding and weak from hunger. You rushed to help him and when you touched him, his bleeding stopped. Ever since, you have found that you can heal people wilh a touch. You cannot help everyone you meet, but you have eased the suffering of many people.
You may summon a creature to you at anytime. It costs 3d10 exhaustion points and d10 rounds to before the summoned creature arrives (though it only takes one round to issue the summons). You have no control over the summoned creature, but you receive a +20 to any skill that would allow you to direct the summoned creature's actions. You must determine what category of creature you may summon (e.g., woodland animals, insects, birds, fish, etc.). It is possible that no creature is available to be summoned, depending on your current location (as the creature must already exist in some nearby locale). You may use this summoning ability once per five levels of experience (round all fractions up). The summoned creature will remain nearby for at leasl an hour, or until it feels threatened (at which point it will run, back to where it was summoned from).
You know that you would never be alone. If you needed some comrades, it was just a matter of calling them to you. You found as a child that you could actually summon creatures to do your bidding. You had many pets as a child, calling them when you felt the need. Not everything you summoned did what you asked, and you have run away from many of the cratures you summoned, but it is nice to have an army of reinforcements available to you whenever the need arises.
You are friends with a low level Summoner who has some of the necessary spells to communicate with you, and summon help for you.
You are friends with a high level Summoner who has all the necessary spells to communicate with you, and summon help for you.
When parrying with 100% OB, you get an additional +25 to his DB.
When you use your entire OB to parry, your DB is modified by an additional +25.
You have a definite desire to live. You will do whatever it takes to survive. People have likened you to a turtle when you "go defensive." When you want to, you can prevent people from harming you.
When you are asleep your subconscious mind works to protect you. You gain a special bonus of +10 to all RRs versus all spells of subclass "m" when sleeping and a special bonus of +25 to RRs versus spells which manipulate dreams.
All of the time it takes to either put on or take off your armor is reduced by 25%.
Nobody sleeps in armor. It would be like sleeping on a bed of sharp rocks. Attacking people while they sleep is an easy way to kill all opponent. You try to have the best of both worlds: sleep and protection. You have practiced long and hard to be able to put on your armor as quickly as possible. You have become vely proficient in putting on your armor, as well as taking it off, and can now sleep more content in your safety.
A special +25 bonus to any attempts to evaluate a tactical situation.
You may move one object, up to 50 pounds in mass, up to one foot per second (with no acceleration). Each round you use Telekinesis it costs d10 Exhaustion Points.
Mind over matter. You have complete control over it. You have been able to move objects with your mind since you were a young child. It just takes a little concentrotion combined with a mental push, and the object moves, completely under your control. You have found many uses for this ability, including retrieving a losl weapon, opening locked chests, etc. It requires some concenration, and a little exertion, but you have total control over the object's motion.
You may read or send thoughts mentally. Whenever you are trying to read the thoughts of a person, they must make an RR versus a Mentalism attack (using your level as the attack level). If the RR fails, you may learn their surface thoughts. These modifiers are for scanning surface thoughts only. If you wish to scan for a particular thought then it is modified by the target's reluctance to part with that information (e.g. a deep secret would have the RR modified by +30). Each use of this power costs 2d10 exhaustion points. The range of this power is line of sight.
You know instinctively what other people are thinking. Whenever you ask a question, you instantly know whether or not the response is a lie. You can try to probe another person's thoughts and find a particular piece of informayion. You like being able to know instanty what people are thining about you. You especially like it when you confront someone who is lying with irrefutable proof of their fallacies. You have a great power over people, one that you enjoy using.
You can magically move from one place to another. You may teleport up to 10 miles away in one jump (see the Teleport I spell for more specific information on teleporting to locations). Each time you teleport, it costs 5d10 exhaustion points.
Moving from place to place was never a problem for you. You closed your eyes, made a mental gesture, and appeared where you wanted to go. The travel was instantaneous. You could not hop from one part of the country to another, at least not all at once, but you could certainly jump many miles at a time. You never told anyone of your ability, probably because they would never believe you. You can only take one person with you. You have tried to bring more, but those attempts always failed. Still, it is your best mode of travel.
Mystical Ability, Greater Talent
[20 points]All spells you cast have double their normal duration.
The duration of all of your spells is doubled. This does not affect spells with a duration of concentration ("C") or instant ("—").
The duration of spells is imponant to you. After all you would not want that Shield spell to cease in the middle of combat, or a fly spell to stop when you are one hundred feet above the ground. You have taken steps to make sure that this will never happen to you. After much research, you have discovered away for your spells to last longer.
Choose one of the following types of criticals: Slash, Krush, Puncture, Unbalancing, Martial Arts Striking, Martial Arts Sweeps, and Grappling. Any time you are affected by that type of critical, its severity is reduced by one level (an A becomes an A-25).
You hate to be cut. You have spent much of your life avoiding being hit by bladed weapons. Now, unconsciously, your body does its best to prevent serious damage from them. You twist, bend, jump back, even drop prone momentarily. You can not always avoid all of the attacks. but you can lessen their effect on you.
Physical Ability, Major Talent
[15 points]The character can take 150% of his hits before falling unconscious. Note that he will still suffer from the penalties of being wounded (-40 for 101% to 125%, -50 for 126% to 150%). This bonus is replaced by the bonus gained from Frenzy.
You may take 150% of your concussion hits before falling unconscious (though death occurs at the normal loss of hits).
You have a high threshold for pain. When other people would fall unconscious, you still keep going. You have an inner reserve that seems to not know when to stop.
Your skin is naturally hardened. If you are wearing no armor at all, your Armor Type is 3. If you are wearing any sort of armor, then your Armor Type is that of the armor and is unmodified by your skin.
Your skin is naturally hardened. If you are wearing no armor at all, your Armor Type is 4. However, you receive a -20 to your Appearance (due to the appearance of your skin).
Your skin is naturally hardened. If you are wearing no armor at all, your Armor Type is 11. However, you receive a -40 to your Appearance (due to the appearance of your skin).
You spent most of your early life exposed to the elements and in combat. Consequently, your skin has become consiriuobly tougher then normal flesh. You are able to shrug off blows that would split the skin of a normal person.
Blocking, Tackling, Wrestling, and Boxing are classified as Everyman skills for you.
When you were in the army, they taught you how to take advantage of every opportunity. You did not only strike, you also pressed forward. often knocking your opponent off balance in the process.You left the army a long time ago, but you never lost the training.
You receive a special bonus or +25 to your Transcend Armor skill.
Your ability is one coveted by spell users everywhere. You have Iearned the ability to open your mind and body to the energies you control. You know that when a spell is cast by someone in armor, thaI armor inhibits the casting to varying degrees (based on the type of armor and the realm of the spell). You have a way of avoiding the constraining effects of armor on you by becoming a living stream for the effergy to flow through, thus avoiding the inhibitive effects of the armor.
When the possessor of this talent enters the dream world, they retain all of their skills and abilities from the real world.
You can create a tunnel through materials. You may tunnel through the earth at a rate of half of your Base Movement Rate. This assumes you are tunneling through material that has the consistency and hardness of packed dirt. If you are trying to burrow through a denser material (e.g., stone), your tunneling rate may drop to as little as one tenth of your Base Movement Rate (GM's discretion).
You have the ability to tunnel through the earth, making a continuous tunnel of roughly your diameter. You can carve most any substance naturally, although harder ones slow you down quite a bit. You have found this an excellent way to enter places you are not meant to be in, including cities. walled off houses, and even monasteries. You do not consider this your primary form of transportation, but you recognize its usefulness
You can hear sounds that have a very high frequency. You can hear things like dog whistles, Sonar Sense, even specialized audio beacons.
Your father brought home a whistle once. He claimed it was a whistle that only dogs could hear. Your father blew it and the dog darted its head up and looked at him. He apparently heard nothing, but you certainly did. That day you discovered lhat you can hear things few people hear.
You may resist versus all magic with a +25 modifier to your RRs. You may not, however, use any spells or spelldevices (any attempts to do so will result in absolute failure).
Magic? There is no such thing. Just a bunch of charlatans and hoaxsters. You have never felt any different when they cast their spells on you. It is just a bunch of tricks. Even magic items, they never worked for you. Just a lousy way to make some money from gullible people. Good thing you can see through their charade.
You receive a special bonus of +10 to the Subterfuge • Mechanics and Subterfuge • Stealth skill categories. Select one Subterfuge • Stealth or Subterfuge • Mechanics skill that may be classified as Everyman.
You were raised by a prominent member of the underground. You remember the man who raised you. He was a decent guardian, neither too harsh or too gentle. He taought you a lot about the less than legal way to do things, although he never pressured you to commit crimes yourself. You learned a few skills while you were with him, and when you told him you wanted to live a more honest lifestyle, he was happy for you and gave you his blessing. Still those skills he taught you have become valuable on more than one occasion.
You receive a special bonus of +30 to RRs versus all scrying, detection, and related spells. If such a spell is actually Passive. you may make an RR (wilh the +30 modifier) to resist its effects.
You seem to be invisible to all magical attempts to locate you. You have no idea how this came to be, but you have had your share of strange adventures, so the possibility is great that something mystical has happened to you. You first noticed this when your party of comrades came to rescue you from the clutches of one of your enemies. They had paid a seer to locate you magically, but nothing of your presence would show up. In desperation, they tried to locate your kidnapper, and succeeding that, discovered you. But you have found being undetectable by magic adventageous at times.
You age slowly for your race. All aging maneuvers (see Gamemaster Law) are made with a one category shift to the left. For elxample, if you are a 67 year old Ruralman, you would normally be Very Old. With this lalent, you would only be Old.
You do not know for sure, but you think you will have an unnaturally long lifespan. At least that is what a gypsy told you at their camp. You are not sure whether or not you believe it, but your mother lived an awfully long time. Your father too seemed to possess longevity of life. Maybe it is true after all.
You have increased stamina. You have a special bonus of +100 to your Exhaustion point total.
You used to run around your home for fun. You later became a messager, running between towns delivering messages of importcance. You found you could exert yourself for long periods of time without feeling tired. You know how to pace yourself, and stay active much longer than any other person you know.
You have one body feature that is unnaturally attractive (i.e., beautiful eyes, perfect hair, etc.). Increase your Appearance by d10 (maximum of 101).
You may choose one specific race (subject to the GM's approval) against which you receive an additional +10 to your DB. Whenever you deliver a critical, you also deliver an Impact critical of one less severity (an A becomes an A-25).
You have an irrational hatred of a specific race. When you see them, your whole body shakes with rage. You remember seeing your family slaughtered by that race, your whole village burning. You vowed revenge, but had to flee. Ever since then, you have vented your fristration at every one of that race that you have seen, making each one pay with blood for the death of your parents, friends, and your innocence.
Mystical Ability, Lesser Talent
[10 points]Sometimes the character has visions when he touches something that he has never touched before. If the character concentrates, there is a chance (GM's discration) that he will receive a "vision" of some significant event in the object's past.
You receive spontaneous glimpses of events that are associated with a particar place, person, or item that you touch (with your bare skin). This talent is useable once per day plus one additional time per SD bonus (a negative SD bonus results in zero addilional times per day).
Visions of the past are potentially no more comforting than Destiny Sense's images of the future. This talent is an excellent way for the gamemaster to "fill in" characters on the history behind a particular cursed item, haunted castle, or whatever. As with Destiny Sense, the origin of the character's talent might make a useful character hook in its own right.
The first time it happened, your village was looking for a lost girl. You came across a doll she had dropped. When you picked it up, you had a vision inside your head of her running away from a wolf. You followed the direction it looked like she ran and found her shortly thereafter. Ever since, whenever you pick up an object, touch a persoll, or even concentrate on a locarion, you get a vision in your head related to it.
All melee weapons are classiried as Everyman. You also receive a special bonus of +10 to Special Attacks.
You have mastered melee weapons. You have spent Iong hours practicing your thrusts, parries, and swings. In fights, you have been known to pick up any weapon and be able to use it, even if you never seen it before. Bar rooms are full of weapons for you. You are truly a moster warrior.
Your family is rich. You may take a free wealth roll with a special +20 modifier.
All weapons in your primary weapon category (that category with the lowest development point cost) have their fumble range reduced by 2 (to a minimum of 1). All other weapon categories have their fumble range reduced by 1 (to a minimum of 1).
Know what your weapon is doing at all times. Know where it is and where it will Iand. Predict what your opponent will do and counter his move with yours. You are practiced in all these maneuvers. You control your weapon exquisitely. It is very rare for you to make a mistake. In fact, you think it is not even possible.
You may see through almost any object. You can make an Observation maneuver (at -25) to look through the things you look at. When you purchase this power, you must specify one fairly common substance (subject to GM's approval) that you cannot see through (like lead, gold, leather, etc.). Using this ability costs d10 Exhaustion Points per round.
Walls, doors, chests, clothes they are all the same to you. If you concentrate you can see right through them. There is no need to pick the lock on an empty chest, no need to stealthily listen at the guardroom door for alerted guards. You can glance at these things, and their secrets are revealed to you. There is, however, one type of metal that you cannot seem to see through.