Talents & Flaws

Talents and flaws are a way to fill out a character, to make it exactly what you want to play. They also provide options to extend the character

Each Player Character starts with fifty talent points, or less if non-human. NPCs start with zero talent points, but gain 3 per level, up to their racial maximum.

Purchasing a talent costs points. Selecting a flaw adds extra points to the total available. To help keep balance. flaws may not exceed talent points

Optionally, player characters may gain 3 per level, or for pay 200xp each, depending on DM’s choice.

Race

Talent Points

Human

50

Elf

35

Tribal Elf

30

High Elf

10

Dark Elf

20

Goblin

50

Dwarf

30

Clan Dwarf

25

Hob-Goblin

40

Cobler

20

Kobold

40

Orc

40

Ogre

35

Troll

30

Troglodyte

30

Changeling

20

Gnome

25

Wolfen

35

 

Category

Cost

Description

     

Special Training

   

Acrobat Training

7

+15% to Acrobatics/Gymnastics. +3 to Acrobatic Manoeuvres

Arcane Training

7

Has access to one restricted area of magic. e.g. Necromancy or Temporal Magic.

Assassin Training

5

Assassin Hand to Hand training (2nd - Assassin hand to hand).

Deadly Training

17

+25 Use/Remove poison

Directed Weapon Master

10

+2 levels in one OCC weapon. Lose other OCC weapons, and may not specialise in any others.

Exceptional Skill at arms

30

+2 Parry, Strike & Dodge. Considered a knight for Armour purposes.

Fluent

5

Speech & Literacy in 3 languages at +30%.

Weapon Master

10

+1 Strike, Parry

Geographic Awareness

5

+35 Land navigation

Gymnastic Training

7

+25% to Acrobatics/Gymnastics.

Herbalist

13

+30% to cook and Recognise poison (not use).

Inner Reserve

10

+2 HP per level.

Judge of Angles

5

+25% Locate secret doors.

Judge of Weaponry

3

+25% Recognise weapon quality.

Lightning Strike

10

+2 Initiative except in 1st round.

Martial Art Training

30

May make all manoeuvres in the book (Disarm, back-flip, etc.) (2nd - Gain Hand to Hand: Martial Arts)

Natural Archer

5

+25% bow ranges

Natural Facility with armour

10

Considered a knight for Armour purposes.

Outdoors Man

15

+50 Wilderness Survival, +20 Prowl out doors, +20 track and other out-doors skills.

Portage skills

3

Reduce encumbrance penalties by half.

Power

30

Gain 2nd form of Magic (e.g. Wards or Necromantic abilities). Alternatively, gain 25 levels of spells (up to 10th level), 5 wards or 5 non power-circles, if already skilled.

Precision

20

Reduce number required for critical strikes by 1.

Racial Training

15

+10% to background skills

Racial Training

25

+20% to background skills

Shield Attack

7

+3 strike with shields.

Skilled

5

+10% one skill.

Skilled

15

+15% one skill.

Swift Dresser

3

Reduce armouring times by 25%.

Footman Training

10

Start with Block/Tackle manoeuvre.

Underground Training

7

+10% prowl and one other Rogue skill.

Warrior Extrordinair

25

+2 levels in all proficient weapons. May buy proficiency in weapons with secondary skills.

Weapon Control

10

Target Numbers (Normally 5, or 12 for a called shot) reduced by 1.

Physical Abilities

   

Accelerated Mending

7

Double recovery rate.

Acute hearing

5

+2 to hearing based perception checks.

Acute smell

10

+2 to smell based perception checks. +25% Track by smell.

Ambidextrous

5

No off hand penalty.

Battle Cry

7

Once per day per level, gain +1 Strike, Parry and dodge for one battle. A bit noisy, though.

Blazing speed

10

+5 speed.

Cold Resistance

5

-1 damage per die of cold based attacks

Cold Resistance

10

-2 damage per die of cold based attacks

Cold Resistance

20

-3 damage per die of cold based attacks

Combat Reflex

10

+2 initiative

Dead eye

7

+2 Strike with thrown and missile attacks.

Ear for music

7

+25% to sing, Play instrument and imitate voices/sounds

Eye of tiger

10

Start with strike mighty blow

Fluid wrists

15

+3 strike with thrown.

Golden throat

10

+15% sing, public speaking, trading and acting. +2 charm & impress.

Great Arm

7

+25% thrown weapon ranges

Hammer Hand

15

Increase unarmed damage by one category.

Heat Resistance

5

-1 damage per die of fire based attacks

Heat Resistance

10

-2 damage per die of fire based attacks

Heat Resistance

20

-3 damage per die of fire based attacks

Hyper-charged adrenaline

15

+1 initiative and dodge

Dark Vision

5

100' complete dark vision

Intense Eyes

5

+10 interrogation, +2 Trust/Intimidate

Light Sleeper

10

May make extra awareness checks to wake.

Natural Physique

10

Gain Body Building skill.

Neutral Odour

3

Odourless

Night vision

5

Perfect night vision

Pain resistance

5

+5 HP. Immune to torture.

Quiet stride

15

+20% prowl. +3 to Maintain balance manoeuvres.

Resilient

15

Does not bleed. May recover from comas without aid. +30% v. Coma/Death.

Shield Mastery

10

+2 Strike/Parry with shield.

Steel Grip

5

Opponent’s disarm rolls are at -3.

Strong Lungs

5

Hold breath for 30 seconds per point of PE.

Subtle

7

+25% prowl

Tensile

15

-1 damage per die from one damage type (Crush, puncture, slash, impact, etc.)

Supernatural Stamina

10

PE considered supernatural.

Mystical Abilities

   

Aggression

7

+2 Strike with bolts

Archetype

15

PPE x 1.5

Archmage Abilities

15

May develop Arch-Mage spells at an appropriate level.

Aura

7

Double ME/IQ for PPE determination.

Danger Sense

15

+2 Perception. May Make a 16 perception check to notice 'danger'.

Destiny Sense

7

Know path to goal.

Eloquence

15

Gain +3 on spell control checks.

Ethereal Sight

10

May view Ethereal plane.

Exceptional Magic Ability

30

Considered 2 levels higher for magic. +3 Magic Save.

Item Lore

7

+25% Magic lore for items.

Look of Eagles

7

Friends within sight gain +3 v. Horror Factor and Moral checks.

Magic Affinity

10

Gain minor natural affinity with magic.

Magic Affinity

17

Gain major natural affinity with magic.

Magic Affinity

25

Gain master natural affinity with magic.

Magic Resistance

15

+4 save v. one magic type, or +2 v. two.

Manna Reading

10

+15 Recognise Magic Item and Object Reading

Manna Sensing

7

Hairs prickle near powerful magic areas and items.

Runic Lore

5

+25 Rune and Ward Skills.

Radius Scope

10

x2 Area of effect for magics.

Target Scope

10

x2 number of targets for magics.

Spatial Ability

10

Increases ranges: Self becomes Touch. Touch becomes 5’. Add 50% to other ranges.

Temporal Ability

10

x2 duration for magics.

Transcendence

15

Magic is unaffected by armour or encumbrance.

Undetectable

5

May make a save at +4 v. any detection magic.

Unnatural Ageing

10

Considered to be 2/3 or actual age.

Mental Abilities

   

Animal Empathy

5

+25% to control/ride skills. Has empathy within 1’ per level with one type of animal.

Battle reflexes

7

Roll 2 initiatives, use highest.

Calmness

5

+10% or +2 to social interaction checks if the situation is stressful.

Dominance

5

+6 save v. Mind control.

Empathy

10

As psionic ability. Considered a minor psionic.

Battle field awareness

7

+3 perception checks in battle

Immovable will

20

Unaffected by mind control and fear

Instinctive defence

15

+2 parry and dodge

Internal sense

10

Does not get stunned, phased or surprised. (May still get ambushed)

Master Tactician

7

+15 on tactics and troop manoeuvres.

Mental Link

7

Can share thoughts with one specified person or animal.

Photographic Memory

10

As Total Recall psionic ability. Considered a minor psionic.

Speed reading

5

10 pages per minute

Survival Sense

10

+3 Parry and dodge if only defending.

Telepathy

20

Once per day per level, target must make a psionic save or have surface thoughts read, or save at +4 to hide specific information.

Telekinesis

20

As psionic ability. Considered a minor psionic.

Unbeliever

15

+3 to save v. magic and psionics, but can not use any magic or psionics, even items.

Violent Prejudice

10

+2 Strike against one race or culture.

Special Abilities

   

Attribute bonus

10

+3 to one attribute

Attribute bonus

15

+4 to one attribute

Attribute bonus

20

+5 to one attribute

Attribute bonus

25

+6 to one attribute

Attribute bonus

30

+8 to one attribute

Bane

25

Critical strikes against one creature type

Blessed by war god

50

+2 PS, PP, PE, SPD. Prayer of strength 1/day. 10% chance per month of being sent on a quest.

Eye of the Hawk

15

Can see 10 times as far, and is unaffected by range modifiers.

Master Warrior friend

15

May take an additional level of specialisation per set of skills.

Mentor

10

Has a high level spell caster as a friend.

Sense

5

May make perception checks to detect one specified material within 100’.

Shape Changer

30

Has a Changeling’s metamorphism abilities.

Special Familiar

25

Gain powers of familiar, but familiar shares your experiance.

Summon

25

Once per day per 3 levels, you may summon one animal for 2 minutes per level. Creature is not controlled, but you gain +25 on all rolls associated with it. Creature must already exist.

Status

   

Dishonoured Knight

0

May be innocent.

Faithful Vassal

0

Servant to a corrupt or evil lord.

Favoured

10

Favoured by a powerful official of a city

Favoured

15

Favoured by a powerful official of a country

Favoured

25

Favoured by a powerful official of a world wide organisation

Government ties

7

Has a good reputation with one government.

Heir

10

Heir to a Hero or Lord.

Knighted

5

Is recognised as a knight.

Law Enforcer

10

Is a recognised law enforcer in one area.

Law Enforcer

15

Is a recognised law enforcer in one country.

Law Enforcer

20

Is a recognised law enforcer world wide.

Lost Favour

0

Disgraced socially.

Military Rank

5

1 promotion. May be chosen multiple times.

Noble

15

Is of high-noble birth.

Orphan

0

No known parents.

Patron - Minor

5

A city official. Will supply normal equipment.

Patron - Minor

10

A country official. Will supply normal equipment.

Patron - Minor

15

A world wide official. Will supply normal equipment.

Patron - Major

10

A city official. Will supply any non magic item.

Patron - Major

20

A country official. Will supply any non magic item.

Patron - Major

30

A world wide official. Will supply any non magic item.

Patron - Greater

20

A city official. Will supply anything.

Patron - Greater

40

A country official. Will supply anything.

Patron - Greater

60

A world wide official. Will supply anything.

Priestly Investment

5

Recognised by church. May start as a religious devotee.

Wanted

-5

Hunted, probably by the law.

Wealth

   

Nothing

-10

No money. Only has clothes.

Poor

-5

Loose 2/3 money and all non essential equipment.

Rich

10

Multiple starting money by 3

Wealthy

20

Multiple starting money by 10

Items

   

+1 or +5% item

5

e.g. +1 parry weapon or +5 lockpicks.

+2 or +10% item

7

e.g. +2 parry weapon or +10 lockpicks.

+2 +1 or +15% item

10

e.g. +2 parry +1 strike weapon or +15 lockpicks.

+3 or +20% item

15

e.g. +3 parry weapon or +20 lockpicks.

Lesser Magic arm/armour

15

Up to 8000gp cost

+2 or +10% magic item

17

e.g. +2 strike weapon or +10 prowl boots.

+3 or +20% magic item

20

e.g. +3 strike weapon or +20 prowl boots.

3 +2 or +10% magic items

25

e.g. 3 +2 strike knives or 3 +10 climbing hooks.

2 +3 or +20% magic items

40

e.g. 2 +3 strike knives or 2 +20 climbing hooks.

Spell item

5

Item will cast 1 spell level per day.

Spell item

7

Item will cast 2 spell levels per day.

Spell item

10

Item will cast 3 spell levels per day.

Spell item

15

Item will cast 4 spell levels per day.

Spell item

20

Item will cast 6 spell levels per day.

Spell item

25

Item will cast 7 spell levels per day.

Spell item

30

Item will cast 8 spell levels per day.

Loyal domestic animal

5

Normal animal

Loyal uncommon animal

15

Unusual animal

Potion

7

3 doses, up to 600 GP cost.

Potion

10

5 doses, up to 600 GP cost.

Scroll

7

3 scrolls, 1st-3rd level spells.

Scroll

10

5 scrolls, 1st-3rd level spells.

Herb/Poison

3 to 10

 

Spell adder

5

1 free spell per day

Spell adder

10

2 free spells per day

Spell adder

15

3 free spells per day

Physical Flaws

   

Age

-10

Attributes will deteriorate yearly

Albino

-5

3 HP (direct) damage per unprotected hour in the sun.

Animal bane

-5

Get attacked by one animal type.

Anosmia

-5

No sense of taste or smell

Blind

-50

No vision. +2 to hearing, taste and smell perception checks.

Colour blind

-5

Greyscale vision

Seasonal Allergy

-10

-3/-20% penalty when effected. E.g. Hay-fever.

Constant Allergy

-15

-3/-20% penalty when effected. E.g. Dust

Klutz

-20

-3 to all rolls in combat

Cripple

-15

½ speed. -2 Strike, Parry and Dodge.

Cripple

-25

¼ speed. -3 Strike, Parry and Dodge. Lost 1 leg.

Cripple

-35

1/10 speed. -5 Strike and Parry. Lost both legs.

Deaf

-20

Completely deaf. -20% on spoken skills.

Deep sleeper

-10

Can not wake in 1st hour. -3 on checks to wake after.

Eunuch

-5

On the plus side, they tend to be a bit calmer.

Hard of hearing

-10

-3 to hearing perception checks.

Inner ear problem

-5

Deaf in rain and in water

Lack of range

-20

Half missile and spell ranges

Loss of vision

-15

1 in 20 blows land to the head. Vision is then lost for 1-10 minutes.

Mute

-25

No tongue.

Ungraceful

-20

-2 to all Manoeuvres, dodge and physical attribute checks.

Unsubtle

-15

-15% prowl, -10% to other Rogue skills.

Off balance

-20

-20% prowl and balance checks. -4 to maintain balance manoeuvres.

One Hand

-10

Climbing and like skills at -15%. Double armouring times.

One Arm

-20

Climbing and like skills at -40%. Quadruple armouring times.

One eye

-15

-3 Strike with missiles

Pain Intolerant

-15

ME check of damage received or Koed for one minute per point roll is failed by.

Physical Investment

-7

Take 1 Point of damage per 3 PPE or ISP points spent.

Poor Eyesight

-10

Near sighted. -4 Strike with thrown and missile weapons. Correctable.

Poor Eyesight

-10

Far sighted. -4 Strike and Parry in melee. Correctable.

Poor Eyesight

-20

Near sighted. -6 Strike with thrown and missile weapons. Uncorrectable.

Poor Eyesight

-20

Far sighted. -6 Strike and Parry in melee. Uncorrectable.

Power Burn

-10

Take 1 Point of damage per PPE or ISP point spent.

Sloth

-20

-2 Strike, Parry, Dodge and Initiative.

Slow

-7

Loose ¼ speed.

Slow Healer

-15

Double recovery times.

Stutter

-10

-50% or -6 on all social skill checks.

Tender Skin

-10

-2/-10% penalty in metal. Lasts 1-10 hours after removed.

Uncontrollable strength

-10

Crushes hands, breaks things, etc.

Unique look

-5

Concealable. E.g. A scar.

Unique look

-10

Needs heavy disguise.

Unique look

-15

Unconcealable.

Unwakable

-15

For 6 hours.

Visible Aura

-10

When emotional or in pain.

Weak Physique

-20

-2 HP per level, minimum of 1.

Weight Intolerant

-15

Half encumbrance limits.

Wimp

-20

-2 to PS modifier. -1/4 PE. -20% on all physical skills.

Mental Flaws

   

Absent Minded

-10

18 ME check to remember.

Addiction

-5

Simple substance. Minor problems to obtain.

Addiction

-15

Simple substance. Major problems to obtain.

Addiction

-10

Mild substance. Minor problems to obtain.

Addiction

-20

Mild substance. Major problems to obtain.

Addiction

-20

Serious substance. Minor problems to obtain.

Addiction

-30

Serious substance. Major problems to obtain.

Addiction

-30

Harmful substance. Minor problems to obtain.

Addiction

-40

Harmful substance. Major problems to obtain.

Addiction

-50

Fatal substance. Minor problems to obtain.

Addiction

-60

Fatal substance. Major problems to obtain.

Bad temper

-10

14 ME rolls to avoid violence.

Battle confusion

-15

10 Perception check to react to each opponent in a fight after 1st.

Blood Guilt

-10

Will be at -3/-25% on all rolls for 1-10 days if a humanoid is killed.

Blood lust

-10

14 ME roll to avoid slaying defeated foes.

Chivalrous

-10

Follow knight code of honour.

Code of honour

-5

Follow own honour code. Must contain at lest 3 rules.

Compulsive

-5

14 ME check to avoid compulsion.

Delusion

-3

Minor delusion. e.g. Animals talk to me.

Delusion

-10

Major delusion. e.g. I’m a vampire....

Delusion

-15

Massive delusion. e.g. My goldfish is the King of Timero. All must obey him or die.

Disavowed Weapons

-20

Will not use weapons.

Easily charmed

-15

-6 on mental control saving-throws.

Easy Mark

-20

Add one level of damage when back-stabbed.

Fanatic.

-10

Fanatically loyal to a person, group, religion or country.

Fear of Armour

-20

Double armour penalties.

Fearless

-10

16 ME check to avoid charging into every opportunity of a fight.

Fear of Magic

-20

FEAR IT!

Glutton

-3

14 ME check to avoid eating.

Greedy

-10

14 ME check to avoid opportunity to get money.

Impulsive

-13

Can not change mind.

Indecision

-20

Loose initiative always.

Intolerance

-5

Intolerant to a small group.

Intolerance

-10

Intolerant to a major group.

Kleptomaniac

-15

14 ME check to resist.

Lecherous

-10

ME check equal to PB to resist.

Megalomaniac

-10

The universe revolves around you.

Fear

-5

Fear of rare creature. e.g. Dragon.

Fear

-7

Fear of uncommon creature. e.g. Ogre.

Fear

-10

Fear of common creature. e.g. Women.

Miser

-5

14 ME check to spend money.

Muddle Minded

-20

-3 modifier to spell controls.

Oblivious

-15

-2 to perception checks

Over confident

-10

14 ME check to resist.

Pacifist

-10

May fight, but can not allow killing, else is depressed for 2 weeks (penalty of -8 or -75%)

Pacifist

-15

Can only fight defensively. Can not allow killing, else is depressed for 2 weeks (penalty of -8 or -75%)

Pacifist

-30

Completely passive. Will not fight.

Paranoid

-10

14 ME check to resist.

Passive

-10

Loose initiative for first 3 rounds, then -2 Initiative.

Phobia

-5

Rare phobia. (e.g. Dragon) Must face HF of 13, else is at -3/-25%.

Phobia

-10

Common phobia. (e.g. Rain) Must face HF of 13, else is at -3/-25%.

Phobia

-15

Daily phobia. (e.g. Women) Must face HF of 13, else is at -3/-25%.

Poor concentration

-10

Half duration magics.

Pyromaniac

-5

14 ME check to resist. Fire has 13 Awe Factor.

Queasy

-10

14 ME check to resist, or at -4/-30%.

Sadist

-15

14 ME check to resist.

Sense of duty

-5

Loyal to a small group.

Sense of duty

-10

Loyal to a town.

Sense of duty

-15

Loyal to a country.

Split personality

-20

Two or more characters, one body (Different OCC, attributes, alignment). Consciousness may be separate, fought for, or shared.

Stubborn

-5

14 ME check to give up.

Superstitious

-5

Believes in all those tales...

Truthful

-5

14 ME check to resist.

Vow

-3

Lesser. e.g. vengeance.

Vow

-5

Minor. e.g. Chastity.

Vow

-10

Major. e.g. Silence.

Vow

-15

Greater. e.g. Aid all who ask.

Weapon bane

-15

Can only use one specific weapon.

Special Flaws

   

Dark Pact

-10

Has a Witches contract (but no bonuses).

Dark Temptation

-10

Has evil magic spells (Necromancy, death wards, death spells) and detects as a supernatural evil.

Dependant

-5

One person needs your income.

Dependant

-10

A family needs your income.

Dependant

-15

A helpless/crippled family needs your income.

Duty

-5

25% chance of call-up per month.

Duty

-10

50% chance of call-up per month.

Duty

-15

75% chance of call-up per month.

Friend Slayer

-10

Fumbles hit companions

Lack of scope

-20

Half radius and number of targets of magics.

Lack to concentration

-20

Half duration of magics.

Lycanthrope

-15

Psychotic and uncontrollable.

Magic susceptibility

-15

-3 on all magic saves

Magic vulnerability

-10

Opponents gain +2 spell strength/strike

Necromantic urge

-15

Will return as a Vampire (Wild up to 4th level, Lesser up to 7th, master up to 10th) or Lich (11th level onwards) after death. Can not be resurrected.

Open door

-20

Accumulative 5% chance per week of being possessed.

Power drain

-20

Gain no benefits from ley lines, nexus points, spell adders or power multipliers.

Power leakage

-20

1/2 attribute of PPE determination. Loose 2 PPE per level (Minimum 1).

Habit

-5

Bad habit.

Habit

-10

Disgusting habit.

Habit

-15

Repulsive habit.

Rival NPC

-5

Minor rivalry.

Rival NPC

-10

Major rivalry.

Rival NPC

-15

Greater rivalry.

Rival PC

-10

Minor rivalry.

Rival PC

-15

Major rivalry.

Rival PC

-25

Greater rivalry.

Secret

-5

Major embarrassment if discovered.

Secret

-10

Imprisonment or exile if discovered.

Secret

-15

Death if discovered.

Secret Identity

-10

Zoro rides!

Attribute penalty

-10

-3 to attribute.

Attribute penalty

-20

-5 to attribute.

Attribute penalty

-30

-8 to attribute.

Terrible luck

-10

Try not to roll a 1 in combat or 1%.

The Slain

-20

Take critical hits from one specified common race.

Unlucky

-10

Increase miss ranges by 1.

Wrath

-20

Hunted by a god or Major Demon/Devil.

Background to consider

Parents

Siblings

Child hood

Adolescence

Personality

Religious affliction

OCC choice

Motivation

Goals - Short term

Goals - Long term

Mannerisms

Feelings

Note

This is a conversion of a set of Role-Master rules - Talent Lore. I highly recommend the original work to all Role-Master players. This is not meant as a challenge of the author’s copy-rights.