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.