Innate Stat Abilities

One  pick  may be chosen for each stat that has a sufficient  total  bonus  to 
exceed the following thresholds. Lower level picks may not be taken in lieu of 
a higher level pick. Items that enhance stats can grant additional picks.

     GROUP A    Powerful abilities     Stat bonus of 35+.
     GROUP B    Potent abilities       Stat bonus of 46+
     GROUP C    Awesome abilities      Stat bonus of 71+.
     GROUP D    Omnipotent abilities   Stat bonus of 126+

Abilities gained are considered either Class I or Instantaneous if they are
based on a spell. The ability will be the same class as that of the spell.

                       CONSTITUTION

     A Picks
1.   Unnatural Stamina; All movement categories expend exhaustion points at
     the rate of the next pace category down.
2.   Tolerance; Character is at -40 at 0 hits; Unconscious at -(10+CON BONUS)
     and dead at -(50+CON BONUS).
3.   Healing occurs at twice the normal rate.
4.   Stat loss never occurs upon gaining a level; Ie Stat gain rolls of
     1-4 are ignored.
5.   Clotting I, as the spell, once per round, once per wound.
6.   The first -10 pain penalty for wounds is ignored, non cumulative.

     B Picks
1.   Natural Physique; Body development costs are halved, rounding up to a 
     minimum of 1/2, maximum racial body hits are increased by 50%.
2.   Pain relief I as the spell.
3.   Major Fracture/Cartilage Repair, as the Healer spell, once per day.
4.   Muscle/Tendon Repair, as the Healer spell, once per day.
5.   Lifekeeping as the Cleric spell, 1 hour per level duration; Note BDS
     may not be used at the same time with this pick. Once per week.
6.   Cut Repair I,as the spell, once per round, once per wound.
7.   Healing occurs at three times the normal rate. Not cumulative with
     the 'A' pick above.
8.   Skin toughens to AT 3 permanently.
9.   Poison/Disease Resistance I, as the Open Channeling spell.
10.  Stuns accumulated from each blow are reduced by 1 round.
11.  The first -20 pain penalty for wounds is ignored, non cumulative.

     C Picks
1.   Undisease or unpoison as the Open Channeling spell, once per day.
2.   Major Vessel Repair I, as the Healer spell, once per day.
3.   Major Fracture Repair True, as the Healer spell, once per day.
4.   Muscle/Tendon Repair True, as the Healer spell, once per day.
5.   All criticals taken are reduced one level in severity.
6.   Resilient; all physical damage received is halved.
7.   The first -40 pain penalty for wounds is ignored, non cumulative.

     D Picks
1.   Undisease/Unpoison as the Open Channeling spell, twice each per day.
2.   Skin toughens to AT 11 permanently.
3.   Major Vessel Repair III, as the Healer spell, usable 3 times per day.
4.   Bone regeneration, as the Healer spell, usable once per day.
5.   Muscle Regeneration/Tendon Regeneration, as the Healer spell usable
     once each per day.
6.   The first -60 pain penalty for wounds is ignored, non cumulative.

                           AGILITY

     A Picks
1.   Natural Facility with Armour; All armour development costs are halved.
2.   Body Control, as the Nightblade spell, usable 3 times per day.
3.   Landing (up to 10' per level) This requires an AG roll to determine the
     distance that can be safely fallen.
4.   Edgerunning, as the Monk spell.
5.   All melee/missile fumble ranges are halved, round down - minimum is 1.
6.   All quick draw/missile reload penalties are halved.
7.   Natural agility ignores penalties for throwning knives until knife 4.

     B Picks
1.   Ambidextrous; No -20 penalty for off-hand and any weapon skill developed
     may be used equally in either hand.
2.   Weapon Kata penalties are eliminated.
3.   Directed elemental attack spells may be parried using a form of Magical
     Yado, this skill must be developed separately to Yado.
4.   Agile parrying ability causes opponents to resist vs. characters level
     or be disarmed if the character uses at least half of their OB to parry.
5.   All quick draw/missile reload penalties are ignored.
6.   25% of Penalties for engaging in multiple melee attacks (with Martial
     Arts) are ignored.
7.   Concentration III, as the Monk Spell, usable 3 times per day.
8.   Leaping III, as the Monk Spell, usable 3 times per day.

     C Picks
1.   Scope skill; Radii and "number of targets" for directed or non-directed
     spells (choose which) is doubled.
2.   Pinpoint accuracy; All missile, directed spell or melee criticals
     delivered increase one level in severity.
3.   Deftness; Open-Ended high rolls for Agility skills increases to 91-100.
4.   Sureness; Open-Ended low rolls for Agility skills decreases to 01-02.
5.   Trained Regular Footman; May make an additional rank I sweep attack in
     additional to any other attacks.
6.   50% of Penalties for engaging in multiple melee attacks (with Martial
     Arts) are ignored.

     D Picks
1.   75% of Penalties for engaging in multiple melee attacks (with Martial
     Arts) are ignored.
2.   True Pinpoint accuracy; all missile, directed spell or melee criticals
     delivered increase two levels in severity. This is not cumulative with
     the C pick.
3.   Extreme agility adds +15 bonus to all skills based primarily on Agility
     Ie Boat Pilot is Based on ME/AG, and does not receive the bonus,
     Fletching is based on AG/SD and therefore receives the bonus.
4.   Open-Ended high rolls for Agility skills increases to 85-100.
5.   Open-Ended low rolls for Agility skills decreases to 01.

                      SELF-DISCIPLINE

     A Picks
1.   Courage; Character gains a second RR vs all fear attacks at +10.
2.   Levitation; Up to lvl x 10' for lvl x minutes per day.
3.   Meditation Skill; +30 bonus to all meditation skills.
4.   Unpain 25%, Total hits increase by 25%.
5.   Ability to lock out pain ignores the first -10 of any penalties.

     B Picks
1.   Improved Frenzy; +50 to frenzy skill.
2.   Iron Will; Adds +50 to RRs versus any mind-influencing spells, eg Sleep
     and Charm but not Telepathy. This bonus also effects fear RR.
3.   Stuns accumulated from each blow taken are reduced by one round.
4.   Concentration II, as the Monk spell, three times per day.
5.   Unpain 50%, Total hits increase by 50%; non-cumulative.
6.   Ability to lock out pain ignores the first -20 of any penalties, non
     cumulative with the 'A' pick.

     C Picks
1.   Unpresence, as the Mystic spell, requires concentration.
2.   Hyper frenzy; +50 stackable to frenzy skill, and criticals are reduced
     by an additional level.
3.   Mountain Heart I, as the Nightblade spell, usable once per day.
4.   Temporal Skill; Duration of all characters spells is doubled,
     concentration spells are not effected.
5.   Additional +15 bonus to all RR's that can be actively resisted,
     ie non-subtle attacks.
6.   Self-Keeping, as the Monk Spell, once per week.
7.   Ability to lock out pain ignores the first -40 of any penalties, non
     cumulative with the 'A' or 'B' pick.
8.   Unpain 100%, Total hits increase by 100%; non-cumulative.

     D Picks
1.   Mountain Heart II, as the Nightblade spell, usable once per day.
2.   All stuns received are reduced by 2 rounds.
3.   Unpain True, Total hits increase 200%; non-cumulative.
4.   Immovable  Will; Adds +75 to RRs versus any mind-influencing spells,  eg
     Sleep and Charm but not Telepathy. Not cumulative with the B pick.
5.   Additional +25 bonus to all RR's that can be actively resisted,
     ie non-subtle attacks. Non-cumulative.
6.   Ability to lock out pain ignores the first -60 of any penalties.
7.   Open Ended high rolls for Self Discipline increase to 91-100, Open
     Ended low rolls decrease to 01-02.
8.   Ability to lock out pain ignores the first -60 of any penalties, non
     cumulative with the 'A','B' or 'C' pick.

                           MEMORY

     A Picks
1.   Total recall, as the Closed Mentalism spell, once per day.
2.   All Languages DP cost are halved and 8 ranks may be learnt per level.
3.   One  specific  skills cost is halved, rounding up, eg 3/7  becomes  2/4.
     Must be specific, eg MA Strikes 1, One certain spell list, Jumping etc.
4.   Unnerving facts memory; +10 to all 'lore' skills.
5.   Spell Store I; As the Closed Essence spell, except storage time is 2
     hours per level and other spells may be cast whilst the spell is stored.

     B Picks
1.   Subconscious Discipline; All concentration spells continue on after
     concentration has ended for as long as concentration was maintained.
2.   Spell Store III; As the 'A' pick except up to three spells may be stored
     This is not cumulative with the 'A' pick.
3.   Two specific skills costs are halved, rounding up.
4.   Uncanny sense of deja-vu adds +20 to one skill involving memory.

     C Picks
1.   Permanent +10 bonus to all actions involving memory.
2.   Four specific skills costs are halved, rounding up.
3.   Subconscious power reserves reduce spell costs; all spell costs are
     reduced by 10%; to a minimum of 1.
4.   Spell Store V; As the 'A' pick except up to five spells may be stored.
     This is not cumulative with the 'A' or 'B' pick.

     D Picks
1.   Permanent +20 bonus to all actions involving memory, non-cumulative.
2.   Ten specific skill costs are halved, rounding up.
3.   Spell Store X; As the 'A' pick except up to ten spells may be stored.
     This is not cumulative with the 'A', 'B' or 'C' pick.
4.   Subconscious power reserves reduce spell costs; all spell costs are
     reduced by 25%; to a minimum of 1. Not cumulative with the C pick.
5.   Open Ended high rolls for Memory increase to 91-100, Open Ended low
     rolls decrease to 01-02.
6.   Language costs are reduced significantly; 1 language pick gains 4 ranks
     in either the spoken, written or combination of both for the language.

                            REASONING

     A Picks
1.   Judge of weaponry; May determine the bonuses, magical or otherwise on
     weapons or armour.
2.   Lie detector; +25 to lie perception skill.
3.   Observation, as the Closed Mentalism spell, three times per day.
4.   Awareness, as the Mentalism spell, Concentration, three times per day.
5.   Uncanny judgment gives +10 bonus to Appraisal and evaluation skills.
6.   Strange insight into spellcasting grants +5 to BAR rolls.

     B Picks
1.   Martial arts bonuses increase attack ranks by I, eg rank I becomes rank
     II. No bonus for rank IV attacks.
2.   Detect Illusion, as the Monk Spell, three times per day.
3.   Quick calculation of opponents technique grants +20% to all parries.
4.   Instinctive ability with spells reduces the casting time of Class II
     spells to one round and Class III spells to two rounds.
5.   Correlation, as the closed mentalism spell, three times per day.
6.   Lie detector; +25 to Lie perception skill, cumulative.

     C Picks
1.   Ambush skill ranks are increased by 50%, and ambush costs 1/2 cost,
     rounded up, thereafter. 
2.   Awareness True, as the Mentalist spell, three times per day.
3.   Complete understanding of one race allows crits against race to be
     'slaying' - requires 1 months research and 4 ranks in racial history.
4.   Intensive learning technique grants an extra 5% bonus to spell picks
     for every 4 ranks bought.
5.   Lie detector; +50 to Lie perception skill, cumulative.
6.   Martial arts bonuses increase attack ranks by II, eg rank I becomes rank
     III. No bonus for above rank IV attacks.
7.   Open Ended high rolls for Reasoning become 91-100.
8.   Open Ended low rolls for Reasoning become 01-02.

     D Picks
1.   Correlation True, as the closed mentalism spell, three times per day.
2.   Lie detector; +50 to Lie perception skill, cumulative.
3.   Intrinsic spell casting ability gives additional -10 to all RR to
     spells cast.
4.   Open Ended high rolls for Reasoning become 85-100.
5.   Open Ended low rolls for Reasoning become 01.
6.   Martial arts bonuses increase attack ranks by III, eg rank I becomes
     rank IV. No bonus for above rank IV attacks.

                          STRENGTH

     A Picks
1.   Armour minimum maneuver penalties are halved.
2.   Hammerhand; Hands attack as maces using the brawling skill, this can act
     as a no-penalty mace kata.
3.   All non-mechanical bow or specially made mechanical bow ranges increase
     by 50%.
4.   Criticals delivered in melee yield Unbalancing criticals of 2 lvls less.
5.   Character gains +10 OB to all melee/thrown attacks.
6.   Portage; All encumbrance penalties are halved.

     B Picks
1.   Successful grapple attack (specialised brawling attack) allows 
     additional crush attack using same skill.
2.   Shocking blows; All melee strikes yield double damage.
3.   Bow Tester; All non mechanical missile strikes yield double damage.
4.   May throw rocks as a giant would, with a STR bonus x 3' range. Skill
     counts as 'thrown weapon' and uses fall/crush attack. Size limits
     damage maximum as usual. Eg Humans have a maximum of a 'Medium' attack. 

     C Picks
1.   Bone breaker; 50% of all blunt weapon attacks yield slaying criticals.
2.   Massive strength gives ability to inflict addition impact crits.
3.   Ginsu Master; 50% of all bladed weapon attacks yield slaying criticals.
4.   Unyielding grip; All melee fumbles are reduced to 01 and resists all
     disarming attempts at triple level.
5.   Open Ended high rolls for Strength increase to 91-100.
6.   Open Ended low rolls for Strength decrease to 01-02.

     D Picks
1.   All melee strikes inflict triple damage. Not cumulative with the B pick.
2.   All non-mechanical missile inflict triple damage. Not cumulative with
     the B pick.
3.   75% of melee attacks yield slaying criticals.
4.   Open Ended high rolls for Strength increase to 85-100.
5.   Open Ended low rolls for Strength decrease to 01.

                         QUICKNESS

     A Picks
1.   Fluidity adds +5 to all OB's and all non-rear DBs.
2.   Lightning Reactions; +2 to IB, non-cumulative.
3.   Ability to roll with blows subtracts 5 from all non-magical melee
     criticals that the character is aware of.
4.   Efficiency; May move up to 25% per round with no penalty.
5.   Fast sprinting ability increases pace categories by +.25 ie x3 pace
     becomes x3.25.

     B Picks
1.   Fluidity, as above but +10 non-cumulative.
2.   Characters speed negates 50% of opponents QU and Adrenal defence if
     character has at least +20 higher quickness.
3.   Spectacular reactions; +4 IB, non-cumulative.
4.   Efficiency; May move up to 50% per round with no penalty;non-cumulative.
5.   Fast sprinting ability increases pace categories by +.5 ie x3 pace
     becomes x3.5. Non cumulative.

     C Picks
1.   Fluidity, as above but +15 non-cumulative.
2.   Dodging III, as the monk spell, three times per day.
3.   Spell Dodge II, as the Nightblade spell, three times per day.
4.   True Efficiency; Character may move without penalty.
5.   Awesome Reactions; +6 IB, non-cumulative.
5.   Fast sprinting ability increases pace categories by +1 ie x3 pace
     becomes x4. Non cumulative.
6.   Open Ended high rolls for quickness increase to 91-100, roll up for
     initiative becomes 9-10.
7.   Open Ended low rolls for quickness decrease to 01-02, no-roll down for
     initiative.

     D Picks
1.   Fluidity, as above but +20 non-cumulative.
2.   Dodging V, as the monk spell, three times per day.
3.   Efficiency True; Character gains 20% bonus action per round.
4.   Phenomenal Reactions; +8 IB, non-cumulative.
5.   Fast sprinting ability increases pace categories by +2 ie x3 pace
     becomes x5. Non cumulative.
6.   Open Ended high rolls for quickness increase to 85-100, roll up on
     8-10 for initive.
7.   Open Ended low rolls for quickness decrease to 01, re-roll inititive
     rolls of 1-2.

                          PRESENCE

     A Picks
1.   Look of Eagles; All allies within lvlx2' gain +25 to morale and Fear RR.
2.   Suggestion (+30 RR), as the Closed Essence spell, three times per day.
3.   Mind Merge, as the Mentalist spell, Concentration, three times per day.
4.   Mind Shield, as the Open Mentalism Spell, three times per day.
5.   Inner thoughts, as the Mentalist spell, three times per day.
6.   Mind Voice 100', as the Mentalist spell, three times per day.

     B Picks
1.   Look of Terror I, as the Warlock spell, three times per day.
2.   Aggression; +10 to all BAR and Directed Elemental attack rolls.
3.   Inner Wall V; as the Closed Mentalism spell, three times per day.
4.   Aura; Character gains +1 PP per level.
5.   Lifekeeping as the Cleric spell, 1 hour per level duration; Note BDS
     may not be used at the same time with this pick. Once per week.
6.   Charm Kind (+30 RR), as the Mentalist spell, three times per day.
7.   Hold Kind, as the Mentalist spell, three times per day.

     C Picks
1.   Inspirations II, as the Paladin spell, three times per day.
2.   Misfeel true, as the Mystic spell, three times per day.
3.   Control Demon V, as the Evil Magician Spell, once per week.
4.   Master of Kind (+30 RR), as the Mentalist spell, three times per day.
5.   Fist of power, Shock E as the Mentalist spell, twice per day.
6.   Open Ended high rolls for Presence increases to 91-100.
7.   Open Ended low rolls for Presence decreases to 01-02.

     D Picks
1.   Look of Terror III, as the Warlock Spell, usable 3 times per day.
2.   Mirrormind, as the Closed Mentalism Spell, usable 3 times per day.
3.   Alkar, as the Open Channeling Spell, usable 3 times per day.
4.   Control Demon VI, as the Evil Magician spell, usable once per day.
5.   Open Ended high rolls for Presence increases to 85-100.
6.   Open Ended low rolls for Presence decreases to 01.
7.   Aggression; +20 to all BAR and Directed Elemental attack rolls, not
     cumulative with the 'B' pick.

                          INTUITION

     A Picks
1.   Insight to the unknown grants +5 to all perception skills.
2.   Mystical comprehension grants +50 to divination skill.
3.   Unnerving insight; +25 to Navigation and Direction sense.
4.   Eerie sensitivity; +50 to SLA skill.
5.   Intuitive understanding of near future gives +10 to all DB's.

     B Picks
1.   Awakening, as the Monk Spell, three times per day.
2.   Sixth sense; Never surprised; Acts last on a surprise round.
3.   Touched by God; +10 ranks to channeling skill.
4.   Amazingly Lucky, +20 or -20 to one roll involving character per day.
5.   Intuitive comprehension of magical techniques grants +10 to base spells.
6.   Intuitive understanding of near future gives +20, non-cumulative
      to all DB's.

     C Picks
1.   Instinctive Defence; All Melee, missile and Directed Spell attacks
     have a 10% chance of missing.
2.   Fervor; May use Dervish Dance of Fervor once per week.
3.   Anticipate True, as the Open Mentalism Spell, Once per day.
4.   Intuitive understanding of near future gives +30, non-cumulative
      to all DB's.
5.   Open Ended high rolls for Intuition increase to 91-100.
6.   Open Ended low rolls for Intuition decrease to 01-02.

     D Picks
1.   Spell Anticipation True, as the Open Mentalism Spell, usable three times
     per day.
2.   Open Ended high rolls for Intuition increase to 85-100.
3.   Open Ended low rolls for Intuition decrease to 01.
4.   Instinctive awareness gives +25 bonus to all perception skills.
5.   Intuitive understanding of near future gives +40, non-cumulative
      to all DB's.

                          EMPATHY

     A Picks
1.   Animal friendship, must be vegetarian, has (35 + EM Bonus) of
     befriending any animal, one check per animal.
2.   Mind typing, as the Mentalist Spell, three times per day.
3.   Emotions, as the Mentalist Spell, three times per day.
4.   Detect Realm, as detect channeling but all realms, three times per day.
5.   Presence/Feel/Mind Store, as Mentalist Spells up to three times per day.
6.   Innate understanding of items grants +25 attunement bonus.
7.   Eerie understanding of emotions grants +25 seduction bonus.

     B Picks
1.   Mana Reading; 50% chance of determining each ability of a magic item.
2.   Awareness, as the Mentalist spell, three times per day.
3.   Neutralise Curse (1 min/lvl), as the Cleric Spell, once per day.
4.   Analysis, as the open Essence spell, once per day.
6.   Location 100'/lvl, as the Open Channeling spell, three times per day.
7.   Exceptional comprehension grants +25 duping bonus.
8.   Character has inherent x2 multiplier that adds to any other multiplier
     used. Ie a x2 becomes a x3 etc.

     C Picks
1.   Transcendence; No ESF modifier for wearing armour.
2.   Spatial Skills; Range of spells doubled, Self becomes Touch, Touch
     becomes 5'.
3.   Detect True, as the Open Essence spell, three times per day.
4.   Power Parasite; May transfer up to 10 PP/rnd from/to anyone or any item
     that fails a RR. Range is Touch, duration is concentration. If target
     make RR by 75+ then they may drain PP from character until someone else
     breaks the contact between the person/item and the character.
5.   Open Ended high rolls for Empathy increases to 91-100.
6.   Open Ended low rolls for Empathy decreases to 01-02.

     D Picks
1.   Mass Calm, as the Druid Spell, usable 3 times per day.
2.   Character has inherent x3 multiplier that adds to any other multiplier
     used. Ie a x2 becomes a x4 etc.
3.   Improved Power Parasite; As power parasite except transfer rate is
     20 PP/round, range is 5' and concentration is not required.
4.   Open Ended high rolls for Empathy increases to 85-100.
5.   Open Ended low rolls for Empathy decreases to 01-02.

                        APPEARANCE

     Appearance is handled differently from the other stats.
     An appropriate pick is gained if the appearance bonus is high enough.

     GROUP A    Alluring             Stat bonus of 30+.
     GROUP B    Gorgeous             Stat bonus of 45+
     GROUP C    Stunning             Stat bonus of 65+.
     GROUP D    Irresistible         Stat bonus of 95+.

     Note that "susceptible" indicates a target usually of the opposite
     sex who is attracted to the character; This does not apply in combat
     or situations of danger for the target, unless reasonable.
     Resistance versus appearance pick effects are versus SD stat bonus.

     A Picks
1.   +10 Dance.
2.   +10 Seduction.
3.   +10 Leadership.
4.   Emotions (As Mentalist Spell) x3 Per Day.
5.   Attention (As Houri Spell) "susceptible" only, x3 per day.
6.   Greetings (Will Breaker) "susceptible" only, x3 per day.

COMPULSORY A PICK : Unforgettable; "susceptible" targets will never forget you 
or what you look like.

     B Picks
1.   Hold Man (As Houri Spell) "susceptible" only, x3 per day.
2.   Pleasure I (Pleasures) "susceptible" only, x3 per day.
3.   Enthral Men III (As Houri Spell) "susceptible" only, x3 per day.
4.   Suggestion (Spirit Mastery) "susceptible" only, x3 per day.
5.   Alter Mood (Will Breaker) "susceptible" only, x3 per day.

COMPULSORY ADDITIONAL B PICK : "susceptible" targets must make a one-off +50
RR Jealousy spell vs characters partner.

     C Picks
1.   +10 DB vs. "susceptible" targets; This applies normally in combat.
2.   Seduction roll-up range becomes 91-100.
3.   Pleasure II (Pleasures) "susceptible" only, x3 per day.
4.   Kiss of Slavery (As Houri Spell) "susceptible" only, +20 RR, x3 per day.
5.   +30 Seduction.

COMPULSORY ADDITIONAL C PICK : "susceptible" targets must make a one-off +50
RR vs a Love Spell (Houri Base) of the characters level.

     D Picks
1.   +20 DB vs. "susceptible" targets; This applies normally in combat;
     not cumulative with the 'C' pick.
2.   Pleasure III (Pleasures) "susceptible" only, x3 per day.
3.   Master of Kind, "susceptible" only, 1 rnd per level, x3 per day.
4.   Dream I, "susceptible" only, (A Depression or Euphoria) x1 per day.

COMPULSORY ADDITIONAL D PICK : Everyone seduced by the character must make a
one-off +50 RR vs a Lovesick man spell (Houri Base) of the characters level.

    Source: geocities.com/SiliconValley/3891

               ( geocities.com/SiliconValley)