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House rules for a RM

FRP campaign

either a dice roll randomization, or to go into a saddening


point buy system. So we'll use a cross over. We use the 10
stats: Co, Ag, SD, Me, Re, Str, Qu, Pr, In, Em and the extra
stat Appearance.

These are the house rules associated with my ME campaign 1.1 New Stat generation
in the early Third Age. I made these rulings before and
during the campaign start and I thought it was a good idea Roll the stats from the following table.
to compile them and post them on the ICE forums as well. Roll
Avg
DP
80+2d10

91

9.1

Chapter

Page

80+2d10

91

9.1

0.0 Books

70+3d10

86.5

8.7

1.0 Stat generation

70+3d10

86.5

8.7

2.0 Races

70+3d10

86.5

8.7

3.0 Talents and flaws

60+4d10

82

8.2

4.0 Adolescence development

60+4d10

82

8.2

5.0 Professions

50+4d10

72

7.2

6.0 Skills

40+4d10

62

6.2

7.0 Equipment

30+4d10

52

5.2

8.0 Combat

9.0 Spells

for Appearance: roll 1d100, add 3x total PR bonus to


represent the genetic chances of attaining beauty.

10.0 Roleplaying

0.0 Books
Here follows the list of books that are used.
Arms Law

1.2 Stat potential generation


Then generate the potentials from the RMC table: 05-01
Stats potential. They seem to make more sense than the
FRP method. For any stat gains we also use the table from
RMC: 05-02: Stat gain.
Now allocate the Stat values as you like. Appearance
CANNOT be interchanged, under no circumstance.

Channeling Companion
Character Law

2.0 Races

Creatures and Monsters

All the normal races are allowed: Men, Highmen, Half


elves, Wood elves, Grey elves, High elves, Halflings. The
mannish sub cultures are all allowed as well. The GM will
hopefully allow some special races, specific for the
campaign.

Essence Companion (RMSS)


Game Master Law
Mentalism Companion
Races and Cultures
RM FRP Core book
School of Hard Knocks
Spell Law: Of Channeling
Spell Law: Of Essence
Spell Law: Of Mentalism
The Armory

2.1 Elves
The one normal race that is changed a little are Elves.
Every type of Elf that has a negative SD Stat modifier gets
a bonus to the Fear RR of: the negative racial SD modifier
made positive (i.e. -5 becomes 5) times 3. They ALSO
receive a bonus to the Skill meditation of the negative
modifier made positive times 6. This bonus is instead of the
standard +25 for Elves. Notice that these are stictly
bonusses to one skill and one RR.

Treasure Companion

1.0 Stat generation


Statistics are so important that it is undesirable to have

3.0 Talents and flaws


Greater Talents are banned. The character must choose how
to spend the background options from the random table.

The other requirement is that there are but 2 flaws allowed.


Only in very special cases may ONE Talent be CHOSEN,
but it is at GM descretion and you'd better have a REALLY Choosing a profession is limited by certain races but also
good background explaination.
limits, to some extent, the choices your character has in
developing certain skills. Some professions are off limits:
Any evil class (Magician, Cleric or Mentalist) and the
3.1 Ambidexterity, lesser
Sorceror are restricted. From the Essence Companion the
This talent gives a +15 bonus to Two weapon fighting, but Rune mage and the Mana Molder are restricted. From the
that is not desirable in our campaign, so instead it grants 3 Channeling Companion The Summoner and the Warlock
are restricted.
ranks in that skill.

5.0 Professions

3.2 Combat Reflexes

5.1 Profession bonus

Combat reflexes has an initiative part about rolling an extra Most are fine, except for the Fighter and the Rogue. Their
OB's are high as they are and +20, +15 bonusses on the
die, except that doesn't work for our campaign, so it is
weapon group are cut to +10 and the affected professions
replaced by a +20 Initiative bonus.
can allocate the removed bonusses to other skill categories
in +5 chunks.

3.3 Extra limbs

Banned. In my experience, extra limbs are either


uncontrollable, or seem to cause an early death. Therefor
no one is allowed to have extra limbs outside of the racial
maximum.

3.4 Manual Deftness


Manual Deftness, for our campaign gives a +5 initiative
bonus.

3.5 Reverberative strength


Banned. No background option should allow extra criticals,
especially not Unbalancing crits.

3.6 Sloth
the initiative penalty is -25 instead of -5.

3.7 New Talent and flaw tables


In the appendixes there are new tables used to roll on for
talents and flaws. They are the combined tables. This is to
prevent that everyone only chooses a talent, instead of
wealth and status. The process remains the same, however:
choose how to spend your background points, then roll on
the appropriate tables. It should be noted that in the minor
talents category there were too many options for a d100
table so I chose several powerful ones and relocated them
to the Major talent table.

4.0 Adolescence development


Nothing fancy here: The rules are the same as the RM FRP
Core book: just be sure that you allocate the hobby skills to
skills that are allowed and that you pick the spell list (if
any) from the open lists of your Realm. Choose a realm if it
is not assigned by your profession. For any other races the
GM either creates an adolescence development list OR he
assigns the custom race one from the table in Character
law.

5.2 Priest base lists


The GM may allow priests of specific mythoi access, as
Base lists, to specific Priest Base lists. May be designated
as extra base lists.

6.0 Skills
Most skills are used "as is" some special modifiers come in
play and some skills are slightly changed. The most
important change is that development points come from the
average of the 10 stats, barring Appearance.

6.1 Attunement and Read runes


There is an extra modifier of -5 per lvl of the item. Also the
attunement process is one of long and hard concentration,
requiring at least 8 hrs of intense cleansing and mental
focus. One item per day may be scanned.

6.2 Meditation
The bonus conferred by meditation is lowered by -10, if
any. Meditation also allows the best Hp, PP and ExP
regenration.
List of skills where meditation would be benificial after at
least 1 hour of meditation: poetic improvisation, tale
telling, Observation, public speaking, All lore skills, Star
gazing, attunement, divination, read runes, research,
tactical games, architecture, administration.

6.3 mounted combat


RMC: you can "use" as many skill ranks in your weapon
category AND skill as you have developed for mounted
combat when mounted. Also the skill is used for any
mounted combat maneuver.
Ride by attack is one such maneuver: move up to 40% with
the mount and make an attack in the process, is a very hard
maneuver with a mounted weapon or extremely hard with a

medium weapon, or Sheer folly with a small weapon. Any


result over 100 means a successful attack, for numbers
under 100, roll d100 under the number to check for
success. Remember to apply -10 - -40 penalty to the attack
from the movement!. Also mounted archery, when in
motion, requires a mounted combat maneuver.

6.4 Innate weaponry

spell being cast and may not use any extra area of effect
modifier. (-50 on SM roll)
Modifying the duration:
1/2 duration adds 1 lvl to the spell being cast (-10 SM roll)
x2 duration adds 2 lvl's to the spell being cast (-20 on SM roll)
x3 duration adds 4 lvl's to the spell being cast (-30 on SM roll)
x4 duration adds 6 lvl's to the spell being cast (-40 on SM roll)
x5 duration adds 8 lvl's to the spell being cast (-50 on SM roll)

Any body weaponry, such as horns or claws or fists can be No duration to 1 round is banned.
developed using the Martial arts-Striking or Martial arts
Concentration to 1 round/lvl is banned.
-sweeps Category and skill for the specific weapon
Concentration to 1 minute/lvl is banned.
Martial Arts-Strikes

Martial Arts-Sweeping

Horn

Grapple

Claw

Bash

Bite

Trample

Pincher
Stinger

6.5 Spell mastery


Thanks to Hayo Timmerman for rewriting this skill:
These are the new parameters within one can modify spells,
using spell mastery. It cannot be stressed enough that spell
mastery must be developed for each list separately. Also
that every change must make a Spell Casting Static
Maneuver afterward, as if overcasting, or defaulting on
spell preparation. (Though not in our campaign: See 8.0
spells, but add all the modifiers to the Base, or Elemental
Attack roll. (devious mad GM laughter))

SM results and modifiers on the SCSM roll (are in the


table).
Spectaculair Failure: -30
Absolute Failure: -20
Failure: -10
Unusual Event: +5
Partial Success: +0
Unusual Success: +25
Near Success: +10
Success: +20
Absolute Success: +30

6.6 Stunned Maneuvers


Stunned maneuvers are handled diffently: The skill is
rolled on the moving maneuver table every round someone
is stunned. When this skill is not trained, it is impossible to
lessen stun effects. (This is to prevent combat from
becoming cluttered). The maneuver is modified by -50 or
-75 for stunned and unable to parry stun rounds in addition
to any other accrued penalties...

It is not possible to go beyond the stated parameters in


anyway. The extra levels on the spells will use up PP and
will count towards overcasting.

1 round: hard maneuver.

Non elemental spells cannot be made in to areas, ever.

3-4 rounds: extremely hard

Modifying the range:

5-6 rounds: sheer folly

1/2x range adds 2 lvl's to the spell being cast (-10 on SM roll)
x2 range adds 4 lvl's to the spell being cast (-20 on SM roll)
x3 range adds 6 lvl's to the spell being cast (-30 on SM roll)
x4 range adds 8 lvl's to the spell being cast (-40 on SM roll)
x5 range adds 10 lvl's to the spell being cast (-50 on SM roll)

Caster/self to target/touch is banned.


Touch to 10 feet: Doubles the lvl of the spell being cast
and may not use any extra range modifier. (-30 on SM roll).
Modifying the area of effect:
1/2x area adds 2 lvl's to the spell being cast (-10 SM roll)
x2 area adds 4 lvl's to the spell being cast (-20 on SM roll)
x3 area adds 8 lvl's to the spell being cast (-30 on SM roll)
x4 area adds 16 lvl's to the spell being cast (-40 on SM roll)
x5 area adds 24 lvl's to the spell being cast (-50 on SM roll)

2 rounds: very hard

7+ rounds: absurd
The result of the maneuver is a number: reduce the penalty
by the number as a percentage. (a 50 result means a normal
stun penalty is reduced by half: or -25) Any result over 100
means the penalty of the stun is cancelled and also the
effect of the stun for that round.

6.7 Two weapon combat


RMC again: You can "use" as many skill ranks in your
weapon category and skills for left hand and right hand as
you have developed in Two weapon combat.
Two weapon combat maneuvers are: Hitting and parrying
multiple foes.

1 additional target: Doubles the lvl of the spell being cast 2 foes: Hard,
(and just 1 additional target!!!) (OB 1st target as normal,
3 foes: Very hard,
2nd target: list ranks +AgAgSD + misc bonusses) (-30 on
SM roll)
4 Foes: Extremely hard,
Bolt spells: From target to 10 feet Radius add 5 lvl's to the 5 foes: Sheer folly.

Any result on the moving maneuver table of 100+ means


success, any result under 100: Deduct the result from 100
to obtain the penalty applied to all attacks and parries that
round. This is instead of the -20 penalty. Failure to act
means your attacks and parries are lost. Yah, this is harsh.

important.

7.1 Stacking of Magic bonus items

In my house rules you have several types of bonuses


Weapon prowess display: Hard maneuver to dishearten foe. available on the available magic items:
Beware of fire arms wielding foes!
Armor (pieces)
In some cases the GM may allow special double headed
weapons, such as 3 section staffs, double sword and axe,
Armor material DB
quarterstaff. These must be developed for left and right
Armor construction DB
hands, but there is no -20 penalty for the left hand.
Armor magical DB
There has been an issue with four handed weapon fighting, Armor Dodge DB
so it is wise to resolve it here.: Skill needs to be developed Armor forcefield AT
Armor forcefield DB
in all 4 weapons and their categories, then the combatant
needs to develop two weapon combat skill twice, one for
each pair of arms AND then also one time to combine the 2 Weapon
pairs of arms. This is NOT normally allowed, only with the
Weapon material OB
special GM allowed race, with its specially allowed
Weapon construction OB
weapons. The lowest amount of skill ranks in any TWC
Weapon magical guidance OB (is the standard type)
skill regulates the amount of skill ranks usable in the
Weapon magical hardness OB (is rare type: "strikes as
weapon skills.
Mithril will add a certain amount of OB and hit large
Recap:
creatures on Mithril table)
weapon, right high arm
Weapon, right low arm
Weapon, left high arm
Weapon, left low arm
Weapon category
TWC: High pair
TWC: Low pair

Shield
Shield material DB
Shield material OB
Shield construction DB
Shield construction OB
Shield magical DB
Shield magical guidance OB
Other (ring, belt, head band, glove)

TWC: 4 handed weapon fighting

7.0 Equipment

Other item Guidance OB


Other item Dodge DB
Other item Force field DB
Other item force field AT

Outfitting and selling and reselling, WHOLLY depends on


the Complete Equipment Catalogue.
Notes

Each of the item classes above, apart from other items, is


supposed to apply to one statistic of a user: so wielding 2
magical swords doesn't add both the OB's to TWC, just
As opposed to the Core material, the CEC allows stacking each bonus to each separate attack. One shield adds to DB,
unless it is used to attack with, only one armor can be
of magical bonusses with material and craftsmanship
bonusses. The CEC assumes that a magical bonus is added worn, etc.
afterwards and to enhance really good craftsmanship and Other items, on the other hand, when ones owns more than
one, would be allowed to stack on a single skill, if the
materials, it takes even better magic to enhance it. The
bonus types are different, and when the body locations are
CEC also assumes that craftmanship bonusses are kept
severely incheck by the GM amounting to no more than +5 different. So a ring of Dodge DB +10, a nose ring of Force
field DB +10, an ear ring of Force field AT 16, a high steel
or +10 in total.
(+10 mat) dwarven made (+7 con) chain shirt of (+17 nm
This means that to achieve higher bonusses, the alchemist tot), yields an of AT 16 and +37 DB.
needs to cast higher spells. In short: a magical bonus can
only enhance an item (permanently) +5 above its normal
It should be noted that the bonuses with different names
state and only when the material is considered non magical. keep stacking when on the same item. These bonuses,
This is handled the following way: To enhance the
unless the PC's have excellent resources, will remain in
Highsteel Masterwork rapier (+15(nm) one needs the
check, such as the Construction bonus will not go beyond
weapon enhancement IV spell to do it. Material bonusses +5 when made by normal humans, +7 for dwarves and +9
become more important. Crafting checks become more

7.1 Magical, material and craftsmanship


bonusses

for High elves.

8.3 Penalties to activity

The cases where items are worn/ used with the same type
of bonus: the highest applies. Example: Armor AT 10
protects as AT 12 and a head band of AT 4: no stacking of
the AT's, just the best one applies.

If someone has accrued, due to wounds, exhaustion, PP


expenditure, stun rounds or otherwise, a penalty to activity
of over -100, that person is incapacitated. This condition
means that he, or she is incapable of actions, including
talking or walking, except standing.

The magical bonusses, added by Alchemists are +5, and


never more (unless you are casting lvl 50+ spells) so a lvl 8.4 Shield
20 alchemist wanting to make a +20 item, must have +15
non magical item on hand to do so. Such an item cannot be A normal, large and tower shield can protect vs one melee
made from a magical material, such as mithril and better, attacks coming from 3 forward facing hexes and the side
hex, on the shield side. A bracer and target shield can still
since they are already considered enchanted.
only be used against one melee attack.
Shields are not considered armor and they enhance a
In those cases where some enemy (or the party) is trying
different type of defense (more like cover) so the shield
some clever tactics to evade someone's shield, it is possible
bonuses and the armor bonuses stack with eachother. The
to declare the shield against one opponent. The Shield user
OB bonuses come into play only when the shield is used to
must then designate, after the foe has attacked, and thus it
attack with.
is known where the shield is now facing, which 3 hexes the
shield is facing, for the remainder of the round. As a side
Reasoning in this way implies that a maximally enhanced
note: before the designated foe has taken position, the
item, without resorting to mithril and better, is a Katana
shield is facing as is indicated by the facing of the
(+5) made from White alloy (+20), Elvish construction
miniature.
(+9) enchanted by a lvl 50 Alchemist (+5) as a +39 weapon
(+34 with the Armory). This is almost impossible to make
as you need to make weapon smithing skill check against: 8.5 Shield skill
katana (very hard -20), +9 construction (-180), white alloy
(-20) = -220. The -180 is derived from my crafting house When a shield user has not developed shield skill, he may
use the shield "as is" in the core rules, since this doesn't
rules where for every 20 you beat 101 (success) roll you
really change.
get +1 construction bonus, capped for humans at +5,
dwarves at +7 and High elves at +9. This ensures that
This skill allows players to better defend against incoming
usually such an item cannot be in the hands of a low lvl
attacks using their shield. It works as follows:
character.
The shield bonus, the shield skill bonus and the parrying
bonus from OB is used as a pool of defensive capabilities:
Although this seems rather generous to the average GM,
spread it amongst the enemies as you like. Base defense:
but I'm really not handing out any of this in great
quantities. Only when a party decides to pool all their items acts against all attacks that you are aware of
on a single character will they get anywhere these results QuQuQu+Armor DB+Item DB. Defense pool: all extra
modifiers that increase DB and can be asigned to one or
that I mentioned. I keep it in check by just handing out
items with normal bonuses, but I break them down to the multiple foes by dividing it as you like. Defensive pool is
players in more interesting ways. So a +10 magical sword usually: Shield DB+Shield skill OR adrenal defense
might become a human excellently wrought (+2 con), Low DB+Parrying DB.
ferrous steel (+3 mat), +5 magical broad sword.
Using the shield skill uses activity as defined by the shield

8.0 Combat

size: Target: 10%, normal, or magical: 20%, Full: 30% and


Wall: 40%.

Every extra foe, above one, reduces the DB pool with a


There are a few small changes to the resolution of combat. penalty determined by the shield: Target: -5, Normal/
magical: -10, Full: -15, wall: -20.

8.1 Facing

The shield skill falls in the Combat maneuvers category


making it a combined skill. The skill has the following
Changing one's facing requires 10% activity. It is important progression: 0*4*2*1*0.5. There is no bonus from stats for
since a shield will protect a combatant from 3 forward
this skill (since Qu is already applied as DB).
facing hexes and his shield side hex.
As is noted above in 8.4 Shield. The shield skill can only
be applied against targets that are in front of the shield user,
8.2 Initiave roll
and 1 hex/ square to the shield side.
The total initiative is Qu+Qu+In-armor Qu penalty+any
bonus from back ground.

The base defense is not lowered or affected by the shield


skill so it works in conjuction with it.
The shield skill bonus is lowered by penalties to activity,
from any source.

The shield skill may only be used with a shield that is


9.2 Extra base lists
properly wielded. Any critical resulting in a shield
destroyed or left/ shield arm broken/ useless will invalidate Due to the specialization of pure and hybrid spell users it
seems logical to expand their base lists.
the shield skill.
Pure spell users get to choose 4 EXTRA lists from the open
The shield skill ranks may be used as a weapon skill, but
and closed list in their Realm(s) as base lists.
then it can't be used as a shield for that round. Normal
combined skill progression returns do count here and it is Hybrid spell users get to choose 2 EXTRA spell lists the
modified by -20 left hand penalty, stat bonuses: StStAg and open and closed list in their Realm(s) as base lists.
any profession bonus and talent bonus and shield magical
bonus, if any. E.G. Berk has 5 skill ranks in shield
9.3 Shield spells
(normally imparting 20 DB) he loses his weapon and
decides to shield bash an opponent in lieu of an attack. 25
The magical shield spells are too powerful when they
(skill) +23 (Stat)+10 (Profession) +5 (Shield bonus) -20
would provide a shield bonus without sacrificing one hand.
(left hand) = 43 OB.
Especially for those semi spell casters that would like to
use a two handed weapon. They do, however, work as
normal shields, thus providing their bonus to combatants to
8.6 weapon kata
the shield side, while occupying the off hand to control the
Martial arts can be augmented by using certain weapons: shield. Still only one shield can be in effect. Magical shield
also cannot be used to attack.
MA strikes
MA sweeps
Gloves

Boots

Gama

Bo

Nunchaku

Jo

Jitte

3 section staff

Spear

Chain weapons

Sai

Tonfa

9.4 Summonings
Summoning is handled a little differently. There is a
distinction between interplanar summoning; such as
elementals, angels, or demons, and local summoning; such
as mounts, animals, objects.

Local summoning is accompliced by a compelling force,


such as instinct, or in case of objects, a teleport, that tells
The benefits of using a weapon kata are: No damage to the the animal to go to the spot of the summoner. There the
martial artist for attacking creatures with armor, use of MA summoner may use it as is indicated by the spell, after
which the animal is free to leave, or stay, when the
against large and up creatures and using the correct MA
one can use the bonus of the aforementioned weapons on summoner is handling the animal well. Some might be
persuaded using food or care to stay with the summoner for
the correct MA type.
longer.
The one flaw is that the martial artists fumble rate is now
the same as the weapon's and also uses the correct fumble Interplanar summoning is done by opening a gate near the
summoned being. The summoner must then call to the
chart.
summoned to step through the gate. The summoned may
make demands, or some might simply jump through to see
what can be gained on the other side. The gate is usually as
big as the power of the spell, but powerful demons might
The ESFR has been cancelled due to too many mages
either shift form to fit the gate, or rip the gate bigger (Type
frying themselves due to botched overcasting rolls because V, or higher). Most demons will respond to specific
they failed to take into account that overcasting might seem payment. Some might demand sacrifices, other need
easy, but that there is a SUBSTANTIAL failure chance.
special gems, or some might even work for symbolic
Therefor ALL the modifiers accrued from Overcasting, or payment, such 30 silver pieces for a whip demon. When the
Extra weight carried, etc, are now added to the base or
price is agreed upon, then the demon can be controlled
elemental attack rolls, so overcasting suddenly is TOO
using the correct spell.
dangerous and too weak, unless you can work away
penalties by overpreparing... LOTS of overpreparing. Also Usually demons will twist the agreements, or some might
disguise themselves as lesser demons, to the detriment of
ALL the penalties, BUT NOT ANY BONUSSES are
applied, as a positive, to the fumble roll on the appropriate the caster when the pact was actually mullified when the
demon was too powerful to be controlled by the current
table.
spell.

9.0 Spells

9.1 Alchemist lists


Pure and Hybrid spell casters are also allowed to choose
the Realm appropriate Alchemist base lists as their extra
lists. NOT THE DIVINE ALCHEMIST LISTS!

As a rule: elements will serve only for a specific time: 1


day or less and they will only come if the summoner has a
fitting elemental bath for them.
Angels will work for counter favors and only then when
they consider the summoner's cause worthy.

10.0 Roleplaying
To facilitate role playing people will have to choose several
bad traits and several good traits that befit their character.
The number of good, and bad traits must be between 1 and
6, meaning at least one of each, with a maximum of 6.
They also should not handicap the party. A character trait
should lie in the areas of demeanor and outlook. They
should be used as roleplaying handles, so you and other
players will remember the traits of your character. They
might also influence your decisions.
Good roleplaying is a cause for faster XP development.
Every opportunity should be taken to play out your
character. Using one of your traits to handicap the party or
a player's ideas or roleplaying, it is cause for a decrease in
XP for that session. NEVER do I want to hear: yeah sorry,
but it is in the nature of this character to (do something
really stupid and annoying) as the cause for some bad
roleplaying. It is the player's task to make sure his character
is not the 5th wheel on the wagon, or has no cause to kill the
character of another player.
A good trait is defined as something that affects the
character and his surroundings in a good way: Good
humored, soft spoken, well mannered, cheerful, hardy, gem
collector, never complains, energetic, pious, clean on
himself, observant, spendthrift, trusting, helpful, curious,
conformist, truthful, fascinated by race, magic or hobby,
brave, honourable
Examples of bad traits: sweaty, grumpy, distrusting, stutter,
bad breath, smelly, missing appendages, sexist, racist,
skinflint, pessimist, careless, cruel, moody, hot tempered,
liar, lazy, gambler, foolhardy, obsessed by race, magic or
hobby.

91-92

Potion, 1 dose

It.

79

Appendixes

93-94

Rune paper 1 sheet

It.

79

Combined talent and flaw tables

95-96

Special herb/bread/poison

It.

79

97-98

Spell adder 1

It.

79

99-00

Poor wealth roll

We.

80

Roll

Minor Talent

Pnt

Type

ChL page

Roll

Lesser Talent

Pnt

Type

ChL page

1-2

Fluent

Sp.Tr.

52

3-4

Geographic awareness

Sp.Tr.

53

5-6

Inner reserve

Sp.Tr.

53

7-8

Internal clock

Sp.Tr.

53

9-10

Judge of angles

Sp.Tr.

53

11-12

Judge of weaponry

Sp.Tr.

53

13-15

Portage skills

Sp.Tr.

54

16-17

Power, lesser

Sp.Tr.

54

18-19

Skilled, lesser

Sp.Tr.

55

20-21

Swift dresser

Sp.Tr.

55

22-23

Accelerated mending

Ph.

56

24-25

Ambidexterity, lesser

Ph.

56

26-27

Blazing speed

Ph.

56

28-29

Cold resistance, lesser

Ph.

56

30-31

Dwarfism, lesser

Ph.

57

32-33

Ear for music

Ph.

57

34-35

Great arm

Ph.

58

36-37

Heat resistance

Ph.

58

38-40

High jumper

Ph.

58

41-42

Infravision

Ph.

58

43-44

Intense eyes

Ph.

59

45-46

Light sleeper

Ph.

59

47-48

Neutral odor

Ph.

60

49-50

Pain resistance, lesser

Ph.

60

51-52

Strong lungs

Ph.

60

53-54

Aura, lesser

My.

62

55-56

Runic lore

My.

64

57-58

Unnatural aging

My.

64

59-60

Animal empathy

Me.

65

61-63

Master tactician

Me.

66

64-66

Quick calculator

Me.

67

67-68

Speed reading

Me.

67

69-70

Force shield, lesser

Spe.

70

71-72

Luck, dramatic, lesser

Spe.

71

73-74

Mentor

Spe.

71

75-76

Sense

Spe.

72

77-78

Knighted

St.

76

79-80

Military rank, lesser

St.

76

81-82

Patron, lesser

St.

77

83-84

Priestly investment

St.

77

85-86

Bonus item 1

It.

78

87-88

Daily item 1

It.

78

89-90

Loyal domesticated animal

It.

79

Acrobat

Sp.Tr.

52

Arcane discovery, minor

Sp.Tr.

52

Assassin training

Sp.Tr.

52

Directed weapons master, minor

10

Sp.Tr.

52

Disarm skill

10

Sp.Tr.

52

Elvish training

Sp.Tr.

52

General weapons master, minor

10

Sp.Tr.

52

Gymnastic training

Sp.Tr.

53

Herbalist

Sp.Tr.

53

10

Inner reserve, minor

10

Sp.Tr.

53

11

Martial arts training, minor

10

Sp.Tr.

54

12

Natural archer

Sp.Tr.

54

13

Natural facility with armor

10

Sp.Tr.

54

14

Natural horseman

Sp.Tr.

54

15

Power, minor

10

Sp.Tr.

54

16

Shield attack

Sp.Tr.

55

17

Skilled, minor

10

Sp.Tr.

55

18

Trained regular footman

10

Sp.Tr.

55

19

Underground upraising

Sp.Tr.

55

20

Weapon control

10

Sp.Tr.

55

21

Acute hearing

Ph.

56

22

Acute smell

10

Ph.

56

23

Ambidextrous, minor

10

Ph.

56

24

Battle cry

Ph.

56

25

Cold resistance, minor

10

Ph.

56

26

Combat reflexes

10

Ph.

56

27

Dead eye

Ph.

57

28

Dwarfism, minor

10

Ph.

57

XXX

Extra limbs, +1

10

Ph.

57

29

Eye of the tiger

Ph.

57

30

Giantism, minor

10

Ph.

58

31

Golden throat

Ph.

58

32

Heat resistance, minor

10

Ph.

58

33

High range voice

Ph.

58

34

Manual deftness

10

Ph.

59

35

Natural physique

Ph.

59

36

Navigation gift

Ph.

59

37

Night vision

Ph.

59

38

Nimble skeleton

10

Ph.

59

39

Pain resistance, minor

10

Ph.

60

40

Peripheral vision

Ph.

60

Poison sack

10

Ph.

60

Maj

41

Regeneration, minor

Ph.

60

86

Government ties

10

St.

75

Reverberative strength

Ph.

60

87

Heir

10

St.

76

42

Shield mastery

10

Ph.

60

88

Law enforcement ability, minor

10

St.

76

43

Steel grip

Ph.

60

89

Military rank, minor

10

St.

76

44

Subconscious preparation

Ph.

60

90

Noble

10

St.

76

45

Subtle

Ph.

61

91

Patron, minor

10

St.

77

46

Tensile, minor

10

Ph.

61

92

Patron, important, minor

10

St.

77

47

Tough skin, minor, wolf

10

Ph.

61

93

Bonus item 2

10

It.

78

48

Unnatural stamina

10

Ph.

61

94

Bonus item 3

10

It.

78

49

Aggression

My.

61

95

Daily item 2

10

It.

78

50

Aura, minor

10

My.

62

96

Daily item 3

10

It.

78

51

Destiny sense

My.

62

97

Potion, 5 dose

10

It.

79

Maj

Ensorcellment cure

10

My.

62

98

Rune paper, 5 sheets

10

It.

79

52

Ethereal sight

10

My.

62

99

Spell adder 2

10

It.

79

53

Innate magician

My.

63

00

Wealth, normal

10

We

80

54

Item lore

My.

63

55

Look of the eagles

My.

63

Roll

Major Talent

Pnt

Type

ChL page

56

Mana reading

My.

63

1-2

Arcane discovery, major

11

Sp.Tr.

52

57

Mana sensing

My.

63

3-4

Deadly training

15

Sp.Tr.

52

58

Scope skills, radius

10

My.

64

Directed weapons master, major

15

Sp.Tr.

52

59

Scope skills, range

10

My.

64

General weapons master, major

20

Sp.Tr.

52

60

Spatial skills, minor

10

My.

64

Inner reserve, major

15

Sp.Tr.

53

Maj

Subconscious discipline

My.

64

8-9

Lightning strike

12

Sp.Tr.

53

61

Transcendence

10

My.

64

10

Martial arts training, major

15

Sp.Tr.

54

62

Undetectable

My.

64

11-12

Outdoors man

12

Sp.Tr.

54

63

Visions

10

My.

64

13

Power, major

20

Sp.Tr.

54

64

Battle reflexes

Me.

65

14-15

Racial training, familiar

15

Sp.Tr.

54

65

Calmness

Me.

65

16

Skilled, major

20

Sp.Tr.

55

66

Dominance

Me.

65

17-18

Sleight of hand

13

Sp.Tr.

55

67

Empathy

Me.

65

19

Cold resistance, major

15

Ph.

56

68

Good battlefield awareness

Me.

65

20

Commanding demeanor

18

Ph.

57

69

Internal sense

10

Me.

66

21

Dense, major

15

Ph.

57

70

Mental link

Me.

66

22

Dwarfism, major

15

Ph.

57

71

Mind over matter

10

Me.

66

XXX

Extra limbs, +2

15

Ph.

57

72

Photographic memory

Me.

67

23-24

Fluid wrists

15

Ph.

57

73

Stability sense

10

Me.

67

25

Giantism, major

15

Ph.

58

74

Survival instinct

Me.

67

26

Gliding

15

Ph.

58

75

Unbeliever

10

Me.

67

27

Hammerhand

15

Ph.

58

76

Violent prejudice

10

Me.

67

28

Heat resistance, major

15

Ph.

58

77

Amazing leaping

10

Spe.

68

29

Hyper charged adrenaline

15

Ph.

58

78

Force field, minor

10

Spe.

70

30

Natural weapon

15

Ph.

59

79

Luck, dramatic, minor

10

Spe.

71

31

Pain resistance, major

15

Ph.

60

80

Lucky, minor

10

Spe.

71

32

Quiet stride

15

Ph.

60

Maj

Master warrior friend

10

Spe.

71

33

Regeneration, major

15

Ph.

60

81

Sonar sense

10

Spe.

72

34

Resilient

15

Ph.

60

82

Stat improvement

10

Spe.

73

35-36

Sturdy build

15

Ph.

60

83

Succor, minor

10

Spe.

73

37

Tensile, major

15

Ph.

61

84

Ultrasonic hearing

Spe.

73

38-39

Tolerance

12

Ph.

61

85

Favored, minor

10

St.

75

40

Tough skin, major, tiger

15

Ph.

61

XXX

41

Archetype

18

My.

61

42

Archmage abilities, major

20

My.

62

Roll

Lesser Flaws

Pnt Type

43

Aura, major

15

My.

62

1-2

Animal bane

-5

Ph.

81

44-45

Danger sense

15

My.

62

3-5

Anosmia

-3

Ph.

81

46-47

Eloquence

15

My.

62

6-8

Color blind

-5

Ph.

84

48-49

Ethereal tie

15

My.

62

9-10

Eunuch

-5

Ph.

85

50-51

Magical resistance

15

My.

63

11-13

Fragile wrists

-5

Ph.

85

52-53

Resistance

15

My.

63

14-16

Inner ear problem

-5

Ph.

85

54

Spacial skills, major

15

My.

64

17-19

Rain trauma

-5

Ph.

87

55

Temporal skills

18

My.

64

20-22

Short of breath, lesser

-5

Ph.

87

56-57

Immovable will

15

Me.

65

23-24

Uncommon allergy

-5

Ph.

88

58

Instinctive defense

15

Me.

65

25-27

Unique looks, lesser

-5

Ph.

89

59

Telekinesis

18

Me.

66

28-30

Addiction, simple, common

-5

Me.

90

60

Affect environment, major

18

Spe.

68

31-33

Code of honor

-5

Me.

91

61-62

Darkness

13

Spe.

69

34-36

Compulsive behaviour

-5

Me.

91

63-64

Elasticity

12

Spe.

69

37-39

Delusionary, lesser

-5

Me.

91

65-66

Ensnare, major

15

Spe.

69

40-41

Glutton

-3

Me.

92

67

Eye of the hawk

15

Spe.

70

42-44

Intolerance, lesser

-5

Me.

93

68

Force field, major

18

Spe.

70

45-47

Minor fear, lesser

-5

Me.

94

69

Life support, major

18

Spe.

70

48-50

Miser

-5

Me.

94

Lifetime goal

15

Spe.

70

51-53

Phobia, lesser

-5

Me.

95

72

Luck, dramatic, major

15

Spe.

71

54-56

Pyromaniac

-5

Me.

96

73

Lucky, major

15

Spe.

71

57-59

Sense of duty, lesser

-5

Me.

96

Microscopic vision

13

Spe.

71

60-62

Stubborn

-5

Me.

96

76

Natural ranged attack, major

15

Spe.

71

63-65

Superstitious

-5

Me.

96

77

Power absorption, major

20

Spe.

72

66-68

Trauma, lesser

-5

Me.

97

78

Special familiar

18

Spe.

72

69-71

Truthful

-5

Me.

97

79

Stat bonus, major

20

Spe.

72

72-73

Vow, lesser

-3

Me.

97

80

Succor, major

20

Spe.

73

74-76

Dependent, lesser

-5

Sp.

98

81

Summon

15

Spe.

73

77-79

Duty, lesser

-5

Sp.

99

82

Favored, major

15

St.

75

80-82

Repulsive habit, lesser

-5

Sp.

101

83

Law enforcement ability, major

15

St.

76

83-85

Rival NPC, lesser

-5

Sp.

101

84

Military rank, major

15

St.

76

86-88

Secret, lesser

-5

Sp.

101

85

Patron, major

15

St.

77

89-90

Dishoroured knight

St.

74

86

Patron, important, major

15

St.

77

91-93

Faithful vassal

St.

74

87

Patron, significant, major

15

St.

77

94-95

Lost favor

St.

76

88

Bonus item 4

15

It.

78

96-97

Orphan

St.

77

89

Bonus item 5

20

It.

78

98-00

Wanted

St.

77

90

Bonus item 6

25

It.

78

91

Daily item 4

15

It.

78

92

Daily item 5

20

It.

78

93

Loyal unusual creature

15

It.

79

94

Spell adder 3

15

It.

79

95

Spell adder 4

20

It.

79

96

Wealth, Rich

15

We.

80

97

Poison sack <Minor>

10

Ph.

60

98

Ensorcellment cure <Minor>

10

My.

62

99

Subconscious discipline <Minor>

My.

64

00

Master warrior friend <Minor>

10

Spe.

71

70-71

74-75

ChL page

Roll

Minor Flaws

Pnt Type

1-2

Age

-10 Ph.

75

Vow, minor

-7

Me.

97

76

Dark pact

-10 Sp.

98

81

77

Dark temptation

-10 Sp.

98

Dependent, minor

-10 Sp.

98

ChL page

Albino

-10 Ph.

81

78-79

4-5

Cold sensitive

-10 Ph.

84

80-81

Duty, minor

-10 Sp.

99

6-7

Common allergy, minor

-10 Ph.

84

82-83

Friendslayer

-10 Sp.

99

Magic allergy, minor

-10 Sp.

99

Magically vulnerable

-10 Sp.

100

Crippled, minor

-10 Ph.

84

84

Deep sleeper

-10 Ph.

85

85-86

Hard of hearing

-10 Ph.

85

87

Poor control

-7

Sp.

100

Power blind

-10 Sp.

100

10-11
12-13

Heat sensitive

-10 Ph.

85

88-89

14

Locking wrists

-10 Ph.

85

90-91

Repulsive habit, minor

-10 Sp.

101

Nose bleeds

-10 Ph.

86

92-93

Rival NPC, minor

-10 Sp.

101

Physical investment

-7

87

94

Rival PC, minor

-10 Sp.

101

Secret, minor

-10 Sp.

101

Secret identity

-10 Sp.

102

15-16
17
18
19-20
21

Ph.

Poor eyesight, minor

-10 Ph.

87

95

Power burn

-10 Ph.

87

96

Short of breath, minor

-10 Ph.

87

97-98

Stat penalty, minor

-10 Sp.

102

Terrible luck

-10 Sp.

102

Unlucky

-10 Sp.

102

Slow

-7

Ph.

87

99

23-24

Spasm

-10 Ph.

88

00

25-26

Stutter

-10 Ph.

88

27-28

Tender skin

-10 Ph.

88

Roll

Major Flaws

Pnt Type

22

ChL page

29

Tired legs

-7

Ph.

88

1-3

Common allergy, major

-15 Ph.

84

30

Uncontrollable strength

-10 Ph.

88

4-5

Crippled, major

-20 Ph.

84

31

Uncoordinated

-7

Ph.

88

6-7

Loss of vision

-15 Ph.

86

32-33

Unhealthy

-10 Ph.

88

8-10

Not subtle

-15 Ph.

86

34

Unique looks, minor

-10 Ph.

89

11-12

One arm, major

-15 Ph.

86

35

Visible aura

-10 Ph.

89

13-15

One eye

-15 Ph.

87

Absent-minded

-10 Me.

90

16-17

Pain intolerant

-15 Ph.

87

38

Addiction, mild, common

-10 Me.

90

18-20

Short of breath, major

-15 Ph.

87

39

Bad temper

-10 Me.

90

21-23

Slow healer

-15 Ph.

87

40-41

Blood-guilt

-10 Me.

90

24-25

Unique looks, major

-15 Ph.

89

42-43

Bloodlust

-10 Me.

90

26-28

Unwakeable

-15 Ph.

89

44-45

Chivalrous

-10 Me.

91

29-31

Weight intolerant

-15 Ph.

89

Delusionary, minor

-10 Me.

91

32-33

Addiction, serious, common

-15 Me.

90

Fanatic

-10 Me.

92

34-36

Addiction, simple, rare

-15 Me.

90

Fearlessness

-10 Me.

92

37-39

Battle confusion

-15 Me.

90

50-51

Greedy

-10 Me.

93

40-41

Delusionary, greater

-15 Me.

91

52-53

Intolerance, minor

-10 Me.

93

42-44

Easily charmed

-15 Me.

92

54-55

Lecherous

-10 Me.

93

45-47

Impulsive

-13 Me.

93

Megalomaniac

-10 Me.

93

48-49

Kleptomaniac

-15 Me.

93

57-58

Minor fear, minor

-10 Me.

94

50-52

Memory loss

-15 Me.

94

59-60

Overconfident

-10 Me.

94

53-55

Oblivious

-15 Me.

94

61

Pacifist, minor

-10 Me.

94

56-57

Pacifist, major

-15 Me.

94

62-63

Paranoid

-10 Me.

95

58-59

Phobia, major

-15 Me.

95

64-65

Passive

-10 Me.

95

60-61

Sadist

-15 Me.

96

66-67

Phobia, minor

-10 Me.

95

62-64

Sense of duty, major

-15 Me.

96

68-69

Poor concentration

-10 Me.

96

65-66

Trauma, major

-15 Me.

97

70-71

Queasy

-10 Me.

96

67-69

Vow, major

-15 Me.

97

72-73

Sense of duty, minor

-10 Me.

96

70-72

Weapon bane

-15 Me.

97

Trauma, minor

-10 Me.

97

73-75

Dependent, major

-15 Sp.

98

36-37

46
47-48
49

56

74

76-78

Duty, major

-15 Sp.

99

79-80

Lycantrophy

-15 Sp.

99

81-82

Magic allergy, major

-20 Sp.

99

83-84

Magically susceptible

-15 Sp.

100

85-86

Necromantic urge

-15 Sp.

100

87-89

Repulsive habit

-15 Sp.

101

90-92

Rival NPC, major

-20 Sp.

101

93-94

Rival PC, major

-15 Sp.

101

95-96

Secret, major

-15 Sp.

101

97-98

Stat penalty, major

-20 Sp.

102

99-00

Unmagical

-15 Sp.

102

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