Magical Conditions
The cost of each advantage is twice that
for a corresponding mundane advantage. The
return for a disadvantage is double the nreturn
for a corresponding mundae disadvantage.
Basic Conditions
Advantages
Astral Awareness
You have a heightened sensitivity to the
astral plane. This is a passive ability and
contributes no detriment. Here are some ideas
for speciqaqls:
- Duplicate Magic Senses.
- Sense what is happening in The Realm of Undead.
- Sense what is happening in The Astral Sea.
- +1 when using Magical Senses as a modifier
(this is a researched special).
- +1 to Magical Senses when used as a modifier
(this is a researched special).
- Sense what is happening in a specific region
of the higher astral plane (may be acquired
more than once, each time specifying a reggion
of the higher astral, this is a level-of-five-special).
- Improve the difficulty class (this is a level-of-five-special).
in two pips of attractive)
Limited Magic Item
You have acquired a limited magic item, that
is an item that activates only under specific
conditions (often these are tools used in
rituals). The cost determines the level of
the item.
Magical Blood
This advantage indicates that your character
has an ancestor who was a powerful spell-caster.
Choose a benefit and a detriment. Such combinations
also account for specials at higher levels.
Benefits:
- Attractive (you gain two pips of attractive)
- Attuned (Specific Environment) (you gain
a pip where you are aware of the sense of
the environment and can travel safely through
it as if you grew up there).
- Constitution (you gain two pips of Constitution).
- Danger Sense (you gain two pips of Danger
Sense).
- Keen (Sense) (you gain two pips of some specific
sense).
- Longevity (for each pip you lose a year off
of your age).
- Magical Senses (you gain a pip of Magical
Senses).
- Presence (you gain a pip of this condition
where others are struck by your presence,
either they view you as strong and supportive,
or powerful and fearful).
- Swimming (you gain two pips of Swimming).
- Toughness (the equivalent of armor).
Detriments:
- Allergy (specific) (you gain a pip in this
a difficult disadvantage where the level
is your detriment when encountering the allergy
source).
- Cold (you gain a pip in this disadvantage
where you will never form true friendships
or love).
Talisman
You own a talisman, created through talismanic
magic. The cost determines the level of the
item.
Minor Magical Focus
You own a magical focus of +1.
Disadvantages
Crisis of Faith
Difficult Conditions
Advantages
Enchanted Magical Item
You have acquired a magic item created by
an enchantment or construction magic. The
cost determines the level of the item.
Magical Connections
This advantage allows thwe character to call
upon magicians and/or magical creatures for
goods and services.
- The connections can be from another specific
environment.
- +1 when using Attractive as a modifier (this
is a researched special).
- +1 when using Charming as a modifier (this
is a researched special).
- Gain entry to a special profession (only
when achieving a multiple of 5).
- Gain a specific magical ally, if such are
available (this is a level of five special).
Magical Heritage
This advantage makes the character a descendant
of a magically powerful family that is noiw
gone, perhaps lost in history. Specifically,
the character has been steeped in the lore
of the family tradition and has the equivalent
of Knowledge (Magic). Here are some examples
of specials:
- Gain a basic power based on the type of magic
the family performed.
- Gain a new intention for an existing magical
power from the family heritage.
- Gain the equivalent of Magical Senses.
- Gain the equivalent of Imagination.
- Gain thje equivalent of Power.
- Gain a special for any duplicated power that
you already have.
- +1 to Magical Senses when using this heritage
as a modifier (this is a researched special).
- +1 to Imagination when using this heritage
as a modifier (this is a researched special).
- +1 to Power when using this heritage as a
modifier (this is a researched special).
- Gain a difficult power based on the type
of magic the family performed (this is a
level five special).
- Imporove the difficulty level on a task by
one (this is a level five special).
- Gain an extreme power based on the type of
magic the family performed (this is a level
ten special).
- Combine two specials into one.
Spiritual Blood
This advantage indicates that your character
has an ancestor who coupled with the physical
manifestation of a spirit, and shares the
blood of that manifestation. Choose a benefit
and a detriment. Such combinations also account
for specials at higher levels.
Benefits:
- Attractive (you gain four pips of attractive).
- Attuned (Specific Environment) (you gain
two pips where you are aware of the sense
of the environment and can travel safely
through it as if you grew up there).
- Charming Voice (the ability to sway others
by speaking).
- Constitution (you gain four pips of Constitution).
- Danger Sense (you gain four pips of Danger
Sense).
- Keen (Sense) (you gain four pips of some
specific sense).
- Longevity (for each pip you lose 5 years
off of your age).
- Magical Senses (you gain two pips of Magical
Senses).
- Magical Toughness (the equivalent of magical
armor).
- Presence (you gain two pips of this condition
where others are struck by your presence,
either they view you as strong and supportive,
or powerful and fearful).
- Respected (you gain two pips of this condition).
-
- Spiritual Affinity (you gain a pip of this
condition allowing you to feel the presence
of any manifestation of the power of the
spirit).
- Spiritual Friend (this is a level of five
special and allows you to call upon a spiritual
friends who can visit you to provide support).
- Stealth and Concealment (you gain 2 pips
in this difficult skill).
- Swimming (you gain four pips of Swimming).
Detriments:
- Allergy (specific) (you gain two pips in
this a difficult disadvantage where the level
is your detriment when encountering the allergy
source).
- Cold (you gain two pips in this disadvantage
where you will never form true friendships
or love).
- Crave the Dark (you gain a pip in this difficult
disadvatage, where your level is the detriment
to all activities performed in the presence
of light).
- Crave the Light (you gain a pip in this difficult
disadvatage, where your level is the detriment
to all activities performed away from sunlight).
- Crave the Moon (you gain a pip in this difficult
disadvatage, where your level is the detriment
to all activities performed away from moonlight).
- Fearful Aura (gain two pips in this difficult
disadvantage).
Visions of Significance from an Entity
The character gains visions in return for
some act related to the entity, such visions
require a significqant passage of time. For
example, a water-nased entity might cause
you to stare into a small bowl of water.
Here are some examples of specials:
- Gain visions of the past.
- Gain visions of the present.
- Gain visions of the future (level of five
special).
- Gain visions of spells, you learn a new sperll
for an existing magical power (level of five
special).
- Gain visions of powers, you learn a new power
(level of five special).
Disadvantages
Feared by Animal
Fearful Aura
Extreme Conditions
Advantages
Call the Spirit of Your Ancenstors
This advantage allows you, in times of great
need, top call upon your blood ancestors
to aid your cause. The spirits will decide
best how to aid you.
Divine Blood
This advantage indicates that your character
has an ancestor who coupled with the physical
manifestation of a divine being, and shares
the blood of that manifestation. Choose a
benefit and a detriment. Such combinations
also account for specials at higher levels.
Benefits:
- Attractive (you gain six pips of attractive).
- Attuned (Specific Environment) (you gain
three pips where you are aware of the sense
of the environment and can travel safely
through it as if you grew up there).
- Immune to Mundane Disease.
- Immune to Mundane Poisons.
- Keen (Sense) (you gain six pips of some specific
sense).
- Longevity (for each pip you lose 10 years
off of your age).
- Magical Senses (you gain three pips of Magical
Senses).
- Presence (you gain three pips of this condition
where others are struck by your presence,
either they view you as strong and supportive,
or powerful and fearful).
- Spiritual Toughness (the equivalent of spiritual
armor).
Detriments:
- Allergy (specific) (you gain three pips in
this a difficult disadvantage where the level
is your detriment when encountering the allergy
source).
- Cold (you gain three pips in this disadvantage
where you will never form true friendships
or love).
Guardian Spirit
This advantage establishes that a lesser
spirit guards the character, the chance of
intervention is determined by the level of
the advatnage.
Immunity
Yoiu are immune to the adverse effect from
one specific threat. A successful roll will
prevent that threat will have no effect.
Jack-of-all-Trades (Magic)
This is a modifier which can be applied to
any MP based power. This skill can be acquired
at any time by spending the HP. Here are
some specials:
- Duplicate any MP-based power.
- Duplicate a special for any duplicated power.
- Duplicate a researched special for any duplicated
power (this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Duplicate any magical effect for a duplicated
power (this is a level-of-five special and
the character must have an MP of 1 or more).
Power Source
This advantage makes the character into a
supernatural source of power. All power detriments
are reduced as they occur by the amount of
this condition.
True Enchanted Item
You have acquired a magic item created by
the power of true enchantment. The cost determines
the level of the item.
Disadvantages
Crisis of Faith
This detriment prevents any religious magic
from working fo4r the character, resulting
in a detriment.
Cursed
This detriment is the result of a spell placed
upon the character. The curse must be specified
along with any means of escaping the curse
(every curse has a way out, but the character
may not know it).
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