Mundane Abilities

Introduction

The abilities that follow are intended for general use regardless of the world. Some are intended for use with the combat system.

PF-Based Skills

Acrobat, difficult

This is the ability to perform amazing feats of agility. Acrobatics requires at least 180 daysof practice. You must have Agility as a skill before getting Acrobatics. This allows you to balance on narrow surfaces, fall your height without injury, and other acts involving the motion of your limbs. Here are some examples of specials for acrobatics:

Agility, basic

This is the ability of the individual to remain in a state of balance while moving. Agility can be learned at any time by expending HP. Here are some examples of specials for agility:

Battle Fury, extreme

Allows the character to add the level of success to their speed factor and to ignore the effects of pain. The fury lasts for one minute per level of success, after which you will have acquired 5 fatigue pips per minute of duration. If a foe flees you will give chase. If all of the enemy are killed you must then make a successful skill check or else friends and neutrals will be attacked. Here are some examples of specials for battle fury:

Boarding, difficult

The ability to leave a ship while underway to land on another (usually using ropes to swing from one ship to the other, though in a sci fi context this could mean using space suits and some way to cut into the opposing ship's hull). This takes 180 days to learn. Here are some examples of specials for boarding:

Climbing, basic

The ability to scale steeply sloped to vertical surfaces with climbing tools. Climbing can be learned by spending a month in practice. Here are some examples of specials for climbing:

Constitution, basic

This is the ability of the individual to fight off disease and the effects of poisons. Constitution can be learned at any time by expending HP. Here are some examples of specials for constitution:

Dance, difficult

The ability to dance at social functions. This takes 180 days to learn. Here are some examples of specials for dance:

Diving, difficult

The ability to swim underwater. The character must already have swimming. Here is an example of a special for diving:

Dodge, basic

The ability to avoid an incoming blow. This can be learned by spending a month in practice. Here is an example of a special for dodge:

Endurance, basic

This is the ability to resist the effects of fatigue. Endurance can be learned at any time by expending HP. Here is an example of a special for endurance:

Heavy Armor, basic

The ability to wear armor, classified as heavy (weighing more than 10% of the character's body weight), without physical detriment. This requires a month of practice in heavy armor. Here are some examples of specials for heavy armor:

Hiding, basic

The ability to remain still without being seen. This can be purchased after a month of practice. Here is an example of a special for hiding:

Jack-of-all-Trades (Physical), extreme

This is a modifier which can be applied to any PF based skill. This can be purchased at any time by spending the HP. Here are some specials:

Light Armor, basic

The ability to wear armor, classified as light (weighing less than 10% of the character's body weight), without physical detriment. This requires a month of practice in light armor. Here are some examples of specials for light armor:

Long Distance Running, basic

The ability to run for long periods of time. This requires 30 daysof practice. Here is an example of a special for long distance running:

Marching, basic

The ability to participate in a military formation, and the ability to use a military formation as a weapon. This requires a month of practice. Here are some examples of specials for marching:

Mounted Combat, difficult

The ability to fight while mounted on an animal or vehicle without detriment, it includes the skill Riding. This takes 180 days to learn. Here are some examples of specials for mounted combat:

Pain Capacity, basic

This is the ability to ignore the effects of pain. Pain Capacity can be learned at any time by expending HP. Here is an example of a special for pain capacity:

Reaction Time, basic

The ability to respond to a changing situation. Reaction Time can be learned at any time by expending HP. Here is an example of a special for reaction time:

Riding, basic

The ability to ride a specific type of animal. This takes 30 daysof practice. Here are some examples of specials for riding:
Judge the quality of the chosen type of animal.

Singing, basic

The ability to sing with control and apleasant voice. Here are asome specials:

Skiing, basic

The ability to perform either downhill or cross-country skiing. This takes 30 days to learn. Here are some examples of specials for skiing:

Strength, basic

This is the ability to apply physical force. Strength can be learned at any time by expending HP. Here are some examples of specials for strength:

Strike Mighty Blow, difficult

The ability to produce a damaging strike. The score in this ability is not added to the success roll, instead it is added to the damage done by the attack. Here are some examples of specials:

Swimming, basic

The abiluity to move in the water without drowning. This takes 30 days to learn. Here are some examples of specials for swimming:

MA-Based Skills

Artistic Ability, basic

The ability to perform a specific mechanical art form (painting, sketching, etc.) This can be purchased after 30 days of practice. Here is an example of a special for artistic ability:

Craft, difficult

The ability to make a particular type of object (barrels, cabinets, boats, etc.) or work with a particular type of material (copper, wood, cloth, etc.). This can be purchased after 180 days of study. Here are some examples of specials for crafts:

Dexterity, basic

This is the ability of the individual to perform detailed manipulations with their fingers. Dexterity can be learned at any time by expending HP. Here are some examples of specials for dexterity:

Disarm Trap, difficult

The ability to make traps harmless. This can be acquired after 180 days of practice. Here are some specials for disarm trap:

Disguise, difficult

The ability to make the character look like some other character. This can be acquired after 180 days of practice. Here is an example of a special for disguise:

Jack-of-all-Trades (Mechanical), extreme

This is a modifier which can be applied to any MA based skill. This skill can be acquired at any time by spending the HP. Here are some specials:

(Missile Weapon), basic

The ability to use a specific type of missile weapon. This can be purchased after 30 days of practice. Here are some examples of specials for weapon use.

Pick Locks, basic

The ability to open locks with special tools. This can be purchased after 30 days of practice. Here are some examples of specials for pick locks:

Operate Vehicle, basic

The ability to safely operate the vehicle. This takes 30 days to learn. Here are some examples of special for operate the vehicle:

Pick Pockets, difficult

The ability to remove the contents of a pocket or small bag without the owner realizing it. This can be purchased after 180 daysof practice. Here are some examples of specials for pick pockets:

Quick Draw, difficult

The ability to draw a specified weapon and use it as a single action. This can be purchased after 180 days of practice. Here are some examples of specials for quick draw:

Quick Hands, basic

The ability to respond to a changing situation. This can be learned at any time by expending HP. Here is an example of a special for quick hands.

Set Traps, basic

The ability to build and arm a trap. This can be purchased after a month of practice. Here are some examples of specials for set traps.

Combined PF+MA-Based Skills

Boat-Handling, basic

The ability to pilot a small boat. This can be purchased after 30 days of practice. Here ar some exammples of specials for boat handling:

Dirty Fighting, difficult

The ability to increase the amount of pain done during melee combat by striking in "sensitive areas." This can be acquired after 180 days of practice. The result of any such attack does only half the normal physical damage, the rest adding to the pain caused by the wound. Here are some examples of specials for dirty fighting:

Tool Use, basic

The ability to use tools effectively. Hwere are some specials:

Two-Weapon Style, difficult

The ability to use two specific weapons at once, without detriment. This can be purchased after 180 days of practice. Here are some examples of specials for two-weapon style.

Unarmed Combat, difficult

The ability to use the body as an effective weapon. This can be purchased after 180 daysof practice. Here are some examples of specials for unarmed combat.

(Weapon), basic

The ability to use a specific type of weapon. This can be purchased after a month of practice. Here are some examples of specials for weapon use.

IN-Based Skills

Advice, difficult

The ability to give the best possible advice. This can be purchased after 180 days of study. Here is an example of a special for advice.

Ambush, basic

The ability to plan or detect an ambush. This can be purchased after 30 days of study. Here are some examples of specials for ambush:

Ancient Foreign Script, extreme

The ability to read a ancient foreign script. The character must already have literacy, and the skill level may never exceed that of literacy. This can be purchased after a year of study. Here are some examples of specials for ancient foreign script.

Ancient Foreign Tongue, extreme

The ability of the character to speak a ancient foreign language with a distinctive accent. This can be purchased after a year of study. Here are some examples of specials for ancient foreign tongue.

Animal Handling, basic

The ability to care for and raise a specific kind of animal. This can be purchased after 30 days of study. Here are some examples of specials for animal handling.

Appraisal, basic

The ability to determine the market value of general goods and services. This can be purchased after 30 days of study. Here is an example of a special for appraisal.

Bargaining, basic

The ability to make deals. Can be acquired at any time by spending HP. Here are some examples of specials for bargaining.

Basic Mathematics, basic

The ability to perform counting and simple arithmetic calculations. This can be purchased after 30 days of study. Here are some examples of specials for basic mathematics.

Bribery, difficult

This is the ability to know who and how to bribe someone. This can be acquired after 180 days of practice. Hear are some specials for bribery:

Common Foreign Script, basic

The ability to read a common foreign script. The character must already have literacy, and the skill level may never exceed that of literacy. This can be purchased after 30 days of study. Here are some examples of specials for common foreign script.

Common Foreign Tongue, basic

The ability of the character to speak a common foreign language with a thick accent. This can be purchased after 30 days of study. Here are some examples of specials for common foreign tongue.

Computer Use, basic

The ability to use a computer for day-to-day things, if such are allowed in the game. This can be purchased after 30 days of study. Here are some examples of specials for computer use.

Courtly Graces, difficult

The ability to act appropriately in the presence of the leadership of the nation. This can be purchased after 180 days of study. Here are some examples of specials for courtly graces:

Dead Foreign Script, difficult

The ability to read a dead foreign script. The character must already have literacy, and the skill level may never exceed that of literacy. This can be purchased after 180 daysof study. Here are some examples of specials for dead foreign script.

Dead Foreign Tongue, difficult

The ability of the character to speak a dead foreign language. This can be purchased after six months of study. Here are some examples of specials for dead foreign tongue.

Discern Reason, difficult

The ability to determine motivations for actions based only upon the facts presented. This skill can be acquired at any time by spending the HP. Here is an example of a special for discern reason.

Evasion, difficult

The ability to avoid those who might be looking for the character. IU skills can be acquired at any time by spending HP. Here is an example of a special for evasion.

Find Hidden, difficult

The ability to find hidden things that you are looking for. This skill can be acquired at any time by spending the HP. Here is an example of a special for spot hidden.

Find Patterns, difficult

The ability to detect patterns from any records or discussions available to the character. This skill can be acquired at any time by spending the HP. Here is an example of a special for find patterns.

Geography, basic

A working knowledge of the lay of the land near where the character is staying. This can be purchased after 30 days of study. Here are some examples of specials for geography.

Higher Mathematics, difficult

The abiklity to invent new mathematics to assist in your work. This can be acquired after 180 days of study assuming that you have either basic mathematics ort scholarship. Here are some examples of specials for higher mathematics:

History, basic

A general knowledge of an area's history. This can be purchased after 30 days of study. Here are some examples of specials for history.

Instruction, basic

The ability to teach a skill to another character. This can be purchased after 30 days of study. Here are some examples of specials for instruction.

Jack-of-all-Trades (Intellectual), extreme

This is a modifier which can be applied to any IN based skill. This skill can be acquired at any time by spending the HP. Here are some specials:

Knowledge, difficult

In-depth knowledge of a specific topic (astronomy, history, etc.). This can be purchased after six months of study. Here is an example of a special for Knowledge.

Literacy, basic

The ability of the character to read and write their native language. This can be purchased after a month of study. Here are some examples of specials for literacy.

Lying Skillfully, basic

The ability to lie convincingly. This can be purchased after a month of study. Here is an example of a special for lying skillfully.

Meditation, basic

The ability to focus the intellect of the character in a specific way (chanting, ritualized motion, sitting in quiet contemplation.) This can be purchased after a month of study. Here are some examples of specials for meditation.

Memory, extreme

The ability to remember things exactly as they occurred. This skill can be acquired at any time by spending the HP. Here are some examples of specials for memory.

Mental Endurance, basic

This is the ability to continue to concentrate despite distractions. Mental Endurance can be learned at any time by expending HP. Here is an example of a special for mental endurance.

Observation, difficult

The ability to notice and recall things you are not looking for. This skill can be acquired at any time by spending the HP. Here is an example of a special for observation.

Racial Foreign Script, difficult

The ability to read a racial foreign script. The character must already have literacy, and the skill level may never exceed that of literacy. This can be purchased after six months of study. Here are some examples of specials for racial foreign script.

Racial Foreign Tongue, difficult

The ability of the character to speak a racial foreign language. This can be purchased after six months of study. Here are some examples of specials for racial foreign tongue.

Ranging, difficult

The ability of the character to estimate distances. This can be purchased after six months of study. Here is an example of a special for ranging.

Scholarship, difficult

A set of abilities due to a general education; these include literacy, basic mathematics (arithmetic and geometry), history, and some general knowledge. Here are some specials for scholarship:

Storytelling, difficult

The ability to tell a story in an emotional manner. This can be purchased after 180 days of study. Here are some examples of specials for storytelling.

Strategy, extreme

The ability to plan major military and naval operations, such as the conduct of a war. This can be learned after a year of study. Hear are some specials.

Tactics, difficult

The ability to make a plan to win a battle given current resources and information. This can be purchased after 180 days of study. Here are some examples of specials for tactics:

Tracking, difficult

The ability to follow the tracks left by an animal, vehicle, or individual. This can be purchased after 180 daysof study. Here are some examples of specials for tracking.

Combined PF+IN-Based Skills

Stealth and Concealment, difficult

The ability to know how to move and remain undetected. This skill can be acquired at any time by spending the HP. Here are some examples of specials for stealth and concealment.

Survival, basic

The ability to live off the land in a particular type of environment (forest, plains, mountains, etc.) This can be purchased after 30 daysof study. Here are some examples of specials for survival.

Tailing, difficult

The ability to follow someone. This requires 180 days of study and practice. Here are some specials:

Combined MA+IN-Based Skills

First Aid, basic

The ability to render emergency healing aid to prevent injuries from getting worse and to prevent (or at least delay) death. Here is an example of a special for first aid:

Gambler, difficult

The ability to play the odds in games of chance, and to either spot or engage in manipulative cheating. Here are some specials:

Laboratory Technician, difficult

The ability to operate effectively in a laboratory. Here are some specials:

IU-Based Skills

Advice, difficult

The ability to give the best possible advice. This can be purchased after six months of study. Here is an example of a special for advice.

Ambush, basic

The ability to plan or detect an ambush. This can be purchased after a month of study. Here is an example of a special for ambush.

Animal Handling, basic

The ability to care for and raise a specific kind of animal. This can be purchased after a month of study. Here are some examples of specials for animal handling.

Bargaining, basic

The ability to make deals. IU skills can be acquired at any time by spending HP. Here are some examples of specials for bargaining.

Bribery, difficult

This is the ability to know who and how to bribe someone. This can be acquired after 180 days of practice. Hear are some specials for bribery:

Courtly Graces, difficult

The ability to act appropriately in the presence of the leadership of the nation. Here are some examples of specials for courtly graces:

Danger Sense, basic

This is a sixth-sense about entering a dangerous situation. The "Hairs on the back of the neck" stand up. This negates the effects of surprise. Danger Sense can be learned at any time by expending HP. Here are some examples of specials for danger sense.

Discern Reason, difficult

The ability to determine motivations for actions based only upon the facts presented. This skill can be acquired at any time by spending the HP. Here is an example of a special for discern reason.

Evasion, difficult

The ability to avoid those who might be looking for the character. IU skills can be acquired at any time by spending HP. Here is an example of a special for evasion.

Find Hidden, difficult

The ability to find hidden things that you are looking for. This skill can be acquired at any time by spending the HP. Here is an example of a special for spot hidden.

Find Patterns, difficult

The ability to detect patterns from any records or discussions available to the character. This skill can be acquired at any time by spending the HP. Here is an example of a special for find patterns.

Geography, basic

A working knowledge of the lay of the land near where the character is staying. This can be purchased after 30 days of study. Here are some examples of specials for geography.

Instruction, basic

The ability to teach a skill to another character. This can be purchased after 30 days of study. Here are some examples of specials for instruction.

Jack-of-all-Trades (Intuitive)

This is a modifier which can be applied to any IU based skill. IU skills can be acquired at any time by spending HP. Here are some specials:

Lying Skillfully, basic

The ability to lie convincingly. This can be purchased after a month of study. Here is an example of a special for lying skillfully.

Memory, extreme

The ability to remember things exactly as they occurred. This skill can be acquired at any time by spending the HP. Here are some examples of specials for memory.

Observation, difficult

The ability to notice and recall things you are not looking for. IU skills can be acquired at any time by spending HP. Here is an example of a special for observation.

Quick Thinking, basic

The ability to respond to a changing situation. This can be learned at any time by expending HP. Here is an example of a special for quick reflexes.

Scholarship, difficult

A set of abilities due to a general education; these include literacy, basic mathematics (arithmetic and geometry), history, and some general knowledge. Here are some specials for scholarship:

Storytelling, difficult

The ability to tell a story in an emotional manner. Here are some examples of specials for storytelling.

Strategy, extreme

The ability to plan major military and naval operations, such as the conduct of a war. Hear are some specials.

Tactics, difficult

The ability to make a plan to win a battle given current resources and information. Here are some examples of specials for tactics:

Tracking, basic

The ability to follow the tracks left by an animal, vehicle, or individual. IU skills can be acquired at any time by spending HP. Here are some examples of specials for tracking.

Combined PF+IU-Based Skills

Stealth and Concealment, difficult

The ability to know how to move and remain undetected. This skill can be acquired at any time by spending the HP. Here are some examples of specials for stealth and concealment.

Survival, basic

The ability to live off the land in a particular type of environment (forest, plains, mountains, etc.) Here are some examples of specials for survival.

Tailing, difficult

The ability to follow someone. Here are some specials:

Combined MA+IU-Based Skills

First Aid, basic

The ability to render emergency healing aid to prevent injuries from getting worse and to prevent (or at least delay) death. Here is an example of a special for first aid:

Gambler, difficult

The ability to play the odds in games of chance, and to either spot or engage in manipulative cheating. Here are some specials:

Conditions

Special Note: Any Mundane skill can be acquired as a condition.

Accident-Prone, extreme

The character suffers an accident on a 9 or 10 result, not just a 10.

Addiction, extreme

The character has an overpowering urge to do some self-destructive thing.

Afflicted-Physical, basic

The character has suffered a debilitating wound/injury/illness resulting in a detriment to any PF-based attempt at the level of the detriment.

Afflicted-Mechanical, basic

The character has suffered a debilitating wound/injury/illness resulting in a detriment to any MA-based attempt at the level of the detriment.

Allergy, difficult

The character has a detriment to all skill attempts in the presence of the allergen.

Ambidextrous, basic

The character can use either hand. Here are examples of specials for ambidextrous:

Ambition, basic

With this disadvantage you are always looking to advance you position.

Amnesia, extreme

The character has lost their memeory. You must fail an amnesia roll to recall anything.

Animal Affinity, extreme

The character is liked by animals. Here are some specials:

Arrogant, basic

You are better than anyone else.

Attractive, basic

The character has "bloomed" and is now considered to be good-looking to their kind. Here are examples of specials for attractive.

Bad Memory, basic

The character must fail a bad memory roll to recall anything they want to remember.

Bereaved, basic

This disadvanatge results in a detriment to all IN- or IU-based actions due to being filled with sadness over a personal loss.

Black Sheep, basic

The character is out of favor with their family.

Blind, extreme

The character cannot see.

Bounty, basic

The character is being sought for some specific reason where the individual or group who either captures or kills them will gain a modest payment.

Bounty, difficult

The character is being sought for some specific reason where the individual or group who either captures or kills them will gain a large payment.

Bounty, extreme

The character is being sought for some specific reason where the individual or group who either captures or kills them will gain a very large payment.

Branded, difficult

The character has been marked for some infraction or crime and is distructed.

Bravery, basic

The character can resist the effects of fear. Here is an example of a special for bravery.

Charismatic, difficult

There is just something about the character that others like. Here is an example of a special for charismatic

Charming, difficult

The character can put people at their ease. Here is an example of a special for charming.

Clumsy, basic

The character gains the condition that reduces all attempts based on PF or MA by the level of the detriment.

Compassionate, basic

The character feels the need to help those in need.

Connections, difficult

The character knows many people in a specific environment (a city, a profession, criminals, etc.) Here is an example of a special for connections:

Cowardly, basic

You avoid physical confrontation.

Cursed, extreme

You are the victim of a supernatural curse. Each curse is different. There will be a statement of the nature of the curse. You may (or may not) know how to remove it.

Deaf, extreme

The character cannot hear.

Deep Sleeper, basic

The character finds it difficult to wake up.

Delusion, difficult

The character believes something that is not true.

Dependant, difficult

The character has a family member or close friend who depernds on them.

Depressed, difficult

This disadvantage fills the charqacter with apathy, sadness, and a dark outlook on life.

Direction Sense

The character has a good sense of direction. Here are some ideas for specials:

Disfigured, basic

The character is considered to be ugly due to injuries or disease.

Distrusted, difficult

The character has trouble getting anyone to trust them.

Duty-Bound, basic

The character feels obligated to perform their duty.

Easy-Sleeper, basic

The character can sleep anywhere.

Enemy, exrtreme

Someone wants to ruin your life. Not necessarily to kill, but to make your life miserable.

Fame, basic

The character is known for some activity. Here are some examples of specials for fame.

Fear, basic

You experience the paralytic effect of fear. If you cannot overcome the level of fear with suitable Bravery or similar abilities you will either freeze or flee.

Feared by Animals, difficult

Animals either flee or threaten the character when they can see or otherwise sense the character.

Feeble-Minded, Difficult

This disadvantage results in a detriment to all IN- or IU-based actions.

Feud, difficult

The character's family is at war with some group or individual.

Flashbacks, difficult

The character is plagued by paralyzing images of past traumas when confronted with a reminder of it.

Fop, basic

The character is devoted to their appearance.

Gambler, basic

The character is compelled to gamble.

Generous, basic

The charaacter is willing to give up goods, services, and money.

Good (specified), basic

The character is good at some kind of activity, and thus can modify that activity by this advantage.

Good Student, basic

The character studies well. Here are some examples of a special for Good Student.

Greed, difficult

The character has a compulsion for material gain to the detriment of others.

Hateful, basic

The character is full of hate

Hatred, difficult

The character hates some individual, group, place, or thing.

Honor-Bound, basic

The character feels bound by the rules of honor, perhaps their own code of honor.

Horror, difficult

You have experienced something so terrible that it haunts you. This is similar to fear, but more difficult to resist.

Hunted by (), basic

The tendency for poeple to find you when they seek aid or there are people who wat to find you for a specific purpose.

Indiscreet, difficult

You are unable to keep secrets.

Influence, difficult

The character has become influential in some specific environment (politics, military, scholarship, etc.) The opinions and requests of the character are considered strongly. Here is an example of a special for influence.

Insanity, difficult

The character develops a specific insanity.

Inspiring, basic

The character has the ability to cause others to go beyond what they think they can do. You can use the result of this roll to modify what someone else is doing. Here is an example of a special for Inspiring:

Jealous, basic

The character feels envy for the accomplishments, abilities, and/or possessions of someone else.

Keen Hearing, basic

The character has good hearing. Here arre some examples of specials:

Keen Smell, basic

The character has a keen sense of smell. Here arre some examples of specials:

Keen Taste, basic

The character has a heightened sense of taste. Here are some specials:

Keen Touch, basic

The character has a heightened sense of touch. Here are some specials:

Keen Vision, basic

The character has good eyesight, and this can modify (or be the basis) for attempts to see things. Here is an example of a special for Keen Vision:

Landed, difficult

The character owns land.

Large, basic

The character is of larger than normal size. Here is are some examples of specials:

Leadership, difficult

The character is a natural leader. Here is a special for Leadership:

Light Maiming, difficult

The character has sustained a wound or injury resulting in minor permanent damage; a finger removed, a limp, etc. Gain the Unattractive detriment. Also gain the Afflicted detriment

Light Sleeper, basic

The character can wake at slight noises, this makes it hard to get good rest, rather than recovering 3 fatigue per hour of sleep, you total this result and subtract your level in Light Sleeper. On the other hand you wake easily and can be immediately ready for action.

Lost Love, difficult

With this disadvantage you have met that special partner, but they were gone. You look for them everywhere, even if you know they are gone forever.

Loyalty, basic

You are a dedicated servant to some indidiual, group, or ideal.

Lustful, basic

The character experiences intense sexual desire.

Maimed, extreme

The character has lost an eye, an arm, etc. -1 to PF or MA permanently.

Meddler, difficult

With this disadvantage you tend to have strong opinions about how peopler can solve their problems, and you share them generously.

Moody, basic

The character is subject to angry fits.

Mute, difficult

The character has suffered an accident that makes it impossible for them to talk.

Night Blindness, basic

The character suffers a detriment when trying to do things using sight in the dark.

Night Vision, basic

The ability to see at night. Here are some examples of specials for night vision:

Obese, basic

The character is out of shape and fat,thus detrimenting any PF-based skills.

Obsessed, difficult

The character is compelled to do some specific thing.

Outlawed, extreme

The character has been placed outside the law by authorities. You are a non-citizen and have no rights.

Overly Sensitive, basic

The character takes offense easily.

Personal Signature, basic

The character develops a certain quirk when they do things, it is a style specific to the character.

Phobia, basic

The character has an unreasonable fear of some specific kind of thing.

Rage, basic

The character enters into fits of fury.

Rash, basic

The tendency for the character to act without thinking. Character's with this detriment must fail a rash roll to be allowed to plan a reaction.

Rebellious, basic

The character refuses to accept the rule of authority.

Respected, difficult

This is a condition that allows others to react favorably to your character. Here are some examples of specials for respected:

Rivalry, difficult

You attract those who try to show you up in some specific kind of activity.

Scarred, basic

The character has sustained a wound or injury which has left a visible scar that makes the character unattractive.

Searching, difficult

You have lost something that you feel you must find again.

Sensory Detriment, basic

The character has reduced capability in a specific sense.

Situational Awareness, difficult

The character is aware of things happening around them. Here are example of specials:

Small, basic

Speech Impediment, basic

This disadvantage makes it difficult to speak, resulting in a detriment to any attempts to verablly communicate.

Status, extreme

This allows your character to have authority locally. Here are some examples of specials for status.

Strong-willed, basic

The ability to draw on an inner strength. Here are some examples of specials for strong-willed.

Taciturn, basic

The character does not like to talk.

Time Sense

The character has a sense of the passage of time. Here are some ideas for specials:

Toughness, extreme

The character is so tough that they can just shrug off blows. The effect is that their level in toughness acts like points of armor protection. Here is an example of a special for toughness:

Tradecraft, extreme

The ability to operate as a spy. It contains the ability to observe your surroundings, to watch and/or tails a target, the ability to operate under a cover identity, the ability to leave messages in a way hidden to non-spies, to detect and evade pursuit, to collect information, and to protect your activities all while not seeming to do it. Here are examples of some specials:

Unattractive, basic

The character is not considered pleasant to look upon.

Valorous, basic

The character has strength of mind and purpose to meet danger. Here are some examples of specials for valorous.

Vindictive, basic

The character seeks revenge for slights.

Weak-Willed, basic

The character lacks inner strength.

Benefits

Allies, basic

The character has an ally who has the level of success times 10 as the number of HP for the fast character development system.

Allies, difficult

The character has an ally who has the level of success times 20 as the number of HP for the fast character development system.

Allies, extreme

The character has an ally who has the level of success times 40 as the number of HP for the fast character development system.

Animal Companion, basic

The character has a small animal as a friend.

Animal Companion, difficult

The character has a large animal as a friend.

Animal Companion, extreme

The character has a medium-scale animal as a friend.

Bodyguard, basic

You have a bodyguard. For every level they have one term in a suitable profession (up to 10 HP per term), or they have normal HP + 10 HP from a suitable template in fast character design.

Bodyguard, difficult

You have a bodyguard. For every level they have one term in a suitable profession (11-15 HP per term), or they have normal HP + 15 HP from a suitable template in fast character design.

Bodyguard, extreme

You have a bodyguard. For every level they have one term in a suitable profession (16+ HP per term), or they have normal HP + 16 HP from a suitable template in fast character design.

Common Equipment, basic

You have a single peice of common equipment.

Common Equipment, difficult

You have a single peice of common equipment of quality whose level of quality is determined by the HP spent.

Family Heirloom, basic

The character owns a valuable small object, weapon, or tool handed down by the family of the character.

Family Heirloom, difficult

The character owns a valuable large object, weapon, or tool handed down by the family of the character.

Government Service, difficult

The character is a representative of the government, and has their expenses (if approved) paid for by the government. You can also use this as a basis for having some authority in government operations.

Heavy Armor, basic

You have acquired heavy armor for your torso and shouders, legs and hips, Arms and hands, or head.

Heavy Armor, difficult

You have acquired heavy armor of quality (the level of quality is determined by the HP you spend) for your torso and shouders, legs and hips, Arms and hands, or head.

Identity, basic, difficult, or extreme

The character has another identity. The level of success determines how many HP are generated from the identity.

Library, extreme

The character collects books from wherever they go. Here is an example of a special for library:

Light Armor, basic

You have acquired light armor for your torso and shouders, legs and hips, Arms and hands, or head.

Light Armor, difficult

You have acquired light armor of quality (the level of quality is determined by the HP you spend) for your torso and shouders, legs and hips, Arms and hands, or head.

Love Interest, difficult

You are in love, better yet that person is in love with you.

Marriage, difficult

You are married.

Patron, difficult

You have the financial backing of one or more people. Specifically a roll on this ability will determine if your character can acquire something of monetary value.

Servant, basic

You have a servant. For every level they have one term in a suitable profession (up to 10 HP per term), or they have normal HP + 10 HP from a suitable template in fast character design.

Servant, difficult

You have a servant. For every level they have one term in a suitable profession (11-15 HP per term), or they have normal HP + 15 HP from a suitable template in fast character design.

Servant, extreme

You have a servant. For every level they have one term in a suitable profession (16+ HP per term), or they have normal HP + 16 HP from a suitable template in fast character design.

Uncommon Equipment, difficult

You have a single peice of uncommon equipment.

Uncommon Equipment, extreme

You have a single peice of uncommon equipment of quality whose level of quality is determined by the HP spent.

Wealh, extreme

The ability to generate the necessary funds and backing for various projects and acquisitions. Here are some specials:

Weapon, basic

You have a specific weapon.

Weapon, difficult

You have a specific weapon of quality, the level is determined by your HP expenditure..

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