Post by phantomdoodler on Apr 26, 2011 18:50:41 GMT -5
System
Roll a number of dice equal to an attribute and skill. You need to equal or exceed the difficulty:
Easy 5
Moderate 10
Difficult 15
Very Difficult 20
Heroic 25
Legendary 30+
Character Generation
Attributes: Choose a race - this determines the minimum and maximum ratings of each attribute, in addition to any special abilities. It also determines the number of attribute dice which you can spend on your attributes - each race has a minimum and maximum value for each attribute however. Human characters, for example, start with 12 dice to distribute, with each attribute rated from 1D to 4D. Alternatively, you may select a Template which determines your starting attributes.
Skills: Distribute 7 dice among the characters skills. The maximum number of dice added to any one skill is 3D at character generation.
Specialisms: A character may also choose to take specialisms in each skill - more focused applications which provide bonus dice to rolls under specific circumstances. During character generation, each skill dice allocated to specialisms, a character gains 1 dice in three specialisms. For example, a character may have melee 4D(Axes +2D), or scholar 3D (Languages +1D). Initially, characters may not increase any skill, including specialisms, by more than 3D above the governing attribute.
Defence: This reflects the difficulty to hit your character. It is based on your character's Agility dice:
For equipment, talents, flaws, special abilities, background, and character features, see the appropriate se&ctions below for more details on how to fill out these optional sections.
Character Options
Selecting Character Options
Advantages and Disadvantages make the character more interesting, more (and less) effective, and more fun to roleplay (if you do it right). You know the story of your character — here’s what that story means. Advantages are perks that the character has because of her status in society, the people she knows, or something in her background. They generally do not directly affect attributes or skills Disadvantages hamper the character in some way. They might affect her attributes or skills or they might mean trouble for her in certain situations. Both Advantages and Disadvantages make the character more rounded and more believable.
Advantages each have a Skill Dice cost, which is subtracted from the characters starting amount of 7D. You may also increase your starting skill dice by choosing disadvantages which provide a number of bonus dice. However you may only select up to 5D worth of Advantages and Disadvantages during character generation.
Example: You decide to give your character the Quick Draw advantage, which has a cost of -2D. If you have already spent 7D on skills, your character needs to have some kind of flaw as well. Choosing Curse (+3D), you character would have one additional skill die to spend on their character.
Attributes:
Each character has five attributes, which measure basic physical and mental abilities that are common to every living creature (and some nonliving things).
Agility: Measure of hand eye coordination, reflexes
Brawn: Measure of athletic prowess and toughness.
Perception: Measure of awareness, intuition and acumen.
Knowledge: Measure of strength of memory and ability to learn.
Charisma: Measure of charisma, confidence and willpower.
AGILITY
acrobatics: This skill is the art of graceful and quick movement, a mixture of balance and tumbling where agility is far more important than brawn. Use this skill when you want to walk across a narrow ledge, dodge out of the way of a falling tree, or swing across a massive ravine using only a coil of rope and a desperate prayer. Acrobatics is also useful for sure movement under difficult conditions such as clambering up a ship’s rigging, running along narrow castle causeways, and in severe weather such as sandstorms, ocean tempests and icy blizzards.
marksmanship: Shooting any kind of mechanical device— such as a bow or sling — that projects missiles across a distance.
piloting: operating any vehicle, such as a glider, balloon, sailing ship or lajeka.
sleight of hand: Nimbleness with the fingers and misdirection,including picking pockets, palming items, and stage magic.
stealth: While stealth is not the sole province of the thief, most who practice it may have only a passing acquaintance with the legal side of life. Those who hide and sneak usually have a reason to be distrusted. Use this skill to cross a wooden floor silently, move unseen through a room or disappear into the shadows.As an extension of stealth, this skill can be used to conceal things other than the Hero. This means it can be effective at making one’s companions less obvious, though this certainly makes any such stealth tests more difficult. Heroes with the stealth skill are also quite adept at concealing items too.
BRAWN
athletics: Feats of strength and athletic prowess fall into the domain of athletics. Though the ability to charge quickly down a hallway and smash in a door with a well-placed kick might not be subtle, it can be useful at times. Use this skill to run, jump, lift heavy weights and swim, especially in adverse conditions.Contests of physical ability are all covered by athletics. It is the chief skill used for such ‘games’ and as such provides the bonuses for tests involving grappling, arm wrestling, lifting competitions and any other sort of non-aggressive competition where muscle power and stamina apply.
brawling: competency with all unarmed attacks and techniques, such as bar room brawling or martial arts.
intimidation: Using physical presence, verbal threats, taunts, torture, or fear to influence others or get information out of them.
melee: Wielding hand-to-hand weapons, such as axes, swords or clubs.
stamina: Physical endurance and resistance to pain, disease,and poison.
PERCEPTION
investigation: Every action leaves behind clues but for most, these signs go unnoticed. An observant mind can discover the truth behind any conundrum just by paying attention and analysing the world around them. Use this skill if you want to determine the details of a crime scene, study someone to determine their personality or motives, or tell when someone is lying. Investigation involves clues and analysis, making it well suited for Heroes who wish to engage in active studies like archaeology and field research. This skill may also cover the bureaucracy of investigation, teaching Heroes how to process evidence, chronicle cases and present their findings to the proper officials.
riding: Horses and other mounts are a vital part of life in Magnamund. From the swift Faersteeds of Ilion to the draft horse-drawn carriages of Durenese wheat farms, both travellers and traders are dependent upon the ability to ride. Use this skill when you want to make a mount go faster, obey you in a combat situation or perform any kind of complex manoeuvre. In most cultures in Magnamund, any level of real training in this skill is liable to include some instruction on how to drive carriages and wagons as well. Thus, riding can be used to control and operate animal-drawn vehicles of all sorts.
survival: The art of staying alive under harsh conditions is a talent few people master until life forces them to either excel or expire. Use this skill to track down game and edible plants in a wilderness setting, find suitable shelter where none seems to exist or boil briny seawater to make it safe for drinking. The art of survival can have a direct impact on adventuring life, as this skill can be used to get through the worst effects of poisons, diseases and spells that inflict hardship and suffering
KNOWLEDGE
crafting: Craftsmen are the makers and shapers of the world. Painters and sculptors use the crafting skill, as do carpenters and blacksmiths. While most craftsmen are focused on one or two fields of creation, others take a general approach and dabble in several fields. Use this skill when you want to construct something of lasting worth and value.
Crafting can also be used as a limited form of the scholar skill, focused on craftsmanship, material construction and value. This makes it valuable for determining the flaws of an object, art piece or structure. Knowing the value of something can certainly be of benefit when trying to buy or sell it.
medicine: The healer’s art can be a complicated one. Bandaging a wound is easy enough but administering herbal remedies for an unknown disease when the only materials at hand are dirty water and a small urban garden is considerably more difficult. Use this skill to tend a sick patient, set a broken bone, or brew a healing tonic from rare herbs. Medicine is a skill that can very easily be turned to alternative – even nefarious – purposes. As part of rendering aid to the injured involves herbal remedies and preparations, Medicine is also the basic skill behind alchemical work. This may be used in a beneficial sense, such as distilling Laumspur, or a less than benevolent way such as preparing combat elixirs and even poisons.
occult: Knowledge of the supernatural can be a powerful thing, especially when confronted with that world on a daily basis. Use this skill when you need to identify a monster, determine the intention behind a strange chant you hear, or divining the functions of a magical device you have just discovered. One of the most important benefits of occult knowledge is the potential to learn about weaknesses and flaws in magical creatures, devices and spells. This skill can be applied to any tests made to overcome magical wards, bindings or constructs. This makes occult an invaluable skill for any Hero likely to encounter such obstacles on a regular basis.
Special: The occult skill does not grant you the ability to wield magic or provide you with any usable spells. It is the mundane knowledge behind the arcane gift, the ‘book-learning’ of the magical world.
scholar: Knowledge is power and few wield it more ably than the sages of Magnamund’s great cities. While you may not hold a sage’s rank, you are just as skilled in one or more topics. Use this skill to remember an important fact, research a topic in a library or write a letter in a practised, scholarly hand. The scholar skill is as much about processing information as it is about discovering and recalling it. This makes it perfectly acceptable to allow scholar skill tests for writing, bookbinding and producing works of scholastic worth. Many sages are, after all, scribes as well. Sages also tend to be inveterate gossips, making this the skill of choice for information gathering. While the persuasion skill could play a role in convincing sources to reveal their secrets, the scholar skill can be used to determine what information is worth gathering and how best to record their findings for future use. Knowledge is even more powerful in the hands of someone who truly understands what they know.
tinkering: The tinkering skill covers mechanical knowledge from the very simple, like pulleys and hinges, to the extremely complex, such as clockwork birds and steam engines. Use this skill to pick a lock on a stolen chest, get a broken clock to run again or determine the functions of a newly discovered mechanical device. Tinkering is a relatively ‘new’ skill for most of Magnamund, a burgeoning science whose outer limits have barely been imagined. It can be used for scientific pursuits of any engineering sort. Imagination and inventiveness are the keys to using Tinkering to best effect. You might decide that tinkering is needed to utilise gadgets of any kind, from telescopes to astrolabes.
CHARISMA
Command
deceive: Lying, tricking, or deceiving others, as well as verbal evasion, misdirection, disguise and blustering. Also useful in putting on acting performances.
persuasion: Influencing others or getting information out of them through bribery, charm, haggling, honest discussion, debate and diplomacy, or speeches.
willpower: Ability to withstand stress, temptation, other people’s interaction attempts, mental attacks, and pain. The may allow a specialisation in a specific faith tradition or belief system to enhance many, though not all, applications of willpower. This skill can also be used to use certain talents.
PHYSICAL ADVANTAGES
Ambidextrous (-1D to -3D): You can use both hands with equal skill, both in combat and in normal activity. You might be able to do impressive tricks like writing different things with each hand at the same time or you may have rigorously trained to fight with a pair of weapons. At -1D, when you fight with a weapon in each hand, you gain a +1D bonus to your melee test when attacking, and you ignore any penalties for using your off hand. At -2D you gain +5 Defence when armed with a melee weapon in each hand. At -3D you may attack with each weapon in your hand without suffering a multi attack penalty.
Attractive (-1D): Either by accident of birth or careful work through your whole life, you are physically attractive to a notable degree. While you may not intentionally use your good looks to your advantage, they always have an effect on others.
Usually this effect is a good one, but occasionally, it might just make things awkward or complicated. Your attractiveness makes others more receptive to you, granting you a +1D bonus to all deception or persuasion tests made to against targets who are attracted to your gender.
You automatically succeed at your first persuasion roll each session made to haggle for better prices or services.
Some creatures and cultures might not be susceptible to this trait, as their definition of beauty may vary greatly from yours – the Gamemaster will tell you when this is the case.
Diehard (-3D): You can withstand incredible punishment without falling. You shrug off most diseases and you can eat things most people would fall ill at the thought of trying. Your gift might be a rapid ability to heal or a deadened sense of pain but regardless of its source, in the game of survival, you reign supreme. You may add 1D to Brawn tests when resisting damage, and gain a +3D bonus to all stamina rolls when resisting diseases or poisons, including alcohol.
Extraordinary Hearing (-2D): The construction of the character's sound collectors (ears usually), has increased their ability to distinguish between similar sounds, determine the direction of the source of those sounds, and pick up whispers from a distance, giving them a +1D bonus to investigate rolls requiring the sense of sound.
Extraordinary Sight (-2D): The shape and genetic makeup of the character's eyes enables them to see three times as far as a normal member of their species, giving them a a +1D bonus to investigate rolls requiring the sense of sight.
Fleet of Foot (-2D): You can run very fast, with motions precise enough to maintain your balance and awareness even during the most distracting of conditions. While this ability is certainly a benefit during a foot race, it has other applications in the heat of battle. When you move in combat, as an action you may advance an extra range level. This means you can run from Far to Close range in a single turn. If you move from Long to Melee range, you may attack an opponent as normal. If you use this advantage to run from Close to Melee range, you may attack with a +1D bonus to your melee roll.
Fast Reflexes (-2D): You are aware of your body and motion at all times, regardless of your surroundings and circumstances. As such, you react to danger much faster than others, sometimes without even realising. You gain +1D when determining Initiative and increase your Defence rating by 5.
Hardy (-2D): Tough and enduring, you have a singular ability to weather adversity. Your hardy nature allows you to constantly endure the worst conditions that nature can throw at you. You automatically succeed at stamina rolls when brought on by weather or privation.
Healthy (-2D): You are a very fit individual, with an ability to recover from wounds and illness that ensures you rarely suffer from any set-backs for long. While you may not be any more enduring than other folk, you return to good health much faster than most. You grant a +1D bonus to any attempt to heal you from any source, from Laumspur to medical care.
You also gain a +1D bonus to stamina rolls to resist the effects of poisons and diseases.
Ironskin (-2D or -4D): In a hailstorm of arrows, you are the target that only gets nicked. Normal wounds barely faze you and serious injuries only drag you down if you leave them unattended. You may have very thick, weathered skin or physical conditioning that lets you ignore injuries better than others. You gain a +1D bonus to Resistance rolls. At -4D, you are incredibly resistance to harm and gain a +2D bonus to all Resistance rolls.
Massive (-3D): You are physically huge, easily one of the tallest or broadest members of your race. This size comes with some drawbacks, such as trying to use facilities sized for smaller people or when shopping for clothes and armour, but you also gain all the benefits that come with being huge. You may permanently increase your Brawn rating by 1D, even above your normal maximums. Special: You may not select the Fast Reflexes or Nimble advantages. You also pay 50% more for clothing and armour worn on the head or body. Found gear of these sorts has a 50% chance of not being able to fit you. Roll 1D for each item found in this way: on a 1-3, the piece of gear is too small.
Nimble (-4D): There is no space you cannot squeeze through and no ledge you cannot balance upon. You are dexterous beyond the scope of most others and when you move, there is an undeniable agility. Such grace might lead you to rarely remain motionless for long. You may permanently increase your Agility rating by 1D, even above your racial maximums.
Quick Draw (-2D): The character may draw any type of weapon (sword, dagger, Bor Musket and so forth) immediately i.e it does not count as an action during a combat round.
Savage (-2D): You have a feral side, a physical response to injury that makes you very dangerous in battle. The more you are hurt, the less you feel it and the more driven you become. While this savagery is not the pure rage of a berserker, you do still channel your pain in vicious ways. Whenever you take a wound, you may ignore any wound penalties on your next action.
If you already have a Wound, you may ignore the dice penalties for the rest of the battle.
Healing has no effect on these bonuses, unless you are fully healed. As soon as you leave combat or the battle ends, you suffer any penalties as normal until you are freshly injured in a subsequent combat.
Strong (-2D): You are physically powerful and possess great strength. This prowess allows you to perform feats of strength that others would struggle to duplicate. Your physique likely mirrors your might, resulting large muscles. You gain a +1D bonus to all Brawn rolls that would benefit from physical strength, such as breaking free of bonds, forcing open a door or wrestling. You also gain a +1D bonus to melee rolls when wielding a single weapon with both hands.
Tireless (-2D): You rarely sleep and when you do, it is not for long. You just seem to be able to keep going long after others have dropped from exhaustion. This makes you a perfect choice to remain on watch when camping. You always seem to go the extra mile, just because you can. You only need 4 hours of sleep a night to remain refreshed and
gain a +3D bonus to all stamina rolls brought on by exhaustion.
MENTAL ADVANTAGES
Direction Sense (-1D): The character rarely gets lost, possessing a bonus of 1D to all rolls pertaining to navigation and such.
Extraordinary Memory (-3D): This character ran recall long ago events or esoteric facts with ease. In game terms, they gain a +1D bonus to any Knowledge-based skill.
SPECIAL ADVANTAGES
Contacts (-1 to -3D): The character “knows somebody” or a group of somebodies who will generally help out the character if he makes a decent appeal or sufficiently compensates the contact. You must specify the type of connection, whether underworld, political , business etc. A -1D contact is a cut above a typical peasant, but can provide valuable assistance from time to t such as a knight or minor lordling. A contact worth -2D could represent a more influential figure, such as the head of the local thieves guild, or a local magistrate or minor noble. A -3D contact would be a powerful magistrate, criminal or king, with vast amounts of influence. If the contact is ever killed, this advantage becomes useless.
Noble Birth (-1D): The character fell into luxury- born into wealth, perhaps noble, family. They wanted for nothing, attending the best schools, ordering servants around, and having everything they desired. The character begins with double their normal funds normally given to starting heroes.
DISADVANTAGES
Addiction (+3D): The character cannot go more than a day without drinking, gambling, etc., i.e. satisfying his addiction. Failure to do so results in lowered metabolic rates - all attributes are reduced by -1D after a day, and a further -1D after 4 days. After one week (more or less at the GM's discretion), the character has defeated her addiction. If she ever partakes of the formerly addictive activity in the future, she has a 50% (1 to 3 on a roll of 1D) chance of becoming addicted again.
Argumentative ( +1D): This character constantly plays the devil's advocate. She rejoices when an exploitable situation arises, arguing though she sometimes agrees with her adversary. The argument becomes a game, a strategic contest of wills.
Blackouts (+2D): During high pressure situations, this character has a tendency to blackout for several minutes. She has no recollection of this lost time. In game terms, the character blacks out whenever she rolls a 1 on the Wild Die for 1D minutes.
Center of Conversation (+1D): This character feels the need to always be in the middle of every conversation And why not? He always knows exactly what to say - at least, that’s what he thinks.
Compulsive Tendencies (+3D): At any time, the character may decide to do or say something that she would not normally do or say under the circumstances. For example, during a conversation with a head of state, the character might blurt out, "your wife is much uglier than I expected."
Curse (+3D): This character either inherited or brought upon herself a curse. The player must decide the specifics of the hex. Known curses include uncontrollable shapechanging, a violent reaction to something the character loves, and constant failure at a given task.
Debt (+1D to +3D, depending on the size of the debt): This character either inherited this debt or borrowed a substantial amount of money. She has a time limit for repaying the loan.
Delusions of Grandeur (+1D): The best thing to ever happen to the world. That's how characters with this Disadvantage views themselves. No one can surpass their prowess - they shouldn't even bother trying.
Extremely Competitive (+1D): To this character everything is a competition. She always wants to race the other characters to the battle, put herself in more danger than anyone else, and slosh down the most drinks. She cannot turn down a challenge.
Fallback Plan (+2D): This character cannot function unless she has devised a backup plan for every situation she puts herself into. This applies to everything from combat to relationships.
Fanatic (+3D): This character holds to a philosophical ideal, the source of which may be a sect, a nation, or a person. She will always defend this ideal, even trading her life for its preservation.
Hallucinations (+3D): At random times, this character begins having delusions. He cannot tell when something is truly occurring or just a figment of his imagination. The GM has full control over this Disadvantage.
Impulsiveness (+1D to +3D): The hero has little thought for his consequences. When faced with any challenge, no matter how perilous, the character must make a Charm or willpower roll. Failing that means he rushes into the situation. To retreat, they must make another willpower roll. At +1D, the difficulty for both rolls is Moderate (15). At +2D, the difficulty is Difficult (20). At +3D, the difficulty is Very Difficult (25).
Low Self-esteem (+3D): This character has a low opinion of herself. She constantly berates herself, harping on her bad qualities. The character suffers -1D to all Presence-based rolls
Manic Depressive (+3D): This character slips into deep, long-lasting depressions. He doesn't care about anything during these times. The player may decide when the character falls into depression and when he extricates himself from it. If the player never lets his character lapse into this state, the GM should take the initiative.
Medical Problem (+3D): This character suffers from an ailment that requires she take medicine every day to treat the illness. The player and GM should work together to develop the specifics of the problem, the appropriate medicine, and the ramifications of failing to take the medicine.
Migraine headaches (+2D): The character has a 50% (1-3 on a roll of ID) chance per day to suffer the unrelenting pain of a severe migraine headache. In game terms, the character receives a -1D penalty to all of his attributes for the remainder of that day
Motion Sickness (+1D): Whenever this character rides a creature or a vehicle. She must make a Brawn or stamina check against an Easy (2) difficulty or immediately begin to shake and vomit, giving her a -1D penalty to all actions undertaken while still riding.
Narcissistic (+3D): The character is completely self absorbed. All Charm-based rolls are made at -1D.
Nightmares (+1D): Almost every night, this character suffers from horrible nightmares, usually related to an unsatisfied issue in his life, though not necessarily. As a result, the character needs 10 hours of sleep per day. Failure to get the required amount of rest results in a -1D penalty to all skill and attribute rolls for that day.
No Self-confidence (+2D): The character has no confidence in himself. Whenever he has to perform an important task (making an accurate shot, negotiating with a hostage, etc), he has 50% (1-3 on a roll of 1D) chance of losing confidence. If he fails this roll, he reduces his chance of success in the current endeavour by 2D.
Obsessive Tendencies (+2D): Whenever this character decides on a course of action, she cannot help but become totally focused on that action, ignoring all other issues in her life. In cases where a character is asked to perform actions that do not further their goal, all Cunning-based rolls are made at -2D until the character can regain their focus.
Paranoia (+3D): Everyone wants to destroy this character. At least, that’s what she believes. She must constantly look over her shoulder, check every inch of her sleeping environment, and scrutinise every acquaintance. She never knows when her enemies will strike.
Pathological Liar (+1D): This character cannot stop himself from lying constantly. No matter what the situation, he is compelled to exaggerate, fib, and outright lie.
Phobia (+1 to 3D): The die code of this Disadvantage varies depending on the level of the character's fear (with a maximum of +3D). At +1D, the character avoids the object of his fear as often as possible, but has no problem dealing with it when the time comes. At +3D, the character will never put himself in a situation where he has to cope with his fear. If he does wind up in such a situation. he freezes and remains unmoving until the object of his fear subsides. Fears include heights, water, certain creatures, darkness, open spaces, cramped spaces, magic, thunder, lightning, and so on.
Physically Impaired (+3D): The character suffers from a problem of the body He may be blind, deaf, or mute (or any other impairment you can devise).
Poor (+2D): The character is incredibly poor. They start with half their starting funds and no starting equipment. The character has very few possessions and will probably need to rely heavily on the other players.
Poor Memory (+1D): Characters with this problem have trouble remembering. In game terms, whenever the character has to recall an important piece of information, her chances of doing so drop by 2D (for any Knowledqe-based skill roll).
Procrastination (+1D): This character always puts everything off. Even when something cannot wait, he still lets it go until it's too late. Whenever the character has a time constraint, they must make an Easy (10) willpower roll, or will find other tasks to do rather than meeting the deadline.
Released Convict (+1D): Sometime during this character's life he was convicted of a crime (which he mayor may not have committed). After serving a jail sentence, he was released and now must battle the stigma against ex-convicts.
Skeleton in the Closet (+2D or more): This character has elements of his past that he does not want anyone to unearth. The player should choose a specific “skeleton” and tie it in with the character's history. No matter what, he must never reveal this secret. It will bring harm together him or those he loves.
Sworn Enemy: This character has for some reason targeted a specific person or creature (+1D), organisation or order (+2D), or a species (+3D) of creatures as her direct adversary. Whenever he comes in contact with such a being, he immediately attacks.
Unattractive Appearance (+1D):The character is just plain ugly. They receive a -1D to all deceive and persuasion rolls against targets who are attracted to your gender.
Targeted for Assassination (+3D): Someone has put out a contract on this character's life. The assassin could be anyone and could strike at anytime.
Wanted for a Crime (+2D): A nation, city-state, or culture has declared this character a criminal. The character may or may not have committed the crime he has been charged with, but nevertheless, the authorities have begun their search for him.
Roll a number of dice equal to an attribute and skill. You need to equal or exceed the difficulty:
Easy 5
Moderate 10
Difficult 15
Very Difficult 20
Heroic 25
Legendary 30+
Character Generation
Attributes: Choose a race - this determines the minimum and maximum ratings of each attribute, in addition to any special abilities. It also determines the number of attribute dice which you can spend on your attributes - each race has a minimum and maximum value for each attribute however. Human characters, for example, start with 12 dice to distribute, with each attribute rated from 1D to 4D. Alternatively, you may select a Template which determines your starting attributes.
Skills: Distribute 7 dice among the characters skills. The maximum number of dice added to any one skill is 3D at character generation.
Specialisms: A character may also choose to take specialisms in each skill - more focused applications which provide bonus dice to rolls under specific circumstances. During character generation, each skill dice allocated to specialisms, a character gains 1 dice in three specialisms. For example, a character may have melee 4D(Axes +2D), or scholar 3D (Languages +1D). Initially, characters may not increase any skill, including specialisms, by more than 3D above the governing attribute.
Defence: This reflects the difficulty to hit your character. It is based on your character's Agility dice:
Agility | Defence |
1D | 5 |
2D to 3D | 10 |
4D or more | 15 |
For equipment, talents, flaws, special abilities, background, and character features, see the appropriate se&ctions below for more details on how to fill out these optional sections.
Character Options
Selecting Character Options
Advantages and Disadvantages make the character more interesting, more (and less) effective, and more fun to roleplay (if you do it right). You know the story of your character — here’s what that story means. Advantages are perks that the character has because of her status in society, the people she knows, or something in her background. They generally do not directly affect attributes or skills Disadvantages hamper the character in some way. They might affect her attributes or skills or they might mean trouble for her in certain situations. Both Advantages and Disadvantages make the character more rounded and more believable.
Advantages each have a Skill Dice cost, which is subtracted from the characters starting amount of 7D. You may also increase your starting skill dice by choosing disadvantages which provide a number of bonus dice. However you may only select up to 5D worth of Advantages and Disadvantages during character generation.
Example: You decide to give your character the Quick Draw advantage, which has a cost of -2D. If you have already spent 7D on skills, your character needs to have some kind of flaw as well. Choosing Curse (+3D), you character would have one additional skill die to spend on their character.
Attributes:
Each character has five attributes, which measure basic physical and mental abilities that are common to every living creature (and some nonliving things).
Agility: Measure of hand eye coordination, reflexes
Brawn: Measure of athletic prowess and toughness.
Perception: Measure of awareness, intuition and acumen.
Knowledge: Measure of strength of memory and ability to learn.
Charisma: Measure of charisma, confidence and willpower.
AGILITY
acrobatics: This skill is the art of graceful and quick movement, a mixture of balance and tumbling where agility is far more important than brawn. Use this skill when you want to walk across a narrow ledge, dodge out of the way of a falling tree, or swing across a massive ravine using only a coil of rope and a desperate prayer. Acrobatics is also useful for sure movement under difficult conditions such as clambering up a ship’s rigging, running along narrow castle causeways, and in severe weather such as sandstorms, ocean tempests and icy blizzards.
marksmanship: Shooting any kind of mechanical device— such as a bow or sling — that projects missiles across a distance.
piloting: operating any vehicle, such as a glider, balloon, sailing ship or lajeka.
sleight of hand: Nimbleness with the fingers and misdirection,including picking pockets, palming items, and stage magic.
stealth: While stealth is not the sole province of the thief, most who practice it may have only a passing acquaintance with the legal side of life. Those who hide and sneak usually have a reason to be distrusted. Use this skill to cross a wooden floor silently, move unseen through a room or disappear into the shadows.As an extension of stealth, this skill can be used to conceal things other than the Hero. This means it can be effective at making one’s companions less obvious, though this certainly makes any such stealth tests more difficult. Heroes with the stealth skill are also quite adept at concealing items too.
BRAWN
athletics: Feats of strength and athletic prowess fall into the domain of athletics. Though the ability to charge quickly down a hallway and smash in a door with a well-placed kick might not be subtle, it can be useful at times. Use this skill to run, jump, lift heavy weights and swim, especially in adverse conditions.Contests of physical ability are all covered by athletics. It is the chief skill used for such ‘games’ and as such provides the bonuses for tests involving grappling, arm wrestling, lifting competitions and any other sort of non-aggressive competition where muscle power and stamina apply.
brawling: competency with all unarmed attacks and techniques, such as bar room brawling or martial arts.
intimidation: Using physical presence, verbal threats, taunts, torture, or fear to influence others or get information out of them.
melee: Wielding hand-to-hand weapons, such as axes, swords or clubs.
stamina: Physical endurance and resistance to pain, disease,and poison.
PERCEPTION
investigation: Every action leaves behind clues but for most, these signs go unnoticed. An observant mind can discover the truth behind any conundrum just by paying attention and analysing the world around them. Use this skill if you want to determine the details of a crime scene, study someone to determine their personality or motives, or tell when someone is lying. Investigation involves clues and analysis, making it well suited for Heroes who wish to engage in active studies like archaeology and field research. This skill may also cover the bureaucracy of investigation, teaching Heroes how to process evidence, chronicle cases and present their findings to the proper officials.
riding: Horses and other mounts are a vital part of life in Magnamund. From the swift Faersteeds of Ilion to the draft horse-drawn carriages of Durenese wheat farms, both travellers and traders are dependent upon the ability to ride. Use this skill when you want to make a mount go faster, obey you in a combat situation or perform any kind of complex manoeuvre. In most cultures in Magnamund, any level of real training in this skill is liable to include some instruction on how to drive carriages and wagons as well. Thus, riding can be used to control and operate animal-drawn vehicles of all sorts.
survival: The art of staying alive under harsh conditions is a talent few people master until life forces them to either excel or expire. Use this skill to track down game and edible plants in a wilderness setting, find suitable shelter where none seems to exist or boil briny seawater to make it safe for drinking. The art of survival can have a direct impact on adventuring life, as this skill can be used to get through the worst effects of poisons, diseases and spells that inflict hardship and suffering
KNOWLEDGE
crafting: Craftsmen are the makers and shapers of the world. Painters and sculptors use the crafting skill, as do carpenters and blacksmiths. While most craftsmen are focused on one or two fields of creation, others take a general approach and dabble in several fields. Use this skill when you want to construct something of lasting worth and value.
Crafting can also be used as a limited form of the scholar skill, focused on craftsmanship, material construction and value. This makes it valuable for determining the flaws of an object, art piece or structure. Knowing the value of something can certainly be of benefit when trying to buy or sell it.
medicine: The healer’s art can be a complicated one. Bandaging a wound is easy enough but administering herbal remedies for an unknown disease when the only materials at hand are dirty water and a small urban garden is considerably more difficult. Use this skill to tend a sick patient, set a broken bone, or brew a healing tonic from rare herbs. Medicine is a skill that can very easily be turned to alternative – even nefarious – purposes. As part of rendering aid to the injured involves herbal remedies and preparations, Medicine is also the basic skill behind alchemical work. This may be used in a beneficial sense, such as distilling Laumspur, or a less than benevolent way such as preparing combat elixirs and even poisons.
occult: Knowledge of the supernatural can be a powerful thing, especially when confronted with that world on a daily basis. Use this skill when you need to identify a monster, determine the intention behind a strange chant you hear, or divining the functions of a magical device you have just discovered. One of the most important benefits of occult knowledge is the potential to learn about weaknesses and flaws in magical creatures, devices and spells. This skill can be applied to any tests made to overcome magical wards, bindings or constructs. This makes occult an invaluable skill for any Hero likely to encounter such obstacles on a regular basis.
Special: The occult skill does not grant you the ability to wield magic or provide you with any usable spells. It is the mundane knowledge behind the arcane gift, the ‘book-learning’ of the magical world.
scholar: Knowledge is power and few wield it more ably than the sages of Magnamund’s great cities. While you may not hold a sage’s rank, you are just as skilled in one or more topics. Use this skill to remember an important fact, research a topic in a library or write a letter in a practised, scholarly hand. The scholar skill is as much about processing information as it is about discovering and recalling it. This makes it perfectly acceptable to allow scholar skill tests for writing, bookbinding and producing works of scholastic worth. Many sages are, after all, scribes as well. Sages also tend to be inveterate gossips, making this the skill of choice for information gathering. While the persuasion skill could play a role in convincing sources to reveal their secrets, the scholar skill can be used to determine what information is worth gathering and how best to record their findings for future use. Knowledge is even more powerful in the hands of someone who truly understands what they know.
tinkering: The tinkering skill covers mechanical knowledge from the very simple, like pulleys and hinges, to the extremely complex, such as clockwork birds and steam engines. Use this skill to pick a lock on a stolen chest, get a broken clock to run again or determine the functions of a newly discovered mechanical device. Tinkering is a relatively ‘new’ skill for most of Magnamund, a burgeoning science whose outer limits have barely been imagined. It can be used for scientific pursuits of any engineering sort. Imagination and inventiveness are the keys to using Tinkering to best effect. You might decide that tinkering is needed to utilise gadgets of any kind, from telescopes to astrolabes.
CHARISMA
Command
deceive: Lying, tricking, or deceiving others, as well as verbal evasion, misdirection, disguise and blustering. Also useful in putting on acting performances.
persuasion: Influencing others or getting information out of them through bribery, charm, haggling, honest discussion, debate and diplomacy, or speeches.
willpower: Ability to withstand stress, temptation, other people’s interaction attempts, mental attacks, and pain. The may allow a specialisation in a specific faith tradition or belief system to enhance many, though not all, applications of willpower. This skill can also be used to use certain talents.
PHYSICAL ADVANTAGES
Ambidextrous (-1D to -3D): You can use both hands with equal skill, both in combat and in normal activity. You might be able to do impressive tricks like writing different things with each hand at the same time or you may have rigorously trained to fight with a pair of weapons. At -1D, when you fight with a weapon in each hand, you gain a +1D bonus to your melee test when attacking, and you ignore any penalties for using your off hand. At -2D you gain +5 Defence when armed with a melee weapon in each hand. At -3D you may attack with each weapon in your hand without suffering a multi attack penalty.
Attractive (-1D): Either by accident of birth or careful work through your whole life, you are physically attractive to a notable degree. While you may not intentionally use your good looks to your advantage, they always have an effect on others.
Usually this effect is a good one, but occasionally, it might just make things awkward or complicated. Your attractiveness makes others more receptive to you, granting you a +1D bonus to all deception or persuasion tests made to against targets who are attracted to your gender.
You automatically succeed at your first persuasion roll each session made to haggle for better prices or services.
Some creatures and cultures might not be susceptible to this trait, as their definition of beauty may vary greatly from yours – the Gamemaster will tell you when this is the case.
Diehard (-3D): You can withstand incredible punishment without falling. You shrug off most diseases and you can eat things most people would fall ill at the thought of trying. Your gift might be a rapid ability to heal or a deadened sense of pain but regardless of its source, in the game of survival, you reign supreme. You may add 1D to Brawn tests when resisting damage, and gain a +3D bonus to all stamina rolls when resisting diseases or poisons, including alcohol.
Extraordinary Hearing (-2D): The construction of the character's sound collectors (ears usually), has increased their ability to distinguish between similar sounds, determine the direction of the source of those sounds, and pick up whispers from a distance, giving them a +1D bonus to investigate rolls requiring the sense of sound.
Extraordinary Sight (-2D): The shape and genetic makeup of the character's eyes enables them to see three times as far as a normal member of their species, giving them a a +1D bonus to investigate rolls requiring the sense of sight.
Fleet of Foot (-2D): You can run very fast, with motions precise enough to maintain your balance and awareness even during the most distracting of conditions. While this ability is certainly a benefit during a foot race, it has other applications in the heat of battle. When you move in combat, as an action you may advance an extra range level. This means you can run from Far to Close range in a single turn. If you move from Long to Melee range, you may attack an opponent as normal. If you use this advantage to run from Close to Melee range, you may attack with a +1D bonus to your melee roll.
Fast Reflexes (-2D): You are aware of your body and motion at all times, regardless of your surroundings and circumstances. As such, you react to danger much faster than others, sometimes without even realising. You gain +1D when determining Initiative and increase your Defence rating by 5.
Hardy (-2D): Tough and enduring, you have a singular ability to weather adversity. Your hardy nature allows you to constantly endure the worst conditions that nature can throw at you. You automatically succeed at stamina rolls when brought on by weather or privation.
Healthy (-2D): You are a very fit individual, with an ability to recover from wounds and illness that ensures you rarely suffer from any set-backs for long. While you may not be any more enduring than other folk, you return to good health much faster than most. You grant a +1D bonus to any attempt to heal you from any source, from Laumspur to medical care.
You also gain a +1D bonus to stamina rolls to resist the effects of poisons and diseases.
Ironskin (-2D or -4D): In a hailstorm of arrows, you are the target that only gets nicked. Normal wounds barely faze you and serious injuries only drag you down if you leave them unattended. You may have very thick, weathered skin or physical conditioning that lets you ignore injuries better than others. You gain a +1D bonus to Resistance rolls. At -4D, you are incredibly resistance to harm and gain a +2D bonus to all Resistance rolls.
Massive (-3D): You are physically huge, easily one of the tallest or broadest members of your race. This size comes with some drawbacks, such as trying to use facilities sized for smaller people or when shopping for clothes and armour, but you also gain all the benefits that come with being huge. You may permanently increase your Brawn rating by 1D, even above your normal maximums. Special: You may not select the Fast Reflexes or Nimble advantages. You also pay 50% more for clothing and armour worn on the head or body. Found gear of these sorts has a 50% chance of not being able to fit you. Roll 1D for each item found in this way: on a 1-3, the piece of gear is too small.
Nimble (-4D): There is no space you cannot squeeze through and no ledge you cannot balance upon. You are dexterous beyond the scope of most others and when you move, there is an undeniable agility. Such grace might lead you to rarely remain motionless for long. You may permanently increase your Agility rating by 1D, even above your racial maximums.
Quick Draw (-2D): The character may draw any type of weapon (sword, dagger, Bor Musket and so forth) immediately i.e it does not count as an action during a combat round.
Savage (-2D): You have a feral side, a physical response to injury that makes you very dangerous in battle. The more you are hurt, the less you feel it and the more driven you become. While this savagery is not the pure rage of a berserker, you do still channel your pain in vicious ways. Whenever you take a wound, you may ignore any wound penalties on your next action.
If you already have a Wound, you may ignore the dice penalties for the rest of the battle.
Healing has no effect on these bonuses, unless you are fully healed. As soon as you leave combat or the battle ends, you suffer any penalties as normal until you are freshly injured in a subsequent combat.
Strong (-2D): You are physically powerful and possess great strength. This prowess allows you to perform feats of strength that others would struggle to duplicate. Your physique likely mirrors your might, resulting large muscles. You gain a +1D bonus to all Brawn rolls that would benefit from physical strength, such as breaking free of bonds, forcing open a door or wrestling. You also gain a +1D bonus to melee rolls when wielding a single weapon with both hands.
Tireless (-2D): You rarely sleep and when you do, it is not for long. You just seem to be able to keep going long after others have dropped from exhaustion. This makes you a perfect choice to remain on watch when camping. You always seem to go the extra mile, just because you can. You only need 4 hours of sleep a night to remain refreshed and
gain a +3D bonus to all stamina rolls brought on by exhaustion.
MENTAL ADVANTAGES
Direction Sense (-1D): The character rarely gets lost, possessing a bonus of 1D to all rolls pertaining to navigation and such.
Extraordinary Memory (-3D): This character ran recall long ago events or esoteric facts with ease. In game terms, they gain a +1D bonus to any Knowledge-based skill.
SPECIAL ADVANTAGES
Contacts (-1 to -3D): The character “knows somebody” or a group of somebodies who will generally help out the character if he makes a decent appeal or sufficiently compensates the contact. You must specify the type of connection, whether underworld, political , business etc. A -1D contact is a cut above a typical peasant, but can provide valuable assistance from time to t such as a knight or minor lordling. A contact worth -2D could represent a more influential figure, such as the head of the local thieves guild, or a local magistrate or minor noble. A -3D contact would be a powerful magistrate, criminal or king, with vast amounts of influence. If the contact is ever killed, this advantage becomes useless.
Noble Birth (-1D): The character fell into luxury- born into wealth, perhaps noble, family. They wanted for nothing, attending the best schools, ordering servants around, and having everything they desired. The character begins with double their normal funds normally given to starting heroes.
DISADVANTAGES
Addiction (+3D): The character cannot go more than a day without drinking, gambling, etc., i.e. satisfying his addiction. Failure to do so results in lowered metabolic rates - all attributes are reduced by -1D after a day, and a further -1D after 4 days. After one week (more or less at the GM's discretion), the character has defeated her addiction. If she ever partakes of the formerly addictive activity in the future, she has a 50% (1 to 3 on a roll of 1D) chance of becoming addicted again.
Argumentative ( +1D): This character constantly plays the devil's advocate. She rejoices when an exploitable situation arises, arguing though she sometimes agrees with her adversary. The argument becomes a game, a strategic contest of wills.
Blackouts (+2D): During high pressure situations, this character has a tendency to blackout for several minutes. She has no recollection of this lost time. In game terms, the character blacks out whenever she rolls a 1 on the Wild Die for 1D minutes.
Center of Conversation (+1D): This character feels the need to always be in the middle of every conversation And why not? He always knows exactly what to say - at least, that’s what he thinks.
Compulsive Tendencies (+3D): At any time, the character may decide to do or say something that she would not normally do or say under the circumstances. For example, during a conversation with a head of state, the character might blurt out, "your wife is much uglier than I expected."
Curse (+3D): This character either inherited or brought upon herself a curse. The player must decide the specifics of the hex. Known curses include uncontrollable shapechanging, a violent reaction to something the character loves, and constant failure at a given task.
Debt (+1D to +3D, depending on the size of the debt): This character either inherited this debt or borrowed a substantial amount of money. She has a time limit for repaying the loan.
Delusions of Grandeur (+1D): The best thing to ever happen to the world. That's how characters with this Disadvantage views themselves. No one can surpass their prowess - they shouldn't even bother trying.
Extremely Competitive (+1D): To this character everything is a competition. She always wants to race the other characters to the battle, put herself in more danger than anyone else, and slosh down the most drinks. She cannot turn down a challenge.
Fallback Plan (+2D): This character cannot function unless she has devised a backup plan for every situation she puts herself into. This applies to everything from combat to relationships.
Fanatic (+3D): This character holds to a philosophical ideal, the source of which may be a sect, a nation, or a person. She will always defend this ideal, even trading her life for its preservation.
Hallucinations (+3D): At random times, this character begins having delusions. He cannot tell when something is truly occurring or just a figment of his imagination. The GM has full control over this Disadvantage.
Impulsiveness (+1D to +3D): The hero has little thought for his consequences. When faced with any challenge, no matter how perilous, the character must make a Charm or willpower roll. Failing that means he rushes into the situation. To retreat, they must make another willpower roll. At +1D, the difficulty for both rolls is Moderate (15). At +2D, the difficulty is Difficult (20). At +3D, the difficulty is Very Difficult (25).
Low Self-esteem (+3D): This character has a low opinion of herself. She constantly berates herself, harping on her bad qualities. The character suffers -1D to all Presence-based rolls
Manic Depressive (+3D): This character slips into deep, long-lasting depressions. He doesn't care about anything during these times. The player may decide when the character falls into depression and when he extricates himself from it. If the player never lets his character lapse into this state, the GM should take the initiative.
Medical Problem (+3D): This character suffers from an ailment that requires she take medicine every day to treat the illness. The player and GM should work together to develop the specifics of the problem, the appropriate medicine, and the ramifications of failing to take the medicine.
Migraine headaches (+2D): The character has a 50% (1-3 on a roll of ID) chance per day to suffer the unrelenting pain of a severe migraine headache. In game terms, the character receives a -1D penalty to all of his attributes for the remainder of that day
Motion Sickness (+1D): Whenever this character rides a creature or a vehicle. She must make a Brawn or stamina check against an Easy (2) difficulty or immediately begin to shake and vomit, giving her a -1D penalty to all actions undertaken while still riding.
Narcissistic (+3D): The character is completely self absorbed. All Charm-based rolls are made at -1D.
Nightmares (+1D): Almost every night, this character suffers from horrible nightmares, usually related to an unsatisfied issue in his life, though not necessarily. As a result, the character needs 10 hours of sleep per day. Failure to get the required amount of rest results in a -1D penalty to all skill and attribute rolls for that day.
No Self-confidence (+2D): The character has no confidence in himself. Whenever he has to perform an important task (making an accurate shot, negotiating with a hostage, etc), he has 50% (1-3 on a roll of 1D) chance of losing confidence. If he fails this roll, he reduces his chance of success in the current endeavour by 2D.
Obsessive Tendencies (+2D): Whenever this character decides on a course of action, she cannot help but become totally focused on that action, ignoring all other issues in her life. In cases where a character is asked to perform actions that do not further their goal, all Cunning-based rolls are made at -2D until the character can regain their focus.
Paranoia (+3D): Everyone wants to destroy this character. At least, that’s what she believes. She must constantly look over her shoulder, check every inch of her sleeping environment, and scrutinise every acquaintance. She never knows when her enemies will strike.
Pathological Liar (+1D): This character cannot stop himself from lying constantly. No matter what the situation, he is compelled to exaggerate, fib, and outright lie.
Phobia (+1 to 3D): The die code of this Disadvantage varies depending on the level of the character's fear (with a maximum of +3D). At +1D, the character avoids the object of his fear as often as possible, but has no problem dealing with it when the time comes. At +3D, the character will never put himself in a situation where he has to cope with his fear. If he does wind up in such a situation. he freezes and remains unmoving until the object of his fear subsides. Fears include heights, water, certain creatures, darkness, open spaces, cramped spaces, magic, thunder, lightning, and so on.
Physically Impaired (+3D): The character suffers from a problem of the body He may be blind, deaf, or mute (or any other impairment you can devise).
Poor (+2D): The character is incredibly poor. They start with half their starting funds and no starting equipment. The character has very few possessions and will probably need to rely heavily on the other players.
Poor Memory (+1D): Characters with this problem have trouble remembering. In game terms, whenever the character has to recall an important piece of information, her chances of doing so drop by 2D (for any Knowledqe-based skill roll).
Procrastination (+1D): This character always puts everything off. Even when something cannot wait, he still lets it go until it's too late. Whenever the character has a time constraint, they must make an Easy (10) willpower roll, or will find other tasks to do rather than meeting the deadline.
Released Convict (+1D): Sometime during this character's life he was convicted of a crime (which he mayor may not have committed). After serving a jail sentence, he was released and now must battle the stigma against ex-convicts.
Skeleton in the Closet (+2D or more): This character has elements of his past that he does not want anyone to unearth. The player should choose a specific “skeleton” and tie it in with the character's history. No matter what, he must never reveal this secret. It will bring harm together him or those he loves.
Sworn Enemy: This character has for some reason targeted a specific person or creature (+1D), organisation or order (+2D), or a species (+3D) of creatures as her direct adversary. Whenever he comes in contact with such a being, he immediately attacks.
Unattractive Appearance (+1D):The character is just plain ugly. They receive a -1D to all deceive and persuasion rolls against targets who are attracted to your gender.
Targeted for Assassination (+3D): Someone has put out a contract on this character's life. The assassin could be anyone and could strike at anytime.
Wanted for a Crime (+2D): A nation, city-state, or culture has declared this character a criminal. The character may or may not have committed the crime he has been charged with, but nevertheless, the authorities have begun their search for him.