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Post by phantomdoodler on Oct 30, 2012 22:33:50 GMT -5
Attributes
Dexterity (Dex) represents your character’s grace, quickness, and hand-eye coordination. A high Dexterity gives him an edge with most skills that involve movement, fine control, aiming, and so on. Endurance (End) is a measure of your character’s health and fitness. A higher Endurance keeps him from catching colds, helps him avoid getting tired, and lets him resist poisons. Strength (Str) is your character’s physical brawn. High Strength lets your character deal more damage with hand weapons, carry more, run harder, and the like. Awareness (Awa) indicates how aware your character is, whether it’s of somebody’s body language, the environment, or a hidden clue. A high Awareness tells him when someone is lying, acting strangely, or sneaking up on him. Intelligence (Int) represents the ability of your character to work out puzzles, think clearly, or understand things. A high Intelligence lets him figure out the answer to difficult riddles, win chess games, and crack codes. Willpower (Wil) is the strength of your character’s psyche—his personal drive, inner fire, and determination. A high Willpower lets your character live when he should die, persuade others with the sheer force of his personality, and resist intimidation or fear.
Derived Attributes
Health Points are Endurance + Willpower, expressed as a total of the maximum results of both dice. Health Points used to track injury, whether through Wounds (serious injury) or Fatigue (non-lethal damage). Initiative is Dexterity + Awareness. You roll this during combat scenes to determine the order in which your character acts. Stamina is Endurance + Willpower. This roll is used, among other things, when your character is fighting for his life and near death. Resistance is Endurance + Endurance. This roll comes into play when your character is fighting something off, from the toxic breath of a dangerous Agarashi to a bad case of the flu.
Skills
Academics (Skilled Use Only) This Skill is broad, and covers a wide base of general knowledge learned from hours pouring through libraries and tomes. It is almost entirely academic in nature, which means that while you may know the theory behind many other Skills, you can’t simply default to this Skill when actually attempting something practical. Specialties: Cultures, History, Law, Literature, Philosophy, Politics, Religion, Research
Animal Handling This Skill covers the training, care, breeding, or raising of animals of all kinds. Specialties: Animal Care, Animal Training, Riding, Driving, Veterinary Medicine, Beast Lore.
Archery This Skill covers the use of self-propelled ranged weapons, such as bows, crossbows, and slings, but does not include firearms - the Gun skill is required to use those weapons. In addition, this skill covers the maintenance and repair of such weapons. Specialties: Blowguns, Bows, Crossbows, Repair, Slings.
Artistry Artistry is the Skill that covers artistic expression with media, from writing fiction to sculpting marble statues. It does not cover singing, dancing, or acting, which are all grouped under Performance, though it does include composing music and choreographing a dance recital. Specialties: Appraisal, Cooking, Composition, Forgery, Painting, Photography, Poetry, Sculpture, Writing
Alchemy (Skilled Use Only) This skill covers the ability to create explosives, analyse chemicals and compounds and with specialties, even create magical potions or transmute substances Specialties: Acids, Analysis, Metallurgy, Explosives, Potions, Transmutation
Athletics Working out, staying in shape, and moving out of harm’s way usually all involve Athletics. Physical coordination, distance running, and other major activities make frequent use of this Skill. Specialties: Acrobatics, Climbing, Contortion, Dodge, Juggling, Jumping, Riding, Running, Sports (choose one), Swimming, Weight Lifting
Craft Craft is the application of a trade toward the creation of something useful. It differs from Artistry in that the result of a Craft action is something of utility rather than artistic expression, although there are several occasions where the two may overlap. Specialties: Appraisal, Architecture, Brewing, Carpentry, Cooking, Leatherworking, Metalworking, Pottery, Sewing.
Discipline This Skill is used to resist temptation, torture, and fear—and possibly to scare others in the manner you’ve been taught to resist. By yelling or coaxing, you can try to keep others on a focused path. Specialties: Concentration, Interrogation, Intimidation, Leadership, Morale, Resistance.
Engineering (Skilled Use Only) This Skill might let you build an engine from scratch, redesign a machine, or perform other feats involving mechanical devices. Specialties: Architecture, Construction, Customization, Jury-Rigging, Mechanical Repairs, Mining, Invention, Plumbing, Skyships
Folklore Unlike Academics, which covers booklearning and classical subjects, Folklore covers knowledge of myths, legends, natural remedies and superstitions, passed down from generation to generation. Specialties: Appraisal, Herbs, Legends, Local History, Natural Remedies, Old Wives Tales, Superstitions
Guns You are proficient with primitive firearms, from pistols to long rifles. This Skill includes not only the use of guns to shoot others, but related training—gun maintenance, for instance, is a necessity when your life depends on the musket bullet leaving the chamber. This Skill does not usually include the use of large, vehicle-mounted weapons or indirect fire weapons; Heavy Weapons is the appropriate Skill in those cases. Specialties: Blunderbuss, Handgun, Musket, Long Rifle
Heavy Weapons This Skill covers large-scale weaponry from seige weapons and field artillery to vessel mounted cannons and arbelests. If you have this Skill, you also know how to conduct indirect fire and engage in forward observer actions. Most weapons covered by this Skill are at least Vehicle Scale if not larger. Specialties: Arbelests, Bombards, Cannons, Demolitions, Forward Observation, Repair, Siege Engines
Influence Influence lets you win friends, lie to enemies, and persuade potential allies to join your cause. This can be especially important in a political situation, where the right words can escalate or diffuse problem in moments. This Skill also helps when your opponent has all the guns, or when you need to deal with social bureaucracy. Specialties: Administration, Barter, Bureaucracy, Conversation, Interrogation, Intimidation, Leadership, Persuasion, Politics, Seduction
Linguist (Skilled Use Only) Talking won’t do any good if no one understands what you’re saying. The Linguist general Skill covers basic familiarity with various languages, though its use won’t grant you fluency—meaning you won’t be able to follow a fast moving conversation in another language. Specialties represent familiarity or training with a specific non-native tongue. Note that you are automatically fluent in any language that is a part of your background. Specialties: Aluvian, Giak, Ice Barbarian, Sommlending, Vassa
Medicine (Skilled Use Only) You have the training required to patch people back together, treat disease, or work in a laboratory. You might not be a physician, officially, but you’re quite capable of stepping in to help others. With a d6 level in this Skill, you are most likely licensed to practice medicine (or the equivalent in your setting), while further Specialties allow for specialist practitioners. Specialties: Anatomy, Apothecary, Dentistry, Diseases, First Aid, Herbalism, Internal Medicine, Spawning, Surgery, Veterinary Medicine.
Melee Weapons This Skill provides basic proficiency with knives, clubs, swords, and anything else you can swing, poke, or bludgeon with in a fight. Specialists are known for their martial talents, and can impress or intimidate their foes before they even land the first blow. Specialties: Chains, Clubs, Intimidation, Knives, Pole Arms, Repair, Shields, Swords, Whips.
Perception This Skill lets you notice someone sneaking around, find a hidden clue, or spot the ‘tell’ when your opponent is bluffing. It’s especially important in investigative or action-oriented campaign settings. If you have a professional rating in this Skill, your senses have been honed to a significant level, although Specialties reflect that even the most astute individual must focus his talents somewhere. Specialties: Deduction, Empathy, Gambling, Hearing, Intuition, Investigation, Read Lips, Search, Sight, Smell/Taste, Tactics, Tracking.
Performance Dancing, singing, acting, playing an instrument, and other forms of physical expression are covered by this Skill. It’s also what you use to tell a convincing lie, which can go a long way towards getting you out of a tight spot. Performance does not cover the composition or planning of performances, which is part of Artistry, although there is some degree of overlap (improvisation, for instance, is all Performance). Specialties: Acting, Dancing, Costuming, Impersonation, Instrument (pick one), Oratory, Singing, Sleight of Hand, Stage Magic.
Pilot (Skilled Use Only) If you have this Skill you understand how to control non-animal drawn vehicles under adverse conditions, and can deal with small problems. Serious mechanical trouble requires Mechanic, and using the weapons mounted on a vehicle requires Heavy Weapons. Specialties: Balloon, Barge, Lajekeka, Ironclad, Rowing Boat, Sailing Ship, Skyship, Windsled
Survival With this Skill, you can find food, water, shelter, and your way around when civilization isn’t available. You can even stay alive in the face of extremes of weather or when hindered by minor injuries. Specialties: Camouflage, Find Shelter, First Aid, Foraging, Outdoor Life, Specific Environment, Tracking, Trapping, Woodcraft
Thievery This covers both physical and mental expressions of deception, whether in a criminal sense or as a means of evading and overcoming obstacles. Specialties: Disguise, Forgery, Lockpicking, Pickpocketing, Sabotage, Safecracking, Stealth, Streetwise.
Thrown Weapons This skill covers the use of hurled weapons such as throwing axes, darts, knives and spears. Specialties: Bolos, Darts, Grenades, Javelin, Repair, Throwing Knives
Unarmed Combat Whether you know a number of fancy moves or just slog ahead until the other guy throws in the towel, this Skill reflects training in physical combat. Specialties represent different styles of combat. They are used the same way most of the time, but your Game Master may wish to differentiate between different martial styles. For example, boxing might not be used when kicking or grappling. This Skill does not cover the use of hand held weapons such as swords or clubs; for these, use Melee Weapons. Specialties: Boxing, Brawling, Chai Martial Arts, Wrestling.
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Post by phantomdoodler on Oct 30, 2012 23:02:42 GMT -5
Traits
Assets Allure (d2+) You are especially attractive. Add your Allure die to any Influence or appearance-based rolls against someone who might find your gender, position, or nature appealing—though you have to be seen or sensed directly to gain this bonus.
d6+: If your Allure Trait die is d6 or higher, you gain a bonus to Plot Point expenditures on rolls that include this Trait. If you spend any Plot Points on these rolls, count the total spent as if it were 2 higher; spending 1 Plot Point nets you a d6 bonus die, 3 would net you a d10, and so on. This Trait bonus only benefits Plot Points spent before the roll, not those spent after.
d12+: If your Allure Trait die is d12 or higher, you may even add your Trait die to rolls against people or sentient beings who would not normally be attracted to you, as long as the situation otherwise warrants it; however, this unearthly beauty is clearly not normal.
Ambidextrous (d2) You possess a high degree of manual dexterity, and can write, type, or perform other fine actions with either hand at no loss of skill. This Trait has no affect on gross motor skills or actions that require physical movement or coordination, such as combat. For the ability to use two weapons at the same time, take the Two-Handed Fighting Asset. This Trait usually comes into play when you are suffering from an impairment or injury in one hand and want to continue to write or carry out fine actions with the other hand at no loss of quality. You may also add your Trait die to actions where being able to do things with each hand simultaneously could produce a beneficial effect, such as making two accurate forged documents at the same time, or impressing somebody with your manual dexterity. It does not negate the penalty for performing multiple actions.
Animal Empathy (d2+) Some people just have a way with critters, and you happen to be one. You have an intuition in how animals think, react, communicate, and behave, all of which allows you to deal with them far more easily. You may add your Trait die whenever your action involves understanding or influencing animals. At lower levels this represents simply being good with animals, where at higher levels (above d6) you are likely some sort of supernatural master of beasts.
Attuned to Nature (d2+) You have a green thumb. You know your way around plants, animals, and the great outdoors. Add your Trait die to rolls to identify local flora and fauna, track, hunt, forage, grow crops, navigate in the wilderness or at sea, and so on. When you need supplies in a natural environment you might find food and water to supply you for a short time: Roll your Trait die (modified by up to –2 steps in a harsh environment or up to +2 steps in a lush environment). The result is the number of days you can automatically supply one person for.
d6+: If your Attuned to Nature Trait die is d6 or higher, you gain a bonus to Plot Point expenditures on rolls that include this Trait. If you spend any Plot Points on these rolls, count the total spent as if it were 2 higher; spending 1 Plot Point nets you a d6 bonus die, 3 would net you a d10, and so on. This Trait bonus only benefits Plot Points spent before the roll, not those spent after.
d12+: If your Attuned to Nature Trait die is d12 or higher, you can’t be lost in the wild, you can always find food and water in a natural environment (if it exists), and you can calm even outright hostile animals—you seem more a part of Mother Earth than the human race.
Attuned to Technology (d2+) You have an easy time with machines and devices. Technology just comes naturally to you, it seems. Add your Trait die to any rolls to repair, design, analyze, create, or find (in a workshop or other appropriate place) technological gadgetry. You also have an intuitive understanding of machines and devices; with an Average Alertness + Intelligence + Attuned to Technology roll, you can identify any mundane device and learn to operate basic functions (though not skilled functions, like landing an skyship). You can also identify any fundamental flaws in the design or repairs that need to be made that are currently preventing operation—however, you must be examining the machine itself to get this roll, not just the plans or designs.
d6+: If your Attuned to Technology Trait die is d6 or higher, you gain a bonus to Plot Point expenditures on rolls that include this Trait. If you spend any Plot Points on these rolls, count the total spent as if it were 2 higher; spending 1 Plot Point nets you a d6 bonus die, 3 would net you a d10, and so on. This Trait bonus only benefits Plot Points spent before the roll, not those spent after.
d12+: If your Attuned to Technology Trait die is d12 or higher, you almost always have a myriad of small parts, tools, and resources available to you—or you can jury-rig them from your surroundings—allowing you to build small gadgets in the field. You may also create, repair, alter or sabotage devices much more quickly than usual. Normally, constructing or altering a device is a Complex action which could require anywhere from 10 to 60 minutes per roll. When working on a device smaller than a cart, you may reduce the time requirement per roll to one combatturn (three seconds).
Brawler (d2–d6) You are a trained and experienced hand-to-hand combatant. You could be a monk schooled in the martial arts, a highly trained soldier, a gladiatorial arena fighter, or a street brawler. Add your Trait die as an additional damage die to any unarmed attack. This damage is considered Basic (instead of Stun) damage—though the damage from the attack roll itself is Stun only.
Combat Ready (d10) Some people are just ready for a fight, and have the necessary moves. You may take one non-attack action during a combat turn that does not count as an action when determining multi-action penalties.
Contacts (d2+) You have allies who will offer you assistance in times of need. Once a game session, you may call on them for help. You can alter a situation to include their assistance just as if you had spent Plot Points to edit the story. The number of Plot Points spent is equal to the maximum die value of your Trait, and you can’t spend normal Plot Points on this edit. If the Game Master wishes to reject a use of this Trait, do not consider it used up for that session. When taking this Trait initially, you and the Game Master must confer and decide upon the nature of your allies, be they equals, subordinates, or patrons. It’s possible to have a variety of different connections in all sorts of places, especially for high values of this Asset, but it may fit your concept better to have a pre-defined group of allies; some examples might be “the military” or “the press” or “the underground.” Another possibility is that your character is a member of, or even the leader of, a supporting character gang, group, MegaCorp, or other organization. In this situation, Contacts represents that group, although other Traits may also be taken to represent the group’s other aspects. Even if your character is the head of a small military, his platoon of heavily armed soldiers only shows up occasionally—when the Trait calls for them—even though they are always theoretically present. Either the situation contrives to keep your character from using them to simply solve everything for him, or perhaps the game takes place while your character is “on vacation” or on “shore leave,” away from his group. Having that army there in the background and well-defined makes it easier to find an excuse to use this Trait, and it could also provide a way for the group to become involved in a war story if one ever comes up.
Constructed (d8)* You don’t have a normal physiology—you were built, made, or spawned in such a way that you can be repaired or restored through effort by yourself or another. Unless otherwise restricted, you still heal normally. Appropriate Skills include Craft, Mechanic, or something that otherwise represents what would be needed to make repairs on your constructed body. A successful Skilled action targeting Wound converts all Wound damage to Fatigue, and a second successful action removes all Fatigue damage. These are complex actions.
Destiny (d12) * You have a fate in the grander scheme of things. This destiny doesn’t mean you’ll be happy on your way there, though it does try to keep you from getting yourself killed. Whenever you would be killed otherwise, roll the Trait’s die. If the result is 3 or higher, circumstances arrange for your survival—the killing blow is reduced to a nearly fatal wound, the mob is persuaded to spare you, or the like. Unfortunately, your Destiny doesn’t protect those around you, keep you healthy, or spare those who might be important to you. There are limits to your charmed life, though. Your Destiny can only save you once per day, and it can’t protect you from situations in which other characters with a Destiny are involved. Also, be sure your Game Master is all right with you taking this Trait.
Devoted to a Cause (d6) You support a cause, duty, or goal. Whether you’re raised to it or programmed for it, you find it just and worthy. If you can reasonably justify your actions as directly supporting your cause (and it must be directly), you may gain a bonus to Plot Point expenditures on rolls for the cause. If you spend any Plot Points on these rolls, count the total spent as if it were 2 higher; spending Plot Point nets you a d6 bonus die, 3 would net you a d10, and so on. This Trait bonus only benefits Plot Points spent before the roll, not those spent after. However, you do not also add this Trait die to these rolls, since it represents fervor—not talent.
Eidetic Memory (d4/d8) You have the ability to recall information and material that you have studied for at least 30 seconds.
d4: Your eidetic memory has limits. You can only retain a number of articles of information perfectly equal to the maximum result of your Intelligence die.
d8: You have almost perfect recall of anything you have seen, read, or studied. If it is something obscure, a Game Master may call for a Hard Intelligence + Intelligence + Trait die roll, or require a Plot Point to be spent in extreme circumstances.
Enhanced Communication (d2+)* You possess one or more additional or improved forms of communicating with others. Use this Asset to reflect anything from speaking with animals to telepathic speech. Once the Game Master signs off on the rationalization for your enhancement, select a rating. Some examples might be:
d4: Speak with a type of creature via pheromones/body language/animal speak (werewolf with wolves, etc.). d6: Telepathic communication with other people on the same “frequency” (your own species, your twin, etc.). d10: Telepathic communication with any who can understand your language. d12: Speak with all living things.
This Trait may be taken along with the Impaired Communication Complication, as long as they reflect two different concepts. (For example, a character might be mute but possess the ability to project his thoughts telepathically.) This Trait may be taken more than once to reflect multiple Enhancements.
Enhanced Manipulation (d2+) * Your fine motor control extends beyond just the use of your hands. Use this Asset to reflect the precise manipulators of a bomb-disposal robot or the capabilities of a six-armed demon. Once your Game Master has signed off on this Trait’s rationalization, select a rating. Some examples include:
d4: Additional arm with working hand, or prehensile tail (tail can’t also be used to climb/move; use Enhanced Movement instead); or perfectly steady, controlled motion, like that of a robotic arm, so you never need to worry about botching bomb disposal or surgery. d6: Telekinetic field replaces one hand or arm; close range, has the same abilities as a normal limb, save that it can’t be physically restrained. d10: Multitude of appendages that can perform independently, allowing more actions (though with normal Multiple Action penalties).
This Trait may be taken along with the Impaired Manipulation Complication, as long as they reflect two different concepts. (For example, one could have no arms or hands yet might have telekinesis to move objects with his mind.) This Trait may be taken more than once to reflect multiple Enhancements.
Enhanced Movement (d2+) * You possess a capacity for movement beyond that of normal humans. Use this Asset to represent the equine movement of a centaur or the glide of a hover-tank. Once your Game Master has signed off on the rationalization, select a rating. Some examples include:
d2: You can move from tree to tree or swim at your normal land speed. d6: You can travel long distances at high speeds without tiring, like a well-conditioned horse; or you can climb at your normal land speed; or you can produce your own structure to climb, like a spider. d8: You can fly or glide short distances; or you have perfect balance, and need never worry about falling when traversing narrow or rickety structures. d12: You can travel almost endlessly, like a wheeled or treaded vehicle; or you can fly long distances.
This Trait may be taken along with the Impaired Movement Complication, as long as they reflect two different concepts. (For example, a character might walk slowly and awkwardly, yet be able to glide through the air with ease.) This Trait may be taken more than once to reflect multiple Enhancements.
Enhanced Senses (d2+) * Your senses are heightened and possibly superhuman. Use this Asset if your character can see in the dark or sense his environment with echolocation. Once you get Game Master approval for a background, select a rating. Some examples include:
d2: You can see twice as well in the dark as a normal human. d6: You can sense the surface emotions or thoughts of a person (reading body language, smelling fear, minor telepathy). d8: You can see perfectly well in nearly dark surroundings or track individuals by scent. d10: You can always sense people around you, even without sight (telepathy, scent, etc.); or you can read the thoughts and emotions of someone you concentrate on intensely. d12: You can see in total absence of light, through obscuring smoke, or objects (perfect echo location, x-ray vision, radio scanning).
Wholly new senses, like telepathy, require your Game Master’s permission. They often require new rules, depending on the setting. This Trait may be taken along with the Impaired Senses Complication, as long as they reflect two different senses. (For example, one could be blind but possess a super-hearing that acts almost as radar.) This Trait may be taken more than once to reflect multiple Enhancements.
Faith (d2+) You possess faith in a greater power. This faith carries you through dark places, and maybe even other people as well. Whenever dealing with people who share or admire your faith, unless you have personally offended them or given them reason to distrust your sincerity, add your Trait die to any rolls to influence them.
d4: If you possess this Trait at d4 or higher, your faith is strong enough to stand out. Once per session, you may add your Faith die to any roll involving your Willpower, as it strengthens your personality.
d8: If you possess this Trait at d8 or higher, you may (with the Game Master’s permission) be a leader in your faith tradition. What benefits this status grants depends on the position of the character, as well as the story they are involved in; whether or not this gives them a following or any influence is up to the Game Master’s discretion. Also note that a character can be a leader in a faith tradition without any Faith at all!
Fast Healer (d6/d12)* You get up and about more quickly than most. Add your Trait die to recovery rolls. In addition, your recovery rate is increased, as follows:
d6: You recover from damage at twice the normal rate. d12: You recover from damage at four times the normal rate.
Fast on your Feet (d2/d6/d12) You move quickly. Your base movement speed increases according to the value of your Trait die, as follows:
d2: Base speed plus five feet. d6: Base speed plus 10 feet. d12: Base speed plus 20 feet
Focused Hunter (d2–d6) You’re particularly good at capturing or killing a particular type of critter. Pick a type of animal or creature approved by the Game Master, be it Giak or Bear. You may add your Trait die to any rolls or actions to know unusual facts about your target prey (most of which you are assumed to know anyway), identify signs of them or notice them, or to attack them (directly or indirectly). There are limits to when this applies, and the Game Master may overrule certain types of creatures for this Trait.
Formidable Presence (d2–d8) You project an aura of authority or fear. Add your Trait die to rolls to bully people into doing what you want, make people back down, or generally intimidate others. Most supernatural creatures (though certainly not all) will simply fail to be any more intimidated by a mortal than they would be otherwise. This won’t work on non-sentient creatures, either.
d6+: If your Formidable Presence Trait die is d6 or higher, you gain a bonus to Plot Point expenditures on rolls that include this Trait. If you spend any Plot Points on these rolls, count the total spent as if it were 2 higher; spending 1 Plot Point nets you a d6 bonus die, 3 would net you a d10, and so on. This Trait bonus only benefits Plot Points spent before the roll, not those spent after.
Good Natured (d2+) You’re always cheerful and easygoing, and so people are often nice back. Whenever dealing socially with people in a casual manner, or in non-threatening and non-intimate settings, your jovial manner helps you persuade or otherwise Influence them. Add your Trait die to rolls where your cheerful nature makes things go smoothly. Good Natured won’t help when a situation is stressful and everyone’s already on edge, or if the target already distrusts you—things like that prevent you from putting them at their ease.
d6+: If your Good Natured Trait die is d6 or higher, you gain a bonus to Plot Point expenditures on rolls that include this Trait. If you spend any Plot Points on these rolls, count the total spent as if it were 2 higher; spending 1 Plot Point nets you a d6 bonus die, 3 would net you a d10, and so on. This Trait bonus only benefits Plot Points spent before the roll, not those spent after.
d12+: If your Good Natured Trait die is d12 or higher, people always feel more relaxed around you, even if they know they should be on their guard. You’re just so damned friendly that they feel like being friendly back—they might kick themselves for it later, but your Good Nature can even help you persuade hostile foes to let you live.
Hardy Constitution (d2+) You have the constitution of an ox. You can eat and drink almost anything with no ill effects. Add your Trait die to rolls to resist the effects of alcohol, drugs, poisons, radiation, toxins, and dangerous atmospheric conditions.
Head for Numbers (d2–d6) Numbers just make sense for you, be it doing arithmetic at lightning speed, solving complex algebra, or creating algorithms to solve difficult problems. When your math genius comes into play you may add your Trait die to the action.
Healer’s Touch (d2–d6) When it comes to dealing with illness, treating wounds, or comforting those on death’s door, you have instincts that came before any sort of formal training. You may add your Trait die when diagnosing or dealing with anything related to healing—including magical healing.
Hideout (d6/d12) You have a bolthole, a safe place that no one knows about. Unless you lead people there, let them know it exists, or bring down an extensive manhunt on your head, no one will be able to find you there. Multiple characters may take this Asset and combine their Hideouts, either increasing the capacity or the comfort levels.
d6: Your hideout is just big enough to accommodate you and a couple of others, giving you a place to live, but not comfortably. Generally, it will be stocked with enough food to eat sparingly, blankets and basic furniture, small sources of warmth, water, and the equivalent of a first aid kit.
d12: Your hideout is capable of supporting up to a dozen people in the same accommodations as above.
Higher Education (d2–d6) You gained the full benefit of a university degree, guild training, or some other form of study—meaning you sat up straight, paid attention, and retained what you learned. You may add your Trait die when recalling information that you may have studied in school. It needs to relate to your education background and be approved by the Game Master.
Immune (d8/d12/d12+d4/d12+d8) * Immunity is exactly that—complete immunity to something specific. This Trait is not available in many settings, and never possessed by normal humans, so discuss with the Game Master what type of Immunity you want and why you qualify for it. What you’re immune to determines at what level you buy the Trait. Even when appropriate, this Trait is almost never available to players above d8 unless it’s a very high powered storyline!
d8: Immunities to individual natural threats—non-mystical diseases and poisons, natural fire, extreme cold, and so on. You do not suffer harm from the selected source, though secondary effects might cause problems (being Immune to fire doesn’t make you Immune to smoke inhalation as well). Immunities do not apply to weapon types or very broad categories at this level—so you could be “Immune to pistol fire” but not bullets in general, you could be “Immune to swords” but not bladed weapons in general, or “Immune to iron” but not to all metals. d12: This level allows you Immunity to broader categories of mundane things—harsh environmental conditions, poisons and diseases (mystical ones included), bladed weapons, fire and heat (mystical or otherwise), bullets, metal, and so on. d12 + d4: Immunities of this rank are against whole categories of things: weapons, magic, creature attacks, debilitating conditions and effects, time, and so on. Be warned—these are very powerful abilities, and should not be lightly given into the hands of players! d12 + d8: This level of Immunity is also known as Invulnerability, and represents Immunity to all physical harm, regardless of the source. It does not necessarily mean that attacks or spells have no effect at all—but they can’t kill the being that has this Trait! Severed limbs grow back within seconds, and the character effectively “heals” at whatever rate he chooses. However, he may still feel pain or suffering, depending on his nature. Creatures with this level of Immunity don’t even have to choose what they are Immune to—though they do have to choose one thing to which they are vulnerable. The substance can be as specific as a particular chemical (rock salt is always a popular choice), type of plant (sharpened branch of a cypress tree), or object (quartz). Contact with the substance causes normal damage if it is used as a weapon. Continual contact causes continual damage, even if the contact would not normally be harmful; the substance is caustic to the creature. The Game Master should decide exactly how much and how quickly the substance deals damage, keeping in mind that it will not be instantaneously lethal despite causing much more damage than it would in normal circumstances.
Inherent Armor (d4-d12) * You benefit from protection against injury without having to actually wear armor. When taking this Trait, you receive an automatic Armor Rating (choose Wound or Fatigue when you take the Trait) equal to half of the Trait die’s maximum value. This armor can’t normally be lost, nor can extraordinary successes bypass it as they do most armor. In some game worlds, it may be appropriate for this to come with an inherent weakness to something particular—a way for enemies to circumvent this armor. For example, a shape shifter might possess Inherent Armor but not benefit from it while in contact with silver, or against silver weapons. Achilles, the legendary hero, is an example of somebody who possesses extremely high Inherent Armor, but with a vulnerable spot on one heel.
Inherent Weapons (d2+) * Whether it’s claws, spikes, or built-in cyberweapons, you’re always carrying. The weapon should probably be melee or close ranged, though your Game Master might be willing to negotiate long-range weaponry. When taking this Trait, discuss the nature of the weapon with the Game Master. Using the weapon requires a roll like any other attack (Strength or Agility + Melee Weapons, typically). If your attack succeeds, the initial damage is Basic as usual but your Armed Trait die is a damage die that inflicts Wounds. This Trait may be taken more than once to reflect multiple natural/supernatural weapons or forms of attack. If Inherent Weapons is meant to represent an attack that does more than simple damage (for example, inflicts a paralytic poison, is corrosive, etc), the Game Master should set the cost of the Asset higher by one or two steps than the damage die to compensate for the added ability.
In Plain Sight (d2+) You have a tendency to fade into the background, avoid notice, or otherwise have the ability to hide more effectively than most. Add your Trait die to rolls to avoid notice when hiding in plain sight, to disguise yourself as another (nonspecific) person, and so on.
d6+: If your In Plain Sight Trait die is d6 or higher, you gain a bonus to Plot Point expenditures on rolls that include this Trait. If you spend any Plot Points on these rolls, count the total spent as if it were 2 higher; spending 1 Plot Point nets you a d6 bonus die, 3 would net you a d10, and so on. This Trait bonus only benefits Plot Points spent before the roll, not those spent after.
d12+: If your In Plain Sight Trait die is d12 or higher, you can appear so inconsequential as to avoid notice in an empty room simply by leaning casually against the wall and looking like you belong. You can pretend to be a janitor simply by grabbing a uniform cap and pulling it down over your eyes, a reporter by having a notepad, and so on. Make a disguise roll as normal (adding the Trait die to the roll), but you don’t need much preparation.
Intuitive Leaps (d4/d8/d12) You have trustworthy hunches, and make good decisions even without all the information. You have an easy time sensing when someone is lying to you. Add your Trait die to any rolls to determine the truth of someone’s statements.
d4: Once per session, you may ask the Game Master a question which they must answer as truthfully as possible with yes, no, or maybe/it depends. They need not elaborate on the reasoning behind the answer.
d8: As above, but you may ask twice per session.
d12: As above, but you may ask three times per session, and you may spend Plot Points to ask additional questions. Each extra question costs a Plot Point.
Longevity (d2+) * For some reason, your lifespan extends far beyond natural expectations. Barring accident, illness, or injury, you can expect to live a number of years equal to the normal average multiplied by the maximum of your Longevity Trait die (so if you have a d4 in this Trait, multiply your lifespan by four, and so on). You may start out at any age within your lifespan; while being old does not confer any bonuses it might provide a good reason for having other highly unusual Traits (enormous numbers of Contacts, or extremely Uncommon Knowledge, etc).
d12+: If your Longevity Trait die is equal to d12 or greater, you are effectively Immortal. Barring accident, illness, or injury, you can expect to live forever.
Light Sleeper (d4) You wake up at the slightest noise or disturbance. Though sometimes it seems more like a curse than a blessing, it does mean that you are easily roused in the face of danger. You may add your Trait die to any roll that would allow you to wake up from a disturbance, or spend a Plot Point and you wake up automatically. There is a drawback, that if you are trying to sleep in noisy or otherwise difficult conditions you’ll suffer from fatigue (see Fatigue in Chapter 5: Rules), but if that happens the Game Master should give you a few Plot Points for your trouble.
Lightning Reflexes (d2+) You’re lightning quick. Add your Trait die to all Initiative rolls and rolls to react quickly to danger (getting out of the way of a grenade, for example). This Trait may also apply to other rolls at the Game Master’s discretion, but only when the roll is a measure of reaction time, not speed.
Loyal Companion (d4/d8/d12) You have a pet, familiar, apprentice, sidekick, or some other creature that sticks by you through thick or thin. Your companion may be of any type, background, or description that the Game Master approves—with the following guidelines, depending on the level of this Trait. The character or creature might have some small supernatural means of communication or empathic bond that’s bundled with the Trait. You can generally guide the actions of a companion and roll for its actions, but it is technically a supporting character and subject to the Game Master’s decisions.
d4: Your companion is useful only in a minor way, such as scouting ahead, helping you with everyday tasks, or offering up some occasional advice. It does not participate in combat unless it’s ready to sacrifice itself to save your life. Examples: A mute child who serves as your scout, a meerkat familiar that can fetch small items on command, or a talking skull.
d8: The companion is much more active in helping you, and might be even be useful in a fight—though it can only be about half as effective as a Novice character (see Chapter 2: Characters). Examples: A trained wolf, an eagle totem animal, or a cowardly Noodnic sidekick.
d12: Your companion is a full character in its own right, with the skills and abilities equal to a Novice. Examples: A native warrior who owes a life-debt, a magically bound leopard, or an Ogron bodyguard.
Lucky (d4/d8/d12) You’re blessed with good fortune. Sometimes, you can scrape by when others would have failed.
d4: Once per session, you may reroll all the dice on any non-botched roll, and use the better of the two results.
d8: Twice per session, you may reroll all the dice of any roll, including botches, and use the better of the two results.
d12: Three times per session, you may reroll all the dice of any roll, including botches, and use the better of the two results.
Mistaken Identity (d2–d6) Somewhere, be it another town or country, you are recognized as somebody else. Perhaps it’s the original identity that you abandoned, or it could be that you look almost identical to someone else. Either way you are recognized and treated as this other person whenever you are around people from that place. Now, if that really is not you, close friends and family might be able to tell the difference (requiring you to “fake it” if you pass yourself off as the other person). At d2 level, the person is only known on a small scale or holds only a modest reputation. At higher levels you are recognized as someone of great importance or achievement. This primarily only affects role playing social encounters, however the Game Master might allow you to add your Trait die to certain actions when the mistaken identity could be to your benefit.
Natural Athlete (d2+) You’re in great condition and you know your own limits, as well as how to push them effectively. Add your Natural Athlete die to any roll involving endurance, conditioning, or long-term physical activity, such as swimming, climbing, or playing a sport. This doesn’t help you in short-term burst actions like making attacks, but it does help fight fatigue in extended combat, and does help you stay alive or conscious when wounds risk putting you down. Also, you may choose to exhaust yourself in order to perform above your normal levels. You may voluntarily suffer Stun damage to add Plot Points to rolls this Trait benefits. Every point of Stun you choose to suffer adds a Plot Point to the roll. You can’t choose to suffer more Stun than it takes to knock you out.
d6+: If your Natural Athlete Trait die is d6 or higher, you gain a bonus to Plot Point expenditures on rolls that include this Trait. If you spend any Plot Points on these rolls, count the total spent as if it were 2 higher; spending 1 Plot Point nets you a d6 bonus die, 3 would net you a d10, and so on. This stacks with the Exhaustion bonus above. This Trait bonus only benefits Plot Points spent before the roll, not those spent after.
d12+: If your Natural Athlete Trait die is d12 or higher, you may make one additional Second Wind roll per day. Only the most conditioned people in the world have your level of stamina.
Natural Leader (d2+) You are a natural-born leader. Add your Trait die to any rolls to persuade or intimidate your followers or those who believe they are under your command into following your orders.
d6+: If your Natural Leader Trait die is d6 or higher, your persuasive abilities allow you to inspire your followers to greater heights. You may spend Plot Points to add bonus dice to any roll made by a character under your command, as long as they are acting under your orders or are trying to act in direct accord with your goals. These combine with any Plot Points they spent on the action.
d12+: If your Natural Leader Trait die is d12 or higher, you can inspire people to legendary heights. When spending Plot Points on your followers’ actions, Natural Leader increases the total spent by +2 Plot Points—so if you spend 1 Plot Point on a follower’s action, they gain a d6, and so on. This bonus only applies to Plot Points spent before a roll, not those spent afterwards.
Natural Linguist (d2–d6) You’ve got an ear for languages and can learn a new one with remarkable ease. You can pick up specific dialects and recreate accents with little effort. This talent helps you blend in with the locals no matter where you wind up. By listening to people talk, you get a pretty good idea of where they are from. You can add your Trait die to any action to either understand an unusual language or to pass off a convincing dialect or accent.
Quick Learner (d2+) You pick things up pretty quickly. Once a session, you may use your Quick Learner Trait die as a Skill die for a Skill you do not have. You must have either another character with the desired Skill spend a minute instructing you in the Skill, or have 10 minutes to practice or passively observe other Skilled characters. Once you have chosen the Skill (pick a General Skill and, if you have d8+, a single Specialty), your Trait stays locked into that Skill for the remainder of the session or 3 traits and skills until the Game Master decides the effect should wear off. Skills obtained through Quick Learner won’t last for more than 24 hours in either case. You may use Quick Learner to substitute for a Skill you already have, but unless Quick Learner is higher than the Skill/Specialty combination you select, it provides no benefit. This use of the Trait does not require a Skilled character to instruct you.
Rank and Privilege (d2+) You possess a special rank within a government, organization, or body of people. While this Trait can’t replicate the effects of other Traits (if you want to be a rich merchant-baron, you need to select the Trait Wealthy separately), it might provide an excuse to have Assets you otherwise could not possess. Reputation (d2+) You have a reputation that benefits you. People are more likely to trust, fear, love, or believe in you, depending on how you came by this reputation. Determine this Trait’s background with the assistance of your Game Master and identify a group of people for whom this Trait applies. When dealing with these people, add your Reputation Trait die to all Influence rolls unless the particular group being targeted has been given reason to doubt your reputation.
Shadow (d2/d6/d10) You’re off the radar. It’s nearly impossible to find any dirt on you, and if you’re careful enough, things will stay that way. How invisible you are depends on your investment in this Trait.
d2: You keep a clean record. Anyone trying to find out about you, from examining a census or legal documentation, will reveal only your name and date of birth, but no suspicious or illegal activity can be traced to you by actions, and there is little to no information on purchases, jobs, awards, your education, and so on, though place of residence and current employment will be findable.
d6: The only available information on you consists of your date of birth, location of birth, and perhaps your current location; no information about what you have been up to can be found, and all of the above is difficult to find without extensive searching.
d10: You don’t exist. There are no records of you, anywhere—your name isn’t on any official census, no one can find out where you came from, and there isn’t anything they can do about it save question you or those who know you directly.
Simple Needs (d2+) * You don’t need that much to stay alive—in fact, you might even not be alive. This Asset reduces your basic need for food, water, and air. For every step (d2–d4–d6–d8, etc) you have in this Trait, one of those three needs is halved; if a second step is devoted to the same need, it is reduced to a very small amount, or it becomes extremely conditional. For example, you might devote 2 steps to food and 2 steps to water (with a d8 in Simple Needs) and decide that you no longer need to eat or drink, but still have to occasionally drink blood to sustain yourself. Of course, rather than being a vampire, at the same level of this Trait you might instead be an android, and only need occasional recharging. At the Game Master’s discretion, this Asset may include variants of these normal needs. For example, a character might devote 1 step to their need for air and become able to breathe under water.
Signature Item (d2/d8/d12) There’s an item that somehow become part of your character. It is something that helps define you, and it you can’t be deprived of it for long. Your Signature Item will eventually come back to you if lost, stolen, or badly damaged. If the story does deprive you of your item, the Game Master will reward you with some Plot Points. The nature of the item depends on the level you took of this Trait.
d2: Your item is something relatively minor and does not serve much useful function, but it still identifies you. Examples: A hat, pair of gloves, or a distinctive coin.
d8: The Signature Item is still something that can be carried or worn but serves a significant use. Examples: A Bor pistol, chainmail armour, or an ancestral sword.
d12: The Signature Item is something large or powerful, and could be of use to more than just you. Examples: A small trading ship, a magical staff that hurls fire, or a fine riding horse.
Steady Calm (d2+) You’re hard to shake and always appear to keep your wits about you. Add your Trait die to all rolls to resist being frightened, intimidated, or otherwise mentally unbalanced. This Trait also aids you in resisting torture or coercion.
d6+: If your Steady Calm Trait die is d6 or higher, you gain a bonus to Plot Point expenditures on rolls that include this Trait. If you spend any Plot Points on these rolls, count the total spent as if it were 2 higher; spending 1 Plot Point nets you a d6 bonus die, 3 would net you a d10, and so on. This Trait bonus only benefits Plot Points spent before the roll, not those spent after.
d12+: If your Steady Calm Trait die is d12 or higher, you can’t normally be surprised, frightened, or affected by anything that this Trait would help you resist. Only the most extreme situations warrant a roll.
Sure Footed (d2–d6) You have an inborn sense of balance that goes beyond your natural agility, making it easier for you to keep your feet on difficult terrain and making it harder for others to knock you off your feet. You may add your Trait die when attempting feats that require balance (walking a tightrope over a four-story drop) or on reactions to unusual situations or shifting terrain (such as not getting knocked off the catwalk when the skyship is rocked by an explosion). This is not added to every feat of acrobatics you attempt, only situations where balance is the most important factor.
Talented (d2+) You have a knack for a certain type of action or ability. Pick two thematically related Specialty Skills (not General Skills); the Game Master must approve your choices. Whenever rolling any of these Skills, add your Trait die. d6: If you have this Trait at a level of d6 or higher, you gain a bonus when spending Plot Points on actions or events involving the chosen Skills. Whenever you spend Plot Points in such a situation, this Trait adds an additional 2 Plot Points to the total. Spending 1 would count as if you had spent 3, 2 would count as if you had spent 4, etc.
Tough (d2+) You’re hard to take down. You could be physically massive, or just hardier than normal. Add half of the value of your Trait die to Health. For example, as a d4 Trait you character would gain two additional Health. However, values higher than Tough d6 are likely supernatural and would require the Game Master’s permission and/or an unusual explanation (for example, being a half-giant or a large beast of some kind).
Two-Handed Fighting (d4) You’re trained to fight or shoot with either hand and don’t suffer the normal –2 Skill step for fighting with your off hand, though you do still accumulate penalties for multiple actions. You must choose a specific General Skill (Ranged Weapons, Melee Weapons, or Unarmed Combat) with which you are trained to fight two-handed, and you must purchase this Trait separately for each additional Skill. This doesn’t actually make you ambidextrous, which usually applies to fine motor skills like handwriting and doesn’t aid in combat (see the Ambidexterity Asset).
Unbreakable Will (d2+) You are hard to influence through extraordinary means. You might be well trained in mental discipline, or you could just be stubborn. Add your Trait die to all rolls to resist unnatural compulsions: torture, magical fear, mind control, demonic possession, and so forth. The Game Master may also roll secretly to see if your uncompromising mentality can see through illusions.
d6+: If you have this Trait at the d6 level or higher, you can spend a Plot Point to shake off any compulsion, no matter how powerful, for at least a short time. Roll your Trait die, and come back to your senses for that number of turns.
Unnatural Healing (d6/d12) * You may recover from injury by unusual means. d6: You may perform a task, ritual, or action to heal yourself. This requires some kind of resource that is expended (blood, nanites, enchanted crystals, chalk and string, etc). It also requires at least half an hour of time, and either a roll of some kind with a Difficulty of Average to Hard (to subdue a mortal to feed on, to activate the ritual energy, or to pull yourself literally back together) or a 1–3 Plot Point expenditure to circumvent the roll. The Difficulty or number of Plot Points required increases in harsher situations. If you meet the requirements of the ritual, you roll your Trait die and recover from that many points of damage (Wound first, with leftover points eliminating Stun). This may be repeated until you are fully healed or circumstances prevent it. You can’t perform your ritual while incapacitated (unconscious, etc). d12: As above. Also, every time you perform your ritual, you may heal a second time if you wish—and that second time can be saved until necessary. This acts as an additional Second Wind, save that you roll your Trait die instead, and the healing removes both Stun and Wound
Uncommon Knowledge (d6–d10) You possess knowledge of some topic or field that almost no one else does; it might be secret, or it may simply be very obscure. Discuss with the Game Master what kind of knowledge it might be, and if this Trait is appropriate or not. If so, ask him what level it would need to be. This Trait is highly subjective, so be sure it covers something that will actually add to your character! The Trait die may be used together with an attribute to make a Skill roll, in place of an existing Skill, especially if your rating is greater than any dice in such General Skills as Knowledge.
Royal Blood (d2–d6) You are descended from royalty, nobility, or a noted family—depending on just where you’re from. Your background might open various doors for you and in some social circles people are more inclined to react favorably to you by name alone. If this is the case, you may add your Trait die to social actions. Note that in rare instances people may react unfavorably to your name and it might actually work against you—though the Game Master should reward you with Plot Points when the family name causes you problems rather than smoothing your way.
Wealthy (d4/d8) You may not have high-tech gadgets or weird mystical abilities, but you do have plenty of good, old fashioned cash. Add your Trait die to any negotiation or bartering roll on which you are spending some of your excess cash to sweeten the deal—either directly, or by buying drinks, giving gifts, and so on.
d4: You start with one and a half the normal starting funds. You also receive a monthly stipend without needing to work—maybe from a fund or rich parents. You and your Game Master should settle on what this means, but basically you don’t normally have to worry about the day-to-day cost of living.
d8: As above, but starting funds are triple that of standard, non-Wealthy character. Your cost of living now extends into the most lavish versions of everything and a large chunk of cash on hand.
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Post by phantomdoodler on Nov 21, 2012 5:54:19 GMT -5
GearStarting WealthThe most common currency in Magnamund is the Gold Crown, a small gold coin. For convenience, all values are listed in Gold Crowns, although other currencies may be be replaced, with a simple conversion (see other currencies below). Starting characters begin with a number of Gold Crowns based on the campaign level, and the players traits: Starting Experience | Standard wealth | Wealth Trait | Dead Broke Trait | Novice Veteran Elite | 100 GC 200 GC 400 GC | 150/300 GC 300/600 GC 600/1200 GC | 50/25 GC 100/50 GC 200/100 GC |
Melee WeaponsWeapon | Damage | Cost | Axe Battleaxe* Broadsword* Claymore* Cutlass Club Dagger Drodarin War Axe* Falchion* Flail Garotte Mace Morningstar Nunchaku Pike* Polearm* Quarterstaff* Rapier Scimitar Scythe* Short Sword Sickle Spear* Sword Trident* Warclub* Warhammer Whip
| d6 W d8 W d8 W d8 W d6 W d4 B d2 W d8 W d8 W d4 B d2 S d4 B d6 B d4 B d6 W d6 W d6 B d6 W d6 W d6 W d4 W d2 W d4 W d6 W d6 W d6 B d6 B d2 W | 8 GC 12 GC 25 GC 20 GC 10 GC 3 GC 2 GC 15 GC 15 GC 5 GC 5 GC 10 GC 10 GC 2 GC 12 GC 15 GC 1 GC 12 GC 10 GC 9 GC 7 GC 3 GC 2 GC 10 GC 10 GC 5 GC 10 GC 2 GC |
Ranged WeaponsWeapon | Damage | Range Increment (feet) | Cost | Axe, Throwing Blowgun Blunderbuss* Bor Musket* Bor Rifle* Bow* Crossbow, Hand/light Crossbow, Medium* Crossbow, Heavy* Dart Handgun Knife, Throwing Longbow* Shiel-Fa* Shortbow* Shuriken (5) Sling
| d4 W Special d8 W d8 W d10 W d6 W d2 W d4 W d6 W d2 W d6 W d2 W d6 W d4 W d4 W d2 W d4 B | 15 25 Special 25 50 90 40 80 120 10 15 10 100 25 70 10 25 | 8 GC 5 GC 350 GC 375 GC 650 GC 25 GC 40 GC 60 GC 80 GC 1 GC 175 GC 2 GC 30 GC 5 GC 20 GC 1 GC 1 GC |
* Requires Two Hands ArmourType | Armour Rating | Step Penalty | Cost | Bone Armour Breastplate Chainmail Armour Chainmail, Coif Chainmail, Hauberk Chainmail, Leggings Chainmail, Waistcoat Full Plate Armour Gauntlets Greaves Helmet Hide Armour Leather Armour Leather, Boots Leather, Coat Leather, Gauntlets Leather, Hood Leather, Jack Leather, Jerkin Leather, Leggings Padded Armour Padded, Gambeson Padded, Jerkin Padded, Hood Plate Mail Armour Rerebraces Scale Mail Armour Studded Leather Armour Studded Leather, Coat Studded Leather, Gauntlets Studded Leather, Hood Studded Leather, Jack Studded Leather, Jerkin Vambraces Sabatons
| 3W (Torso only) 4W (Torso only) 4W 4W (Head only) 4W (Torso, Arms only) 4W (Legs and feet only) 4W (Torso only) 8W 4W (Hands only) 4W (Legs only) 4W (Head only) 3W (Torso, arms, legs only) 2W 2W (Feet only) 2W (Torso, arms and legs only) 2W (Hands only) 2W (Head only) 2W (Torso and arms only) 2W (Torso only) 2W (Legs only) 1W 1W (Torso and arms only) 1W (Torso only) 1W (Head only) 6W 2W (Arms only) 4W 3W 3W (Torso, arms and legs only) 3W (Hands only) 3W (Head only) 3W (Torso and arms only) 3W (Torso only) 2W (Arms only) 2W (Feet only)
| - -1 Athletics -1 Athletics - -1 Athletics - -1 Athletics -3 Athletics, -1 Perception - -1 Athletics -1 Perception -1 Athletics - - - - - - - - - - - - -2 Athletics, -1 Perception - -1 Athletics -1 Athletics -1 Athletics - - -1 Athletics -1 Athletics - -
| 50 GC 100 GC 100 GC 20 GC 80 GC 20 GC 60 GC 800 GC 20 GC 25 GC 25 GC 45 GC 30 GC 5 GC 25 GC 5 GC 5 GC 20 GC 15 GC 5 GC 20 GC 15 GC 10 GC 3 GC 650 GC 25 GC 70 GC 35 GC 30 GC 7 GC 7 GC 24 GC 17 GC 25 GC 25 GC |
You may wear any individual piece of plate armour (Breastplate, Gauntlets, Greaves, Helmets, Rerebraces, Vambraces and Sabatons) over any other armour, except for Bone, Scalemail, Platemail and Plate Armour, with all of the appropriate Step penalties. You cannot wear two types of the same armour however, so its impossible to wear both plate and Leather gauntlets, or a helmets and a leather hood. However, you may wear helmets or hoods over chain coifs, and Sabatons over both mail and leather boots. For example, a character wears Chainmail Armour, a Breastplate, a Helmet, Leather Gauntlets and Boots. This provides 8W to the torso and head, 4W to the arms and legs, 6W to the feet, and 2W to the hands. However, he must suffer -2 Athletics and -1 Perception while doing so.
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