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Rules

Stats
0
Value
Description
Cost
1
1
Highly inept; infant
2
2
2
Significantly below adult human; child
4
3
3
Below adult human average; teenager
6
4
4
Adult human average
8
5
5
Above adult human average
10
6
6
Significantly above adult human average
12
7
7
Highly capable
14
8
8
Extremely capable
16
9
9
Best in the local region
18
10
10
Best in the country or large region
20
There are no rows in this table
Attributes
0
Name
Summary of Attribute’s Game Effect
CostMin
CostMax
1
Attractive
You don’t enter beauty contests, but are definitely good-looking
1
1
2
Beautiful
You could enter beauty contests
2
2
3
Very Beautiful
You could win beauty contests – regularly.
3
3
4
Charisma
You have a natural ability to impress and lead others. Anyone can acquire a semblance of charisma through looks, manners, and intelligence – but real charisma is independent of these things.
2
2
5
Voice
You have a naturally clear, resonant, and attractive voice.
1
1
6
Combat Technique
One battle technique.
1
6
7
Companion
You can choose cosmetic animal companion.
6
6
8
Gear
Access to useful equipment – higher Levels means more complex equipment.
1
6
9
Acute Senses
You have superior senses. Each Acute Sense is a separate advantage. The available types are: • Acute Hearing • Acute Taste and Smell • Acute Touch • Acute Vision
2
2
10
Ambidexterity
You can fight or otherwise act equally well with either hand.
1
1
11
Animal Empathy
You are unusually talented at reading the motivations of animals. When you meet an animal, the GM rolls and tells you what you “feel.” This reveals the beast’s emotional state – friendly, frightened, hostile, hungry, etc
4
4
12
Combat Reflexes
You have extraordinary reactions, and are rarely surprised for more than a moment.
5
5
13
Danger Sense
You can’t depend on it, but sometimes you get this prickly feeling right at the back of your neck, and you know something’s wrong…
6
6
14
Empathy
You have a “feeling” for people. When you first meet someone – or are reunited after an absence – you may ask the GM to roll against your IQ. He will tell you what you “feel” about that person. On a failed IQ roll, he will lie! This talent is excellent for spotting imposters, possession, etc., and for determining the true loyalties of NPCs.
6
6
15
Fearlessness
You are difficult to frighten or intimidate!
1
1
16
Flexibility
Your body is unusually flexible. You get advantage on Climbing rolls; on Escape rolls to get free of ropes, hand-cuffs, and similar restraints.
2
2
17
High Pain Threshold
You are as susceptible to injury as anyone else, but you don’t feel it as much. You never suffer a shock penalty when you are injured.
4
4
18
Luck
Once per session, you may reroll a single bad die roll twice and take the best of the three rolls! You must declare that you are using your Luck immediately after you roll the dice.
3
3
19
Night Vision
Your eyes adapt rapidly to darkness.
1
1
20
Perfect Balance
You can always keep your footing, no matter how narrow the walking surface (tightrope, ledge, tree limb, etc.), under normal conditions without having to make a die roll.
3
3
21
Talent
You have a natural aptitude for a set of closely related skills. “Talents” come in levels.
1
6
22
Skill
A “skill” is a particular kind of knowledge; for instance, karate, physics, automechanics.
1
6
There are no rows in this table


Defects
0
Name
Negative Impact
CostMin
CostMax
1
Unattractive
You look vaguely unappealing, but it’s nothing anyone can put a finger on.
1
1
2
Ugly
You have any sort of ugly looks you can come up with, but not so bad – maybe only stringy hair and snaggle teeth.
2
2
3
Hideous
You have any sort of disgusting looks you can come up with: a severe skin disease, wall-eye…Preferably several things at once.
3
3
4
Odious Personal Habits
Examples: Body odor, constant scratching, or tuneless humming, constant bad puns or spitting on the floor.
1
1
5
Low technology level
Your personal TL is below that of the campaign world. You start with no knowledge (or default skill) relating to equipment above your personal TL.
2
2
6
Phobia
A “phobia” is a fear of a specific item, creature, or circumstance. The more common an object or situation, the greater the point value of a fear of it. If you have a phobia, you may temporarily master it by making a successful self-control roll…But the fear persists.
1
3
7
Bad Sight
You have poor vision.
2
2
8
Bad Temper
You are not in full control of your emotions. Make a self-control roll in any stressful situation. If you fail, you lose your temper and must insult, attack, or otherwise act against the cause of the stress.
3
3
9
Curious
You are naturally very inquisitive. This is not the curiosity that affects all PCs (“What’s in that cave? Where did the flying saucer come from?”), but the real thing (“What happens if I push this button?”). Make a self-control roll when presented with an interesting item or situation. If you fail, you examine it even if you know it could be dangerous. Good roleplayers won’t try to make this roll very often…
3
3
10
Gluttony
You are overly fond of good food and drink. Given the chance, you must always burden yourself with extra provisions. You should never willingly miss a meal. Make a self-control roll when presented with a tempting morsel or good wine that, for some reason, you should resist. If you fail, you partake – regardless of the consequences.
2
2
11
Greed
You lust for wealth. Make a self-control roll any time riches are offered – as payment for fair work, gains from adventure, spoils of crime, or just bait. If you fail, you do whatever it takes to get the payoff.
2
2
12
Hard of Hearing
You are not deaf, but you have some hearing loss.
2
2
13
Honesty
You must obey the law, and do your best to get others to do so as well. In an area with little or no law, you do not “go wild” – you act as though the laws of your own home were in force. You also assume that others are honest unless you know otherwise. This is a disadvantage, because it often limits your options! Make a self-control roll when faced with the “need” to break unreasonable laws; if you fail, you must obey the law, whatever the consequences. If you manage to resist your urges and break the law, make a second self-control roll afterward. If you fail, you must turn yourself into the authorities!
2
2
14
Impulsiveness
You hate talk and debate. You prefer action! When you are alone, you act first and think later. In a group, when your friends want to stop and discuss something, you should put in your two cents’ worth quickly – if at all – and then do something. Roleplay it! Make a self-control roll whenever it would be wise to wait and ponder. If you fail, you must act.
2
2
15
Intolerance
You dislike and distrust some (or all) people who are different from you. You may be prejudiced on the basis of class, ethnicity, nationality, religion, sex, or species.
2
2
16
Jealousy
You react poorly toward those who seem smarter, more attractive, or better off than you! You resist any plan proposed by a “rival,” and hate it if someone else is in the limelight.
2
2
17
Lecherousness
You have an unusually strong desire for romance. Make a self-control roll whenever in more than the briefest contact with an appealing member of the sex you find attractive – at -5 if this person is Handsome/Beautiful, or at -10 if Very Handsome/Very Beautiful. If you fail, youmust make a “pass,” using whatever wiles and skills you can bring to bear.
3
3
18
Obsession
Your entire life revolves around a single goal, an overpowering fixation that motivates all of your actions. Make a self-control roll whenever it would be wise to deviate from your goal. If you fail, you continue to pursue your Obsession, regardless of the consequences.
3
3
19
Overconfidence
You believe that you are far more powerful, intelligent, or competent than youreally are. You may be proud and boastful or just quietly determined, but y ou must roleplay this trait. You must make a self-control roll any time the GM feels you show an unreasonable degree of caution. If you fail, you must go ahead as though you were able to handlethe situation! Caution is not an option.
2
2
20
Pacifism
You are opposed to violence.
1
1
21
Sense of Duty
You feel a strong sense of commitment toward a particular class of people. You will never betray them, abandon them when they’re in trouble, or let them suffer or go hungry if you can help. The GM will assign a point value to your Sense of Duty based on the size of the group you feel compelled to aid.
1
3
22
Truthfulness
You hate to tell a lie – or you are just very bad at it. Make a self-control roll whenever you must keep silent about an uncomfortable truth (lying by omission).
1
1
23
Unluckiness
You have rotten luck. Things go wrong for you – and usually at the worst possible time. Once per play session, the GM will arbitrarily and maliciously make something go wrong for you. You miss a vital die roll, or the enemy (against all odds) shows up at the worst possible time. If the plot of the adventure calls for something bad to happen to someone, it’s you. The GM may not kill you outright with “bad luck,” but anything less than that is fine.
3
3
There are no rows in this table

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