Title |
|
Category |
Description |
+15 secondary skill |
50 |
Set Options |
A special
+15 bonus for any secondary skill. |
+10 primary skill |
50 |
|
A special
+ 10 Bonus tor any primary skill (i.e.,
Non-secondary). |
+1 spell adder |
60 |
|
A
+1 spell adder. |
Language
Rank 10 |
50 |
|
A
language to skill rank 10 spoken and written. |
+1
on One Stat |
50 |
|
+1
on one stat, temp and potential |
+1
on Three Stats |
100 |
|
+1
on three stats, temp and potential |
+2
on One Stat |
100 |
|
+2
on one stat, temp and potential |
Skill
rank 5 random 2nd skill |
75 |
|
Skill
rank 5 in a random secondary skill, or one chosen by the GM to reflect your
background. |
Martial
Arts Training |
100 |
Skill
at Arms |
MARTIAL
ARTS TRAINING: If a non-monk, PC may
train in Martial Arts, Adrenal Moves, and Adrenal Defense as if he were a
Monk. If he is a Monk, there is no
penality (i.e. subtraction) when using a weapon kata. |
Natural
Archer |
100 |
|
NATURAL
ARCHER: 25% increase to all bow ranges. |
Subtle |
150 |
|
SUBTLE: Stalk and Hide skill bonus modified by
+25. |
Mind
over Matter |
150 |
|
MIND
OVER MATTER: +25 modification to all
Adrenal Move rolls. |
Natural
Horseman |
100 |
|
NATURAL
HORSEMAN: +25 bonus to riding
bonuses. |
Knighted |
75 |
|
KNIGHTED: The PC has been knighted for a personal
act of heroism on behalf of a noble or royalty. |
Natural
Facility with Armor |
100 |
|
NATURAL
FACILITY WITH ARMOR: All armor
development costs are cut in half. |
Unnatural
Stamina |
75 |
|
UNNATURAL
STAMINA: May run at up to 3x normal
movement rate and spend only 1 exhaustion point every 60 rounds. |
Natural
Weapon Master |
100 |
|
NATURAL
WEAPON MASTER: PC may develop skill
ranks in one similar weapons category; all weapons in that category may use
that skill rank for their OB's. |
Assassin
Training |
100 |
|
ASSASSIN
TRAINING: Ambush development costs
are cut in half. |
Natural
Physique |
150 |
|
NATURAL
PHYSIQUE: Half development point cost
for Body Development. Maximum racial
body hits are increased by 50%. |
Hammerhand |
100 |
|
HAMMERHAND: Hands hit as maces when using MA Strikes
skill; treat as a "Mace" weapon kata with no penality. |
Lucky |
100 |
|
LUCKY: May modify any die roll directly
concerning the character by either +5 or -5. |
Directed
Weapon Master |
75 |
|
DIRECTED
WEAPON MASTER: Once selected category
of weapons yields 3 skill ranks for every 2 skill ranks developed. All other weapon development point costs
are increased by 50%. |
Disarm
Skill |
75 |
|
DISARM
SKILL: PC may intentionally attemp to
disarm opponent. Procedure - subtract
enemy's OB grom PC's OB; add open ended roll; if 101+ enemy must roll RR vs
PC's level or lose his weapon. |
Immovable
Will |
125 |
|
IMMOVABLE
WILL: Immune to fear and charm
attacks. Sleep attacks are halved for
attack level and duration. |
Tolerance |
100 |
|
TOLERANCE: May take of 150% of total hit points
before becoming unconscious. |
Accerated
Mending |
100 |
|
ACCERATED
MENDING: PC's injuries heal twice as
quickly as normal. |
Unbeliever |
50 |
|
UNBELIEVER: Resists magic at 3x level. May not use spells or spell devices. |
Animal
Friend |
75 |
|
ANIMAL
FRIEND: Vegetarian; ahs (35 + EM
mod)% chance each round of befriending any animal within 10' if
concentrating. PC may not control
animal, but animal will act friendly towards PC indefinitely. |
Master
Tactician |
75 |
|
MASTER
TACTICIAN: Has an open-ended chance
equal to his IN modification to receive information directly from the GM concerning
and immediate tactical situation. |
Subconscious
Preparation |
75 |
|
SUBCONSCIOUS
PREPARATION: Readies weapons and bows
1 round quicker than normal. |
Trained
Regular Footman |
150 |
|
TRAINED
REGULAR FOOTMAN: May make MA
Sweeps/Throws attack each round in addition to normal action. |
Danger
Sense |
100 |
|
DANGER
SENSE: GM may warn of general danger
on a roll less than or equal to PC's IN modification. |
Light
Sleeper |
100 |
|
LIGHT
SLEEPER: PC may make perception rolls
to wake and take action immediately from normal sleep. |
Look
of Eagles |
75 |
|
LOOK
OF EAGLES: Those who are allies,
troops, or henchmen under the PC never panic while he is well & in sight. |
Eye
of the Tiger |
100 |
|
EYE
OF THE TIGER: PC may prepare as for
the adrenal move "Strength" except that his chance of succes is his
level + (SD mod + EM mod) / 2). If he
succeeds, his OB and DB are modified by +15 for the next round. |
Outdoorsman |
150 |
|
OUTDOORSMAN: PC gets +50 to all forage, fire starting,
and locate shelter rolls while outdoors.
He receives +20 to all Tracking, Trapping, and Stalk/Hide rolls while
outdoors. |
Portage
Skill |
75 |
|
PORTAGE
SKILL: Encumbrance Penalties are
halved for the PC. |
Favored |
100 |
|
FAVORED: Liked by very high ranking noble. May be a relative. |
Blessed |
150 |
|
BLESSED: PC enjoys the favor of a particular god,
demi-god, angel, etc. |
Judge
of Weaponry |
75 |
|
JUDGE
OF WEAPONRY: May determine the pluses
or minuses, magical and non-magical, on weapons and armor. |
Survival
Instinct |
75 |
|
SURVIVAL
INSTINCT: When using your entire OB
to parry, the OB is modified by an additional +25. |
+15
to Ag modification. |
100 |
|
+15
to Ag modification. |
+15
to SD modification. |
100 |
|
+15
to SD modification. |
+15
to Qu modification. |
100 |
|
+15
to Qu modification. |
+15
to Co modification. |
100 |
|
+15
to Co modification. |
Title |
|
Category |
Desription |
+15
to St modification. |
100 |
|
+15
to St modification. |
+20
to Ag modification. |
200 |
|
+20
to Ag modification. |
+20
to SD modification. |
200 |
|
+20
to SD modification. |
+20
to Qu modification. |
200 |
|
+20
to Qu modification. |
+20
to Co modification. |
200 |
|
+20
to Co modification. |
+20
to St modification. |
200 |
|
+20
to St modification. |
+25
Ag, Sd, Qu, Co or St |
300 |
|
+25
to AG, SD, QU, CO or ST modification (GM choice: assign, PC choice, or
random). |
Hemophilia |
-50 |
Skill
at Arms Disadvantage |
HEMOPHILIA:
All bleeding results are doubled. |
Psychotic
Temper |
-50 |
|
PSYCHOTIC
TEMPER: Base (40- SD mod)% chance of responding to insult or offense with a
killing fit. |
Wanted
Criminal |
-25 |
|
WANTED
CRIMINAL: Accused of murder, banditry, assassination, theft, assault or
treason. |
Blood
Guilt |
-25 |
|
BLOOD
GUILT: PC experiences severe guilt if he causes the death or injury of a
human, elf, hobbit or dwarf. |
Chivarious |
-25 |
|
CHIVAIROUS:
Will never fight in an unchivairous manner; e.g. will always give a human or
demi-human opponent first initiative, will never fight horseback against an
enemy on foot, always allow the enemy to rearm, etc. |
Terrible
Fearlessness |
-50 |
|
TERRIBLE
FEARLESSNESS: Base (40 - SD mod)% chance of charging heedless into a combat
sitiuation. |
Terrible
Phobia |
-25 |
|
PC
is victim of a terrible phobia: Details determined by the GM. |
Faithful
Vassal |
-25 |
|
The
PC is a faithful vassal: To a very wicked Lord or Lady. |
Supersititous |
-25 |
|
The
PC is supersititious: His morale is influenced by bad "omens". |
Passive |
-50 |
|
The
PC is passive: -15 to all OB's until he gets "worked up". He may roll once each turn, (20 + SD Mod)%
chance. |
GM
Override 50 |
-50 |
|
GM
Override (50 free points) |
GM
Override 100 |
-100 |
|
GM
Override (100 free points) |
GM
Override 200 |
-200 |
|
GM
Override (200 free points) |
GM
Override 300 |
-300 |
|
GM
Override (300 free points) |
Transcendence |
200 |
Skill
at Magic |
TRANSCENDENCE: PC is not penalized for wearing armor
while casting spells. |
Aggression |
100 |
|
AGGRESSION: +10 bonus on Base Attack or Elemental Spell
rolls. |
Resistance |
100 |
|
RESISTANCE: PC receives a +25 bonus for RR's for any
one Realm. |
Power |
200 |
|
POWER: PC knows any 1 spell list to 50th
level. May be from any realm or
profession. |
Eloquence |
150 |
|
ELOQUENCE: PC requires one less round of spell preparation
than normal to cast a spell. It still
takes one round to cast the spell. |
Item
Lore |
100 |
|
ITEM
LORE: PC gets +25 on all Staves/Wands
rolls. |
Runic
Lore |
100 |
|
RUNIC
LORE: PC gets + 25 on all scrolls and runes rolls. |
Elvish
Training |
100 |
|
ELVISH
TRAINING: PC gets +25 bonus to his
meditation skill bonus. |
Aura |
100 |
|
AURA: PC gets one additional power point each
level. |
Archmage
Abilities |
100 |
|
ARCHMAGE
ABILITIES: PC has abilities similar
to an Archmage. His development point
costs are noe the same as any one of the hybred spell users. His base lists do not change, but he may
now make spell picks as a hybrid, but for all three realms. |
Etheral
Sight |
75 |
|
ETHERAL
SIGHT: PC may see invisible or
etereal items if he concentrates. |
Mana
Sensing |
75 |
|
MANA
SENSING: PC's neck hairs prickle
around a great power source, enchanted location, etc. |
Visions |
75 |
|
VISIONS:
PC receives spontaneouw glimpses of events associated with a place, person,
item, etc. that he touches. |
Lore |
100 |
|
LORE: May learn the Arcane Spell Lists as if
they were his base lists. |
Mentor |
75 |
|
MENTOR: PC has a high-level non-alchemist magic
user as a good friend. |
Equipper |
75 |
|
EQUIPPER: PC has a high-level Alchemist friend who
will make or sell items to the PC for 51 to 100% of normal cost. |
Mana
Reading |
100 |
|
MANA
READING: 10% chance of determining
each ability of a magic item. Roll
each characteristic. |
Archtype |
200 |
|
ARCHTYPE: Without a spell bonus tiem or with a PP
adder, the PC normally has 2x normal Power Points. If he is using a PP multipler, the bonus increases 1 level (x2
to x3, etc.). |
Innate
Magician |
150 |
|
INNATE
MAGICIAN: PC may designate 1 spell
list on which he never needs to make an Extraordinary Spell Failure Roll. |
Psionic |
100 |
|
PSIONIC: PC has an additional set of Power Points
base on his PR stat to use with the lists in Future Law(if not availible,
reroll). The lists may be developed
as if the PC were a "Semi-telepath". |
Spatial
Skills |
100 |
|
SPATIAL
SKILLS: Range factors of all PC's
spells are doubled. "Self"
becomes "Touch", "Touch" becomes 5'. |
Temporal
Skills |
100 |
|
TEMPORAL
SKILLS: Duration of all PC's spells
are doubled. Concentration spells are
not affected in any way. |
Scope
Skills |
100 |
|
SCOPE
SKILLS: Radii and "number of
targets", are doubled. |
|
|
|
|
Shapechanger |
200 |
|
SHAPECHANGER: PC may intentionally become one particular
creature which he chooses (subject to the GM). PC may freely alternate between his normal and his creature
form. |
Bane |
75 |
|
BANE: PC may select one creature creature type
(subject to GM) on which all his criticals will be "slaying". |
Ensorcellment
Cure |
75 |
|
ENSORCELLMENT
CURE: PC may touch a target afflicted
with a permanent enchanted disability, such as lycanthropy, flesh to stone,
curse, etc. The cause of the
disability must make a RR or the target is permanently cured. If the RR is successful, the PC has no
chance until he has advanced another level of experience. |
Herbalist |
125 |
|
HERBALIST: PC naturally recognizes and may use herbs
and poisons. +50 to Cookery skill and
Foraging. |
Destiny
Sense |
75 |
|
DESTINY
SENSE: PC knows the direction which
will lead to a desired objective. |
+15
to Me modifications. |
100 |
|
+15
to Me modifications. |
+15
to Re Modification. |
100 |
|
+15
to Re Modification. |
+15
to Pr modification. |
100 |
|
+15
to Pr modification. |
+15
to In modification. |
100 |
|
+15
to In modification. |
+15
to Em modification. |
100 |
|
+15
to Em modification. |
+20
to Me modification. |
200 |
|
+20
to Me modification. |
+20
to Re modification. |
200 |
|
+20
to Re modification. |
+20
to Pr modification. |
200 |
|
+20
to Pr modification. |
+20
to Em modification. |
200 |
|
+20
to Em modification. |
+25
Me, Re, Pr, In or Em |
300 |
|
+25
to Me, Re, Pr, In, or Em modification (GM choice: assign, PC choice, or
random). |
Dark
Temptations |
-25 |
Skill
at Magic Disadvantage |
DARK
TEMPTATIONS: PC is tempted to the
"Dark Side". Hea learns one
Evil Spell list to 50 level. GM
controls details. |
Poor
Control |
-25 |
|
POOR
CONTROL: Roll non-attack spell
failures as attack spell failures.
Add +10 to the roll for attack spell failures. |
Prejudice |
-25 |
|
PREJUDICE: Deep irrational hatred for one GM chosen
race. |
Open
Door |
-50 |
|
OPEN
DOOR: Subject to temporary fits of
demonic possession. Weekly chance is
5%. |
Lycanthropy |
-25 |
|
LYCANTHROPY: This is the uncontrollable, bestial,
psychotic type. |
Necromantic
Urge |
-25 |
|
NECROMANTIC
URGE: PC becomes a lich or powerful
vampire when his soul departs his body. |
Physical
Investment |
-25 |
|
PHYSICAL
INVESTMENT: Any time the PC casts a
spell that is over 8th level, the PC suffers 5 points concussion damage. |
Friendslayer |
-50 |
|
FRIENDSLAYER: Instead of following normal attack spell
failure procedure, the attack works on the nearest friend or associate within
range. |
Wrath |
-50 |
|
WRATH: The PC has the disfavor of a particular
god, demi-god, demon, etc. |
Split
Personality Neurosis |
-25 |
|
SPLIT
PERSONALITY NEUROSIS: PC has an
uncontrollable split personality. He
must prepare character sheets for 1-3 additional personalities. Strictly physical characteristics may not
change (i.e. height, weight, eye color, etc) but all 10 stats can vary, as
can levels, classes, alignments, and personalities. Each earns experience. |
Excommunication |
-40 |
Way
of the Gods |
Excommunication:
Character is out of favour witht he spirits, and may attempt no communication
with them until he has redeemed himself. |
Hunted |
-30 |
|
Hunted:
Hunted by Kami from the underworld. |
Physical
Manifestation |
50 |
|
Kami
and Buddha may communicate to others through the character's body, but causes
him 5 hits per round while they do so. |
Holy
Pilgrimage |
-20 |
|
Physical
Manifestation: Character has a specific quest to fulfill for a powerful Kami
or Buddha. The character is dedicated
to this cause. |
Temptation |
100 |
|
Temptation:
Character has been tainted by the dark powers, and has access to the Evil
Cleric base lists in addition to his own. |
Enlightened
Sight |
100 |
|
Enlightened
Sight: Character can measure the amount of sin or shame in a target by
sight. Chance of success is equal to
the character's Intuition bonus as a percentage. |
Guilty
Party |
-30 |
|
Guilty
Party: Character holds within him the guilt of a sinful act. Until this sin has been paid for, all
spells and RRs are at -10. |
Sacred
Oath |
-20 |
|
Sacred
Oath: The character believes in keeping his word, no matter the cost. Once he has given his word to somebody,
failure to keep it will result in terrible guilt, possibly leading to
Seppuku. |
Prophetic
Dreams |
100 |
|
Prophetic
Dreams: The character's dreams are plagued by glimpses of the future. There is a 20% chance that a dream will
come true. The dreams are normally
symbolic in nature rather then literal. |
Martial
Monk |
100 |
|
Martial
Monk: Character may develop martial art skills at one-half normal cost (round
up). |
Scholar |
150 |
|
Scholar:
Character receives a +15 bonus to all Lore (academic) skills due to knowledge
from the great libraries of his monastery. |
Exorcist |
100 |
|
Exorcist:
Character received training in the arts of banishment. When the character attempts to banish or
expel a demonic entity, the creature receives a -25 modifier to its RR. |
Peacemaker |
100 |
|
Peacemaker:
Character is understanding of others and gains a +15 bonus to all attempts at
Diplomacy and influence. |
|
|
|
|
|
|
|
|
Sacred
Item |
-20 |
|
Sacred
Item: The character possesses an item of sacred significance to his
faith. This item may or may not be
magical, but its loss will result in the character suffering a -10 penalty to
all actions related to his religion until it is regained. |
Inner
Peace |
100 |
|
Inner
Peace: All of the character's mental skills are at +10 due to the highly
developed cognitive processes of his mind.
However, all physical skills are at -5 due to the reliance on mind and
not body. |
Spirit
Sight |
100 |
|
Spirit
Sight: Character has the ability to perceive the spirits that inhabit the
world. This ability can be developed
as a skill, with the same cost as Sense Reality Warp, with a bonus provided
by the Character's em bonus. Whilst
looking the Spirit Sight, all other perception skills are at -40. |
Blessed |
200 |
|
Blessed:
Character is favoured by a Kami or Buddha, and receives a +5 bonus to all
activities due to this blessing. |
Holy
Alliance |
200 |
|
Holy
Alliance: Character is the vassal of a Kami or Buddha, and acts as a
messenger for it. In return, the
spirit provides one-third of the PPs for any spell the character cast. (e.g. a character with this ability casts
Repl Undead 9 upon a zombie that has ambushed him. The spell is 6th level, and only costs the character 4 PP
whilst the spirit provides the other
two.) |
Faith
Healer |
100 |
|
Faith
Healer: Character is able to heal 1 - 10 hits on any target, up to a number
of times per day equal to his level. |
Divine
Companion |
100 |
|
Divine
Companion: Character has either a kami or Buddha as a mental companion, of
whom he may seek advice and guidance. |
Holy
Visions |
100 |
|
Holy
Visions: Character is subject to random visions, which usually relate to the
situation he is currently in. |
Divine
Champion |
100 |
|
Divine
Champion: Character is considered to be a champion of his religion. |
Crippled
by Magic |
-50 |
Way
of the Mystic |
Crippled
by Magic: Roll four times on the Magical Corruption Table (Oriental
Companion). |
Servant
of a Demon |
-50 |
|
Servant
of a Demon: Character's soul is held by a demon who commands his service from
time to time. |
Demonically
Possessed |
-50 |
|
emonically
Possessed: 20% chance per week of a fit of possession modified by character's
SD bonus (to a min of 1%) |
Persecution |
-30 |
|
Persecution:
Character is being hunted by a mortal group who are pursuing him for the use
of dark magic (this may or may not be true). |
Magical
Rage |
50 |
|
Magical
Rage: Once wounded (25% of hits taken or more), the character becomes filled
with a magical rage, giving him a +5 bonus to all attack spells, but -5 to
all non-attack spells. |
Insane
Insight |
75 |
|
Insane
Insight: Character has experienced an insight into the nature of the
cosmos. He begins play slightly
insane due to this, but recieves a +10 bonus to both his Demon/Devil Lore and
Philosophy/Religous Doctrine skills. |
Demon
Blood |
100 |
|
Demon
Blood: Character is half-demon by nature.
See Oriental Companion Items of Power for details of the effect of
Demon Blood. |
Demonic
Retribution |
-40 |
|
Demonic
Retribution: As punishment by the demons for an act against them, one of the
character's body parts has been transformed into that of a demon. This confers no abilities, but has the
physical appearance of demon flesh. |
Mystic
Sight |
100 |
|
Mystic
Sight: Character can see magical auras.
The chance of perceiving this magic is the character's Em bonus
+3%/level of the magic present. |
Paraphernalia |
100 |
|
Paraphernalia:
Character inherited the belongings of his mentor upon his demise. The character begins the game with two
modest magic items or one potent item, and a free roll on the Special Wealth
background table. |
Reputation |
75 |
|
Reputation:
The character is a student of a famous mentor of great reputation. Those who have heard or dealt with the
mentor will be at -5 to all RRs versus the character's magic. |
Mental
Reserves |
300 |
|
Mental Reserves: Due to
the nature of the character's unearthly studies,
all of his mental potentials are increased by two to
reflect his expansion of knowledge. |
Essence
Vampire |
-50 |
|
Essence
Vampire: Due to his magical experiments, the character requires PP to
live. Each day he must ingest 1 PP
for every level of experience. If hie
fails to do so, he will be at -5 to all actions for each day of PP missed,
until a full day's intake can be consumed. |
Conjuror |
150 |
|
onjuror:
Character was trained from an early age in the intricate nature of ritual
magic. +25 to Magical Rituals skill. |
Destiny
Sight |
100 |
|
Destiny
Sight: Character is subject to the winds of destiny and receives a +25 bonus
to all forms of divination and decision making. |
Agent
of a Dragon |
150 |
|
Agent
of a Dragon: The character is the servant of one of the great dragons. He may be aided by items of draconian
origin, and may be able to call upon the power of the dragons. |
Blade
Training |
150 |
|
Blade
Training: Character has received training in the use of the sword, and has
his primary weapon DP cost reduced to 2/5. |
Ancient
Mentor |
100 |
|
Ancient
Mentor: The character trained under the guidance of a great scholar and may
learn up to four Arcan lists as if they wer Base lists. |
Demon
Familiar |
100 |
|
Demon
Familiar: Character has the services of a demon familiar at the beginning of
play. This familiar is identical to
those summoned by the Demon Mastery list (RMC2, p59). |
Arcane
Knowledge |
200 |
|
Arcane
Knowledge: Character possesses one spell list to 50th level due to the great
teachings he has studied. This list
may be from any realm, or profession. |
Patron
Demon |
100 |
|
Patron
Demon: Character is engaged in a pact with a demon from the underworld. |
Child
of the Dragon King |
150 |
|
Child
of the Dragon King: See the section on the Dragon King (Oriental Companion)
to determine the results of this. |
Outlaw |
-30 |
Way
of the Ninja |
Outlaw:
Character is outlawed from his clan/family, and prohibited from ever
returning to them. |
Enemies |
-20 |
|
Enemies:
The character and the entirety of his family are the bitter rivals of another
family. Members of these two opposing
families will always fight one another. |
Springs
and Leaps |
50 |
|
Springs
and Leaps: Character receives a +15
bonus to all Acrobatic skills. |
Hand
of Steel |
50 |
|
Hand
of Steel: +10 to all Martial Arts Striking OBs. |
Master
of Facades |
50 |
|
Master
of Facades: +10 to Disguise and Linguistic Skills. |
Silent
as the Night |
100 |
|
Silent
as the Night: +30 to Stalk/Hide. |
Body
Attunement |
300 |
|
Body
Attunement: Increase all physical Stat Potentials by 2 points, due to the
character's Highly-atuned internal system. |
Night
Sight |
100 |
|
Night
Sight: Character has limited (30
feet) vision at night. |
Emotive
Comprehension |
100 |
|
Emotive
Comprehension: Character understands the way people think, and receives a +15
bonus to all skills related to the influence of others. |
Lightning
Wrist |
100 |
|
Lightning
Wrist: Character only requires 50% of activity in a round to launch a thrown
protectile, thus allowing two to be thrown in a round. |
Call
of the Wild |
100 |
|
Call
of the Wild: Character is well versed in the ways of the wilderness, and
receives a +10 bonus to all Outdoor skills. |
Sakki
Sense |
125 |
|
Sakki
Sense: Character can sense the intentions of those who mean him harm by
perceiving their Sakki (anger) just as they prepare to attack. Character gains a +75 bonus to Detect
Ambush/Assassin skill. |
Directed
Voice |
100 |
|
Directed
Voice: Through the use of a battle cry, the character can direct his blows in
combat. If a Static Maneuver is
succeded (modified by SD), the character may increase his OB by 20 for that
round only. |
Born
of Darkness |
50 |
|
Born
of Darkness: Character was born under a strange omen. He has no visible shadow when struck by
light. |
Physical
Balance |
100 |
|
Physical
Balance: Character heals at 2x normal rate, due to his control over his
physical system. |
Zen
Archer |
100 |
|
Zen
Archer: Character recieved training in the use of zen in the art of
archery. All range modifiers are
halved fot the character. |
Poisoner |
100 |
|
Poisoner:
Character is trained in the use of poisons, and starts the campaign with
several types. He receives a +25
bonus to all skills realted to the use of poison. |
Master
of Ki |
100 |
|
Master
of Ki: Character is in tune with his bosy making all Ki abilities easier for
him to master. All difficulty
modifiers for Ki powers are reduced by 10. |
Master
of Force |
150 |
|
Master
of Force: Character is able to channel his life-energy into his attacks
causing a +15 OB bonus, and double concussion damage if the character
succeeds a Static Action roll modified by his Self-Discipline. |
Master
of Patience |
75 |
|
Master
of Patience: Character is capable of remaing stationary without visibly
moving for up to six hours, due to his highly-tuned patience and mental
resolve. |
Koshijutsu
Master |
150 |
|
Koshijutsu
Master: Character may use the Koshijutsu (nerve center) attack technique in
conjunction with any other attack. |
Way
of Invisibility |
125 |
|
Way
of Invisibility: Character may become invisible once/day for every level of
experience. This invisibility will
last up to two rounds plus one round/level of exerience. |
Family
Outlawed |
-30 |
Way
of the Warrior |
Family
Outlawed: Character is considered to be an outlaw due to a indiscretion that
his family was accused of committing. |
Blood
Guilt |
-30 |
|
Blood
Guilt: Character failed to commit Seppuku when necessay, and is now
guilt-ridden about this incident. |
Lost
Weapon |
-30 |
|
Lost
Weapon: Character's sword of honor has been lost/stolen. Due to honor, he must retrieve this
weapon, and may not use another sword of the same type whilst he is without
it. |
Zen
Master |
100 |
|
Zen
Master: Character may add his SD bonus to either his OB or DB whilst using
his primary weapon. |
Attack
Training |
50 |
|
Attack
Training: Character receives a +10 bonus to his OB, but due to his aggressive
attitude, he may never parry. |
Rear
Guard |
30 |
|
Rear
Guard: +20 Bonus to Reverse Stroke skill. |
Blood
Feud |
-30 |
|
Blood
Feud: Character has an undying hatred for one member of his family. The feeling is mutual, and both parties
will attack each other on sight. |
Cowardice |
-50 |
|
Cowardice:
Character must succed in a Static Maneuver (modified by his SD bonus) before
entering into any dangerous situation. Each time the character is wounded, he
must make another cowardice check to avoid fleeing from the scene. |
Quick
Temper |
-30 |
|
Quick
Temper: The character takes insult easily and will attempt to resolve any
insult through the use of combat. |
Master
of Strokes |
50 |
|
Master
of Strokes: The character receives a +10 OB when using bladed weapons. However, he is at -10 whilst using blunt
weapons due to the difference in style. |
Geisha |
-20 |
|
Geisha:
The character is in love with a specific Geisha, a fact which must remain secret
at all costs. The Geisha may be able
to provide information to the character, but may also call for aid any time. |
Monastic
Life |
50 |
|
Monastic
Life: The character spent his early years in a monastery. A +10 bonus to all Meditation skills as
well as Philosophy/Religious Doctrine skills. |
|
|
|
|
Love
of Beauty |
-20 |
|
Love
of Beauty: The character becomes easily distracted by anthing of beauty. Any actions attempted whilst in the
presence of this beauty ate at -10. |
Mind
over Body |
50 |
|
Mind
over Body: Character has the ability to withstand pain more than normal
men. All stuns are reduced in
duration by one round. |
Quickdraw |
50 |
|
Quickdraw:
The character receives a +25 bonus to both Quick Draw and Iai attempts. |
Vassel
of the Shogun |
100 |
|
Vassel
of the Shogun: The character is a faithful agent of the Shogun, carrying out
secret missions for him when required.
The character may have access to special resources dependent upon the
specific mission. |
War
Cry |
100 |
|
War
Cry: Once per day, the character may sound a terible battle cry, requiring
all enemies within 50 feet to make a morale check immediately, with failure
causing them to flee the area. |
Nerves
of Steel |
100 |
|
Nerves
of Steel: Character has no understanding of the concept of fear. He cannot be affected in any way by fear
attacks. |
Combat
Zen |
50 |
|
Combat
Zen: The character does not receive any penalty for performing a Ki ability
in a combat situation. |
Martial
Prowess |
150 |
|
Martial
Prowess: Character receives a +2/level bonus to his primary weapon OB, and
his DB whilst using that weapon. |
Divine
Gift |
100 |
|
Divine
Gift: Character owns a magical item appropriate to his profession, given to
him by a Kami or one of the Buddha. |
Sacred
Blade |
300 |
|
Sacred
Blade: The character owns one of the highly prized sacred blades. Determine exact type from the Items of
Power section. |