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.


Nahoru
Rozcestnik
  • Kronika
  • Kroniky od PJe
  • Postavičky
  • Ostatní postavy
  • Bohové
  • Pravidla
  • Zkušenosti

  • Pravidla
  • Tabulky zbraní
  • Backgroundy
  • Upíři

  • Zpět
  • Novinky
  • Můj systém
  • D and D
  • Scénáře
  • Povídky
  • Uvahy
  • Onás
  • Ke stažení
  • Odkazy
  • Kniha návštěv
  • Autorizované