creation personnage v2.1
DESCRIPTION
API Creation PJTRANSCRIPT
How to UseProvided by NSquirrel, Wrethel & VendrisTo do:
Separate bonus from the addition to score.Add Racial Gift, Drawback
and bonuses in Nomenclature.Import Racial in main sheetGift &
Drawback : autocalcul for the XP cost (5*cost)How to use Only white
box have to be modified.Creation Process Please take it in order.1.
Select "Reason" to join API note the related bonus 2. Select
"Reason" to stay API note the related bonus3. Chose Race - Bonus
point (BP) are provided in the bonus point/Race Cell, add Gift
& Drawback in the related tables (cost 0 in BP)4. Spend 25
Attribute points (AP): Lvl 1 - 8 : 1 pt / pt , 9-10 : 2 pt / 1 pt5.
Spend 30 + IQ points Sill points (SP) 1 - 8 : 1 pt / pt , 9-10 : 2
pt / 1 pt; note related talent for skill level 4, 7 & 106.
Spend bonus point (BP): Gift & Drawback(Var.), -- see sheet
Gift and sheet Drawback 2 BP = 1 Attribute point, 1 BP = Skill
point, Specialities 1 BP, Fighting Style 3 BP humain/4BP Demons,
Stance's Fighting Style 2 BP, Open Magic Circle (3/5/7), Spell
(2/4/6), Spell Aspect (1 BP), Cyberware (var)7. Equipment Standard
API issues Role packageInformationBP and XP columns refers to the
number of point added to the Attribute or skill. The cost in XP or
BP is automatically calculated (see the total at the top of the
document).Base points (AP or SP) are to be put under Base
columnsBonus points (BP) are to be put under BP columnsPlease check
if the Bonus to roll (provided by Reasons, Gift, Drawback, Race or
other sources) are added or to be manually added (Note that most of
the time it is a bonus to roll, not to skill level
PersonnageGuide to Creation - RESPECT THE ORDER !Nom
:SophieBonus Point (BP) RaceTo spendtotalCombat SecondarySelect
"Reason" to join APIRace :humans20030NamevalueBonusSelect "Reason"
to stay APIDescription :Dodge8Chose Racenote BP, Gift &
DrawbackBonus BP (history)Block (fist)8Bonus XP
(History)EarnedSpentRestBlock (weapon)8XP00Move speed
(meter)3.9Spend 25 Attribute point1 - 8 : 1 pt / pt , 9-10 : 2 pt /
1 ptReasons Sprint speed (meter)17.55 IQ aug. Per BP does not
provide more Skill pointsSpend 30 + IQ points2 - 8 : 1 pt / pt ,
9-10 : 2 pt / 1 pt; note talent for lvl 4 7 10Reason To JoinNew
Life1st Circle Opening, one Fighting Style or 3BP of
CyberwareHorizontal jump (meter)1Spend bonus pointGift &
Drawback(Var.), 2 BP = 1 Attribute point, 1 BP = Skill point,
Specialities 1 BP, Fighting Style 3 BP humain/4BP Demons, Stance's
Fighting Style 2 BP , Open Magic Circle (3/5/7), Spell (2/4/6),
Spell Aspect (1 BP), Cyberware (var)Reason To StayNew Life3BP to
improve Fight Styles, Magic or Cyberware, Rank 1with 3 meters run
(meter)1.5Vertical jump (meter)0.5AttributesFist strike5Buy
equipmentTotalPointRacialBonusBPXP buyAPBPWeapon strike8Power -
POW532340Magical castingAgility - AGY8353100Fear score0Vigor -
VIG431320Intellect - IQ55500Secondary
AttributesBaseRacialBonusInsight - INS651520Health1717Charm -
CHM651520Focus66Attribute points124200Bureaucracy11110 sur
16Movement1313Standard SkillsStrength99TotalPointRacialBonusBPXP
buySPBPXPBalance88Athletics0000Physical Resist44Beast
Handling0000Mental Resist88Crafts0000Magic
Resist33Deception44400Initiative1313Discipline22200Base
Damage00Empathy64400Actions44Fists0000Fortitude0000SpecialityIntimidation0000NameCompBPXPKnowledge0000Fusil
d'assautMa1Marksmanship1172700Medicine0000SductionPer1Perception1172700SearchPerc1Performance0000HidingStea1Persuasion1172700Stealth642400Survival0000Technology0000Travel0000Weapons0000Skill
Points00Selected GiftsNameEffectValue Rank (1) The character has
achieved an amount of status within an organization. This could be
a club, an Order or even Apocalypse Prevention, Inc. Gives a +2
bonus to Persuasion checks involving commands or leadership with
others within the organization. Note- Demons may only take four (4)
levels of this Gift for Apocalypse Prevention, Inc. due to the
intrinsic limitations put forth by the company.1Sniper The
character is an expert in taking out threats from a distance. They
receive a +2 bonus to Marksmanship and Perception checks.3Gentle
Soul The character is known to have a kind demeanor. Their ability
to be a reliable confidant gains them a +2 bonus to Persuasion and
Empathy checks.3 Manadynamicsmay make a Moderate (20) INS +
Perception check to pick up info on the magic of the
area0Cyber-eyes +4 bonus to Perception, safety protocols prevent
overwhelming stimuli, limited zoom and light amplification, IR-UV,
change eye color.0FS : DeadeyeCore Training - On Target: spend 1
Focus to gain a +4 bonus to any Attack Action check0St : Focused
StrikesThe agent with this Stance, however, reduces all Targeted
Strike penalties by 40 Selected DrawbacksNameEffectValue Enemy (3)
The character has made an enemy, whether they know it or not. BP
gained from Enemy rep- resents the danger it presents. Note- Not
all enemies go for physical attacks. Some instead follow through on
a more emotional, social or technological agenda.3. Someone with
connections that can cause trouble for the character with the
law3Magic Restriction The character has no mystical spark within
them and cannot use magic as described in the Magic chapter on pg.
xxx. They may not purchase any Magic Gifts or Spells, or use items
that require Magical ability. They can still participate in group
castings from a scroll or tome, but must spend 2 Focus points to
generate 1 Mana. They also suffer a -1 penalty to their Magic
Resistance checks.2Phobia The character has an irrational fear of
something (e.g. snakes, heights, slippery floors). When faced with
their phobia, they must make a Moderate (20) Mental Resistance
check against Fear or react in a hysterically scared fashion.3Skill
Deficient No matter how hard they study and practice, there is a
skill the character just cannot un- derstand. They suffer a -4
penalty to all checks involving this skill and its skill level is
capped at 4.2
GiftGiftsNameCostBPReducXPremarqueBPXPGift
effectStrenghtBalanceDodgeHealthinitiativeFocusRes.MentalRes.PhysicalRes.MagicDmgActionMoveCraftTraveltechnoknowledgeDeceptionPerformanceMedecineSurvivalBeast
HandlingAthletismFortitudeMarksmanPerceptionStealthPersuasionEmpathyIntimidationWeaponRank
(1)1100 The character has achieved an amount of status within an
organization. This could be a club, an Order or even Apocalypse
Prevention, Inc. Gives a +2 bonus to Persuasion checks involving
commands or leadership with others within the organization. Note-
Demons may only take four (4) levels of this Gift for Apocalypse
Prevention, Inc. due to the intrinsic limitations put forth by the
company.000000000000000000000000000000Sniper 330 The character is
an expert in taking out threats from a distance. They receive a +2
bonus to Marksmanship and Perception
checks.000000000000000000000002200000Gentle Soul 330 The character
is known to have a kind demeanor. Their ability to be a reliable
confidant gains them a +2 bonus to Persuasion and Empathy
checks.0000000000000000000000000022000000000000Gift crire librement
(magic aspect,
etc)StrenghtBalanceDodgeHealthinitiativeFocusRes.MentalRes.PhysicalRes.MagicDmgActionMoveCraftTraveltechnoknowledgeDeceptionPerformanceMedecineSurvivalBeast
HandlingAthletismFortitudeMarksmanPerceptionStealthPersuasionEmpathyIntimidationWeaponManadynamics0Reasons00may
make a Moderate (20) INS + Perception check to pick up info on the
magic of the areaCyber-eyes0Reasons00 +4 bonus to Perception,
safety protocols prevent overwhelming stimuli, limited zoom and
light amplification, IR-UV, change eye color.FS :
Deadeye0Reasons00Core Training - On Target: spend 1 Focus to gain a
+4 bonus to any Attack Action checkSt : Focused
Strikes0Reasons00The agent with this Stance, however, reduces all
Targeted Strike penalties by 40000Total
66000000000000000000000002202200
DrawbackDrawbacksNameCostremarqueBPDrawback
effectStrenghtBalanceDodgeHealthinitiativeFocusRes.MentalRes.PhysicalRes.MagicDmgActionMoveCraftTraveltechnoknowledgeDeceptionPerformanceMedecineSurvivalBeast
HandlingAthletismFortitudeMarksmanPerceptionStealthPersuasionEmpathyIntimidationWeaponEnemy
(3)3Boss de la Triade3 The character has made an enemy, whether
they know it or not. BP gained from Enemy rep- resents the danger
it presents. Note- Not all enemies go for physical attacks. Some
instead follow through on a more emotional, social or technological
agenda.3. Someone with connections that can cause trouble for the
character with the law000000000000000000000000000000Magic
Restriction 22 The character has no mystical spark within them and
cannot use magic as described in the Magic chapter on pg. xxx. They
may not purchase any Magic Gifts or Spells, or use items that
require Magical ability. They can still participate in group
castings from a scroll or tome, but must spend 2 Focus points to
generate 1 Mana. They also suffer a -1 penalty to their Magic
Resistance checks.000000000000000000000000000000Phobia 3Animaux
sauvage3 The character has an irrational fear of something (e.g.
snakes, heights, slippery floors). When faced with their phobia,
they must make a Moderate (20) Mental Resistance check against Fear
or react in a hysterically scared
fashion.000000000000000000000000000000Skill Deficient 2Beast
Handking2 No matter how hard they study and practice, there is a
skill the character just cannot un- derstand. They suffer a -4
penalty to all checks involving this skill and its skill level is
capped at 4.000000000000000000000000000000Drawback a ecrire
librementNameCostremarqueBPDrawback
effectStrenghtBalanceDodgeHealthinitiativeFocusRes.MentalRes.PhysicalRes.MagicDmgActionMoveCraftTraveltechnoknowledgeDeceptionPerformanceMedecineSurvivalBeast
HandlingAthletismFortitudeMarksmanPerceptionStealthPersuasionEmpathyIntimidationWeapon00000Total
(max 10)1010000000000000000000000000000000
NomenclatureNameReason for JoiningReason for
StayingRaceBPFearAgilityActionAltruism+2 Empathy, +1 Medicine+1
Discipline, Good Rep 2 and Rank 1Burners14000Answers+2 Empathy, +2
Perception, +1 Performance, Curi- ous Drawback+1 Knowledge, +1
Technology, +2 Magic ResistChangelings131312Duty+1 Stealth, +2
Weapons, +2 Bureaucracy+2 Discipline, +2 Stealth, Good Rep 1, Rank
1, Life Saver DrawbackDraconi121622Exploration+2 Travel, +1 Beast
Handling+2 Travel, +1 Beast Handling, +1 Knowledge, Direction Sense
Gift. Cannot take Home Turf Gift.Harpies151332Faith+2 Discipline,
+1 Magic Resist+2 Discipline, +1 Magic ResistHumans20043Legacy+2
Knowledge, Rank 1+2 Knowledge, +2 Bureaucracy, Rank
1Hunchbacks151453Money+3 Wealth+2 Persuasion, +2
WealthInciters111563New Life1st Circle Opening, one Fighting Style
or 3BP of Cyberware3BP to improve Fight Styles, Magic or Cyberware,
Rank 1Lochs111774Obligation+1 Fortitude, +3 Skill of Choice, Cannot
have Rank+2 Fortitude, +2 Discipline, +2 Fists, Marksmanship or
Weapons, Indebted DrawbackMuchs121484Peace+1 Persuasion, +1
Intimidation, +1 Fists, Marksman- ship or Weapons+3 Persuasion or
Intimidation, Rank 1Patterns9094Power3 BP for Connections3BP for
Connections, Followers and Wealth,+1
IntimidationSpectrals1513105ProtectionHome Turf Gift or +2
Fortitude and +1 DisciplineHome Turf Gift and +1 Fortitude or +2
Fortitude, +1 Survival, +1 DisciplineTaylari1514115Survivalism+2
Stealth, +1 Deception+2 Stealth, +1 Deception, +1
MarksmanshipVermens1012125Thrill-Seeking+2 Athletics, +1 Travel+2
Athletics, +1 Travel, +1 FortitudeWolf People1217135Vengeance+2
Perception, Iron Will Gift 1+2 Survival, +2
PerceptionWraps1515145Warrior+2 Initiative, +1 Fists or Weapons+2
Fists or Weapons, +1 Base
Damage155--GiftCostEffectFORCEBALANCEDODGEHEALTHINITFOCUSres
MentalRes physicalres
MagicDmgActionMoveCraftTraveltechnoknowledgeDeceptionPerformancemedecineSurvivalBeast
HAthleFortitudeMarksmanPerceptionstealthpersuasionempathyintimidationweapon
Changelings - Object Shapeshifting (5)5 The char- acter can turn
into inanimate objects (e.g. table, chair) - Speed 5, Focus 2).
They are only able to take on their outside appearance of the
object. Internal moving parts cannot be replicated. Changelings
prefer solid objects, as they are easier to copy and less likely to
be discovered should someone try interacting with themAlata - Gift
- Paralyzing Sting 5 Only female Alata have a paralyzing sting that
they can use for defense or to prepare prey for other purposes. The
stinger is attached to the Alatas abdomen and requires a full
attack to use. As a weapon, it has a speed of +5, Focus of +3,
damage rating of +0L. Once struck the subject must make a Mod-
erate (20) VIG + Fortitude check. Upon failure, the subject quickly
becomes paralyzed, suffering a +20 penalty to all physical actions.
This lasts for approximately ten minutes. Following that, the
character must make an Easy (10) INS + Discipline check to think
about, discuss, or act based on events surrounding the poisoning
(this does not apply to immediate threats, such as the Alatas
ongoing physical attack). If the subject is successful, the penalty
to move- ment is reduced to +5 and there is no test to recall or
act on events. In the case of both success and failure, the subject
benefits from a painkiller effect, giving a -10 to any challenges
involving resisting pain.Attractive (1)2 The character turns heads
wher- ever they go.they receive a +3 bonus to all checks where
being attractive may be an advantage.Attractive characters are more
recog- nizable, as they are eye-catching, but can often use it to
give them an edge.Attractive (2)4 they are on scale with
supermodels and receive a +5 bonus to all checks where being
attractive may be an advantage. Attractive characters are more
recog- nizable, as they are eye-catching, but can often use it to
give them an edge.Body Builder 3 The character is a solid block of
rippling muscle, the kind you get from lots of exercise. They
receive +1 Health and +4 bonus to Strength checks.41Born Into Magic
(1)4 The character comes from a long line of magical adepts, born
with magic coursing through their veins. They receive (INS/2)
personal Mana points, . This Mana can be used to cast spells
without the need to sacrifice Focus. Personal Mana replenishes at a
rate of 1 every 10 minutesBorn Into Magic (2)8 The character comes
from a long line of magical adepts, born with magic coursing
through their veins. They receive their full (INS) . This Mana can
be used to cast spells without the need to sacrifice Focus.
Personal Mana replenishes at a rate of 1 every 10
minutesChangelings - 2D Shapeshifting 4 Flattening their body
(Speed 5, Focus 1), the character becomes 2D. While they remain
still in this form, they appear to be paintings or murals. They can
also use their form to slip through narrow spaces with ease. The
character has 1/4 (round down) their Health in this form. This lost
health returns immediately when they return to a 3D
form.Communications Expert 3 The character is a pro at getting into
complex computer systems and getting out undetected. They receive a
+2 bonus to Technology and Knowledge checks.22Connections (1)1 The
character knows people who can help them get what they want and
need within an or- ganization. This Gift represents the breadth and
strength of their ties. The more the ties are used, the weaker they
may become. Ties could include a court stenographer who can get
transcripts of private hearings (Judicial 1), a local doctor who
can be called on for emergency surgery (Medical 3) or a renowned
war correspondent who can help smuggle the character into an active
conflict (Media 5). Connections are used through roleplay, but the
GM may ask for a CHM + Persuasion + Connections check for
particularly complex or unusual requests. Examples Church,
Corporate, Police, Political, Underworld.Connections (2)2 The
character knows people who can help them get what they want and
need within an or- ganization. This Gift represents the breadth and
strength of their ties. The more the ties are used, the weaker they
may become. Ties could include a court stenographer who can get
transcripts of private hearings (Judicial 1), a local doctor who
can be called on for emergency surgery (Medical 3) or a renowned
war correspondent who can help smuggle the character into an active
conflict (Media 5). Connections are used through roleplay, but the
GM may ask for a CHM + Persuasion + Connections check for
particularly complex or unusual requests. Examples Church,
Corporate, Police, Political, Underworld.Connections (3)3 The
character knows people who can help them get what they want and
need within an or- ganization. This Gift represents the breadth and
strength of their ties. The more the ties are used, the weaker they
may become. Ties could include a court stenographer who can get
transcripts of private hearings (Judicial 1), a local doctor who
can be called on for emergency surgery (Medical 3) or a renowned
war correspondent who can help smuggle the character into an active
conflict (Media 5). Connections are used through roleplay, but the
GM may ask for a CHM + Persuasion + Connections check for
particularly complex or unusual requests. Examples Church,
Corporate, Police, Political, Underworld.Connections (4)4 The
character knows people who can help them get what they want and
need within an or- ganization. This Gift represents the breadth and
strength of their ties. The more the ties are used, the weaker they
may become. Ties could include a court stenographer who can get
transcripts of private hearings (Judicial 1), a local doctor who
can be called on for emergency surgery (Medical 3) or a renowned
war correspondent who can help smuggle the character into an active
conflict (Media 5). Connections are used through roleplay, but the
GM may ask for a CHM + Persuasion + Connections check for
particularly complex or unusual requests. Examples Church,
Corporate, Police, Political, Underworld.Connections (5)5 The
character knows people who can help them get what they want and
need within an or- ganization. This Gift represents the breadth and
strength of their ties. The more the ties are used, the weaker they
may become. Ties could include a court stenographer who can get
transcripts of private hearings (Judicial 1), a local doctor who
can be called on for emergency surgery (Medical 3) or a renowned
war correspondent who can help smuggle the character into an active
conflict (Media 5). Connections are used through roleplay, but the
GM may ask for a CHM + Persuasion + Connections check for
particularly complex or unusual requests. Examples Church,
Corporate, Police, Political, Underworld.Diplomat 3 The character
has learned to become an ambassador of sorts for the company, being
the first to interact with possible threats in an effort to resolve
issues without bloodshed. They receive a +2 bonus to Persuasion and
Empathy checks.22Directional Sense 1 The character doesnt need to
look for tree moss or certain stars to know which way is north,
they simply know. They receive a +2 bonus on all Survival and
Travel checks involving Navigation.Double-Jointed 2 The character
can make their body move in ways that most people find impossible.
They receive a +2 bonus to Athletics checks involving flexibility
and a +1 bonus to Balance checks.12Dual Stylist 3 The character
gains the effects of two Fighting Styles they know at one time. If
the character knows more than two Fighting Styles, they must still
choose which two they are combining during any given Round.Dumpster
Stomach 2 The character can eat al- most anything placed before
them without any ill effects. Some become squeamish at the thought
of eating rotten meat or poisonous bugs, but not this character.
They receive a +4 bonus against any Poisons or Drugs they
ingest.Extreme 3 The character is accustomed to taking his life
into his own hands in order to pull of amazing stunts. They receive
a +2 bonus to Athletics and Travel checks.22Fast Healer 5 The
character can take a beating and be back up on their feet in no
time. Non-lethal and Lethal damage recovers at double the normal
rate. Note- Taylari may not take this Gift.Fearless (1)1 It takes a
lot to rattle the characters nerves. They receive a +2 bonus to
Mental Resistance checks against Fear,Fearless (2)2 It takes a lot
to rattle the characters nerves. They receive a +4 bonus to Mental
Resistance checks against Fear,Fearless (3)3 It takes a lot to
rattle the characters nerves. They receive a +6 bonus to Mental
Resistance checks against Fear,Fearless (4)4 It takes a lot to
rattle the characters nerves. They receive a +8 bonus to Mental
Resistance checks against Fear,Fearless (5)5 It takes a lot to
rattle the characters nerves. They receive a +10 bonus to Mental
Resistance checks against Fear,Fixer 3 The character knows how to
fix almost any- thing, and possesses the skill to use the things
they repair as well. They receive a +2 bonus to Crafts and Travel
checks.22Focused (1)2 Thanks to endurance training and exer- cise,
the character is less likely to become exhausted through exertion.
They gain +1 Focus . Note- All characters have a maximum of 10
Focus.1Focused (2)4 Thanks to endurance training and exer- cise,
the character is less likely to become exhausted through exertion.
They gain +2 Focus . Note- All characters have a maximum of 10
Focus.2Focused (3)6 Thanks to endurance training and exer- cise,
the character is less likely to become exhausted through exertion.
They gain +3 Focus . Note- All characters have a maximum of 10
Focus.3Focused (4)8 Thanks to endurance training and exer- cise,
the character is less likely to become exhausted through exertion.
They gain +4 Focus . Note- All characters have a maximum of 10
Focus.4Focused (5)10 Thanks to endurance training and exer- cise,
the character is less likely to become exhausted through exertion.
They gain +5 Focus . Note- All characters have a maximum of 10
Focus.5Follower (1)1 The character has someone who works for them.
They may be a persistent kid, a loyal per- sonal assistant, a
protective butler, an imposing bodyguard or an indentured servant.
A Follower receives four 4 Skill points. All followers have
Attributes of 3, unless raised by the GM. A Follower willingly
takes or- ders from the character, but only as long as they are
paid or shown loyalty in return. Mistreated followers may betray
the character, usually at the worst possible moment.1. Child or
someone of limited abilityFollower (2)2 The character has someone
who works for them. They may be a persistent kid, a loyal per-
sonal assistant, a protective butler, an imposing bodyguard or an
indentured servant. A Follower receives four 8 Skill points . All
followers have Attributes of 3, unless raised by the GM. A Follower
willingly takes or- ders from the character, but only as long as
they are paid or shown loyalty in return. Mistreated followers may
betray the character, usually at the worst possible moment.2.
Average person with basic trainingFollower (3)3 The character has
someone who works for them. They may be a persistent kid, a loyal
per- sonal assistant, a protective butler, an imposing bodyguard or
an indentured servant. A Follower receives four 12 Skill points .
All followers have Attributes of 3, unless raised by the GM. A
Follower willingly takes or- ders from the character, but only as
long as they are paid or shown loyalty in return. Mistreated
followers may betray the character, usually at the worst possible
moment.3. Above average person with one or two noteworthy
skillsFollower (4)4 The character has someone who works for them.
They may be a persistent kid, a loyal per- sonal assistant, a
protective butler, an imposing bodyguard or an indentured servant.
A Follower receives four 16 Skill points . All followers have
Attributes of 3, unless raised by the GM. A Follower willingly
takes or- ders from the character, but only as long as they are
paid or shown loyalty in return. Mistreated followers may betray
the character, usually at the worst possible moment.4. Valued
assistant with in-demand skillsFollower (5)5 The character has
someone who works for them. They may be a persistent kid, a loyal
per- sonal assistant, a protective butler, an imposing bodyguard or
an indentured servant. A Follower receives four 20 Skill points.
All followers have Attributes of 3, unless raised by the GM. A
Follower willingly takes or- ders from the character, but only as
long as they are paid or shown loyalty in return. Mistreated
followers may betray the character, usually at the worst possible
moment.5. Exceptionnally able and skilled followerGentle Soul 3 The
character is known to have a kind demeanor. Their ability to be a
reliable confidant gains them a +2 bonus to Persuasion and Empathy
checks.22Giant 5 The character literally stands head and shoulders
above other humans. They receive the follow- ing bonuses: +3
Health, +3 to Strength, +2 to Fortitude, +1 Base Damage. Due to
their size, they suffer a -2 pen- alty to AGY checks involving
manual dexterity. They also need to purchase specially sized
clothing. Note- This Gift may only be taken at character creation,
or with the per- mission of the GM.3312Good Reputation (1)1 People
talk about the char- acter and their good name, whether they
actually are or not. They could be seen as being well spoken, a
staunch defender of the weak or for a particular occupation, like a
skilled mechanic or talented painter. The player chooses their
reputation and then spends BP to determine how far this information
has spread. They receive a +2 bonus when this reputation can be
used to their advantage, but may also give them a -2 penalty to go
unnoticed the farther their reach extends.1. Within a specific
social groupGood Reputation (1)2 People talk about the char- acter
and their good name, whether they actually are or not. They could
be seen as being well spoken, a staunch defender of the weak or for
a particular occupation, like a skilled mechanic or talented
painter. The player chooses their reputation and then spends BP to
determine how far this information has spread. They receive a +2
bonus when this reputation can be used to their advantage, but may
also give them a -2 penalty to go unnoticed the farther their reach
extends.2. CitiwideGood Reputation (1)3 People talk about the char-
acter and their good name, whether they actually are or not. They
could be seen as being well spoken, a staunch defender of the weak
or for a particular occupation, like a skilled mechanic or talented
painter. The player chooses their reputation and then spends BP to
determine how far this information has spread. They receive a +2
bonus when this reputation can be used to their advantage, but may
also give them a -2 penalty to go unnoticed the farther their reach
extends.3. State/Region wideGood Reputation (1)4 People talk about
the char- acter and their good name, whether they actually are or
not. They could be seen as being well spoken, a staunch defender of
the weak or for a particular occupation, like a skilled mechanic or
talented painter. The player chooses their reputation and then
spends BP to determine how far this information has spread. They
receive a +2 bonus when this reputation can be used to their
advantage, but may also give them a -2 penalty to go unnoticed the
farther their reach extends.4. Country wideGood Reputation (1)5
People talk about the char- acter and their good name, whether they
actually are or not. They could be seen as being well spoken, a
staunch defender of the weak or for a particular occupation, like a
skilled mechanic or talented painter. The player chooses their
reputation and then spends BP to determine how far this information
has spread. They receive a +2 bonus when this reputation can be
used to their advantage, but may also give them a -2 penalty to go
unnoticed the farther their reach extends.5. WorldwideHarpies -
Foot-Fighting (2)2 While Harpies can hold weapons in their hands at
a penalty, this Gift gives the character the ability to wield
weapons and shields (up to size 2) with their taloned feet at no
penaltyHome Turf 4 The character knows their neighbor- hood like
the back of their hand. They receive a +2 bo- nus to any Knowledge
(Local History), Knowledge (Street Smarts), Stealth and Survival
checks make while on their home turf.Inciters - Advanced Pheromones
5 As per the Command spell (pg. xxx), with the same limitations as
the Pheromones Gift.Inspirational 3 The character is able to bring
out the best in others. If they take the time to make a speech and
spend 2 Focus points, then all of their comrades may make Moderate
(20) CHM + Discipline check to regain 1 Focus, having been
inspired.Interrogator 3 The character is good at getting answers
out of people, by any means necessary. They receive a +2 bonus to
Intimidation and Weapons.22Iron Will (1)1 The character has a
strong mind, ca- pable of pushing their body through the worst of
times. They receive a +2 bonus to resistance checks against Mental
TraumaIron Will (2)2 The character has a strong mind, ca- pable of
pushing their body through the worst of times. They receive a +4
bonus to resistance checks against Mental TraumaIron Will (3)3 The
character has a strong mind, ca- pable of pushing their body
through the worst of times. They receive a +6 bonus to resistance
checks against Mental Trauma Iron Will (4)4 The character has a
strong mind, ca- pable of pushing their body through the worst of
times. They receive a +8 bonus to resistance checks against Mental
TraumaIron Will (5)5 The character has a strong mind, ca- pable of
pushing their body through the worst of times. They receive a +10
bonus to resistance checks against Mental TraumaLight Sleeper 2 The
character only needs four hours of sleep each day to feel fully
rested (instead of the normal seven hours) and receive a +2 bonus
against Unconsciousness. Note- Spectrals cannot take this Gift,
since they do not sleep.Lucky (1)3the character may reroll a failed
check once per session. If their second check is a Natural 20, it
is neither an automatic success nor a Critical Success, but still
succeeds as normal. Lucky (2)6the character may reroll a failed
check twice per session. If their second check is a Natural 20, it
is neither an automatic success nor a Critical Success, but still
succeeds as normal. Lucky (3)9the character may reroll a failed
check three time per session. If their second check is a Natural
20, it is neither an automatic success nor a Critical Success, but
still succeeds as normal. Magic Aspects 1 The character gains one
spell Aspect (pg. xxx) they can use to personalize their magic.
They must choose the spell they are upgrading when pur- chasing
this Gift.Magic Resistance (1) 1 The character has attuned their
aura to resist the effects of magic, either naturally or through
mystic training. They receive a +1 bonus to Magic Resistance
checks1Magic Resistance (2) 2 The character has attuned their aura
to resist the effects of magic, either naturally or through mystic
training. They receive a +2 bonus to Magic Resistance checks2Magic
Resistance (3) 3 The character has attuned their aura to resist the
effects of magic, either naturally or through mystic training. They
receive a +3 bonus to Magic Resistance checks 3Magic Resistance (4)
4 The character has attuned their aura to resist the effects of
magic, either naturally or through mystic training. They receive a
+4 bonus to Magic Resistance checks4Magic Resistance (5) 5 The
character has attuned their aura to resist the effects of magic,
either naturally or through mystic training. They receive a +5
bonus to Magic Resistance checks5Master of Disguise 3 The character
is great at becoming someone else whenever the mood strikes. They
receive a +2 bonus to Deception and Performance checks.22Mentor :
physic gift5As a Magic Gift, the player picks one Path of Magic
their Mentor has mastered. Now, they can purchase Circle Effects
from that Path for 1/2 BP cost.Mentor : social gift3As a Social
Gift, the player picks one Skill their character learns from their
Mentor.That skill can now be raised for 3 XP per Level (instead of
5 XP). If purchased during haracter creation, the character also
receives Level 1 of that Skill for free.Natural Fighter 4 The
character grew up knowing how to fight and brings the hurt to any
battle. During com- bat, their checks are Boost 4 from this battle
expertise.Open first magic circle3Gain access to 1st Circle spell
effects, gain +1 Focus, recover +1 Focus per day1Open second magic
circle5Gain access to 2nd Circle spell effects, gain +1 Focus,
recover +2 Focus per day1Open Third magic circle7Gain access to 3rd
Circle spell effects, gain +1 Focus, recover +3 Focus per day1Pain
Resistance (1) 2 The character likes to live on the edge, taking
risks that would terrify their moth- er. Theyve had their fair
share of scrapes and breaks, but know that bones mend and chicks
dig scars. they receive a +2 bonus to Physical Resistance checks
for Pain and Pain Penalties are reduced by 2 as well,Pain
Resistance (2) 4 The character likes to live on the edge, taking
risks that would terrify their moth- er. Theyve had their fair
share of scrapes and breaks, but know that bones mend and chicks
dig scars. they receive a +4 bonus to Physical Resistance checks
for Pain and Pain Penalties are reduced by 4 as well,Pain
Resistance (3) 6 The character likes to live on the edge, taking
risks that would terrify their moth- er. Theyve had their fair
share of scrapes and breaks, but know that bones mend and chicks
dig scars. they receive a +6 bonus to Physical Resistance checks
for Pain and Pain Penalties are reduced by 6 as well,Path Access 1
The character gains access to one additional Path of magic. This
Path does not count to- wards the normal Path limit based on IQ
(pg. xxx).Perfect Memory 3 Mission details, peoples fac- es, PIN
numbers the character can remember them all. They receive a +4
bonus to any Knowledge checks in- volving recalling information.Pet
(1)1 The character has an animal companion that follows them around
and knows up to three specif- ic commands. They may choose an
animal with a Size equal to or less than the BP spent.Pet (2)2 The
character has an animal companion that follows them around and
knows up to three specif- ic commands. They may choose an animal
with a Size equal to or less than the BP spent.Pet (3)3 The
character has an animal companion that follows them around and
knows up to three specif- ic commands. They may choose an animal
with a Size equal to or less than the BP spent.Pet (4)4 The
character has an animal companion that follows them around and
knows up to three specif- ic commands. They may choose an animal
with a Size equal to or less than the BP spent.Pet (5)5 The
character has an animal companion that follows them around and
knows up to three specif- ic commands. They may choose an animal
with a Size equal to or less than the BP spent.Punctual 3 The
character is never late, and they are rarely early unless they
choose to be. When rolling Initia- tive, they may roll twice and
choose the result they prefer.Quick (1)1 The character often acts
before others, receiving a +2 bonus to Initiative checks.2Quick
(2)2 The character often acts before others, receiving a +4 bonus
to Initiative checks.4Quick (3)3 The character often acts before
others, receiving a +6 bonus to Initiative checks.6Quick (4)4 The
character often acts before others, receiving a +8 bonus to
Initiative checks.8Quick (5)5 The character often acts before
others, receiving a +10 bonus to Initiative checks.10Rank (1)1 The
character has achieved an amount of status within an organization.
This could be a club, an Order or even Apocalypse Prevention, Inc.
Gives a +2 bonus to Persuasion checks involving commands or
leadership with others within the organization. Note- Demons may
only take four (4) levels of this Gift for Apocalypse Prevention,
Inc. due to the intrinsic limitations put forth by the company.Rank
(2)2 The character has achieved an amount of status within an
organization. This could be a club, an Order or even Apocalypse
Prevention, Inc. Gives a +4 bonus to Persuasion checks involving
commands or leadership with others within the organization. Note-
Demons may only take four (4) levels of this Gift for Apocalypse
Prevention, Inc. due to the intrinsic limitations put forth by the
company.Rank (3)3 The character has achieved an amount of status
within an organization. This could be a club, an Order or even
Apocalypse Prevention, Inc. Gives a +6 bonus to Persuasion checks
involving commands or leadership with others within the
organization. Note- Demons may only take four (4) levels of this
Gift for Apocalypse Prevention, Inc. due to the intrinsic
limitations put forth by the company.Rank (4)4 The character has
achieved an amount of status within an organization. This could be
a club, an Order or even Apocalypse Prevention, Inc. Gives a +8
bonus to Persuasion checks involving commands or leadership with
others within the organization. Note- Demons may only take four (4)
levels of this Gift for Apocalypse Prevention, Inc. due to the
intrinsic limitations put forth by the company.Rank (5)5 The
character has achieved an amount of status within an organization.
This could be a club, an Order or even Apocalypse Prevention, Inc.
Gives a +10 bonus to Persuasion checks involving commands or
leadership with others within the organization. Note- Demons may
only take four (4) levels of this Gift for Apocalypse Prevention,
Inc. due to the intrinsic limitations put forth by the
company.Resilient (1)1 The character has strengthened their body
through exercise or physical conditioning. They receive a +2 bonus
to one type of Physical Resistance check (death, disease, poison or
unconsciousness)Resilient (2)2 The character has strengthened their
body through exercise or physical conditioning. They receive a +4
bonus to one type of Physical Resistance check (death, disease,
poison or unconsciousness). The bonus can be fractionned to
different physical resistance (by +2 part)Resilient (3)3 The
character has strengthened their body through exercise or physical
conditioning. They receive a +6 bonus to one type of Physical
Resistance check (death, disease, poison or unconsciousness). The
bonus can be fractionned to different physical resistance (by +2
part)Resilient (4)4 The character has strengthened their body
through exercise or physical conditioning. They receive a +8 bonus
to one type of Physical Resistance check (death, disease, poison or
unconsciousness). The bonus can be fractionned to different
physical resistance (by +2 part)Resilient (5)5 The character has
strengthened their body through exercise or physical conditioning.
They receive a +10 bonus to one type of Physical Resistance check
(death, disease, poison or unconsciousness). The bonus can be
fractionned to different physical resistance (by +2 part)Scientist
3 The character has studied science, always trying to discover new
things in their field. They receive a +2 bonus to Knowledge and
Medicine checks.22Sharp Senses (HEAR)3the characters senses of
hearing is heightened beyond normal levels. They receive a +4 bonus
to HEAR sense.Sharp Senses (SIGHT)3the characters senses of sight
is heightened beyond normal levels. They receive a +4 bonus to
SIGHT sense.Sharp Senses (SMELL)3the characters senses of smell is
heightened beyond normal levels. They receive a +4 bonus to SMELL
sense.Sharp Senses (TASTE)3the characters senses of taste is
heightened beyond normal levels. They receive a +4 bonus to TASTE
sense.Sharp Senses (TOUCH)3the characters senses of touch is
heightened beyond normal levels. They receive a +4 bonus to TOUCH
sense.Sniper 3 The character is an expert in taking out threats
from a distance. They receive a +2 bonus to Marksmanship and
Perception checks.22Spectrals - Affect Senses 4 The Spectral be-
comes a haunting ghost, able to play tricks on the living by
affecting their senses. Anything from making the walls appear to
bleed, causing the feeling of spiders crawling on the targets skin
or creating the sound of rattling chains is possible. They can
affect (INS/2) simultaneous senses, costing 1 Focus per sense.
Target makes a Moderate (20) INS + Discipline check to
resist.Spectrals - Float 4 The ghost learns how to levitate off the
ground, thus explaining the legends of flying spir- its terrorizing
villages. They spend 1 Focus point and may then fly at (Movement
x2) up to (VIG x10) ft. off the ground for the Scene. Skill checks
suffer a -2 penalty while floating due to the concentration needed
to sustain the ability.Spectrals - Possess Being 4 They take
control of another living being (person or animal) by possessing
it. Willing subjects require no check, but the unwilling may make
an INS + Discipline check against the Spectrals INS + Persuasion.
If the target wins, the possession is unsuccess- ful and cannot be
attempted again this Scene. If the Spectral wins, they have control
of the victims body, but not access to their memories or thoughts.
This ability costs 1 Focus point to attempt the possession and, if
they win the contest, 1 Fo- cus point to cement their claim on the
body. Effects last (INS) minutes, as their hold on the living is
tenuous at best. If the body is reduced to Health 0, the Spectral
is forced out and can be harmed by mundane attacks for one
minute.Spectrals - Possess Object 4 The Spectral crams their
ectoplasmic form into an object to control it, lending truth to
legends of cars that drive by themselves, floating swords battling
foes or houses that seem to attack those inside. While possessing
the object, they have full control of its every facet, the chamber
and magazine of a gun, or the doors, windows and electrical system
of a house, and they are aware of anything happening to (or within)
the object, as long as they have the knowledge. For instance,
possessing a car doesnt immediately impart delicate en- gine
knowledge if the character didnt already have such information.
Costs 1 Focus point for Size 1 or 2 objects, 2 Focus points for
Size 3 or 4, and 3 Focus points for Size 5+. See Size on pg.
xxx.Spectrals - Spirit Evolution (Conceptual) 4 The ghost becomes a
spirit of a particular concept, whether it is death, joy,
depression or even murder. By spending 1 Focus, they may compel
their target to act in accordance to their concept. A murder spirit
could make their target homicidal, while a joy spirit could turn
anyones frown up- side-down. They make a CHM + Discipline check to
affect their target, with the Difficulty based on desired results
(Simple- small changes, Moderate- medium changes, Tough -big
changes). This can be purchased multiple time to reflect multiple
concepts.Of course, being a conceptual means the spirit is also
banned from participating in events or visiting location that are
their antithesis. A health spirit may not be able to affect someone
deathly ill, while a sadness spirit may be banned from any joyous
celebration.Spectrals - Spirit Evolution (Elemental) 4) No one
understands the basic elements that make up the world better than
an elemental spirit. Upon evolving, they choose one Element type
(air, fire, earth, water, metal or wood) and gain the power to
possess that element (must be present) for 2 Focus. Once possessed,
they may affect that element as if they had every 1st Circle Effect
from spell in the Path of Elementals (pg. xxx). If purchased a
second time, they gain all effects from the 2nd Circle and a third
time gives them all effects of the 3rd Circle. Each effect used
costs 1 Focus, but they are otherwise unlimit- ed with their
mastery of the element.This level of power comes at a stark price,
as they be- come connected to a particular location. A fire
elemental may live beside a volcano, while a water spirit may be
the guardian of a particular lake. If harm comes to the location in
any way (from destruction to deforestation to pollution), the
spirit will begin to take 1L per day until the corrosion ends. They
cannot heal this damage until the damage to the land is equally
repaired.Spectrals - Spirit Evolution (Sprit Eater) 4 The spir- it
evolves into the embodiment of hate and hunger. Spirit Eaters are
cannibalistic spirits who eat souls of the dead and the living. Any
attack to other spirits deals +2L, which cannot be recovered while
in the Spirit Eaters presence For 1 Focus per attack, they can turn
this ability to the living as well, dealing only +1L, but the
damage inflicted cannot be healed for (8 - INS) days. The victim
also suf- fers a -1 penalty to Magic Resistance checks for every 2
damage taken this way for the Duration.Spectrals - Stir 4) This
ability allows the Spectral to directly affect the living world,
overcoming their unnatural handicap. They spend 1 Focus point to
move objects for the Scene, but must make a Simple (10) VIG +
Fortitude for each attempt (or Moderate (20) during times of
stress). A success means they move the object, while a failure
means they phase through normally. If used in combat, they must
make a check for every attack they attempt. The downside is using
Stir makes the Spectrals ecto- plasm semi-material, so attacks on
the Spectral deal half damage while this effect is active.Sprinter
(1)1 The character can put on a burst of speed when it counts. They
receive a +2 bonus to Movement2Sprinter (2)2 The character can put
on a burst of speed when it counts. They receive a +4 bonus to
Movement4Sprinter (3)3 The character can put on a burst of speed
when it counts. They receive a +6 bonus to Movement6Sprinter (4)4
The character can put on a burst of speed when it counts. They
receive a +8 bonus to Movement8Sprinter (5)5 The character can put
on a burst of speed when it counts. They receive a +10 bonus to
Movement10Spy 3 The character is just sneaky enough to do things
quickly and quietly. They receive a +2 bonus to Stealth checks,
which becomes a +4 bonus for the purposes of Surprise
Attacks.2Synchrons - Liquid Steel (BODY)4 Synchrons equipped with
liquid steel may alter their shape into any simple machine or tool,
even a blade, of the same mass and volume. Actions made with this
liquid steel tool are made with a +2 bonus. For 1 Focus, Synchrons
with full-body liquid steel may alter their shape to squeeze
through tight space or appear to be larger. They have a minimum
thickness of two inches. Synchrons maintain their reflective silver
ap- pearance in this shape.Synchrons - Liquid Steel (LIMB)1
Synchrons equipped with liquid steel may alter their shape into any
simple machine or tool, even a blade, of the same mass and volume.
Actions made with this liquid steel tool are made with a +2 bonus.
For 1 Focus, Synchrons with full-body liquid steel may alter their
shape to squeeze through tight space or appear to be larger. They
have a minimum thickness of two inches. Synchrons maintain their
reflective silver ap- pearance in this shape.Tark - Armor Bearer 3
The character has pleased Grem and been rewarded with special
armor. This armor is custom-built for them and counts as Scale Mail
(see Armor on pg. xxx). Their position of importance also gives
them a degree of power over others of their kind. They receive a +5
bonus to all Persuasion checks to command other Tark.Taylari -
Beguiler Family 3 The character is a Born Taylari. As descendants
of Larik the Silver-tongued, Beguil- ers are born with an innate
penchant for deception. As they age, they quickly become masters of
deception and use it at every opportunity, even when it would be
unwise. They are also skilled networkers, using their skills to
form connections and turn others to their cause. These talents
combine to help them rise to positions of power within vampire
society. They receive a +4 bonus to Deception checks, as well as
three (3) free levels of the Connections Gift (pg. xxx). They do
not have to spend these all on a single connection. However, up to
twice per Scene, the GM can make the character give in to their
baser instincts. They must make a Moderate (20) IQ + Discipline to
resist telling either a com- plete or partial lie. Difficulty can
be modified based on the danger posed to the Beguiler should they
be found out.4Taylari - Macabre Family 3 The character is a Born
Taylari. The descendants of Bavi the Strange are able to see and
communicate with spirits as easily as they see each other. Some
claim this is due to their progenitors closeness to the God of
Death. Whatever the reason, Ma- cabre use this gift to further
their own goals. Some seek wisdom from the spirits, while others
compel the dead to act as spies and informants. The character is
aware of the lingering dead at all times. They can see and speak to
any spirits in their vicinity. This ability cannot be turned off.
Unfortunately, their inherent spirit abilities leave them
vulnerable to malign undead influence. They are suscep- tible to
possession from undead beings and adepts with certain spells. They
suffer a -6 penalty to any checks to re- sist possession or similar
attempts to control their actions.Taylari - Ravener Family 3 The
character is a Born Taylari. The descendants of Vil the Wretched
are among the most fearsome of the Taylari. As they age, they lose
their ability to conceal their Face of Death, which even- tually
becomes permanent. This causes them to some- times be confused with
Taylari Mortus. Their horrific ap- pearance forces them into the
shadows, away from the prying eyes and fragile minds of humanity.
They use this seclusion to their advantage, becoming silent killers
for the other families. Instead of the usual fangs, the characters
mouth is filled with rows of sharp teeth. These inflict twice the
normal damage with a Bite Action (+2L, instead of +1L). This also
increases their healing rate from draining a victim. Their Face of
Death is increased to Fear 19. Unlike other vampires, however, the
Ravener is unable to suppress their Face of Death and gains Ugly
(4) (pg. xxx).Taylari - Sol Family 3) The character is a Born Tay-
lari. The descendants of Jul the Wanderer are the most human of the
Taylari families, having a strong connec- tion to life. They also
lack the usual aversion to sunlight. These factors allow them to
work and live more closely with humans, allowing them to both blend
in and work as emissaries for their more light-averse kin. Their
lust for life can become all consuming, manifesting in an addiction
to a particular substance or activity often a dangerous one all the
better to feel the thrill of surviving it. The character suffers
none of the penalties associat- ed with their Sunlight Drawback,
but receives the Addiction Drawback (pg. xxx) related to their
craving to feel alive. For many the addiction is blood, leading
them to drink more than they need to survive. Others indulge in
substance or alcohol abuse or engage in sadomasochistic
behavior.Tough (1)1 The character can take more of a beating than
other people can. They receive +1 Health1Tough (2)2 The character
can take more of a beating than other people can. They receive +2
Health2Tough (3)3 The character can take more of a beating than
other people can. They receive +3 Health3Tough (4)4 The character
can take more of a beating than other people can. They receive +4
Health4Tough (5)5 The character can take more of a beating than
other people can. They receive +5 Health5Unreadable 3 Its almost
impossible for people to tell what the character is thinking or
feeling. They receive a +2 bonus to all checks resisting Empathy
and Intimidation.Wealthy (1)1 The character gets their hands on an
additional surplus of disposable income and a lifestyle to match,
gaining +1 Wealth. Wealth is used for purchasing items and is a
crucial component when purchasing Cy- berware (pg. xxx).Wealthy
(2)2 The character gets their hands on an additional surplus of
disposable income and a lifestyle to match, gaining +2 Wealth.
Wealth is used for purchasing items and is a crucial component when
purchasing Cy- berware (pg. xxx).Wealthy (3)3 The character gets
their hands on an additional surplus of disposable income and a
lifestyle to match, gaining +3 Wealth. Wealth is used for
purchasing items and is a crucial component when purchasing Cy-
berware (pg. xxx).Wealthy (4)4 The character gets their hands on an
additional surplus of disposable income and a lifestyle to match,
gaining +4 Wealth. Wealth is used for purchasing items and is a
crucial component when purchasing Cy- berware (pg. xxx).Wealthy
(5)5 The character gets their hands on an additional surplus of
disposable income and a lifestyle to match, gaining +5 Wealth.
Wealth is used for purchasing items and is a crucial component when
purchasing Cy- berware (pg. xxx).Wilderness Training 3 The
character has under- gone years of training to become a wilderness
expert. They receive a +2 bonus to Survival and Beast Handling
checks22Wolf People - Full Wolf Form 5 The character has mastered
their shapeshifting to the point where they can transform into a
wolf. In this form, they gain many of a natural wolfs abilities,
including improved tracking abilities, while retaining the
faculties of their human form. The character must spend an Action
to change form, be- coming a larger version of a regular wolf, but
retaining all of their Attributes and Skills. Bonuses- +1 bonus to
all combat rolls, +1 Action per Round, +4 to Survival (Trav- el)
checks, double Movement, and can perform Dog/Wolf maneuvers (pg.
xxx). They may stay in this form as long as they wish, but another
Action is required to return to their human
form.DrawbacksAbsent-Minded 4 The character has trouble re-
membering facts and important details. They suffer a -2 penalty to
Knowledge and Perception checks. They can spend 1 Focus to ignore
this penalty for the Scene.-2-2Addiction 4 The character is
addicted to a specific drug or substance. At one time, the
substance used to give them a thrill, but now they need it to get
through the day. Most drugs cause debilitating and harmful effects
to the body, also taking either -1 Focus points or -2 Health
(players choice). As long as the character gets a daily (or hourly
in the case of smoking) dosage, they can function normally. If they
go a day without their drug, they become jittery and suffer a -3
penalty to all rolls. A few more days and that penalty doubles. If
they go a week, they face withdrawal and will do anything to get
the drug, even in- juring their comrades. They can make a Tough
(30) INS + Discipline check against Addiction (Insanity) at
intervals decided by the GM.Bad Reputation (1)1 The character has
earned a reputation for something bad, whether true or not. They
could be seen has being unfaithful, a vicious bully or for a
particular occupation, like an unethical doctor or corrupt lawyer.
BP gained from Bad Reputation determines how far this information
has spread.1. Within a specific social groupBad Reputation (2)2 The
character has earned a reputation for something bad, whether true
or not. They could be seen has being unfaithful, a vicious bully or
for a particular occupation, like an unethical doctor or corrupt
lawyer. BP gained from Bad Reputation determines how far this
information has spread.2. CitiwideBad Reputation (3)3 The character
has earned a reputation for something bad, whether true or not.
They could be seen has being unfaithful, a vicious bully or for a
particular occupation, like an unethical doctor or corrupt lawyer.
BP gained from Bad Reputation determines how far this information
has spread.3. State/Region wideBad Reputation (4)4 The character
has earned a reputation for something bad, whether true or not.
They could be seen has being unfaithful, a vicious bully or for a
particular occupation, like an unethical doctor or corrupt lawyer.
BP gained from Bad Reputation determines how far this information
has spread.4. Country wideBad Reputation (5)5 The character has
earned a reputation for something bad, whether true or not. They
could be seen has being unfaithful, a vicious bully or for a
particular occupation, like an unethical doctor or corrupt lawyer.
BP gained from Bad Reputation determines how far this information
has spread.5. WorldwideBan 1 This can be seen as a negative Aspect
to a spell. When this Drawback is taken, the player chooses one of
their characters spells and applies a limitation to it. This can
include things like Doesnt work on virgins or Doesnt work unless
they know their true name. These Bans should reflect the characters
concept, as magic is a literal interpretation of their
worldview.Big Mouth 2 The character has trouble keeping their
thoughts and secrets to themselves, often blurting out the first
thing that comes to their mind in any situation. Most of this time,
this is a terrible thing. They must make a Moderate (20) IQ +
Discipline check to avoid speaking their mind at the wrong
time.Bleeder 3 Even the smallest cut could be fatal to the
character. Any time they would take damage from Bleeding (pg. xxx),
they take double that damage.Blind 6 Either the character has lost
the use of their eyes, or they never worked in the first place.
They au- tomatically fail any rolls involving sight and suffer a
-10 penalty to combat rolls. See Blindfighting on pg.
xxx.-10-10-10Bloodthirsty 3 The character tends to become en- raged
in combat, pummeling their opponent with attack after attack. If
the character hits an opponent in combat with a close combat
attack, they must make a Moderate (20) INS + Discipline check. If
they fail, they must continueto attack the same opponent until the
render themunconscious or dead, at which point they can then turn
their attention to someone else. This does not count for accidental
attacks on comradesCombat Fear (1)1 The character freezes when pre-
sented with combat. They suffer a -2 penalty to their Ini-
tiative.-2Combat Fear (2)2 The character freezes when pre- sented
with combat. They suffer a -4 penalty to their Ini-
tiative.-4Combat Fear (3)3 The character freezes when pre- sented
with combat. They suffer a -6 penalty to their Ini-
tiative.-6Combat Fear (4)4 The character freezes when pre- sented
with combat. They suffer a -8 penalty to their Ini-
tiative.-8Combat Fear (5)5 The character freezes when pre- sented
with combat. They suffer a -10 penalty to their Ini-
tiative.-10Compulsion 3 The character is compelled to per- form a
specific action. This action is either obsessive (counting spilled
grains of rice, checking a locked door three times) or manic
(kleptomania, pyromania). They must make a Moderate (20) INS +
Discipline check against Compulsion (Insanity) to avoid it for an
instance.Curious 2 The character needs to know everything about
everybody and everything. They need to listen in on conversations,
press big red buttons and see what ev- eryone else is looking at.
They must make an INS + Dis- cipline check against Compulsion
(Insanity) to keep from giving in to their curiosity. GMs determine
the Difficulty based on the motivations strength.Deep Sleeper 2 The
character needs at least nine hours of sleep per day to feel rested
(instead of the nor- mal seven hours). Note- Spectrals do not
sleep.Elderly 4 The character has matured farther than other active
agents, and is no younger than 50 years of age. Their body has
slightly degraded, but they have learned much in their days. They
suffer -1 Health, -1 close combat damage, a -2 penalty to Fortitude
and -4 Move- ment. In exchange, they do receive a +3 bonus to
Knowl- edge to reflect their life experience.-1-1-43-2Emotional 2
That characters mood swings more than a wrecking ball and can be
just as destructive, rang- ing anywhere from terrible tempers to
collapsing into a ball at the smallest sign of sadness. They must
make a Moderate (20) Mental Resistance check against Insanity to
prevent their state of mind from changing.Enemy (1)1 The character
has made an enemy, whether they know it or not. BP gained from
Enemy rep- resents the danger it presents. Note- Not all enemies go
for physical attacks. Some instead follow through on a more
emotional, social or technological agenda.1. Rowdy neighbor who
plays loud music long into the nightEnemy (2)2 The character has
made an enemy, whether they know it or not. BP gained from Enemy
rep- resents the danger it presents. Note- Not all enemies go for
physical attacks. Some instead follow through on a more emotional,
social or technological agenda.2.Someone who goes out of their way
to stop the characters progressEnemy (3)3 The character has made an
enemy, whether they know it or not. BP gained from Enemy rep-
resents the danger it presents. Note- Not all enemies go for
physical attacks. Some instead follow through on a more emotional,
social or technological agenda.3. Someone with connections that can
cause trouble for the character with the lawEnemy (4)4 The
character has made an enemy, whether they know it or not. BP gained
from Enemy rep- resents the danger it presents. Note- Not all
enemies go for physical attacks. Some instead follow through on a
more emotional, social or technological agenda.4.An aggressive
rival who wants to fights any time they meet, even seeking them out
on occasionEnemy (5)5 The character has made an enemy, whether they
know it or not. BP gained from Enemy rep- resents the danger it
presents. Note- Not all enemies go for physical attacks. Some
instead follow through on a more emotional, social or technological
agenda.5.A crime boss or similarly powerful opponent who is
actively working against the characterHarpies - Male 4 Being born
male as a Harpy is seldom a great experience. Sure, their every
physical want is taken care, but male Harpies are kept dumb and
isolated purposefully. If one becomes their own person, they are
often at a distinct disadvantage. They suffer a -2 penalty to
Knowledge, Medicine and Technology checks, as well as a -4 penalty
to any social checks against female Harpies who arent ones to
listen to their kind.-2-2-2Hunchbacks - Corrupted Soul 2 The
Hunchbacks have felt a decaying of their kind souls directly
related to their victims. Regardless of good or bad, monster or
innocent, they suffer a cumulative -1 penalty for each opponent
they defeat to any check that would bring happiness. This could be
to Crafts checks to create art, Performance checks to entertain or
even Persuasion checks to cheer someone up.Illegal 2 The character
is an unregistered demon or a member of an illegal race. If caught
or questioned while doing something illegal or remotely magical,
there are dire consequences from API. Some Demons begin with this
Drawback, while all characters can gain it during play for
extremely inappropriate behavior.Indebted 3 The character is
terrible at handling their money and usually has none to their
name. They have maxed out every credit card and even loan sharks
refuse to help. If they do find some money, theres always someone
lining up to take it as payment for a debt or bill. Mechan- ically,
the character begins play with 0 Wealth regardless of their
character creation choices. Any Wealth they attain during play is
halved, as they must pay off their debtors.Kid 4 Being a kid is
tough; the character is shorter, physically lacking and less
imposing. They are assumed to be between 9 and 12 years old and
suffer the following penalties -1 close combat damage, -2 Health,
Carry 20 lbs. per POW (instead of 25lbs.). They also suffer a -4
penalty to Intimidation checks toward elders. On the plus side,
they gain a +2 bonus to Athletics checks and +2
Movement.-222-4Lecherous 2 The character doesnt understand sub-
tlety and always comes across as too strong when interact- ing with
those they find attractive. They suffer a -4 penalty to CHM checks
with someone who they find physically attrac- tive, having a hard
time paying attention to the conversation when their mind lingers
on more carnal pursuits. They also suffer a -4 penalty to resist
Persuasion (Seduction).Lifesaver 3 The character is always rushing
in to dangerous situations, willing to help those in need even when
their help is not needed or wanted. They can make a Tough (30)
Mental Resistance check against Insanity to pre- vent themselves
from doing what they think is the right thing.Magic Addict 3 The
rush of casting a spell can be as addictive as alcohol or drugs for
some adepts. Some become dependent on magic for the most mundane
things, leaving them drained when they need it. When the character
has a problem that can be solved with a spell they currently know,
they feel the urge to use it. They can attempt a Moderate (20) INS
+ Discipline check against Compulsion (Insanity) to resist. In a
show of power, they also use the highest level appropriate spell.
Example - Skeleton Key spell could easily be used to open a door,
but the character chooses Summon Path to create a pas- sage through
the wall instead.Magic Restriction 2 The character has no mystical
spark within them and cannot use magic as described in the Magic
chapter on pg. xxx. They may not purchase any Magic Gifts or
Spells, or use items that require Magical ability. They can still
participate in group castings from a scroll or tome, but must spend
2 Focus points to generate 1 Mana. They also suffer a -1 penalty to
their Magic Resistance checks.Not a Fighter 4 The character has
just never got- ten used to fighting, regardless of how much they
push themselves to fight. In combat, their Boost is raised to 6
(instead of 5), making them less effective.One Arm 4 Whether the
arm was lost through in- jury or is merely severely atrophied, the
characters lifting weight is equal to their carrying weight
(instead of double). They may still attempt a Lifting check to lift
more. See Lifting/Carrying on pg. xxx. They also suffer a -2
penalty to Parry and Grapple checks.One Eye 4 Having lost the sight
in one of their eyes, the character suffers a -4 penalty to
sight-based Perception checks. Due to their loss of depth
perception, they also suffer a -2 penalty to all combat
rolls.-2-2-2Paraplegic 6 The character has lost the use of their
legs and requires a wheelchair for mobility. Their Movement is
equal to their POW, unless the chair is motorized.Patterns -
Obidience 3 The characters creators left nothing to chance and bred
in the urge to follow or- ders. Whenever given an order any another
they regard as their leader, they must comply if they fail a
Moderate (20) Mental Resistance check.Phobia 3 The character has an
irrational fear of something (e.g. snakes, heights, slippery
floors). When faced with their phobia, they must make a Moderate
(20) Mental Resistance check against Fear or react in a
hysterically scared fashion.Poor Hygiene (1)1 Whether caused by bad
habits or a terrible glandular condition, the character just has
poor hygiene. This can result in a strange odor they carry with
them or oily, repulsive skin, regardless of how often they actually
bathe. The character suffers a -1 penalty to CHM checks involving
looks, etiquette or general appearance. Those attempting to track
them by smell also receive a +2 bonus to their Survival checks.
Note- Cannot be taken by Spectrals, as they have no odor.Poor
Hygiene (2)2 Whether caused by bad habits or a terrible glandular
condition, the character just has poor hygiene. This can result in
a strange odor they carry with them or oily, repulsive skin,
regardless of how often they actually bathe. The character suffers
a -2 penalty to CHM checks involving looks, etiquette or general
appearance. Those attempting to track them by smell also receive a
+2 bonus to their Survival checks. Note- Cannot be taken by
Spectrals, as they have no odor.Poor Hygiene (3)3 Whether caused by
bad habits or a terrible glandular condition, the character just
has poor hygiene. This can result in a strange odor they carry with
them or oily, repulsive skin, regardless of how often they actually
bathe. The character suffers a -3 penalty to CHM checks involving
looks, etiquette or general appearance. Those attempting to track
them by smell also receive a +2 bonus to their Survival checks.
Note- Cannot be taken by Spectrals, as they have no odor.Poor
Hygiene (4)4 Whether caused by bad habits or a terrible glandular
condition, the character just has poor hygiene. This can result in
a strange odor they carry with them or oily, repulsive skin,
regardless of how often they actually bathe. The character suffers
a -4 penalty to CHM checks involving looks, etiquette or general
appearance. Those attempting to track them by smell also receive a
+2 bonus to their Survival checks. Note- Cannot be taken by
Spectrals, as they have no odor.Poor Hygiene (5)5 Whether caused by
bad habits or a terrible glandular condition, the character just
has poor hygiene. This can result in a strange odor they carry with
them or oily, repulsive skin, regardless of how often they actually
bathe. The character suffers a -5 penalty to CHM checks involving
looks, etiquette or general appearance. Those attempting to track
them by smell also receive a +2 bonus to their Survival checks.
Note- Cannot be taken by Spectrals, as they have no odor.Scrawny
(1)1 The character is smaller and weak- er than average, and
definitely compared to other API agents. They lose 1
Health-1Scrawny (2)2 The character is smaller and weak- er than
average, and definitely compared to other API agents. They lose 2
Health-2Scrawny (3)3 The character is smaller and weak- er than
average, and definitely compared to other API agents. They lose 3
Health-3Scrawny (4)4 The character is smaller and weak- er than
average, and definitely compared to other API agents. They lose 4
Health-4Scrawny (5)5 The character is smaller and weak- er than
average, and definitely compared to other API agents. They lose 5
Health-5Shy 2 The character feels awkward around people or large
crowds and suffers a -3 penalty to all Persuasion (Oratory) checks,
or any check when interacting with someone they find
attractive.Sickly (1)1 The character is thin and more suscep- tible
to disease or infection than average. They suffer a -2 penalty to
Physical Resistance checks against disease and sickness.Sickly (2)2
The character is thin and more suscep- tible to disease or
infection than average. They suffer a -4 penalty to Physical
Resistance checks against disease and sickness.Sickly (3)3 The
character is thin and more suscep- tible to disease or infection
than average. They suffer a -6 penalty to Physical Resistance
checks against disease and sickness.Sickly (4)4 The character is
thin and more suscep- tible to disease or infection than average.
They suffer a -8 penalty to Physical Resistance checks against
disease and sickness.Sickly (5)5 The character is thin and more
suscep- tible to disease or infection than average. They suffer a
-10 penalty to Physical Resistance checks against disease and
sickness.Skill Deficient 2 No matter how hard they study and
practice, there is a skill the character just cannot un- derstand.
They suffer a -4 penalty to all checks involving this skill and its
skill level is capped at 4.Slow Healer 4 The characters body is
slow to mend itself and they regain Health more slowly. Their
healing rates are halved. See Healing, pg. xxx. Note- Tay- lari
begin with this Drawback.Speech Impediment 2 The character has a
speech impediment, such as a lisp, stutter, or thick accent that
makes it difficult for them to be understood. They suffer a -4
penalty to checks involving the spoken word, including public
speaking, learning to speak a new language, or giving commands to
an animal.Ugly (1)1 The character is less attractive than others
are. They might have oddly proportioned facial features, a
monobrow, large mole, or other prominent disfigurement. They suffer
a -2 penalty to CHM checks involving looks. Note- Cannot be taken
by Change- lings. Spectrals must have Manifestation to take
Ugly.Ugly (2)2 The character is less attractive than others are.
They might have oddly proportioned facial features, a monobrow,
large mole, or other prominent disfigurement. They suffer a -4
penalty to CHM checks involving looks. Note- Cannot be taken by
Change- lings. Spectrals must have Manifestation to take Ugly.Ugly
(3)3 The character is less attractive than others are. They might
have oddly proportioned facial features, a monobrow, large mole, or
other prominent disfigurement. They suffer a -6 penalty to CHM
checks involving looks. Note- Cannot be taken by Change- lings.
Spectrals must have Manifestation to take Ugly.Ugly (4)4 The
character is less attractive than others are. They might have oddly
proportioned facial features, a monobrow, large mole, or other
prominent disfigurement. They suffer a -8 penalty to CHM checks
involving looks. Note- Cannot be taken by Change- lings. Spectrals
must have Manifestation to take Ugly.Ugly (5)5 The character is
less attractive than others are. They might have oddly proportioned
facial features, a monobrow, large mole, or other prominent
disfigurement. They suffer a -10 penalty to CHM checks involving
looks. Note- Cannot be taken by Change- lings. Spectrals must have
Manifestation to take Ugly.Unlucky (1)3 For 3 BP, the GM can force
the character to reroll a successful check once per session. If
they roll another Natural 20, it is still a success, but not a
Critical Success. If they roll a Natural 1, the event should be
especially disastrous.Unlucky (2)6 For 3 BP, the GM can force the
character to reroll a successful check twice per session. If they
roll another Natural 20, it is still a success, but not a Critical
Success. If they roll a Natural 1, the event should be especially
disastrous.Unlucky (3)9 For 3 BP, the GM can force the character to
reroll a successful check three time per session. If they roll
another Natural 20, it is still a success, but not a Critical
Success. If they roll a Natural 1, the event should be especially
disastrous.Ward 3 The character has a dependent they must protect,
like a child or person with special needs. While they may not
require constant care, its possible they will require assistance at
the worst possible moment for the character.Weak Stomach 2 The
character becomes nau- seous when faced with blood, body parts, or
other gross or scary things. They must make a Moderate (20) VIG +
Fortitude check or they immediately vomit and have to leave the
scene or continue to dry heave. Even if their check succeeds, they
suffer a -3 penalty to all rolls while around the
stimulus.Weak-Willed (1)1 The character is easily shaken by attacks
on their mind and courage. They suffer a -2 penalty to Mental
Resistance check.-2Weak-Willed (2)2 The character is easily shaken
by attacks on their mind and courage. They suffer a -4 penalty to
Mental Resistance check.-4Weak-Willed (3)3 The character is easily
shaken by attacks on their mind and courage. They suffer a -6
penalty to Mental Resistance check.-6Weak-Willed (4)4 The character
is easily shaken by attacks on their mind and courage. They suffer
a -8 penalty to Mental Resistance check.-8Weak-Willed (5)5 The
character is easily shaken by attacks on their mind and courage.
They suffer a -10 penalty to Mental Resistance check.-10