creation personnage v2.1

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Provided by NSquirrel, Wrethel & Vendris To do: Separate bonus from the addition to score. Add Racial Gift, Drawback and bonuses in “Nomenclature”. Import Racial in main sheet Gift & 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. Information BP and XP columns refers to the number of point added to the Attribute or Bonus points (BP) are to be put under “BP” columns Bonus to roll (provided by Reasons, Gift, Drawback, Race or other sources) 1. Select "Reason" to join API – note the re 2. Select "Reason" to stay API – note the re 3. Chose Race - Bonus point (BP) are provid 4. Spend 25 Attribute points (AP): · Lvl 1 - 8 : 1 p · 9-10 : 2 pt / 1 5. Spend 30 + IQ points Sill points (SP) · 1 - 8 : 1 pt / · 9-10 : 2 pt / 1 · note related ta 6. Spend bonus point (BP): · Gift & Drawback · 2 BP = 1 Attrib · 1 BP = Skill po · Specialities 1 · Fighting Style · Stance's Fighti · Open Magic Circ · Spell Aspect (1 7. Equipment · Standard API is · Role package Base points (AP or SP) are to be put under « Base » columns

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API Creation PJ

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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