| Name | Freq |
| Animal Friendship | U |
| Attractive | U |
| Battle Rage | R |
| Camouflage, Dynamic | V |
| Camouflage, Static | R |
| Champion | R |
| Charmer | U |
| Connected | C |
| Dark Sense | R |
| Echolocation | V |
| Endurance | R |
| Eye of the Tiger | R |
| Fight on All Sides | R |
| Grace Under Poundage | U |
| Hairy Feet | R |
| Hard As Nails | U |
| Hunts By Smell | E |
| Immortal | E |
| Infravision | R |
| Inspire | R |
| Keen Senses | R |
| Leadership | R |
| Light Sleeper | U |
| Mage Rage | R |
| Magnetic North | R |
| Mechanical Aptitude | E |
| Multiple Attacks | U |
| Nightvision | U |
| Proof, Cold | E |
| Proof, Heat | E |
| Rapid Regeneration | R |
| Reknown | R |
| Resistance, Toxic | R |
| Resistant, Cold | R |
| Resistant, Heat | R |
| Second Wind | U |
| Sense Danger | R |
| Sleep Anywhere | U |
| Toxic | R |
| Troll Skin | E |
| Ultravision | V |
| Undead | R |
You have a knack when it comes to befriending normal non-magical animals. Despite the fact that you can't actually speak to them, any reaction roll you make gains your class bonus towards it.
You are naturally beautiful/handsome. Possibly more importantly you know how to use it to your advantage. This eases any Charisma check you make that could benefit from your looks.
In combat, after spending a round doing nothing but psyching yourself up, make a Spirit check and if successful you get to make Easy melee attacks, round after round, until the rage is over.
The catch is that you have to drop your guard to do this. You defend with DC against all attacks to come your way. You also need to attack every round. Stop or be stunned and you lose the rage. You may only rage once per encounter.
Like a chameleon, you were born with the ability to change your appearance to fit any background no matter how colorful or unnatural. The transformation takes 1 round of time to make. Once changed, you can hide in plain sight by standing still; however, you need to be naked. Wearing or carrying anything you cannot quickly hide behind yourself will make you stand out like a sore thumb. Gamewise, make Easy Wisdom checks when trying to hide.
Evolution has optimized your appearance to disappear when set against a certain background, typically the one you are native to such as the arctic realm of a snowshoe hare. In that environment you may hide in plain sight by simply standing still. Of course you need to be naked to pull this off. Wearing armor or clothing or carrying anything too large to hide behind yourself will give you away. Gamewise, make an Easy Wisdom check when trying to hide.
Before a battle you pick someone other than yourself to be the group's champion. This character gets inspired (they make easier checks of whatever they are doing) every round where their side wins initiative. The champion can only be inspired once (sorry, no double inspiration) and if somehow incapacitated another champion cannot be chosen to take their place until the current encounter is over.
By being generally friendly and out-going you gain your Class Bonus when making Reaction Rolls and dealing with Hirelings.
Within your society you know everybody and they probably know you. You make Easy Charisma checks when it comes to milking people for information or trying to curry a favor.
Dark Sense comes from being trained to work in the dark. While it does not let a character see in the dark, they make normal checks in dim light and only hard checks in pure darkness.
Echolocation is the ability to chirp out a sound and read the way it echoes back to you. While you cannot see colors or read print and mostly just gain an idea of where everything is at, echolocation does see in all directions and in perfect darkness. Unfortunately, you can be temporarily blinded by loud noises.
You can endure more than the climate you were born for.
For every three levels you can shift your natural climate one level up or down. So at third level a character whose natural climate is Warm can shift it upwards to be Tropical or down to Temperate.
Once per encounter you get to pick out a single enemy and add an extra 1d6 to every hit roll you make against them. The catch is that you become so focused you defend with DC against everything else.
You move like a whirling dervish able to defend yourself with AC in every direction against normal attacks. You cannot use this talent with any other talents. It does nothing against a surprise attack.
You know how to handle a heavy load better than most. Having this talent reduces every encumbrance hinder by two points, so that makes for Packing -0, Lugging -2, Trudging -4, Straining -6 and Stopped -8.
Your feet have thick hard soles and are covered in a warm copse of hair. Not only do you have no need of footwear but you hate the stuff. Boots often make your feet feel cramped and sweaty.
When you take damage you feel it, it just doesn't get to you as much as it does others. Roll 1d6 and add it to your stun point any time you take enough damage to be stunned or worse.
Creatures with this talent hunt by sniffing the air and homing in on whatever smells like something it wants to eat. This allows it to fight in the dark without penalty. Like echolocation it can only know where things are in relation to itself and cannot actually see them. Another drawback is that strong scents, especially those spread out over a wide area will render it blind.
Immortal does not mean you cannot die. It means that age cannot kill you. Unless something says otherwise, you grow to reach the Adult stage of life and simply stop aging.
Infravision is heat vision. It allows you to see into the infrared light spectrum. To learn more about it look up Vision in the Adventure section of the Core Rulebook.
Instead of attacking you spend the round cheering people on or razzing out your enemies. Make a Charisma + Class Bonus check. Succeed and for that round, everyone on your side has an Easier time doing whatever they were doing.
You were born with sharper senses than most. This talent eases any wisdom check you make to perceive your surroundings.
When leading a force into battle, instead of rolling 1d6 for Initiative, you get to make a Charisma Save + Class Bonus check. When it succeeds your side goes first.
With a half fail, you go first if your strength is an even number. When facing off against a foe who also has the Leadership talent you both make a check and the side producing the greatest strength goes first.
Leadership also helps with the morale of followers. Anyone acknowledging the character as their leader gains the leader's Class Bonus to any morale check they make.
They say you sleep with one eye open. Whether true or not, when attacked in your sleep you get to make a Wisdom check. Succeed and you awake and can retaliate before it happens (meaning no automatic surprise attack).
In combat, you spend a round psyching yourself up to go off like a spell-casting strip of firecrackers. Make a Spirit check and if successful you get to make Easy spell casts, round after round, until the rage is over.
The catch is that you have to drop your guard to do this. You defend with DC against all attacks to come your way. You cannot cast from behind cover. You also need to cast a spell every round, so no spells with a time requirement. Stop or be stunned and you lose the rage. Mage Rage can only be used once per encounter.
You can feel the pull of magnetic north. All it takes is a round spent spinning in a circle to clear your senses and when you stop you will feel magnetic north gently tugging you in the right direction. After that the sense fades. Gamewise, you make Easy Wisdom checks to avoid getting lost.
It is good to keep in mind that this is a magnetic sense that can be misled by large sources of electro-magnetic energy. When present you automatically become lost, easily confused by the different sources of magnetic draw.
You have an innate understanding of how machines work, how broken machines can be fixed, and how poorly operating machines can be returned to maximum output. Gamewise you make Easy Intellect checks when working on them.
Depending on your class level you may make more than one attack per round. One & One Hard means you get to make a normal attack and follow it with a hard attack.
| Level | Attacks |
| 1 to 3 | One |
| 4 to 6 | One & One Hard |
| 7 to 9 | Two |
| 10 to 12 | Two & One Hard |
| 13 and up | Three |
Nightvision is normal vision that has adapted to low light conditions. Contrary to popular beliefs it does not let you to see in the dark. Instead it lets you see without problem in normal and dim light conditions. Doing anything by the bright light of day takes a hard check.
No matter how cold it gets, you will not freeze or even be frost bitten. Gamewise you take no damage from the cold.
Heat and fire have no effect on you. You can eat hot coals, bathe in a lava pit or even swan dive into a volcano. Gamewise you take no damage from heat or fire-based attacks.
When you rest you recover double whatever you rolled for wear damage. It also works when resting to naturally heal tear damage. It does nothing to assist magical healing.
Tales of your exploits (both real and imagined) have traveled far and wide. When it comes to influencing people you make Easy Charisma checks with them, unless they have a definite reason to hate you, in which case you make Hard Charisma checks.
Fame does have its limits and in strange and out of the way places your reknown may not apply. There you make normal Charisma checks.
You have a liver made of stone. Poison, disease and other toxins can harm you, but you gain your Class Bonus when making constitution saves to deal with them.
While you can still freeze to death, you are naturally resistant to it. Gamewise you only take half damage (after armor) from the cold.
Heat will eventually get to you, but you are not as easily cooked as others. Gamewise, you take half damage from any heat or fire-based attack, after armor.
Spend a combat round doing nothing but psyching yourself up and you heal damage as if you had rested for a minute. This does count as a rest and will increase your rest count.
You get a tingling sensation when danger is afoot. Gamewise you get to add your Class Bonus to Wisdom checks when detecting surprise attacks.
You can sleep anywhere and in anything, including armor. This talent does not protect you while you sleep, but whether deep in a dungeon or in the middle of a battlefield with a war raging around you all you need is an empty space to lie down and you are out like a light.
You are not safe to eat. Anyone taking a bite out of you will be struck by a lethal poison with a strength equal to your Constitution. You, yourself, are immune to this poison.
The downside is that creatures bearing this talent often have bodies that show it off with a bright coloration that screams do not touch. This makes you very easy to identify. If your toxins are valuable enough you may even be hunted for it.
Normal physical damage cannot kill you. Hack your body into little bits and it hurts like hell but your dismembered pieces will inchworm back together and slap themselves in place. Gamewise, when you rest you recover both Wear and Tear damage in equal amounts.
Everything is slightly radioactive and ultravision sees by way of this ambient radiation. The colors will be off but otherwise you see everything, even in total darkness. For more on how it works see Vision in the Adventure section of the Core Rules.
Simple undead such as Skeletons and Zombies are often corpses animated by magic. The rest are essentially spirits haunting the husks of once living beings. Their bodies are not actually alive and this grants them a number of advantages:
• No need to breath, eat or sleep.
• Immunity to poison and disease.
• Unaffected by Injury or Exhaustion.
• Unaffected by Morale.
• Cold proof, it may freeze them solid but that’s it.
• Mind effecting powers, such as Sleep, have no effect.
• They have no body heat and are invisible to infravision.
The undead also take damage in a way that is the reverse of what happens to most living creatures: Pierce 5, Sharp 4, Mixed 3, Blunt 2, Impact 1. Physically, impact and blunt attacks do the most damage while piercing and sharp attacks do the least.
Technically Dead. The big disadvantage of being undead is that you are technically dead. The living fear you. Rest heals wear damage but only magic heals tear damage. Sunlight may also have an adverse effect but this varies from creature to creature.
Being Undead. No one really knows what happens after they die. One thing is certain, the spirits of good characters thrust back into their corpses tend to be very upset by this. Meanwhile, the spirits of evil characters, or simply evil spirits, thrust back into a body of some sort will be quite happy to be among the living.
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