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Posted: Fri Nov 02, 2007 5:21 pm
Gift : CostPersonalAmbidexterity : 2 points Extra Hit Points : 4 or 8 points Extra Move : 1 to 8 points Extra Trait : 3 or 7 points Increased Trait : 4 or 6 points Keen Ears : 1 point Keen Eyes : 1 point Keen Nose : 1 point Luck : 3 points Multidexterity : 1 point (Requirement : the Gift of Ambidexterity (2 points)) Prodigy : 6, 7, 8, 9, or 10 points Robust : 2, 5 or 7 points Strong : 2, 5 or 7 points Sure-Footed : 1 point RacialAntlers : 1 point Armor : 3 points for d4, 7 points for d6 Barbed Spines : 2 points Claws : 1 point Echolocation : 2 points (Requirement : the Gift of Keen Ears (1 point)) Flight : 1 point per stone of Size Hooves : 1 point Horns : 1 point Howl : 1 point Night Vision : 1 point Poison : 1 point Prehensile Feet : 1 point Prehensile Tail : 2 points Spray : 3 points Teeth : 1 point Tusks : 1 point SocialBelongings : 1 to 4 points Good Reputation : Varies Guild Membership : 1, 2 or 3 points Nobility : 1, 2, or 3 points Wealth : 5 points EsotericAtavist : 3 points Hospitality : 2 points Local Investiture: (place name) : 1 point
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Posted: Sat Nov 17, 2007 8:39 am
Ambidexterity
Cost: 2 points
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Posted: Sat Nov 17, 2007 8:42 am
Extra Hit Points
Cost: 4 or 8 points
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Posted: Sat Nov 17, 2007 8:43 am
Extra Move
Cost: 1 to 8 points
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Posted: Sat Nov 17, 2007 8:45 am
Extra Trait
Cost: 3 or 7 points
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Posted: Sat Nov 17, 2007 8:46 am
Increased Trait
Cost: 4 or 6 points
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Posted: Sat Nov 17, 2007 8:50 am
Keen Ears
Cost: 1 point
Your ears are unusually sensitive. Listen Tests are easier for you. You can hear ultrasonic sounds such as Echolocation. You can also learn the secret language of Night Speech, but you cannot speak it.
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Posted: Sat Nov 17, 2007 9:02 am
Keen Eyes
Cost: 1 point
Your eyes are unusually sensitive. Spot Tests are easier for you.
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Posted: Sat Nov 17, 2007 9:04 am
Keen Nose
Cost: 1 point
Your nose are unusually sensitive. Smell Tests are easier for you.
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Posted: Sat Nov 17, 2007 9:25 am
Luck
Cost: 3 points
You are more fortunate than the average person is. You may "use your Luck" once per Scene. The Gift of Luck allows you to modify die rolls that directly involve your character, for rolls that you yourself make, or that others make in opposition to you, or that others make for your benefit.
You use your Luck immediately after a die roll is made that involves your character. You may take one die from that roll and have it be rolled two more times, choosing one roll from the three that is the most favorable to you. In the spirit of good role-playing, players and GMs are encouraged to think up some "lucky" circumstance to explain the changes in the roll.
Using Luck in Game Play
The purpose of Luck is to give PCs and major NPCs a last line of defense against certain death - a safety net to keep the die rolls from becoming overwhelming and limit the chances of a good role-playing session being spoiled by plain bad luck. The GM is the final arbiter on when Luck may be used, or what Luck may be used for. Remember that Luck is a "personal" advantage. If Albus strikes Baldric with a sword, Cadolf is not involved and thus cannot use his Luck to affect either party.
Remember that Luck is limited to once a Scene - which usually means only once per fight. A player who has to use his Luck to avert disaster should become aware that his "Luck has run out" for this particular scene and should be more careful as a result. The Gift of Luck is what separates a generic "cannon fodder" NPC grunt from the major players in the game.
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Posted: Sat Nov 17, 2007 2:04 pm
Multidexterity
Cost: 1 point
Requirement: the Gift of Ambidexterity (2 points)
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Posted: Sat Nov 17, 2007 2:05 pm
Prodigy
Cost: 6, 7, 8, 9, or 10 points
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Posted: Sat Nov 17, 2007 2:06 pm
Robust
Cost: 2, 5 or 7 points
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Posted: Sat Nov 17, 2007 2:07 pm
Strong
Cost: 2, 5 or 7 points
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Posted: Sat Nov 17, 2007 2:08 pm
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