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Chapter 8: Virtues & Burdens [ | General Rules | Physical Virtues | Physical Burdens | Social Virtues | Social Burdens | ]
Physical Virtues
Exceptional
You get +5 to a single stat. You may take this Virtue multiple times, but each time it must apply to a different stat.
Write down this bonus in your Virtues/Burdens section and do not add it to your general bonus for the
Primary Stat. This Virtue only affects 1 aspect of the Stat. In other words, you are only very good at a small
specific part of the stat, instead of the entire thing.
Choose something out of the Quick Information section or one of the bonuses off the stat chart. Just for you, that one small part has
+5 to your stat (and it is beyond the limit). You also have +3 for any and all stat checks.
Beauty and Charisma may not be Exceptional.
You get only one bonus to choose from. So for Agility, you may have Strike or Parry or Dodge but not all three.
You may ignore the Limit of the Stat for the purpose of the bonuses from this Virtue.
Heightened Sense
Choose any of the five senses. You may choose this Virtue again for a different sense.
Whenever you must make a stat or skill check involving this sense, you have +3.
Also, you receive the bonuses below, depending on the Heightened Sense chosen.
- Sight: See further 50 metres. +10 metres to Effective Range. +2 Initiative. No Disorient penalties by limited vision (night, storms).
- Smell & Taste: Can identify and track by odour. Determine even slightly odorous poisons and toxins within an area.
Can identify all components in food. (depending on knowledge and experience). Add a basic talent to
Cooking skill or take the skill at level 3. Can recognize toxins and drugs even when concealed in food. Can identify
quite well a single hobby he has(vegetables, wine, liquor), such as where it comes from, year made, company that made it, and
other details by a single taste.
- Hearing: Can estimate distance/speed/direction by sound. Can recognize voices and sounds and
imitate them. Can also distinguish between sounds if there are very many. Immune to blind penalties (but is still disoriented). +2 Initiative.
+2 to Evade, Quick Parry.
- Touch: Identify materials by touch alone. Can easily recognize imperfections and concealments in the area without rolling.
Immune to blind penalties (but is still disoriented). If Touch and Hearing are combined, complete immunity to Disorient and Blind penalties.
+1 to Strike, Parry, Dodge, Parlay, Tumble, Initiative.
Deft Skill
Choose a skill category. Any skill above level 4 in that category will receive the following bonus:
If the character does fail the skill roll, he will discover his error quickly. He may lower it's difficulty by 1
and attempt a reroll immediately (probably within a few minutes or hours, depending on the intended length of time to finish the skill). This only
works once per scene/combat.
The character can increase the timeframe by up to three times instead of only twice for beneficial effects.
Whenever the character succeeds, add 1 point to Quality or Pace (does not go beyond limit).
Whenever this character makes a skill roll, he can never miserably fail.
Lucky Blow
This character has fantastic luck or an extremely good eye for the critical areas of combat.
Lower Critical by 1.
Natural Combat
The character has a natural affinity to combat, which offers him some slight bonuses.
+2 to four combat bonuses. +1 Action.
Damned Fast
Lower Interval by one.
Tough Hide
+1 PFb. +1 Shock. +1 Red Limit.
Incredible Focus
+4 Ki, +10% Resist Distraction.
Can Never Die
+40% when Resisting Death only. The character will survive for twice as long near death as other characters.
+1 Red Limit.
Soak Red
The character prevents 1 Red damage of his choice during a combat/scene. +1 Shock Value.
Focused Attack
Invent or use a particular move (either with or without a specific weapon).
This attack has +4 strike, +1 damage, +1 penetration. This attack takes 3 additional ticks.
As The Blade
+2 penetration, +1 damage. This applies to unarmed attacks only.
As The Stone
+2 PFb. +10% Resist Stun.
Resilient Mind
+10% Resist Primal Nature. +20% Resist Distraction.
Immunity
+20% Resist Poison. The number of Active Resists on a poison is reduced by 1.
Ambidexterity
The character suffers no penalties for using weapons or performing skills in his off-hand.
When using two-handed weapons, the character has +4 to strike and parry.
Seriously Huge
The character is of a massive height and weight. Penalties may apply which make performing certain tasks difficult
or impossible. Choose a height over 2 metres and a weight of 100kg or more. +1 Stamina, +2 Strength.
The character's chances of being knocked down or back from an attack are severely decreased.
Stupid as a Fox
The GM will warn you as a player whenever you are about to do something that may not be such a good idea. He'll let
you know what your options are and will try to persuade you from making moves out of character or that are just plain stupid.
He will often drop hints to point you in the right direction.
Mathematical Genius
Your character always knows how much time has passed. He can accurately keep track of seconds and always knows how
many minutes, hours, or even days have passed.
Whenever your character needs to perform a skill which is related to mathematics, the amount of time to complete the task
is severely reduced. Days become hours, hours become minutes, minutes become seconds. The GM should consider that your character
will always be able to count extremely well, noticing the numbers and inherent mathematical puzzles in the area.
Literary Genius
Your character has the ability to recall certain pieces of information exactly. As long as it occured within a few
days (or the experience was truly memorable), the character can recall all details said or heard. Basically you have an eidetic
memory for details.
When reading, the character takes mere moments to read each page. Researching materials takes a tenth of the time (skimming) and
actually reading and memorizing from a book takes a fifth of the time. Books can be recalled with amazing detail and accuracy,
giving the character the ability to recognize any quotes and passages from books he has read in the past.
Learning a skill from a class or training will take half the time if it falls upon reading books most of the time.
Slightly Paranoid
Your character is extremely suspicious of ambushes and traps. Whenever something is about to go down, the GM will
give subtle warnings which should set your character off. If the player is alert to it, the character is immune
to ambushes. He has +40% to Resist Primal Nature if someone is attempting to lie or persuade him (even if it's genuine concern).
+3 Initiative.
This can also be a fairly tough or crippling insanity. If an Insanity is taken to support this, the GM will constantly
put suspicious remarks and areas on the character's mind. Sometimes this ability will give false information. They're constantly out to get you.
Cool As A...
Your character is simply so much more difficult to get a rise out of. When it comes to ghastly and grueling scenes of torture and horror, you have +40%
to Resist Primal Nature. Maybe you've been working as a homicide detective for too many years, or it just never really bothered you as a kid. Whatever
it is, your character is extremely resistant to intimidation and the sight of horrors.
The bonus to Resist only applies to situations which could be considered terrifying (Fear effects). The character also normally has +10% to Resist
Primal Nature.
Cold Blood
You do what it takes to get the job done. If that means painful torture of your victims, cold murder of someone you could call friend, or whatever the
situation may be, you'll do it. You have +40% to Resist Primal Nature when doing these terrible things. Even when you hear your tiny voice of morals scream,
you can more easily ignore it than the next guy. Sure you may have penalties if it IS your wife, but you can still get the job done. You will get the job
done. You normally have +10% to Resist Primal Nature beyond this.
If combined with an insanity, this can represent psychopathic behaviour; ie. the "need to kill" rises to an insane level of dedication.
Heart of Stone
Nothing seems to warm your heart. Your character has +40% to Resist Primal Nature when it comes to someone trying to be nice to you or even charm you.
You simply have no interest in the wiles of the opposite sex. Sure, you can turn on the charm and look endearing yourself, but your character can just as
easily turn it off. Because of this ability, your character is much more likely to see through deception and attempts at seduction for information.
You also normally have +10% to Resist Primal Nature for other situations. Your attitude can also be off-putting to a lot of genuine people if you aren't careful.
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