[Races](Races.md)| [ToC](FluxRPG.md) | [Skills](Skills.md) ----- At the core of things, attributes are the things that make up your character. These can be things such as racial talents and abilities, or things like magical powers and combat abilities. Ability scores themselves are attributes, but they are very important attributes that every character possesses, and are important enough to warrant dealing with them separately from other attributes. Flaws are defects in your character that may make things harder at times. Defects are not meant to make a character unplayable, but rather to reflect difficulties in your character’s life that make them unique and interesting. > Playtest Note: If you think the value of a particular attribute or flaw should be changed, let me know! Also, if you think of a new attribute or flaw that you would like added, let me know. Here we will present a list of Attributes and flaws, along with the point value of each. We will first present the list, broken down by category, followed by an alphabetical listing with more details of each Attribute of Flaw. Some things may fit into more than one category, but for the moment I will list each item in the category that most fits. ### Flaws Flaws are things that make life more difficult for your character. They are things that may slow them down, or that may put them in danger. ### Racial Traits Racial traits are things that come from a character’s heritage, which don’t fall into another category. ### Talents/Abilities *As the system grows, these may be split into two categories.* These are advantages and abilities that are relatively natural in nature. ### Magic These are traits and abilities that are magical in nature; things that cannot be simply explained away naturally. ### Combat Combat attributes are advantages and abilities dealing directly with combat. ### Resources Resources are things that your character has at their disposal, be it wealth, equipment, land, or people. ### Buffs Buffs are attributes that make your character more durable or increase other abilities in some way. | Flaws | Racial Traits | Talents/Abilities | | -------------------- | ----------------------- | ----------------- | | Bad Smell | Elemental Aspect: Earth | Catfall | | Bad Temper | Elemental Aspect: Fire | Charismatic | | Cold Iron Weakness | Elemental Aspect: Water | Compelling Voice | | Enemy | Elemental Aspect: Wind | Deft Fingers | | Hunted | Faery Blood | Eye of the Eagle | | Light Sensitivity | | Fearless | | Pacifist | | Haggler | | Poor Vision | | Intimidating | | Truth Bound | | Iron Will | | Unearthly Presence | | Lay on Hands | | Weirdness Magnet | | Light Footed | | Word Bound | | Lucky | | Susceptible to Magic | | Natural Linguist | | Book Mage | | Spider Climb | | Combat | | | | ---------------- | ----------------------- | --------------- | | Accurate Strike | Fast Strike | Mounted Archer | | Barbarian Rage | Focused Damage | Natural Weapon | | Elemental Bolt | Focused Shot | Piercing Strike | | Elemental Fist | Double Shot | Rapid Reload | | Elemental Weapon | Improved Dodge | Rapid Shot | | Energized Shot | Improved Initiative | Sneak Attack | | Expert Archer | Improved Unarmed Attack | Triple Shot | | Extra Attack | Ki Strike | Long Shot | |Magic|Resources|Buffs| |---|---|---| |Divine Patron|Allies|Disease Resistance| |Gate Crasher|Contacts|Essence Boost| |Healing Mage|Fence|Fast Healing| |Mage Gift|Resources|Increased Stamina| |Mage Sight||Thick Skin| |Spell Arrow||Toughness| |Touch of Shadow||Troll-Like Regeneration| |Friend of Fate||| |Elementalist||| |Arcane Archer||| | Ascetic Initiate | ## Attributes ### Accurate Strike **Cost:** 25 **Prerequisites:** none >You gain a +10 bonus on melee attack rolls, and on a missed roll, you may expend 1ep to reroll the attack once. ### Allies **Cost:** 25 **Prerequisites:** none >You have friends, or at least associates who don't hate you too badly, that you can call on in times of need who are willing, on occasion, to lend a hand and help you along your way. ### Arcane Archer$^S$ **Cost:** 15* **Prerequisites:** none >This merit functions as a specialized version of Mage Gift. It only applies to Arcane, Archery, and Beast spells. > > - Arcane Archer can substitute for Mage Gift for meeting prerequisites for Arcane, Archer, or Beast spells. > - Ranks in Arcane Archer function as a skill bonus when casting Arcane, Archer, or Beast spells. > - Arcane Archer is added to POW for determining the power of Arcane, Archer, and Beast spells. > - Ranks of Arcane Archer contribute to your Mana score. > > This attribute may be purchased more than once. Its effects stack with itself, and with Mage Gift. ### Ascetic Initiate **Cost:** 25 **Prerequisites:** Ego 10+, Constitution 10+, Gnosis 10+ >You are the benefactor of some great teacher’s vast knowledge, that you gained through years of study at a young age. You learned to hone your mind and make it work in unison with your body, to achieve great things. > >The initial benefits of this gift are as follows: > > - Your Gnosis modifier is added as a skill bonus to Unarmed Attack. > - Your Wisdom modifier is added as a bonus to Initiative rolls. > - Your Gnosis modifier is added as a bonus to willpower checks. ### Bad Smell (Flaw) **Bonus:** 25 **Prerequisites:** none > You smell particularly horrid, causing a +10 penalty to the difficulty rating of all social interactions. ### Bad Temper (Flaw) **Bonus:** 25 **Prerequisites:** none >You have a bad temper. When you are under stress, you have a harder time hiding it, and are more likely to get into an altercation. The Difficulty Rating for all rolls to resist getting angry or enraged are at a +10 penalty. You may also get angry over things that most others might just shrug off. ### Barbarian Rage **Cost:** 50 **Prerequisites:** none >You hold within you a fiery rage, but you have learned to control it, for the most part. When enraged, you can become irrational, violent, and single-minded. In combat, this can potentially be a good thing. > >While enraged, you cannot cast spells, carry out complex tasks, or use defenses other than a standard dodge, but you gain the following: Strength +10, Constitution +10, Agility +10, Wisdom -5 > >This equates, in addition to combat skills, to extra melee damage, and extra hit points. > >Entering rage costs three stamina, plus one stamina per round to maintain. >With the constitution bonus comes an increase in hit points. Those hit points go away when you leave rage. When this happens, if the loss takes you below zero hit points, you will fall unconscious. If it takes you bellow negative Constitution, you will die unless some other ability or effect prevents it. > >Furthermore, you will not lose consciousness as long as you are enraged. As stated above, once you leave rage, all the effects of your current hitpoint total will take effect. ### Book Mage (Flaw) **Bonus:** 25 **Prerequisites:** Mage Gift >You have the Mage Gift but are bound to your spell book. Whereas a spell book is a useful tool for a Magus to learn from, a Book Mage is bound to theirs. The esoteric corners of reality that they deal with do not stay well within their mind. They must spend time each day studying their craft, or their skills begin to unravel. > >If they fail to study in a twenty-four-hour period, they suffer a -5 to their effective skill. If they fail to study for a second day, the penalty leaps to -10, and on the third day -20. > >If they go more than three days without study, they are completely incapable of casting, and will require time to recapture their power. On the first day of recovery, they will be at -20, then -10 on the second day, and -5 on the third. On the fourth day of study, they will be at full power again. > >You may only purchase this flaw if you have also purchased at least one rank on Mage Gift. ### Catfall **Cost:** 25, 15* **Prerequisites:** none >This merit may be purchased multiple times. The initial purchase is 25 points, and then 15 points per rank after that. For each rank of Catfall purchased, effective falling distance is reduced by 4 meters. This means that you will take less damage from a fall and will have an easier time recovering when you hit the ground. ### Charismatic **Cost:** 25 **Prerequisites:** none >People like you, they really do, or at the very least they will listen when you speak. You have a +10 charisma modifier for all social interactions, whether it be a reaction check to see if the locals like you, an intimidation check to scare away a bandit, or a diplomacy check to convince a noble to join your king's cause. ### Cold Iron Weakness (Flaw) **Bonus:** 50 **Prerequisites:** Fae Blood >You are extremely susceptible to the effects of cold iron. Even touching the material is painful. > >Cold Iron is a poor choice for weapons, as it is brittle and will break easily if used against most foes. It is more suitable to cookware than weaponry, but it is easy to make for those who know of its existence and have the materials. > >Cold Iron weapons do double damage against those who have the weakness. Furthermore, if you are bound in cold iron, such as chains, shackles, or a cage made fully of it, you are unable to cast spells, or use magical or supernatural abilities. It even prevents the regeneration of Trolls. > >If you are in a cell, and the bars are made of cold iron, you cannot cast spells through the bars. > >If you are touching cold iron, the pain it causes will not only interfere with magic, but give you a 10 point difficulty modifier to all skills and checks associated with a mental or physical ability score. > >While the effect is not as strong, you are still impacted by Iron and Steel. Iron and Steel weapons deal bonus damage to those with cold iron weakness equal to 1 point per damage die rolled. Furthermore, while in physical contact with these metals, the Faery is at an effective 3 point penalty to all physical and mental ability scores, and have an effective 5 point difficulty penalty against targets wearing iron or steel armor. ### Compelling Voice **Cost:** 25 **Prerequisites:** none >You have a tongue of silver. You are very convincing when you want to be. You have a 10 point skill bonus to all social interactions using the voice, and have a good chance of convincing people to do things they don’t want to do. ### Contacts **Cost:** 25 **Prerequisites:** none >You have contacts that may be able to help you out on occasion, finding information, equipment, rare items, people, etc. Work with the GM to determine who and where these contacts may be, and to ensure that this merit works within the bounds of the campaign. ### Deft Fingers **Cost:** 25 **Prerequisites:** none >10 point bonus to skill checks to pick locks, disable mechanical devices or undo (or tie) knots. ### Disease Resistance **Cost:** 15 **Prerequisites:** none >10 point bonus to Constitution for resisting diseases. ### Divine Patron$^S$ **Cost:** 25 **Prerequisites:** none >You have a close relationship with a deity, who grants you protection and a portion of their power. > >This may be a deity from the world setting that the game is taking place in, or one negotiated between the player and the GM. > >Each deity has a portfolio, and for spells within this portfolio Divine Patron functions as an appropriate level of Mage Gift for prerequisite purposes. > >Each deity has a set of guidelines that their followers are expected to live by. This may be detailed in the deity’s description, or negotiated between the player and the GM. If the player fails to live by these guidelines, they lose the benefit of this Attribute until they atone in some appropriate way and come back into line with their Deity’s edicts. Depending on the infraction, this may be as simple as making sure to say their evening prayers, or going on a grand quest of atonement. > >Those benefiting from their deity’s blessing will regain Essence points at twice the normal rate and regain at least 1 ep per hour when they are unable to rest. Their wounds heal as if their Constitution were five ranks higher (+1 hp per day of rest). > >For spellcasting purposes, they have an effective +1 bonus to Power, Gnosis, and their Power Modifier the same as with Mage Gift. These effects stack with the effects of Mage Gift. > >Depending on the deity, there may be other boons or burdens associated with this Attribute. ### Double Shot **Cost:** 25 **Prerequisites:** Rapid Reload > You are capable of firing two arrows/bolts in a round. ### Enemy (Flaw) **Bonus:** 25 **Prerequisites:** none >You have an enemy, someone who is out to get you. Either they want you dead, injured, punished, or stopped in some way. They will interfere with your life on a consistent basis. ### Elemental Aspect: Earth **Cost:** 25 **Prerequisites:** none >You are an Earth Elemental. You have the following Ability Score modifiers: Constitution +5, Agility -5, and improved healing.* > >*Improved Healing: Your natural healing rate is slightly faster than normal. You heal an additional 1+POW HP per day. Ability Score damage also heals at an additional point per day. This extra healing is not impacted by rest but is affected by Cold Iron Weakness if you have that flaw. ### Elemental Aspect: Fire **Cost:** 25 **Prerequisites:** none >You are a Fire Elemental. You have the following Ability Score modifiers: Agility +5, Constitution -5, Strength +5. > >Your fire spells are cast at a skill bonus and deal an additional +1 damage per die rolled. > >You also gain the Fowl Temper disadvantage. ### Elemental Aspect: Water **Cost:** 25 **Prerequisites:** none >You are a Water Elemental. You have the following Ability Score modifiers: Agility +5, Wisdom +5, Strength -5, Constitution -5. > >Your Healing Spells heal an additional +1 HP per die rolled and healing related skill checks (Magical or Mundane) are made with a +5 skill bonus. ### Elemental Aspect: Wind **Cost:** 25 **Prerequisites:** none >You are a Wind Elemental. You have the following Ability Score Modifiers: Intelligence + 5, Wisdom -5, and gain a +5 skill bonus on Divination related rolls. ### Elemental Bolt **Cost:** 10* **Prerequisites:** Energized Shot >For an expenditure of 1 point of Essence, your bow or crossbow attack does elemental damage of the specified type. Additionally, the attack does an additional amount of damage equal to your Power modifier. You may purchase this merit multiple times, each time specifying a different elemental energy type. ### Elemental Fist **Cost:** 10* **Prerequisites:** Ki Strike >For an expenditure of 1 point of Essence, your unarmed attack does elemental damage of the specified type. Additionally, the attack does an additional amount of damage equal to your Power modifier. You may purchase this merit multiple times, each time specifying a different elemental energy type. ### Elemental Weapon **Cost:** 15* **Prerequisites:** Focused Damage >For an expenditure of 1 stamina, your focused damage attack deals elemental damage. In addition, the attack does bonus damage equal to your POW modifier. This merit may be taken multiple times. Each time applies to a different element type. ### Elementalist$^S$ **Cost:** 15* **Prerequisites:** none >This merit functions as a specialized version of Mage Gift. It applies only to Elemental Spells > > - Elementalist can substitute for Mage Gift for meeting prerequisites for Elemental spells. > - Ranks in Elementalist function as a skill bonus when casting Elemental spells. > - Elementalist is added to POW for determining the power of Elemental spells. > >This attribute may be purchased more than once. Its effects stack with itself, and with Mage Gift. ### Energized Shot **Cost:** 15* **Prerequisites:** Expert Archer > For a cost of 1 stamina your bow or crossbow attack counts as magic for the purpose of bypassing special protections. ### Essence Boost **Cost:** 25* **Prerequisites:** none >The character's Essence pool is increased by 10. This attribute may be purchased more than once. ### Expert Archer **Cost:** 25 **Prerequisites:** none >+10 bonus to Archery Skill, and access to other Archery related abilities. Additionally, if you fail an archery attack roll, you may reroll once for a cost of 1ep. ### Extra Attack **Cost:** 25* **Prerequisites:** none >You can attack one extra time per round. This merit may be taken multiple times. ### Eye of the Eagle **Cost:** 25 **Prerequisites:** none > You gain a +5 effective skill bonus on spot checks and checks to notice things. This extra visual acuity also grants you a +5 bonus to archery, thrown weapons, and other marksmanship skills. ### Fast Healing **Cost:** 25 **Prerequisites:** none >You heal at an accelerated rate. It is not near as fast as a troll perhaps, but almost. As long as the character is alive, they will regenerate hitpoints at a rate of their Constitution Modifier per hour. ### Fast Strike **Cost:** 25 **Prerequisites:** none >You have the ability to attack very rapidly when needed. When you invoke this talent, for a cost of 5 stamina your initiative is increased by 10. In an emergency, if you need more than a +10 initiative bonus to strike when you need to, you may expend stamina equal to the modifier needed (This means paying 10 stamina for the initial +10 not 5). You may only use this ability to speed up a melee or thrown weapon attack action. ### Fearless **Cost:** 25 **Prerequisites:** none > You are immune to most fear effects. ### Fae Blood$^S$ **Cost:** 25 **Prerequisites:** none >You can count the Fey among your ancestors. Your character may or may not know about it, and you may or may not know what type of Fey your ancestors were, but it is there. > >You have access to abilities, merits, and flaws that are only available to those of Fae blood. Abilities and equipment that only affect or are only usable by or on Faeries are usable on or by you. ### Fence **Cost:** 25 **Prerequisites:** none >You have a friend. Well, not really a friend, but someone who doesn’t want you dead. Ok, they don’t want you dead most of the time. At the very least, you can trust him to buy whatever you bring, without too many questions. You’re pretty sure he won’t turn you into the local Magistrate ### Focused Damage **Cost:** 25 **Prerequisites:** none >You deal an extra 5 points of damage when using a specific type of weapon or attack. If the character has the Improved Unarmed Attack attribute or natural weapons, then they count as a weapon type for this attribute as well. This attribute may be taken multiple times, each time for a different weapon or attack. ### Focused Shot **Cost:** 15 **Prerequisites:** Expert Archer > +5 damage to attacks using a bow or crossbow. ### Friend of Fate$^S$ **Cost:** 25 **Prerequisites:** none >Sorry to tell you this, but you have caught Fate’s eye. She’s a cruel mistress at times, and ultimately you’re going to suffer. It’s not without its perks, however. > >You have fickle luck, fool's luck, the luck of the damned, the gods of Chaos laugh in your presence. > >At times, you will inexplicably fail at things that should have succeeded. Sometimes you can control it, but most of the time it will happen all on its own. > >There is a bright side though. That karmic energy is not simply siphoned away, or at least not all of it is. At times, you will succeed when you must, even though there is not a chance in hell of it working. > >You may invoke these abilities intentionally, by choosing to sacrifice a portion of your skill for a single roll, by announcing in advance of the skill check, and spending a portion of Essence equal to the modifier. > >You can call up the stored luck in the same way. > >Just as often though, Fate herself will handle it for you without your input. ### Gate Crasher$^S$ **Cost:** 40 **Prerequisites:** none >You are instinctively adept at interacting with magic portals, and teleportation magic. You gain a +10 skill bonus in all activities involving casting, identifying, and activating such objects and magics. If you possess mage sight or some other way to detect leylines, you may potentially travel the "Moon Way," a method of travel normally employed only by the Fey. The paths of the Moon Way are a guarded secret. Gate Crasher also acts as a level of Mage Gift for the purpose of gate magic, and adds a +1 bonus to the character's mana pool. ### Haggler **Cost:** 15 **Prerequisites:** none > A 10 point bonus to checks to negotiate better prices and barter deals. ### Healing Mage$^S$ **Cost:** 15* **Prerequisites:** none >This merit functions as a specialized version of Mage Gift. It applies only to Healing, Curative, and Defense Spells. > > - Healing Mage can substitute for Mage Gift for meeting prerequisites for healing or defensive spells. > - Ranks in Healing Mage function as a skill bonus when casting healing or defensive spells. > - Healing Mage is added to your Power Modifier for determining the power of healing and defensive spells. > > This attribute may be purchased more than once. Its effects stack with itself, and with Mage Gift. ### Hunted (Flaw) **Bonus:** 50 **Prerequisites:** none >There is a price on your head. Someone powerful, a large organization, or even a city or nation, want you dead or at least captured. If you are lucky, they want you for questioning. Most likely though, they just want you dead, and are willing to pay a lot to make it happen. ### Improved Dodge **Cost:** 25 **Prerequisites:** none >The character is harder to hit. When making Dodge checks, the character rolls twice and takes the better roll. ### Improved Initiative **Cost:** 25 **Prerequisites:** none The character gains a 5 point bonus on initiative checks. ### Improved Unarmed Attack **Cost:** 25 **Prerequisites:** none >Your hands are your weapons. You are armed even if you carry no blade. Your unarmed attacks deal 1d8+STR Mod bludgeoning damage, with no time required to ready an attack (your hands are effectively a light weapon). ### Increased Stamina **Cost:** 25* **Prerequisites:** none > The character’s Stamina pool is increased by 10. This attribute may be purchased more than once. ### Intimidating **Cost:** 25 **Prerequisites:** none > You have a 10 point bonus to attempts to control people through manipulation and fear. ### Iron Will **Cost:** 25 **Prerequisites:** none >The character has a four point bonus on Willpower checks. ### Ki Strike **Cost:** 25 **Prerequisites:** Improved Unarmed Attack >Your Unarmed Attacks count as magic for the purpose of bypassing special defenses. You may choose not to use this ability if you are attacking creatures that are immune to magic. ### Lay on Hands **Cost:** 10 **Prerequisites:** none >You can heal with just a touch. Touching someone takes a standard action or a minor action to heal yourself, as you are you, you need not move to heal yourself. > >Spend 1 EP and 1 SP to Heal 1d6+POW mod ### Light Footed **Cost:** 25 **Prerequisites:** none 10 point skill bonus on rolls to move silently or to hide. For a cost of 1ep or 1sp, you may roll twice and keep the better roll. ### Light Sensitivity (Flaw) **Bonus:** 25 **Prerequisites:** none >You don’t handle the daylight well. When exposed to daylight or other bright sources of light, you will be at a 10 point penalty to any roll that depends on eyesight. Due to the pain caused by the sensitivity, all mental tasks are made at a 5 point penalty. Spell Casting requires a concentration check with a difficulty of 45, or more depending on circumstances. ### Long Shot **Cost:** 25 **Prerequisites:** Expert Archer >Your effective range with a bow is increased by 500 meters. > >Playtest Note: As the combat rules are fleshed out, more bonuses may apply here. ### Lucky **Cost:** 25 **Prerequisites:** none > You have a 5 point bonus on saves and defense. ### Mage Gift$^S$ **Cost:** 25* **Prerequisites:** none >You have a touch of magic about you. You have an inherent gift for magic. Maybe it is in your ancestry, or a cosmic accident, or something from a past life. Whatever the case, you are able to tap the powers of the arcane in ways that others are not. You may learn more advanced spells than most, and the spells that you cast are more powerful. > >You may purchase this attribute more than once. The effects of this attribute stack. > - Mage Gift will be a prerequisite for most spells. > - Ranks in Mage Gift function as a skill bonus when casting spells. > - Ranks in Mage Gift are added to the size of your Mana Pool which influences Essence. > - Ranks in Mage Gift are added to your Power Score or Power Modifier when determining the strength and duration of spells. ### Mage Sight **Cost:** 25 **Prerequisites:** none >You see magic. You are able to see the ebb and flow of magic in the world. You can often detect if an item is magical, and have a chance of detecting ley lines and magical nodes. You have a +15 to your effective skill when casting an identify spell, and you are effectively under the effects of the Sense magic spell, at will. > > - You are able to detect magical objects with a spot check. > - You have effectively always on Mana Sight. > - You have a chance of detecting lay lines, magical nodes, and magical distortions in reality. ### Mounted Archer **Cost:** 25* **Prerequisites:** Expert Archer > You take no penalties when using a bow or crossbow from horseback. ### Natural Linguist **Cost:** 25 **Prerequisites:** none >You are a Natural Linguist. In addition to your normal starting language, you know an additional number of languages equal to your INT modifier. Additionally, when you purchase the knowledge of a new language, you get the ability to read and write in the language for free along with the ability to speak it. You also have the potential to learn to speak dead languages that you learn to write. ### Natural Weapon **Cost:** 25 **Prerequisites:** none >You have a natural attack that does 1d6+STR points of damage. That could be claws, teeth, a spiked tail, whatever is appropriate to your race and form. Note claws and teeth are most likely for humanoids. > >This attack uses the Unarmed Attack skill by default, unless the character has some other skill that uses natural weapons. ### Pacifist (Flaw) **Bonus:** 25 **Prerequisites:** none >You have a strong moral, spiritual, or emotional compulsion against violence. You will not commit a violent act unless in defense of yourself or an ally, and even then you must make a willpower check, and expend 10 Stamina. ### Piercing Strike **Cost:** 25 **Prerequisites:** Focused Damage >For a cost of 1 stamina, Your Focused Damage attacks will ignore your Power modifier in soak (provided by Armor, Thick Skin, or magic or other abilities). ### Poor Vision (Flaw) **Bonus:** 25 **Prerequisites:** none > +10 Penalty to the difficulty of spot checks, and tasks that rely on eyesight, including ranged attacks. This also translates to a +5 penalty to melee attacks. ### Rapid Reload **Cost:** 25 **Prerequisites:** Expert Archer >You are able to ready an arrow or bolt as a part of your attack action, allowing you to be able to fight more effectively using a bow or crossbow. ### Rapid Shot **Cost:** 25 **Prerequisites:** Rapid Reload >You have the ability to attack very rapidly when needed. When you invoke this talent, for a cost of 5 stamina your initiative is increased by 10. In an emergency, if you need more than a +10 initiative bonus to strike when you need to, you may expend stamina equal to the modifier needed (This means paying 10 stamina for the initial +10 not 5). You may only use this ability to speed up a bow or crossbow attack action. ### Resources **Cost:** 25 **Prerequisites:** none > You're not broke. Within the confines of the campaign, you will start out with more starting funds, and you will have easier access to money. Whether your family is well off, or you have made intelligent investments in past, you are better prepared to lay hands on funds when needed, and may have an easier time finding rare or expensive items. ### Sneak Attack ### Resources **Cost:** 25, 15* **Prerequisites:** none >You may purchase this merit multiple times. The first time you purchase it is 25 points. Each additional purchase is 15 points. Any time that you can take the opponent by surprise or attack while they are off guard, you may choose to use the Sneak Attack ability. > >You may choose to add +1d6 extra damage to an attack for each rank of Sneak Attack you have purchased, at a cost of 1 stamina per die applied. > >You must declare the attack as a sneak attack before you roll to hit, and then expend the stamina after the attack. You expend the stamina whether the attack is successful or not. ### Spider Climb **Cost:** 25, 15, 15 **Prerequisites:** none >You are able to climb walls, much like a spider. > >At Rank 1, you have the ability to crawl up and down walls on your hands and feet, maintaining three points of contact. At this level, attempts to use weapons of any kind are awkward and suffer at 15 point penalty. > >At Rank 2, you still need to maintain three points of contact (i.e. knees and one hand), but using a one-handed weapon is possible without penalty. You may reload a light, one-handed crossbow, as a move action. > >At Rank 3, you may walk on walls as if they were the floor, acting freely. > > The initial rank costs 25 points. Each additional rank costs 15 points each. ### Susceptible to Magic (Flaw) **Bonus:** 25 **Prerequisites:** none >You are weak against magic. Magical attacks against you are at a +10 Skill Rating. Spells that allow a save are at a +10 penalty to the difficulty of the check. ### Thick Skin **Cost:** 25 **Prerequisites:** none > The character's skin acts as a natural armor, providing Soak 5 against non-magical damage. ### Touch of Shadow$^S$ **Cost:** 40 **Prerequisites:** none >There is something… dark… about you. You are as much a creature of the night as others are of the day. In addition to a form of dark vision, you blend into the shadows exceedingly well. Your rolls to hide in or move unseen through shadowy areas are made with a +10 skill modifier. If you succeed, then you meld into the shadows and may pass unseen and unheard as long as you do not leave the shadows. > >Furthermore, in dealing with creatures of the Shadowlands, they will interact with you as if you, yourself, were of the Shadowlands. This quite often means a positive modifier for social interactions. > >When crossing the veil between worlds, you suffer no ill effect from crossing between the Shadowlands and other realms. > >You gain +1 to your mana rating. ### Toughness **Cost:** 25 **Prerequisites:** none >The character's Hit Point pool is increased by a value equal to their Constitution score. ### Triple Shot **Cost:** 25 **Prerequisites:** Double Shot > You are capable of firing three arrows/bolts in a round. ### Troll-Like Regeneration **Cost:** 50 **Prerequisites:** Fae Blood >Trolls have amazing regenerative ability. Damage from fire or cold iron ignores this regeneration. Initially, a conscious troll regenerates their CON modifier in HP/round. If they fall unconscious, it becomes 1 HP per round. If they fall below 0 by negative Constitution, their regeneration changes to 1 HP per hour until it raises above negative Constitution. They appear dead, but unless the body is burned or they took too much damage from cold iron or fire, they will eventually rise. For clarification: Too much un-regenerative damage means sufficient damage to keep the character from healing to a range where other characters would be alive. If your character has a Constitution score of 15, and is at -20 HP, As long as at least 6 points of damage is regenerative they might still live. If someone were, however, to then stab them in the shoulder with a cold iron dagger, they would be done for. ### Truth Bound (Flaw) **Bonus:** 25 **Prerequisites:** none >You cannot lie. You may omit details, or stretch the truth to an extent, but what you say must be true. Attempting to lie requires a willpower check with the difficulty in proportion to the degree of the lie, and a similarly scaled expenditure of Essence. The Essence is lost regardless of success. ### Unearthly Presence (Flaw) **Bonus:** 25 **Prerequisites:** none >While the cause may be unknown, something about you causes you to stand out as just not belonging. Whether it be from your ancestry, some life event, or too much time spent meddling in the affairs of otherworldly creatures, you give off an air of the other. > >To some, you may seem like a creature of the Shadowlands, or some other "Between Realm." Others may simply avoid you, seeing you as being entirely unreal. Others still won't have any specific impression of you, other than that something is just not right. > >This may have many effects, depending on the nature of your otherworldliness, and how others perceive you, but most often this ends up being in the form of a -5 modifier to social interactions. ### Weirdness Magnet (Flaw) **Bonus:** 25 **Prerequisites:** none >Strange things just seem to happen around you. It is almost as if you attract strangeness. While the weirdness itself is not always automatically bad, people who recognize you as being a nexus for the bizarre will tend to steer clear. ### Word Bound (Flaw) **Bonus:** 25 **Prerequisites:** none >You are bound by your word. Ancient magic flows through your veins, passed on to you by your ancestors, for good or for ill. If you make a promise to someone, you are bound by that promise. Attempting to break a promise can have dire consequences. If you break a promise to another you will suffer the following consequences until you make amends: > >- You will be at -10 to all checks and skill rolls, including for spell casting. >- Your Essence and Stamina pools are halved. >- All spells and abilities cost an additional amount of Essence or Stamina equal to your POW modifier. > >If the promise is something you can still carry out, then carrying it out is the best option. If it is not, for instance, if the opportunity to do so is lost or if it is something reprehensible, then only the person you made the promise to can release you from the bonds of this curse. ----- [Races](Races.md)| [ToC](FluxRPG.md) | [Skills](Skills.md)