Selected Gifts
-
Absolute Direction The character is able to orient
his body in space (with a small margin of error) while he or she is outdoors,
indoors, below ground, or underwater. Exceptional circumstances might require a
difficulty roll for the character to maintain her or his bearings. A useful gift
for cartographers.
- Acute Sense The player should decide at
character creation which of his character’s senses is heightened. This gift
allows bonuses to Perception rolls involving the acute sense.
- Alertness The character is unusually
alert; he is rarely surprised, and might receive bonuses for perceiving details
during a situation.
- Animal Empathy The character enjoys a strong psychological
bond with animals, both wild and tame.
- Attractive The character is attractive according to the standards
of her or his culture. The player and GM should determine
if this beauty extends to foreign perception as well.
This gift might afford the character bonuses to NPC reaction
rolls.
- Charisma Irrespective of her or his physical appearance, a
character possessing this gift can influence others. The GM
should work with the players to determine how this gift will
be played among the PC’s; the GM should take this gift into
account when determining NPC reactions to the gifted
character.
- Combat Reflexes The character is particularly adept at the
art of combat.
- Contacts
The gifted character has acquired a contact that provides her or him with
useful information. The player might not want to specify the nature of the
contact initially, to allow the GM to work her or him into the campaign.
- Damage Resistance
The character is particularly resistant to damage
and wounding. The PC’s Damage Capacity improves by one level—note that this
gift does not affect the PC’s Vigor.
- Knack
The PC is particularly adept at some activity. The knack
should not be as useful as a skill—uttering witty epigrams or identifying wine
vintages might be examples.
- Luck
The
player and GM should work out the details of this gift. Perhaps the player
will be able to fudge a die roll once per game session; or, the GM might slip
the character some crucial information at just the right time.
- Privileged Upbringing
The character belongs to a privileged economic or
social class, and therefore possesses a variety of bonuses and perks afforded
to such individuals.
- Stalwart Bravery
The PC remains unaffected by the variety of weirdness
often encountered by characters during an adventure. The PC never
contemplates avoiding a difficult situation.
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