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CREATING A CHARACTER

Att. Skill
Cyth Magic Resources
Pts. Pts
lf (7)
Dvergr(5) Wild Talent,4 Talent Points
21
4 Half-Orc(5) Magi MR 6, 1 Rating 6 magic SG 46/10
Human(9)
Trolde-Blooded (5)
lf (5)
Dvergr(3) Wild Talent, 3 Talent Points
3 Half-Orc(3) 18 Magi MR 4, 1 Rating 4 magic SG 35/5
Human(7) Adept MR 6 1 rating 4 active skill
Trolde-Blooded (3)
lf (3)
Dvergr(1) Wild Talent, 2 Talent Points
2 Half-Orc(1) 15 Magi, MR3, 1 Rating 2 magic SG 28/2
Human(5) Adept MR 4 1 rating 4 active skill
Trolde-Blooded (1)
lf (1) Wild Talent, 1 Talent Point
1 Human(3) 12 Magi, MR 2 24
Adept, MR 2
0 Human(1) 9 Mundane 18

Characters are given 10 points to spend on the priority table. They have to pick a level from each
of the 5 columns that represent Kith, Attribute points, Magic ability if any, Skill points and
resources. The cost for each level is in left most shaded column. The total spent on all 5 choices
cannot exceed 10. Example: Jake picks a Human (9) and Attributes 24 for 4 each, Adept 2 for
and 24 Skill points for 1 each. Having spent 10 points already he is forced to use the 0 row for
resources.

Cyth represents the race of the character. Pick a priority level that gives you the Kith and the
amount of special points (shown in parenthesis) that you want. Special points are used to raise
either Luck, Magic Rating or Talent Points. It takes 1 special point to raise a special attribute by
1. These points may not be spent on mental or physical attributes.
The next step is to raise the characters Attributes Points. The player chooses a Priority Level
from the Attribute column that best suits their vision of the character. The number in this column
represents the points a player has available for raising their characters mental and physical
attributes. When spending attribute points, refer to the Kith Attribute Table. This table shows the
starting attribute ratings for each Kith (the number before the slash) as well as the maximum for
each (number after slash). Characters begin at their Kiths starting levels at no cost; so lfe and
Humans begin with a Body rating of 1, Dvergar have a starting Body rating of 3, Half-orcs have
an initial rating of 4, and Trolde-Blooded start at 5. Characters then apply their attribute points to
CREATING A CHARACTER

these starting values. It takes 1 attribute point to raise an attribute rating by 1. These points may
not be spent on Luck, Magic Rating or Talent Points.

Physical Attributes Mental Attributes


Kith BOD QUI STR CHA INT WIL Luck
lf 1/6 2/7 1/6 3/8 1/6 1/6 1/6
Dvergr 3/8 1/6 3/8 1/6 1/6 2/7 1/6
Half-Orc 4/9 1/6 3/8 1/5 1/5 1/5 1/6
Human 1/6 1/6 1/6 1/6 1/6 1/6 2/7
Trolde-blooded 5/10 1/5 5/10 1/4 1/5 1/5 1/6

The next column of the Priority Table is Magic. This is a column for players who want to be
magic users- adepts, magi or a wild talent user, Players who desire none of these character
options choose 0 for this column.

This next step in the character creation process is finalizing the list of qualities the character will
have at the beginning of a Cyth and Cyn campaign. Qualities help round out your characters
personality while also providing a range of benefits or penalties. There are two types of
qualitiesPositive Qualities, which provide gameplay bonuses and require an expenditure of
Karma; and Negative Qualities, which impose gameplay penalties but also give bonus Karma the
player can spend in other areas. The character starts the character creation process with 25
Karma, and some of that can be spent to buy Qualities. Players can spend all of it, some of it, or
none of it based on what they want their character to have and how much Karma they want to
save for later. Additionally, at creation characters can only possess at most 25 Karma worth of
Positive Qualities and 25 Karma worth of Negative Qualities. After character creation, Positive
Qualities can be purchased during game play, while Negative Qualities may be awarded to the
character by the gamemaster based on events that take place in game. Negative Qualities can be
bought off using Karma during game play. See Character Advancement rules for more about
purchasing Positive Qualities or buying off Negative ones. When purchasing a Positive or
Negative quality, note the quality on the character sheet along with any bonuses or negative
modifiers to skills in parentheses next to the appropriate skills or attributes.

POSITIVE QUALITIES
Ambidextrous
Cost: 4 Karma
The Ambidextrous character can handle objects equally well with either hand. Without this
quality, any action performed solely with the offhand suffers a 2 dice pool modifier
Analytical Mind
Cost: 5 Karma
Analytical Mind describes the uncanny ability to logically analyze information, deduce solutions
to problems, or separate vital information from distractions and noise. Its useful in cracking
cyphers, solving puzzles, figuring out traps, and sifting through data. This quality gives the
character a +2 dice pool modifier to any INT Tests involving pattern recognition, evidence
analysis, clue hunting, or solving puzzles. This quality also reduces the time it takes the character
to solve a problem by half.
CREATING A CHARACTER

Ancestral Villa
Cost: 5 Karma
You are the master of or the heir to own an Ancestral Villa, and perhaps some small lands and
titles. The Villa and lands will need your attention from time to time, although trusted kinsmen
or retainers are often left in control of homesteads while the master of the house is away
travelling, trading or raiding. Keep in mind, however, that even trusted kinsmen can betray and
enemies may well take advantage of undefended land and herd.
Allies
Cost: 10 Karma
You possess links to a group of allies of moderate significance. You are permitted to outline who
the allies are, why you are allied and in what ways they can aid you at the discretion of your GM.
Your allies might be mortals or something stranger. It is important, however, to remember that
alliances work both ways - you will be expected to offer aid in the face of terrible danger if your
allies approach you for help, just as you can in reverse. The alliance is also one that must remain
reasonably reciprocal, if one ally seems to consistently gain more of a benefit from the deal, the
agreement is likely to break apart.
Aptitude
Cost: 14 Karma
This quality is how you become even better than the best in the world. The standard limit for
skills is 12. Every so often, there is a character who can exceed limitations and be truly
exceptional in a particular skill. With this particular quality, the character can have one skill
rated at 7 at character creation, and can eventually build that skill up to rating 13. Characters may
only take the Aptitude quality once.
Astral Chameleon
Cost: 10 Karma
With the Astral Chameleon quality, the characters astral signature blends into the background of
astral space and is difficult to detect. All signatures left by the character last only half as long as
other astral signatures. Any individual assensing astral signatures left behind by a character with
this quality receive a 2 dice pool modifier for the Assensing Test. Only characters with a Magic
rating and capable of leaving astral signatures may have this quality.
Bewitched Shield
Cost: 5 Karma
You own a lesser relic; a rune-cut large shield. The shield is mildly enchanted with a Protection
Enchantment (+1 armor) and grants a total of +3 bonus to Armor .
Blandness
Cost: 8 Karma
This character blends into a crowd; hes seldom noticed and easily forgotten. He is unremarkable
in every aspect of physical appearance. Anyone attempting to describe the character cannot come
up with anything more precise than average height, average build, average hair, etc. Increase
the threshold for anyone to recall specific details about the character by 1. This means a Memory
Test with a difficulty of Average (threshold of 2) becomes a Hard test (threshold of 3).
Individuals attempting to shadow or physically locate a character with the Blandness quality in a
populated setting receive a 2 dice pool modifier on all tests related to their search. The same
penalty applies if theyre asking around about the person based on the individuals physical
appearance. The modifier does not, however, apply to magical searches. If the character acquires
CREATING A CHARACTER

any visible tattoos, scars, or other distinguishing features, the bonuses from the Blandness quality
go away until the distinctive features are removed from the characters appearance. In certain
circumstances and specific situations, the GM may determine that Blandness does not apply. For
example, a Trolde-Blooded with the Blandness quality still towers head and shoulders over a
crowd of humans and so still stands out, no matter how average their horns may be. The
character only regains his bonus by leaving the situation where he stands out.
Bolt-hole
Karma Cost: 10
You know of a secret place, a hiding den that might be tucked away in the hills or wilds, or
perhaps buried deep underground beneath a city or up a misty mountain. Your Bolt-hole is well
concealed, is almost impossible to uncover, and might even be protected with runes of mist and
misdirection at the GMs discretion.
Books of Lore
Karma Cost: 5 per Book
You own one or more Books of Lore that collectively count as an additional Knowledge (All
Skills) of Rank 3. In game terms you are allowed to Test twice if you have time to consult your
Books of Loreonce against your own skill and once against the Books of Lore. By adding
sufficient books over time you may be able to improve the skill of your library, although this
remains at the discretion of your GM. When beginning play you may purchase this Trait multiple
times. Each additional time you purchase this Trait you add a rank to the skill of your books.
This is a lesser relic.
Catlike
Cost: 7 Karma
A character with the Catlike quality is gifted with an uncanny elegance, a stealthy gait, and an
almost preternatural ability to move without making a sound. They also claim they land on their
feet when dropped, though they tend not to let people test this. This quality adds a +2 dice pool
modifier to sneaking skill tests.
Charmed Weapon
Cost: 5 Karma
You own a lesser relic; a weapon, marked with runes and dyed with blood of poisons. The
Enchantment adds one damage to the weapon when used against a particular and stated strain or
Cth of enemy i.e. Troldes. This can be any type of melee weapon.
Majorictine
Cost: 10 Karma
Made famous by the swashbucklers of the Mojorica Isles. You can fight two-handed with great
ease. You have trained specially to use either a weapon and a buckler or two weapons. If you are
using a weapon and a shield add a bonus +1 DP bonus to your defense. If you are using two
weapons add +1 Reach.
Double-Jointed
Cost: 6 Karma
A Double-Jointed character has unusually flexible joints and can bend and contort his body into
extreme positions. The character receives a +2 dice pool modifier for Escape Artist tests. The
character may also be able to squeeze into small, cramped spaces where less limber characters
cannot. Theyre also great at parties and bars.
Exceptional Attribute
Cost: 14 Karma
CREATING A CHARACTER

The Exceptional Attribute quality is how you get to be the charismatic troll, or the agile dwarf. It
allows you to possess one attribute at a level one point above the Cths maximum limit.
Exceptional Attribute also applies toward the Special Attributes Magic. Luck cannot be affected
by the Exceptional Attribute (Luck is raised by another quality called Lucky). A character may
only take Exceptional Attribute at character generation, and only with the GMs approval. You
may not have both Exceptional and Legendary Attribute.

Dragonscale Armor
Cost: 5 Karma
You own a suit of armor made from the scales of a slain wyrm or dragon. The armor is extremely
tough, providing Hardenned Armor 12, and may be quite dazzlingly beautiful, but is not
enchanted in any other way. Dragons may not be too happy to see you in it however.
First Impression
Cost: 11 Karma
The First Impression quality enables a character to slide easily into new environments, situations,
groups, and jobs. Whether infiltrating a gang, making contacts in a new city, or wrangling an
invite to a private meet, the character gains a temporary +2 dice pool modifier for relevant Social
Tests such as Negotiation and Con during the first meeting. This modifier does not apply to
second and subsequent encounters
Focused Concentration
Cost: 4 Karma per rating (max 6)
A magic user with the Focused Concentration quality has the discipline to manipulate mana more
precisely than otherwise possible. This precision reduces stress to the magic users body. She is
able to sustain one spell with a force/level equal to her Focused Concentration rating without
suffering any penalties. For example, a magic user with Focused Concentration rating 3 may
sustain a Force 3 Armor spell without taking the negative dice pool modifier for sustaining a
spell. Sustaining any additional spells or complex forms incurs the standard 2 dice pool
modifier per spell or complex form sustained. This quality may only be taken by magic user
characters that are able to cast spells.
Followers
Cost 10 Karma
You have a number of followers, henchmen, recruits, or apprentices (1/CHA). These followers
are not of a powerful sort and may need more protection than is convenient. They are on the
other hand useful for trivial matters, messages, accompanying stock or fetching this or that, but
dont expect them to be able to stand their own in a fight
Guts
Cost: 10 Karma
When a bug spirit with dripping mandibles comes calling, the character with Guts is the one
most likely to stand and fight instead of freaking the hell out. Guts gives a character a +2 dice
pool modifier on tests to resist fear and intimidation, including magically induced fear from
spells or critter powers.
High Pain Tolerance
Cost: 7 Karma per rating (max rating 3)
High Pain Tolerance lets a character keep delivering the pain even if shes had plenty piled on
her own head. A character with High Pain Tolerance can ignore one box of damage per rating
point of this quality when calculating wound modifiers. So a character with this quality at Rating
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2 can take 4 boxes of damage but carry on without wound modifiers as if she only had 2 boxes of
damage. The 1 wound modifier would then kick in when the character takes her fifth box in
damage. This quality may not be used with the Pain Resistance adept power.
Human-Looking
Cost: 6 Karma
A character with the Human-Looking quality can pass for human in most circumstances.
Human NPCs respond with neutral attitudes toward such characters when making Social skill
tests, even those humans who are particularly biased against nonhumans. The character may
suffer increased animosity from non-human NPCs who are prejudiced against humans and who
either mistake him for human or distrust his motives for trying to look human. Only lfe,
Dvergar and Half-Orcs can take the Human-Looking quality.

Indomitable
Cost: 8 Karma per level (Max 3)
Bodies and minds have limits, but some people have the will to push right through those
boundaries. For each level of Indomitable, a character receives a +1 increase to an Inherent limit
of his choice (Mental, Physical, or Social). He can take up to three levels and can apply them in
any way he chooses (+3 to one Inherent Limit, for example; or +2 to one Inherent and +1 to
another; or +1 to all three).
Legendary Attribute
Cost: 25 Karma
Youre built of the stuff of legends. As exceptional attribute except you may exceed your natural
maximum by 3. You may not take this quality more than once.
Lucky
Cost: 12 Karma
The dice roll and the coin flips this characters way more often than not, giving her the chance to
drop jaws in amazement at her good fortune. Lucky allows a character to possess a Luck
attribute one point higher than his maximum.
Magic Resistance
Cost: 6 Karma per rating (Max rating 4)
This is the wonderful ability to potentially make a Fireball bounce away. For every 6 Karma
spent on Magic Resistance, a character receives 1 additional die for Spell Resistance Tests. The
Magical Resistance quality, however, is always onthe character cannot lower it to receive
beneficial spells such as Heal. A character with Magic Resistance cannot take part in spells that
require a voluntary subject; such spells automatically fail when used on magic-resistant
characters. Characters with a Magic rating cannot take this quality.
Mentor Spirit
Cost: 5 Karma
Everyone needs some help in life, even if it comes from someone relatively filmy and
insubstantial. Mentor spirit means the character follows a patron spirit (see Mentor Spirits) that
guides him in his practice of magic and provides certain advantages and disadvantages to his
natural abilities. A character may change mentor spirits, but he may have only one mentor spirit
at a time. To change mentor spirits, the character must first buy off the current mentor spirit as if
it were a Negative quality. He can then purchase the quality again to follow a different mentor
spirit. This cost represents the toll of divorcing from one mentor spirit and bonding with a new
one. Each tradition has a different name for a mentor spirit. Hermetic mages prefer the term
CREATING A CHARACTER

mentor spirit, while shamans use the word totem for the spirit that they follow. While the
names may vary, the way the mentor works is consistent. This quality is only available to
characters that possess a Magic attribute rating.
Natural Athlete
Cost: 7 Karma
A character with this quality has an innate combination of physical fitness, spatial awareness,
and natural athletic for gymnastic talent. While the character may not be a world-class athlete
and may require training to achieve peak performance, he is in prime physical shape for his size
and weight class. The Natural Athlete adds a +2 dice pool modifier for Running and Gymnastics
skill tests.
Natural Immunity
Cost: 4 or 10 Karma
The ability to casually sip poison can never be overrated. A character with Natural Immunity has
an innate or developed immunity to one single disease or toxin. This quality is available at two
levels. If purchased at the 4 Karma level, the character is immune to a single natural disease or
toxin. If Natural Immunity is purchased at the full 10 Karma level, the character is immune to a
single, synthetic (artificially created) disease or toxin. Natural Immunity does not affect diseases
or toxins that are magically based, such as mummy rot. The player and GM must agree on the
disease, drug, or poison to which the character is immune. The character can take one dose of the
drug or poison and experience one exposure to the disease every six hours with no ill effects.
Any subsequent dosing or exposure during the next six hours causes normal damage, but the
characters recovery time is halved. Note that characters with Natural Immunity to a disease can
be a carrier, infecting other characters while suffering no ill effects.
Photographic Memory
Cost: 6 Karma
A character with Photographic Memory can instantly recall facts, dates, numbers, or anything
else he has seen or heard. The character gains a +2 dice pool modifier to all Memory Tests.
Quick Healer
Cost: 3 Karma
A character with the Quick Healer quality receives a +2 dice pool modifier to all Healing Tests
made on/for/by her, including magical healing.

Resistance to Pathogens/Toxins
Cost: 4 or 8 Karma
A character with Resistance to Pathogens/Toxins can fight off diseases and drugs more easily
than other characters and receives a +1 dice pool modifier to Resistance Tests. This quality
comes at two levels: at 4 Karma the character is resistant to either pathogens or toxins, not both.
If the character purchases this quality at 8 Karma, she receives the +1 modifier for resisting both.
Spirit Affinity
Cost: 7 Karma
Available only to magic users, the Spirit Affinity quality allows a character to be attuned to one
type of spirit (see Spirits). These spirits find the character interesting, are drawn to her, and are
more inclined to assist her. They may be reluctant to attack the character, and if forced to do so
they are likely to use nonlethal power. Watchers and minions do not count for this quality as they
are constructed and are not summoned like normal spirits. Spirit Affinity provides magicians
with 1 additional spirit service for each spirit of that type, and it also provides a +1 dice pool
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modifier for Binding Tests. Magic users may possess this quality for a type of spirit that is not
part of their magical tradition.
Toughness
Cost: 9 Karma
Characters with the Toughness quality shrug off damage more easily than others. Such characters
gain a +1 dice pool modifier to their Body when making Damage Resistance tests.
Trolde-hide Armor
Cost: 3 Karma
You own armor made from Trolde-skin. Treat this as a light and flexible armor. Note that
Troldes are unlikely to react well once they realize what your armor is made of.
Will to Live
Cost: 3 Karma per rating (Max rating 3)
For each rating point in Will to Live, the character gains 1 additional Damage Overflow Box.
These additional boxes only allow the character to sustain additional damage before dying; they
do not raise the threshold at which the character becomes unconscious or incapacitated, nor do
they affect modifiers from the damage the character has taken.
Wyrm-Tooth Dagger
Cost: 25 Karma
You own a dagger made from a Wyrms Tooth. Such a dagger is poisoned. The only antidote to
Wyrm venom is the Feverfew Herb. This is a Greater Relic.
Vector: Injection
Speed: Immediate
Penetration: 0
Power: 12
Effect: Paralysis, (see description) or Death
This particularly nasty toxin is a neuromuscular blocking agent that paralyzes its target. It takes
effect immediately, causing dizziness, pupil dilation, speech loss, delirium, and paralysis. The
full effects last for about an hour. Once the primary effects wear off, the remaining residue in the
victims system reducing the targets Willpower by 3 (to a minimum of 1) for the remainder of
the toxins effect unless the original resistance test was a critical glitch; in which case, death.

NEGATIVE QUALITIES
Allergy
Bonus: 5 to 25 Karma
A character with the Allergy quality is allergic to a substance or condition found in their
environment. The value of this quality depends on two factors. The first is whether the substance
or condition is Uncommon (2 Karma) or Common (7 Karma). Next, determine the severity of the
symptoms: Mild (3 Karma), Moderate (8 Karma), Severe (13 Karma), or Extreme (18 Karma).
Add the appropriate point values together to find the final value. For example, the value of an
Uncommon Moderate Allergy (Silver) is 10 Karma (2+8 Karma). If a character is attacked with a
substance to which they are allergic, they lose 1 die from their Resistance Test for each stage of
severity of the Allergy (e.g., 1 die for a Mild allergy, 2 dice for a Moderate allergy, etc.).
Condition value description
Uncommon, 2, the substance or condition is rare for the local environment. I.e. silver, gold.
Common, 7, the substance or condition is prevalent in the local environment. I.e. sunlight, bees.
CREATING A CHARACTER

Mild, 3, Symptoms are discomfiting and distracting. Apply a 2 dice pool modifier to the
characters Physical Tests while under the effects of the Allergy.
Moderate, 8, Contact with the allergen produces intense pain. Apply a 4 dice pool modifier to
all Physical Tests made while a character experiences the symptoms.
Severe, 13, Contact with the allergen results in extreme pain and actual physical damage. Apply
a 4 dice pool modifier to all tests made while a character experiences symptoms. The character
also suffers 1 box of Physical Damage (unresisted) for every 1 minute they are exposed to the
allergen.
Extreme, 18, a character at this level, when exposed to the allergen, goes into full anaphylactic
shock. The character receives a 6 dice pool modifier for anything they do. The character is
considered to be in excruciating agony. The character suffers 1 box of Physical Damage
(unresisted) for every 30 seconds they are exposed to the allergen. First Aid, Medicine, or
magical means can stop the damage taken from the anaphylactic shock.
Astral Beacon
Bonus: 10 Karma
The astral signature of a character with the Astral Beacon quality is like, well, a beaconhighly
visible on the astral plane. The signature also lasts twice as long as it would without the Astral
Beacon quality and others assensing it receive a 1 to the threshold of their Assensing Test for
gathering information about it. Only characters with a Magic rating may take this quality.
Bad Luck
Bonus: 12 Karma
This character is cursedhis own luck often turns against him. When the character uses Edge,
roll 1D6. On a result of 1, the point of Edge is spent, but it has the exact opposite effect intended.
For example, if a character hopes to gain additional dice he loses that many dice from his dice
pool. If a character spends Edge to go first in an Initiative Pass, he ends up going last. If a
character spent Edge to negate a glitch, Bad Luck turns it into a critical glitch. The character
suffers Bad Luck on only one Edge roll per game session. After the character has suffered his
Bad Luck, he does not need to roll the test for Bad Luck for any more expenditures of Edge for
the duration of that game session.
Bad Rep
Bonus: 7 Karma
A character with a Bad Rep quality has a dark and lasting stain on her reputation. She may be a
former thief-taker known to have been particularly brutal in dealing with rogues. Or word on the
street might be that she once killed a member of her own group. . Whether she is actually guilty
of any wrongdoing is not relevant. What people believe she has done has permanently tainted the
way they see her and how they deal with her. Whatever the reason, the character starts play with
3 points of Notoriety that can only be removed or decreased by confronting and resolving the
source of the bad reputation. Only then may the Bad Rep quality be bought off with Karma.
Code of Honor
Bonus: 15 Karma
The character has a binding Code of Honor when it comes to killing members of a specific
group; its a matter of unwavering principle. The character with the Code of Honor quality
chooses a specific group that they will not kill or allow others to kill. Examples of this group
could include women, children, innocent bystanders, or a specific Cth. A character can choose
to protect specific paracritters, but only if the specified paracritter possesses the Sapience power.
The GM must approve the group that the character designates as being off limits. If the group
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(such as children) is not regularly encountered in campaigns, the GM can reject the choice. If the
player feels strongly about his choice, the GM may allow the player to take two groups they will
not harm, (i.e., women and children), one of which must be likely to be encountered in the
campaign. A magician can legitimately choose to not destroy any type of spirit from which their
Mentor Spirit bestows a bonus for summoning. This Code of Honor respects their Mentor Spirit
and is worthy of the Karma. Characters cant pick an obscure or non-existent group to acquire
this qualityyou cant acquire Karma by vowing to never kill sapient hamsters, for example.
Any time anyone attempts to kill a member of the characters protected list, the character must
make a Charisma + Willpower (4) Test. A failed roll means the character must immediately put a
stop the violence against the member of their protected group. If the situation forces the character
to take action against any of his protected group, he will always choose non-lethal methods.
Killing a member of the group he has sworn to protect is a line he will not cross for any reason.
There are drawbacks to having a Code of Honor. For example, it can leave witnesses behind. For
each person in the protected group the character leaves alive and who is in a position to
remember them, increase the characters Public Awareness by 1. The characters job options are
also limitedhe will not take a job if the objective is the death of a member of his protected
group and will have reservations about taking part in a mission with a high probability of causing
collateral harm to members of his protected group. There is always a chance things will go
wrong whenever non-lethal force is used. A person may have a life-threatening allergic reaction
to a usually harmless knockout drug, or a heart condition. For this reason, each time the character
takes a violent action or allows others to take violent action against a member of his chosen
group, the GM makes a secret roll of 1D6. On a roll of 1, there is an unforeseen complication
from the use of non-lethal force. With a Cth it could be a life-threatening medical condition;
with a spirit, an attempt to banish rather than destroy may in fact set the spirit free. When a
complication arises, the GM Perception (4) Test for the character to notice if anything has gone
wrong. If a person in the characters chosen group is killed, whether intentionally or
inadvertently, the character loses a point of Karma for that adventure for each person in their
protected group that is killed. The Code of Honor can take other forms as well. For example:
Assassins Creed: A character never kills anyone that they are not paid to kill. Being precise as
an assassin, not leaving collateral damage, and being invisible are important hallmarks of those
who believe in the Assassins Creed. Characters who take this version of Code of Honor lose 1
point of Karma for every unintentional and/or unpaid murder they commit, and their Public
Awareness goes up by 1 for each such death.
Warriors Code: The character who follows a Warriors Code maintains a strict sense of
personal honor. This likely means a character will not kill an unarmed person, take lethal action
against an opponent who is unaware or unprepared for an attack (i.e., a guard who doesnt know
the runner is there), or knowingly take an action that could kill someone who is defenseless. The
character loses
1 Karma per unarmed or defenseless person that they kill or allow to be killed through their
actions.
Combat Paralysis
Bonus: 12 Karma
A character with Combat Paralysis freezes in combat. On the characters first Initiative Test, the
character divides their Initiative Score for that round in half (rounded up). In subsequent phases,
the character may roll their normal Initiative. Combat Paralysis also gives the character a 3 dice
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pool modifier on Surprise Tests. If the character must make a Composure Test while under fire
or in a similar combat situation, the GM applies a +1 threshold modifier.
Dependents
Bonus: 3, 6, or 9 Karma
A character with the Dependents quality has one or more loved ones who depend on them for
emotional support and financial aid. Dependents may include children, parents, a spouse or
lover, a sibling, or an old friend. Meeting the needs of a dependent should take up a fair amount
of the characters time, as well as some of the characters money. Increase the amount of time it
takes to learn a new skill or improve an existing skill by fifty percent. See the Character
Advancement section for more information on how long it takes to improve skills. Also increase
the base time for any long-term projects by fifty percent. A dependent could also be a hindrance
in other waysgetting underfoot, sharing living space, involving herself in the characters work,
borrowing the car, calling at the most inopportune moments, etc. For 3 Karma, the dependent is
an occasional nuisance: dropping in unexpectedly (such as when the character must go to a
meet), needing emotional support, favors, or other confirmations of friendship/commitment, and
occasionally money. Examples of dependents at this level include: slacker sibling, long-term
boyfriend/girlfriend, or a child not living with the character but for whom the character pays
child support and visits regularly. Raise the characters lifestyle cost by 10 percent each month.
For 6 Karma, the dependent is a regular inconvenience: needing attention and commitment on a
regular basis, getting involved in the characters affairs, sharing living space. Examples of
dependents at this level include: a live-in lover/wife/husband or family member, a child for
whom the character shares custody and routinely has in his home (every other weekend, etc.), or
a young child or close sibling for whom the character is responsible. Increase the characters
lifestyle cost by 20 percent each month. At the 9 Karma level, the dependent is close familyor a
life partner and lives with the character. The dependent is a strain on the characters time and
resources, and/or requires special care and attention that limits the characters availability for
missions or specific actions. Examples of these dependents include large family sharing the
living space, parents or grandparents with medical or physical needs, and full custody of any
children. Increase the lifestyle cost for the character by 30 percent each month.
Distinctive Style
Bonus: 5 Karma
A character with the Distinctive Style quality has at least one aspect of his appearance,
mannerism, or personality that makes him inconveniently memorable. Choices for Distinctive
Style include, but are by no means limited to: tattoos that cannot be easily concealed, an accent
or atypical manner of speaking, bizarre fashion choices, scars or modifications like a tail. Note
that whats distinctive in one culture or location may not be in another. Whatever Distinctive
Style the player selects makes her character easy to remember. Anyone who attempts to identify,
trace, or physically locate this character (or gain information about him via legwork) receives a
+2 dice pool modifier for relevant tests. If an NPC makes a
Memory Test to determine how much they recall about the character, reduce the Difficulty
Threshold by 1, to a minimum of 1. This quality is physical in nature and does not apply to astral
searches. This quality may only be taken once. This quality is incompatible with Blandness.
Insomnia
Bonus: 10 or 15 Karma
A character with the Insomnia quality has trouble falling asleep and seldom feels well rested.
Usually, this is only an annoyance. For adventurers, however, this can become a major problem
CREATING A CHARACTER

when they are dependent on being able to rest at every opportunity to remain sharp. Insomnia
can lengthen the amount of time it takes for a character to recover Stun damage. At the 10
Karma level, before a character rolls his Body + Willpower to recover Stun damage, the
character rolls an Intuition + Willpower (4) Test. If the character succeeds on this test, the
character is not impeded by Insomnia and the character regains Stun damage as normal. He also
regains his Edge after 8 hours of restful sleep. If the character fails, double the amount of time it
normally would take for a character to recover their Stun damage. So instead of healing a
number of boxes of Stun damage in an hour, it now takes two hours per roll. If the character is
affected by Insomnia, the character does not have his Edge refreshed and may not have it
refreshed for up to another 24 hours. At the 15 Karma level, a failed Willpower + Intuition
(4) Test means that all efforts to regain Stun damage through rest are negated during that time
period, and the character must try again later. No Stun damage is regained from the attempt due
to the insomnia the character experiences, and the character must wait for 24 hours before their
Edge refreshes.
Loss of Confidence
Bonus: 10 Karma
The Loss of Confidence quality means something has caused the character to lose confidence in
himself and one of his abilities. Whatever the reason, he now doubts himself and his abilities. In
tests involving the affected skill, the character suffers a 2 dice pool modifier. If the character
has a specialization with the skill, the character cannot use that specialization while suffering a
loss of confidence. The skill chosen for the character to have a Loss of Confidence must be one
that the character prides himself in and has invested in building. Only skills with a rating 4 or
higher may suffer the Loss of Confidence quality. Edge may not be used for tests involving this
skill when the character is suffering Loss of Confidence.
Low Pain Tolerance
Bonus: 9 Karma
Characters with Low Pain Tolerance are particularly sensitive to pain; they incur a 1 wound
modifier for every 2 boxes of cumulative damage, instead of the normal 3 boxes. This affects
both Physical and Stun damage tracks.
Prejudiced
Bonus: 3 to 10 Karma
With this quality the character is prejudiced against members of a specific group of people:
cths, Awakened, sapient critters, or some other group. The character is not merely intolerant
he is outspoken about his beliefs and may actively work against the target of his prejudice.
Depending upon the degree of prejudice, this quality can get the character into trouble for
expressing his views or when forced to confront the targets of his prejudice. The Karma bonus
granted by this quality varies depending upon how common the hated group is [Common target
group (e.g., humans) 5 Karma;Specific target group (e.g., the Awakened, shape-shifters, magi) 3
Karma], and the degree to which the character is openly antagonistic toward them [Biased 0
Karma; Outspoken 2 Karma; 5 Karma].
When dealing with the target of their prejudice, a character receives a 2 dice pool modifier per
level of severity of the prejudiced quality for all Social Tests. If negotiations are a part of the
encounter, the target receives a +2 modifier per level of the prejudiced quality. So if a character
who is radical in their prejudiced views against the Awakened tries to negotiate with the target of
their prejudice, they receive a 6 to their Negotiation Test while the target receives a +6 dice
pool modifier.
CREATING A CHARACTER

Social Stress
Bonus: 8 Karma
Whether as a result of loss or trauma or due to innate psychological makeup, the Social Stress
quality burdens the character with emotions that interfere with his ability to interact with others.
A specific cause and trigger for the Social Stress must be established. For example, if his Social
Stress is caused by survivors guilt after the loss of a close friend, unexpectedly encountering
someone who looks similar to the lost friend will heighten stress. When a character is using
Leadership or Etiquette skills, reduce the number of 1s required to glitch the test by 1. GM
should call for more Social Tests for characters with Social Stress to determine how a character
reacts to others, particularly if a situation related to the cause of their stress arises.
Spirit Bane
Bonus: 7 Karma
A character with a Spirit Bane really torques off a certain type of spirit. Whether the character
has a reputation for harming this sort of spirit or something about her aura enrages them, spirits
of the type affected by the Spirit Bane are likely to harass the character when she is in their
presence, and they may be reluctant to obey or perform favors for the character or her friends. If
spirits of this type are ordered to attack a party that includes the character, these spirits will
single her out and attempt to destroy her first. Affected spirits will always use lethal force against
these characters with the Spirit Bane quality. If the character with Spirit Bane tries to summon or
bind this spirit, she suffers a 2 dice pool modifier for the attempt. If the summoner tries to
banish a spirit of this type, the spirit receives a +2 dice pool modifier for resisting her attempt.
Watchers and minions do not count for Spirit Bane, as they are constructs that are not summoned
like normal spirits. This quality may only be taken by magic users. Magic users may possess this
quality for a type of spirit that is not a part of their magical tradition.
Taint
Bonus 5 per Taint (3 max)
The character has already acquired 1 or more taints.
Uncouth
Bonus: 14 Karma
The character with the uncouth quality has difficulty interacting with others. He acts impulsively,
overreacts to any perceived provocation, and tends to do whatever pops into his head without
considering the consequences. All Social Tests made by the character to resist acting improperly
or impulsively receive a 2 dice pool modifier. Additionally, the cost for learning or improving
Social Skills is double for uncouth characters (including at character creation), and they may
never learn any Social skill groups. Uncouth characters are treated as unaware in any Social
skills that they do not possess at Rating 1 or higher.). The GM may require the character to make
Success Tests for social situations that pose no difficulty for normal characters.
Unsteady Hands
Bonus: 7 Karma
A character with Unsteady Hands has mild shakes that affect the dexterity and finesse in his
hands. The character suffers a 2 dice pool modifier for all Agility-based tests when symptoms
manifest themselves. The condition could be physiological, caused by psychological trauma, or
even be symptomatic of age. Under more stressful situations in the course of the adventure, there
is a chance the Unsteady Hands condition can appear. The character makes an Agility + Body (4)
Test following a stressful encounter (combat, for example). A successful test means the character
does not experience the symptoms of this condition (this time). A failed test causes the
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difficulties associated with unsteady hands to re-emerge, and they remain with the character for
the remainder of the adventure.
Weak Immune System
Bonus: 10 Karma
A character with a Weak Immune System has reduced resistance to infections and disease.
Increase the Power of any disease by +2 for every Resistance Test. A character with Weak
Immune System cannot take the Natural Immunity or Resistance to Pathogens/Toxins qualities.

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