The Roles You Play

What is a Persona?<

Gender: As the first step the player selects between male and female. Of course there are complications, with some being what is known as inter-sexed. But at the heart of the matter there are but two sexes.

Race: Next the player or guide find out which race the HP belongs to. One of the following three methods are use.

The player may choose one of the races given below after consulting with the guide.

The guide may ask the player to play a Persona of one of the races.
The player rolls percentiles against the table below.

Races: The humans of Ærth are divided into a number of races depending on their physical characteristics, one of which is skin colors.

Mechanics:

With the JM’s permission a player may choose a race from the tables below.
The JM may ask the players to to try a particular race of a species
The player rolls percentiles according to the species being played.

Race is determined at this time so the player will know in general terms where his Persona originally came from.
Human Races

General

Specific

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01-10 Black

01-25

Nilotic

.

26-60

Bantu

.

61-95

Mixed (possible including other races)

.

96-00

Magmurian (Melanesian)

11- 20 Brown

01-25

Hindic

.

26-40

Islander (south seas/Micronesians)

.

41-90

Mixed (possibly including other races)

.

91-00

Lemurian

21-35 Red

01-25

Aegyptian

.

26-50

A-tlan-tl

.

51-90

Mixed (possibly including other races)

.

91-00

Amazonian/Vargaardian

36-85 White

01-30

Northern/Western Aeropean

.

31-50

Southern Aeropean/ North Afrikan

.

51-90

Mixed (possible including other races)

.

91-00

Azirian

86-95 Yellow

01-25

Western Azirian

.

26-50

West Azirian Mixed (possible including other races)

.

51-60

Eastern Azirian

.

61-80

East Azirian Mixed (possibly including other races.

.

81-00

Mixed (possibly including other races)

96-00 Yellow-Brown

01-45

Khoi

.

46-90

Bushman

.

91-00

Mixed (possible including other races)

Note first that the charts are set for a Western Æropean Campaign. if the JM likes he may adjust the tables for a campaign starting most anywhere
Also note that on Ærth the different human populations are divided not by genetics (the people of Ærth have no idea what genes are), rather they are divided by skin color, then by location. Also note that about half of all humans are of mixed race. Even such as the Atlantl and Magmurians have mixed raced individuals, despite a strong superiority complex both exhibit. Even the Ægyptians are starting to be a more mixed race than pure blood Red

Aerth doesn’t, yet, have the technology for long distance mass transit. So When Frenchmen travel to the east coast of Magmuria for some reason, it’s must often done in small groups. There are exceptions of course, such as the Azirian White Amazons of Amazonia.

Keep in mind that on Ærth Judaism, Christianity, and Islam never appeared. It is a different history in many respects than ours. In addition the Old World has done some colonizing of the New World, but not to the same extent or with same success, as in our world. Largely for that reason the slave trade never developed to the extent it did here. As a result the people of Ærth never saw the need to degrade people of other races in order to justify it.

So between the difficulties in travel, and the lack of a need to rationalize slavery, whenever those of other races visit a location they are more apt to be treated as objects of curiosity and often find themselves invited to local homes and asked to tell stories of their land. An Afrikan Bantu may not be treated according to his SEC, but he will find welcome in houses all through the kingdom of Albion.

The one exception are the Lemurians, and they are convinced people of other Lemurian tribes and nations are sub-human beasts with non-Lemurians the target of especial contempt.

At the moment only humans are available for play.

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Socio-Economic Class

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Now player or guide decides on or determines the Persona’s SEC (socioeconomic class) using one of the methods given below.

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Mechanics:

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The player may choose one of the classes below with the permission of the guide, or;

The guide may ask the player to take one of the classes, or;

The player rolls percentiles and takes the SEC indicated by the number rolled. So a roll of “36” would mean his Persona would be of the Middle Middle Class; at least at the beginning

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Roll on the table below.

Die Roll Class Level Class Name

01-05 1 lower lower class

06-10 2 middle lower class

11-20 3 upper lower class

21-30 4 lower middle class

31-45 5 middle middle class

46-70 6 upper middle class

71-85 7 lower upper class

86-95 8 middle upper class

96-00 9 upper upper class

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A Persona’s beginning SEC determines which Vocations an HP may take. He may only take a Vocation allowed by his SEC and no other.

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Sec is determined at this time so that player will know what position his HP holds in society. SEC determined at this stage is known as Birth SEC, being the position in society a person holds from his parents and their position in life

Socio-Economic Class is an indication of social position, wealth, reputation, and responsibility. Birth SEC is the rank accorded to a person by his family, and neighbors who knew the person growing up. Vocational SEC (determined later) is accorded the Persona by those who know him from his Vocation and later in life

Here now are brief descriptions of what each SEC means

  1. 1.Lower Lower Class: The lowest of the classes, those with this designation are those who lack most everything, commonly live on the streets where they cannot find lodging, and are very often looked down upon, if not ignored entirely. Thieves, slaves, mercenary soldiers, and serfs commonly fall into this category.
  2. 2.Lower Middle Class: Here a person has a bit more in the way of goods, and can sometimes afford lodging of some rough sort. People such as peasants fall into this category.
  3. 3.Upper Middle Class: In this position are those who may have some property, and can commonly find lodging. Most often they rent from one of higher class, and commonly work for them. Yeomen and the like fall into the class
  4. 4.Lower Middle Class: At this level we find those who own real estate (a house, a plot of land etc.) and most commonly use it for housing and a business of sorts. On occasion they may have a servant or a slave, but most often all work is done by themselves. One of the Lower Middle Class may work for another, but even in that case he’ll have property of his own.
  5. 5.Middle Middle Class: Here the persona very often has a servant or slaves, and may even have an apprentice or an employee. Housing is of good quality, and very often the person is question will have a separate shop or work place. Very often those of this class are assigned responsibility for workers, holding the position of middle management.
  6. 6.Upper Middle Class: In most societies this is where one finds the petite aristocracy, squires, bannerets, and lower ranked knights are included here. Housing is a good quality, there are a fair number of servants and slaves, and very often one of this rank will have people supervising those of yet lower class.
  7. 7.Lower Upper Class: People such as baronets, esquires, and lower ranking religious officials are found here. Holding this SEC depends greatly on reputation, and is often granted by a person of higher, sometimes sovereign or royal, rank. A person in this rank will have responsibilities to his land, his superiors, his society, even his country. Alliances and small partnerships are important here.
  8. 8.Middle Upper Class: In this class the position itself is more often than not inherited; unlike Lower Upper Class where a specific position is most often awarded by a higher ranking party. Lords, dukes, and barons are most often found here. Those of the class have fine homes, and always have servants, slaves, employees, and renters in abundance.
  9. 9.Upper Upper Class: These people, where inheritance falls to them, always gain title when their father (sometimes mother) dies. Homes are ornate, servants etc are everywhere, and the typical Noble is given great responsibility. Indeed, no few treat their sinecure as a sovereign nation, no matter how strong the ruler is. Indeed, some of the Upper Upper Class rule their own independent domain, and are given precedence over lesser nobles and the like.

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    There are dozens of different types of people falling into a particular SEC. Even within an SEC there are further sub-divisions. Such as house slaves and field slaves. Or within the field slaves those given responsibility for see that work is done and the peace is kept. Typically the slave owner will deal with the lead slave, who is relied upon to see that the master’s orders and directions are carried out. In a tradesman’s association there will be those chosen to direct them, and assistants to help him carry out his duties.

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    Actual Distribution: The above shows the distribution of SEC by heroic persona (HP).

    The ratio given by the SEC table is based on the assumption that for the most part those of the lower and upper classes will either not have the resources or the time to go out on adventure voluntarily. By and large it is those in the middle classes who will have what it takes in time and resources needed to seek out adventure of their own accord.

 

By population the distribution is:

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Aristocrat 3/9

0.1%

2/8

0.4%

1/7

1.6

Total

2%

Freeman 3/6

2.5%

2/5

4.5%

1/4

9%

Total

16%

Peasant 3/3

18%

2/2

26%

1/1

38%

Total

82%

  1. Here now is a list of the percentages of Working Population found in certain fields.:Herders, farmers, agrarians 40-50%Fishers and related 0-5%

    Hunters, trappers, food gatherers 1-5%

    Supporting above 4-9%

    Artisans, craftsmen, tradesmen, and assistants 15-20%

    Proprietors and shopkeepers 5-10%

    Armed services, soldiers, sailors, and select personnel 1-3%*

    Maritime Employment, shipborne and ashore 0-5%

    Laborers and menials 12-20%

    Officials, administration, clerical, legal, and police 2-3%

    Unemployed but employable 2-5%**

    Unemployed 1-2%

    *Up to 6% in militaristic societies.

    ** Less in authoritarian societies.

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    Now here we have the Literacy% by Class

    1: 02%

    2: 05%

    3: 10%

    4: 20%

    5: 30%

    6: 40%

    7. 50%

    8. 70%

    9: 80%

Level

Class

Station

Vocation

1

Serf (a)

Slave, serf, bondsman, masterless, wanderer

Beggar, gypsy, mercenary, day laborer

2

Peasant

Laborer, villein

Acolyte, common apprentice, mercenary corporal, mendicant, minstrel, peddler, soldier, tinker

3

Yeoman

Cotter, crofter, tenant, woodward, hayward

Apprentice mage, friar, mercenary NCO, monk, manor official, corporal

4

Freeman (b)

Forester, socman, craftsman

Actor, conjurer, mercenary under officer, NCO, wiseman/woman

5

Tradesman (c)

Baliff, freeholder, franklin, serjeant

Enchanter, mercenary lieutenant, mystic, scribe, under officer, village official warden, witch

6

Guildsman(d)

Gentleman, magistrate, merchant, squire

Bard, engineer, healer, guild master, invocator, mercenary commander, necromancer, priest, scholar, officer, theurgist, town official, witchcraefter

7

Awarded (+)(e)

Bannerett, aristocrat baronet, knight, vasavor

Adept, admiral, city official, general, high cleric, mage, grand serjeant, magister, nethercraefter, noble official, sorcerer, thaumaturgist

8

Aristocrat (++)

Baron, count, earl, graf, viscount, waldengraf

Demonurgist, grand cleric, hermeturge, marshal, royal official, savant, troubador, wizard

9

Nobility (+++)

Archduke, duke, herzog, markgrave, marquis, prince

Archmage, archpriest*, foreign ambassador**, heirophant, magus

(+): Non-hereditary aristocrats, with certain exceptions

(++): Nobles created by non-royal sovereigns usually one SEC lower outside their own area.

(+++): Some overlap with the middle upper class.

* Sometimes reserved for the head of state.

** If ambassador is from a powerful state, or a state closely allied to such.

(a): Includes the lowest criminals

(b): Includes thieves, burglars, cutpurses, and footpads etc.

(c): Superior thieves, highwayman, mountebank, confidence man, swindler etc.

(d): Assassin, master thieves, counterfeiter, forget, bandit leader

(e): Outlaw guild master, courtesan, professional gamblers, jewel thieves.

(f): Robber barons, bandit chieftains, master criminals

Outlaws: Parties such as criminals, slaves, and mercenaries usually stand outside the class system officially, having no formal class and thus no formal standing.

In class standing: Each class can be further divided into different sub-classes, with slaves being below serfs, who are below masterless. Among slaves house slaves are above field slaves, with specialists above the house slaves.

Involuntary Servants: Slave, indentured servant, bondsman

Status: In a class a persona’s status depends on reputation, ancestry, family history, clan history, connections, duties, responsibilities, wealth, personal history, personal accomplishments, vocation or vocations, marriage, and other considerations.

Community: In a particular community a persona may well have a different status. Fraternal organizations, criminal organizations, governmental organizations for example.

Rank: in most societies those who enlisted in the military from the upper classes are very often breveted to a higher rank than usual, and thus accorded a higher SEC. Brevet rank is most often accorded an SEC one level lower.

Vocation by SEC

.

1

2

3

4

5

6

7

8

9

Alchemist

x

x

x

x

x

Apothecary

x

x

x

x

Cavalier

x

x

x

x

Engineer

x

x

x

x

x

Mercenary/

Soldier

x

x

x

x

x

x

x

Black School

x

x

x

x

x

x

x

x

x

Elemental School

x

x

x

x

x

x

Gray School

x

x

x

x

x

x

Green School

x

x

x

x

x

x

White School

x

x

x

x

x

Astrologer

x

x

x

x

x

Diviner

x

x

x

x

x

x

x

x

Soothsayer

x

x

x

x

x

x

x

x

x

Assassin

x

x

x

x

x

x

x

x

x

Bandit

x

x

x

x

x

x

x

x

Mountebank

x

x

x

x

x

x

x

Thief

x

x

x

x

x

x

x

x

x

Healer

x

x

x

x

x

x

Priest

x

x

x

x

x

x

x

x

x

Theurgist

x

x

x

x

x

Wiseman/woman

x

x

x

x

x

x

x

x

Hunter

x

x

x

x

x

x

x

x

x

Medicine Man

x

x

x

x

Seer

x

x

x

x

x

x

x

x

x

Shaman

x

x

x

x

x

Warrior

x

x

x

x

x

x

x

x

x

Witch Doctor

x

x

x

x

x

x

x

Philosopher

x

x

x

x

x

Poet

x

x

x

x

x

x

x

Sage

x

x

x

x

Explorer

x

x

x

x

x

x

Merchant

x

x

x

Seafarer

x

x

x

x

x

x

x

x

A “-” Indicates that a persona of that SEC can not have that vocation at the start.

An “x” Indicates that a persona of that SEC can have that vocation.

Regardless of starting SEC a persona may take a vocation so long as he earns it. It is up to the guide to decide when that happens.

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Example: We start by rolling a 96, indicating an aristocrat 3. Considering his age he might be starting off at, most likely the son of a noble; duke, archduke, or marquis. Depending on other factors he may have responsibilities already, and maybe even a wife and family. In a typical Mythus group he will very likely by the sponsor and patron of the party, and may even have other HPs in the group as hirelings, servants, contractors, or even employees.

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Quirks: A player may take as many Quirks as he wishes, so long as he remembers to keep track of them. The guide has the right to use a Quirk to his advantage, which may not be what the player expects.

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Natural Gemologist: Persona knows the value, weight and origin of any gemstone found to within 100-1d6x10% accuracy.

  1. 1.Ambidextrous: Persona may use both hands with equal facility, having no penalty for using the off hand. Has the Weapons, Special Skill (Florentine) sub area automatically
  2. 2.Woodsman: +5 STEEP for related K/S areas.
  3. 3.Quick Mind: +1 to Mental Reasoning Speed, so long as Mental Reasoning Capacity is not lower.
  4. 4.Good judge of character: Check against SPPow at one DR easier when assessing another.
  5. 5.Good with animals: +10 to Animal Handling etc.
  6. 6.Mesomorph: +1 to Physical Trait.
  7. 7.Keen Perception: +5 to both Mental and Physical perception.
  8. 8.Mentally Healthy: Heal Mental damage at double rate.
  9. 9.Healthy Body: Heal Physical damage at double rate
  10. 10.Healthy Soul: Heal Spiritual damage at double rate
  11. 11.Innate Sense of Direction: 1 BT to orient himself in any environment.
  12. 12.Keen Senses, Physical: +10 to Physical Perception.
  13. 13.Keen Senses, Mental: +10 to Mental Perception.
  14. 14.Horseman: +10 to Riding (Horse).
  15. 15.Linguist: 1 Additional language at 20 STEEP. All known langugaes progress at double rate
  16. 16.Imitator: Persona may sound like any animal he has heard
  17. 17.Good Eye: +10 to the Appraisal K/S Area.
  18. 18.Psychic Awareness: Detect non-physical manifestations as per the Mysticism Vocation.
  19. 19.Philosophic: +1 to Spiritual Trait and to Metraphysical Category underneath..
  20. 20.Strong Swimmer: +10 to Swimming, or Swimming at a STEEP of 10 if not possessed.
  21. 21.Good Actor: +10 to Persuasion, or Persuasion at a STEEP of 10.
  22. 22.Imitate: Can sound like another person of the same gen
  23. 23.Good Memory: Easily memorize spoken or written words. at one DR easier against MMPOw.
  24. 24.Heka Reserve: Has an additional 50 points of heka which may be called upon when all other heka is used, or is about to be used. Said reserve is replenished after 24 hours of rest. (This is a contradiction of result 69-70, so if that quirk be held then the quirk below this one would be the quirk held by the HP. Note that having a Closed Psyche does not mean the persona in question cannot use castings in any DJRPG which allows castings.)
  25. 25.Closed Psyche: Has no psychogenic skill, is immune to any such according to the trait they would have such a skill in. Negates any Quirk where a psychogenic ability would be granted, or any power gained through birthrank.
  26. 26.Night Vision: Sees in light at one level better, so long as there is light to see by.
  27. 27.Gamer: Has one game, team or solitary, at +20 STEEP. Or at 50 STEEP if that score would be greater than base STEEP plus bon
  28. 28.Natural Lock Pick: +20 to STEEP. or STEEP at 20 if sub area not possessed.
  29. 29.Marksman: +5 with missile weapons
  30. 30.Green Thumb: +10 to Agriculture, or 10 STEEP in Agriculture if K/S not held.
  31. 31.Fey: +1 to Spiritual Trait and Psychic Category underneath. (May indicate fey ancestry.)
  32. 32.Mimic; May imitate any voice of any gender they have heard.
  33. 33.Capable: Double STEEP in any one non-heka using K/S Area.
  34. 34.Heka Reserve: 50 points usable in extremis, replenishes within 24 hours. (This is a duplicate of result 49-50 and performs much the same way. It is considered a contradiction of the first, so should the HP have the first version, then he would get the Quirk below this one.
  35. 35.Natural Anti Heka: Persona has a shield giving a 20% resistance against magick or powers
  36. 36.Flexible: +10 to Escape attempts etc.
  37. 37.Charismatic: Has Charismaticism at a STEEP of 40, or a +10 to the K/S.
  38. 38.Detect Lies: +10 to chance of detecting when using the appropriate Perception sub-area.
  39. 39.Strong Constitution: Has a reserve of 2d6 points in Physical Trait, which come into effect when Wound Level (WL) is reached.
  40. 40.Resists Poison: Toxins, venoms, and the like are at 75% of rated Strength
  41. 41.Mechanically inclined: +10 to Handiworks. or a STEEP of 10 if not otherwise possessed.
  42. 42.Disease Resistant: All ailments etc at 75% of normal Strength.
  43. 43.Strong Will: Has a reserve of 2d6 in Spiritual Trait which comes into effect whenever Spiritual EL is exceeded, but not Spiritual Trait.
  44. 44.Organized and Efficient: Take half the usual time (however determined) to find things. Always prepared regardless of circumstances.
  45. 45.Extra Special Connection.
  46. 46.Strong Personality: Has a reserve in Spiritual Trait of 2d6 applicable when Spiritual EL is exceeded. Incompatible with Strong Will.
  47. 47.Hidden Appeal: +2 Attractiveness to those attracted to the HP’
  48. 48.No Special Failures. Such things just do not happen to the persona.
  49. 49.Natural Caster: If a dweomercraefter persona gains a STEEP bonus to Magick and Dweomercraefting of +2d10. Persona need not be a Full Practitioner (where applicable) to have this benefit
  50. 50.Immune to Natural Surprise: Persona is just not taken unawares unless it is part of an ambush. Total Surprise is reduced to Natural.
  51. 51.Illusion Immune: Sees through, or hears past, illusions and mirages.
  52. 52.Has an innate Psychogenic Power of JM’s choice. May indicate fey heritage.
  53. 53.Innate Armor or a physical or psychogenic nature: Persona has 5 points of protection total against attacks of all types, which protection regenerates each CT.
  54. 54.Regenerates physical damage: If alive, and only if alive, the HP gains 1 point of PTrait each and every CT. Works with the Physical Reserve under standard Quirks.
  55. 55.Very Healthy: Disease and Poisons at half Strength versus HP.
  56. 56.Shapeshifter: May change form once a day. That’s one change, so if the persona turns into a wren for any reason he cannot become human again for twenty four hours.
  57. 57.Natural Telepath: Persona may communicate telepathically with anyone within eyesight with whom he has some familiarity. Only communication, none of the other tricks usable with any Casting.

    .

    Extra Quirks: (GURPS, Shawn RPG)

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    Absolute Direction (Mental) (MRP DR Easy) Persona can determine what direction he is facing, so long as he is able to see directional clues, and/or intuit direction of travel

    .

    Absolute Timing (Mental) (MMP DR Routine) with a check against MMP (DR Routine) a persona may time the duration of an event.

    .

    Acute Hearing (Physical) Persona gains a +2 DR shift when the Perception check involves hearing

    .

    Acute Taste and Smell (Physical) Persona gains a +2 DR shift when the Perception check involves taste or smell

    .

    Acute Vision (Physical) Persona gains a +2 DR shift when the Perception check involves sight

    .

    Alcohol Tolerance (Physical) The Persona in question has a greater capacity for drink, and thus suffers from intoxication at one level less depending on the amount imbibed.

    .

    Alertness (Mental) All Perception, Mental checks made at one DR easier.

    .

    Altered Time Rate (Mental) Persona may plan actions as if the turn in question were one level higher. CT to BT, BT to AT. But only planning, not physical action. In addition all initiative checks are rolled on a D5

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    Animal Empathy (Spiritual) All animal handling K/S Areas (such as Riding) are performed at one DR easier

    .

    Animal Form (Physical) (SPP DR Routine) Unlike the Shape Shifter Supplemental Quirk this can be performed so long as the Persona can make the ACT check. In addition said Persona can only change into an animal his size or smaller.

    .

    Armor Plates (Physical) The Persona has locations on his body where the skin is so thick he gains up to 3 points of Physical Armor. Not effective against Impact damage.

    .

    Autotrance: (Spiritual) Persona gains a +2 on DR when using Mysticism and Yoga.

    .

    Awareness (Physical) Persona gains a +2 to DR on any Perception, Any (Notice) che

    .

    Beast-Kin (Spiritual) (SPP DR Routine) On a successful check the Persona may establish friendly contact with any beast, so long as his overtures are sincere and begin with an invitation for the animal to initiate contact.

    .

    Bioelectric Shock (Physical) (PNP DR Hard) On a successful check the Persona may deliver a shock of 1d6 points of Electrical Damage. No roll for Strike Location or Exposure. Will get most targets’ attention.

    .

    Bite (Physical) Persona has a bite harder than usual. On a successful attack his bite does 2d6 points of Physical Damage (Piercing)

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    Blessed (Spiritual) Persona has a +10 to any check against a Spiritual K/S Area. In addition, where Casting Grades and DRs in a Priestcraefting Ethos are concerned he is treated as a Full Practitioner. In the case of a Blessed Full Practitioner there is no additional benefit, Full Practitioners of Priestcraefting are considered Blessed as a matter of course.

    .

    Blood Healing (Spiritual) Should the Persona’s healing involve a quantity of human blood (at least an ounce), his magickal healing is doubled, and mundane healing occurs at one level.

    .

    Brachiator (Physical) Has a facility at swinging from tree limbs etc. So long as he can use his arm the Persona has a +1 DR on climbing, and may move through the trees as if walking cautiously.

    .

    Breath Holding (Physical) Diving and breath holding checks done at one DR easier.

    .

    Cast Iron Stomach (Physical) All ingested poisons, including those from spoilage) are at half Strength

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    Cat’s Nine Lives (Spiritual) (SPS DR Very Easy) Persona has incredible luck and tends to get out of scrapes with no more than bruises. So long as there is a chance of his Quirk working.

    .

    Catfall (Spiritual) (PNP DR Easy) Persona will land on his feet, fate willing, and suffer damage from a fall as if he had fallen 20 feet less than he actually did.

    .

    Channeling (Spiritual) Persona gains a +1 to DR when calling upon spirits or the deceased, and when noticing their presence.

    .

    Charisma (Spiritual) The Persona has an innate ability to charm people. He gains a +1 to DR when using Charismaticism, Thespianism, and Etiquette/Social Graces (among others).

    .

    Chronolocation (Mental) Always knows what time it is.

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    Claim to Hospitality (Social) Persona has a standing invitation at any home of his social standing.

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    Clinging (Physical) +1 DR to Climbing

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    Collected (Spiritual) +2 DR on any check to stay calm.

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    Combat Reflexes (Physical) Roll for initiative on a D5.

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    Common Sense (Mental) All checks against gullibility at +2

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    Composed (Spiritual) Cool, calm, and collected. Roll against SP at DR Routine in any troublesome situation.

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    Cool (Spiritual) Unflappable. At the same time distant and aloof. Thus this in a sense also qualifies as a Counter Quirk

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    Costume (Social) Most often found in apparel of a certain sort, a sort of signature garb.

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    Courtesy Rank (Social) has a rank in society, due to position etc., one level above the one his SEC would allow for.

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    Cultural Adaptability (Spiritual) Takes half the usual time to adjust to a different culture.

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    Danger Sense (Mental) +2DR on Perception, Mental, Noticing when danger lurks

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    Daredevil (Spiritual) Tends to dangerous acts just for the thrill of it.

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    Dark Vision (Physical) sees two levels of perception better where vision is concerned

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    Deep Sleeper (Physical) 2DRs harder to awaken

    .

    Diplomatic Immunity (Social) Has a career, vocation, or position which allows the persona to avoid criminal prosecution for all but the most minor of incidents. So he can’t be arrested for major crimes, but he can be ticketed for traffic violations.

    .

    Discriminatory Smell (Physical) Games a +2 to DR when using Perception, Mental, Noticing and scent is involved.

    .

    Discriminatory Taste (Physical) Gaines a +2 to DR when using Perception, Mental, Noticing, and taste is involved.

    .

    Divination Talent (Spiritual) Picks up hints and clues when assessing a situation, with a roll against SPPow at DR Moderate.

    .

    Divine Favor (Spiritual) Gains benefit from contact with a potency, power, or deity with a roll against SPPow at DR Moderate. Must adhere to an agreement with said potency (etc) or lose the favor or favors.

    .

    Dominance (Spiritual) Has either a +10 to Charismaticism, or Charismaticism at a STEEP of 20

    Dream (Spiritual) Has prophetic dreams on a roll against SMPow at DR Hard when there is a potential for meaningful things happening.

    .

    Early Maturation (Physical/Social) Matures quickly on either a Physical or Social basis

    .

    Eidetic Memory (Mental) On a roll against Mental Mnemonic at DR Easy persona recalls memories ranging back to a year or more. On a DR of Difficult as far back as early childhood.

    .

    Eidetic Sense of Smell (Mental) Remembers smells on a roll against Mental Mnemonic at DR Easy.

    .

    Empathy (Spiritual) Has a talent for understanding the feelings of others on a roll against SMPow at DR Routine.

    .

    Enhanced Block (Physical) In combat of any time has a +1 DR to blocks

    .

    Enhanced Dodge (Physical) Avoids blows at a +1 to DR.

    .

    Enhanced Move (Physical) Can move at one category better and suffer just the penalties of moving at a lower rate of speed.

    .

    Enhanced Parry (Physical) Diverts blows at +1 DR.

    .

    Enhanced Physical Power (Physical) Gains a bonus to Muscular or Neural Power of +3 on a roll against Physical Muscular or Physical Neural at a DR of Hard

    .

    Enhanced Time Sense (Mental) On a roll against Mnemonic at a DR of routine persona may “count off” time in increments of 0.1 seconds. (1 beat)

    .

    Extended Lifespan (Physical) Persona ages in increments of 7 years per age block

    .

    Extra Arm Length (Physical) Persona has the arm length of a person 1d6 inches taller than him.

    .

    Extra Flexibility (Physical) All K/S Area check regarding athletics and escape at 1DR easier

    .

    Extra Gnosis (Mental) Has an additional 20 points of STEEP, at up to 4 points each in any Vocational K/S Area with a base K/S of 4 or 8.

    .

    Extra Hit Points (Physical) Has a reserve of 2d6 PT that only comes into effect when damage is sustained.

    .

    Extra Stun (Physical) Has a reserve of 2d6 PT that only comes into effect when Stun Damage is sustained.

    .

    Faerie Empathy (Spiritual) Recognizes and understands the feelings of the fae.

    .

    Faith Healing (Spiritual) (Roll against SM at DR Difficult) Heal 1d6 points of damage per 10 points of Heka spent. May spend up to Spiritual Metaphysical Power.

    .

    Familiar (Spiritual) (SP At DR Very Difficult) Either has a familiar per guidelines, or gains a familiar appropriate to situation

    .

    Fashion Sense (Mental) +1 on all DRs where fashion and dress are concerned.

    .

    Favor (Social) +1 to DR when dealing with others on a social basis.

    .

    Fearlessness (Spiritual) +1 to DR when dealing with situations involving courage.

    .

    Fit (Physical) Poison and Disease at 75% strength, endurance at +25%

    .

    Gadgeteer (Mental) +10 to Craftsmanship, or Craftsmanship at a STEEP of 20

    .

    Garou Gifts (Spiritual) May assume a specific beast form voluntarily, so long as the beast is not larger than the persona

    .

    Gesa Variable (Social) Gains an advantage so long as an oath is in effect.

    .

    Guardian Spirit (Spiritual) (SPPow DR Difficult) Standard spirit aids when trouble is near.

    .

    Hard to Kill (Physical) Expires when PTrait is a 125% of value

    .

    Harmony with the Tao (Spiritual) Yoga and Mysticism at +1 DR

    .

    Healing (Mental) Heals Mental Damage at one level higher.

    .

    Healing (Physical) Heals Physical Damage at one level higher.

    .

    Healing (Spiritual) Heals Spiritual Damage at one level higher.

    .

    Heir (Social) Ranked at 1st born where inheritance is concerned.

    .

    Heroic Physical Power (Physical) All checks against Physical Power (Muscular) done at +2 to DR

    .

    High Pain Threshold (Physical) Has a Wound Level of 80% of PTrait.

    .

    Higher Purpose (Spiritual) Gains the benefit of an oath, without having to have an oath. Must still abide by terms of an oath, only this oath is between the persona and himself

    .

    Honor Student (Mental) Gains +3 to STEEP in all Mental K/S Areas

    .

    Hyper-Reflexes (Physical) Rolls a d5 for initiative. No natural surprise, total surprise downgraded to natural

    .

    Ice Skates (Equipment) Is equipped with ice skates, even when not from a land with frozen bodies of water.

    .

    Illuminated (Spiritual) +2 on all checks involving Spiritual Metaphysical.

    .

    Immortality (Physical) Does not age past a certain year.

    .

    Immunity to Disease (Physical) Does not fall ill to any ailment caused by an organism.

    .

    Immunity to Poison (Physical) Not affected by toxins, venoms, or poisons or mundane nature.

    .

    Imperturbable (Spiritual) Unflappable, calm and even tempered.

    .

    Increased Speed (Physical) may move at 125% of PTrait

    .

    Injury Tolerance (Physical) May ignore reaching the Wound or Critical Level for 2d3 BT

    .

    Intuition (Spiritual) Guesses against SMPow at DR Moderate

    .

    Intuitive Mathematician (Mental) Checks against Mathemagics, Navigation, and Geography at +1 DR

    .

    Jock (Physical) A professional athlete. Has Sports at a base STEEP of 8, is specialized in one sport, and has a Monthly Income of one level higher for his SEC.

    .

    Karmic Ties (Spiritual) Has connections of a spiritual nature with 2d3 entities of a spiritual nature.

    .

    Knacks (Mental) Has 1d3 minor mental abilities, agreed upon by JM and player

    .

    Knighthood (Social) Has either a battlefield knighting, or a social knighting.

    .

    Language Talent (Mental) Gains STEEP in any language at double the rate

    .

    Legal Enforcement Powers (Social) Has the power to enforce laws when called upon to do so. Said powers may be limited by SEC.

    .

    Legal Immunity (Social) Is granted immunity to a set of laws in society, usually having to do with Vocation and assignment.

    .

    Less Sleep (Physical) Requires 6 hours of sleep instead of the usual eight.

    .

    Light Hangover (Physical) Suffers from hangovers as if only lightly stunned; a +3 to initiative, all actions having a -15 to STEEP.

    .

    Lightning Calculator (Mental) May perform calculations in 1 CT

    .

    Limited Magery (Spiritual) Must dance or perform another sort of rhythmic movement to cast, regardless of the type of casting

    .

    Dark-Aspected (Spiritual) Has a natural bent to Gloomy Darkness and gains advantages when dealing with creatures and entities of that realm.

    .

    Moon-Aspected (Spiritual) Has a natural bent to Moonlight and gains advantages when dealing with creatures and entities of that realm

    .

    Musical (Spiritual) +1 DR when using any K/S involving music, musical performance, composing lyrics, and dweomercraefting and priestcraefting

    .

    One-College (Spiritual) Has one, and one only college of magick he may use castings from. That said, he casts as if +20 STEEP higher in that college, without being actually +20 STEEP higher.

    .

    Song (Spiritual) Has one casting (song) from Dweomercraefting, Priestcraefting, or Spellsongs he may perform (cast) as if he had +20 STEEP. In addition, the cost of casting this song is at one grade lower than normal. Should it be a grade one song then the base cost of casting is 10 points.

    .

    Star-Aspected (Spiritual) As for Moon-Aspected, only in regards to Shadowy Darkness

    .

    Sun-Aspected (Spiritual) As for Moon-Aspected, only in regards to Sunlight

    .

    Literacy (Mental) Has literacy in Native Tongue and Vocational Foreign Languages at standard steep.

    .

    Longevity (Physical) Ages at 8 years an age block

    .

    Luck (Spiritual) Even failures work out the best for this persona

    .

    Lunar Influence (Spiritual) All actions taken under the light of the full moon are performed at +1 to DR.At the same time, persona has a weakness to such as lunacy, suffering from half resistence where Lunar castings and Psychogenic Powers are concerned.

    .

    Lycanthropic Dominance (Spiritual) When a specific condition is met the persona will become a specific type of beast

    .

    Magic Resistance (Mental) Persona has double the usual resistence to magickal effects for his statistics.

    .

    Magical Aptitude (Mental) May roll for Dweomecraefting, Full against MRCap at DR Moderate.

    .

    Heka Damper (Spiritual) All within 20 feet of persona perform as if they had lost 25% of Heka

    .

    Mana Enhancer (Spiritual) All within 20 feet of persona perform as if they had an extra reseve of 25% of Heka

    .

    Manual Dexterity (Physical) All actions involving manual dexterity—such as Craftsmanship— have a +15 to base STEEP.

    .

    Martial Arts Styles (Mental) Persona has one or more martial arts styles that optimize attack forms and weapon use. Depending on the style a specific weapon or attack may do one level higher STEEPwise in damage.

    .

    Medium (Spiritual) Has an innate talent in reaching spirits, being able of doing so by rolling against SMPow at DR Hard.

    .

    Military Rank (Social) Is a member of the military, with a rank equivalent to his SEC

    .

    Morph (Physical) May shape change so long as the new shape is approximately the persona’s size.

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    Multimillionaire (Social) Has maximum wealth of SEC, so long as SEC is 8 or 9.

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    Mundanity (Spiritual) Strikes all who see him as an utterly ordinary person, any preternatural traits go unremarked. +2 DR to Hide and similar K/S Areas.

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    Musical Ability (Mental) Functions at +10 STEEP where musical skills are concerned.

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    Mythos Awareness (Mental) Gains either a +10 to Pantheology, or Pantheology at 20 STEEP.

    .

    Natural Spellcasting (Mental) Picks up casting without a tutor or mentor, may improve casting without a mentor or tutor.

    .

    Night Vision (Physical) Sees at one level better in low light conditions.

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    No Hangover (Physical) Regardless of the state of intoxication this persona awakens feeling no effect from his drinking before going to sleep.

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    Oracle (Spiritual) May prophesy as if using Divination by gazing upon a natural phenomenon or ingesting a substance. Prophesy occurs on a roll against SMPow at DR Routine

    .

    Patron (Social) Gains support from a person who wishes to assist the Persona

    Patron (Secret) Variable 28

    .

    Patron (Sec) Persona has one extra contact who acts as a patron, though at a price. Another HP may act as the patron

    .

    Penetrating Call (Physical): Persona has a voice, not necessarily loud, that can be heard a long distance away.

    .

    Penetrating Vision (physical): Gains +10 to perception (both) so long as the perception involves vision.

    .

    Perfect Balance (Physical): Gains an adjustment of +2 DRs against anything that would upset the persona

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    Peripheral Vision (Physical): Gain see things a further 10 degrees behind him

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    Pheromone Control (Spiritual) Able to leave people with the impression the persona has strong feelings for the others, good and bad. Any attempt to intimidate, seduce, befriend, lead or other persuasion is done at a DR of +1

    .

    Pious (Spiritual): Stands firm against Spiritual Attack, gaining a resistence of 10 additional points

    .

    Pitiable (Spiritual): Affects others as if the persona had an inner beatuy of +5 so long as the persona is seeking sympathetic reactions from others.

    .

    Plant Empathy (spiritual): Understands plants especially well. Has a +10 to agricultue if otherwise attunement, plas a +10 to Nature Attunement, but only where plants are concerned.

    .

    Psychogenic Powers (Spiritual): Has between 3 to 5 psychogenic powers divided as evenly as possible between the three Traits. Each has a starting STEEP of 10, no bonus from Attribute or average Attributes. and any Heka used to power them must come from either a K/S Area or a Trait

    .

    Psychogenic Resistance (Spiritual): Persona gains an additional 10 points against, and only against Psychogenic attacks.

    .

    Pure Breed (SEC): Persona has an ancestry free for mixing with another race going back some 20 generations. In some circles this will give him special advantages, especially in the social and religious fields.

    .

    Quintessence (Spiritual) A synomym for Heka, this Quirk gives the persona an addtional 20 points of Heka that can only be used for Spiritual Psychogenic powers

    .

    Racial Memory (Spiritual): Persona gains mental impressions of matters that apparently once happened in his ancestors past. Other he can retrieve ancient knowledge from some arcane library.

    .

    Species Skill Bonus: Persona has a +10 in some one K/S Area (player’s choice) apparently due to an ancestor from some species.

    .

    Innate Species Castings: Persona has an ancestor of some kind, and as a result has a few castings of a college known to species of that type. No more than three, no higher than grade I, and may not cause harm to another.

    .

    Rank (SEC): The Persona has a higher rank in an organization higher that his SEC would otherwise indicate. In society he still uses his Birth or Vocational SEC, but when performing duties in his institution is behaves, and is treated, as a person of that particular rank.

    .

    Rapier Wit (Spiritual): Persona is especially witty, insightful, even empathetic where his opponents are concerned.

    .

    Reawakened (Physical) The persona has been awoken from some sort of arcane sleep after a period of time, perhaps even as long as 1,000 years. When awakened said Persona will have possessions, belongings, and property equivalent to his SEC (Birth or Vocational) in life; though items will usually be obsolete and/or out of style

    .

    Reciprocal Rest (Spiritual): The persona may help another recover from Mental, Physical, or even Spiritual injuryl help another get a full nights sleep when they are restless or stressed, or even help the other recovery Heka at double the normal rate. But, the persona must rest as well, and the two must be in physical contact.

    .

    Recovery (Physical): The persona reaches Recovery Level at 40& of Trait instead of the usual 25%.

    .

    Reduced Sleep (Physical): Needs just 5 to 6 hours of sleep, gaining the full benefit thereof.

    .

    Regnancy (SEC): Persona has control, rule, over a land. Said land is variable in size, ranging from a small thorp to a large empire. Persona, regardless of birth or Vocational SEC is according an SEC according to his reigning title. Persona may be a regent, a power behind the throne, or a SMOG (Secret Master of Gaming).

    .

    Regrowth (Physical) Due to ancestry the Persona will regrow a body part such as an arm or leg, but only so long as the Persona remains alive. This regrowth taking between 10% and 40% of Physical Trait depending on the size of the part.

    .

    Resurrection (Spiritual): Once, and once only, the Persona will be brought back from the dead. But since the resurrection is only once the player is advised to take matters under strict advisement

    .

    Retrogression (Spiritual) For some reason under certain conditions the Persona loses STEEP, age, and/or improvements to Attributes.

    .

    Ridiculous Luck (Spiritual) Persona keeps finding things others have spent years looking for, without looking. Or, that giant turns out to be a friend of a friend. That dragon needs babysitters for her kids, or that basilisk was hand raised from hatching, and bonds quickly to anybody who’s friendly to him. Note that this is not under the Persona’s control. Rather it is the guide who will decide just when and where the luck comes into play, and quite often to the player’s disadvantage.

    .

    Sanctity (Spiritual) The Persona, clergy or mundane, has been sanctified, made holy that is, and is capable of spontaneously performing miracles. Indeed, no matter what he does, even if he intended to sin, becomes a miracle for somebody. Small miracles only, such as disposing of a cigar store Indian for a store owner who just can’t get rid of it. Small miracles only

    .

    Second Sight (Spiritual) On a successful Perception Check (either) the Persona gains insight to a subject, and can make prophecies and prognostications. Not to be confused with foretelling or anything like that.

    .

    Secret Communication: (Mental) Has a hidden method of communication, such as coded language, sign language, body movement, placement of objects, allusions, and the like. In writing deep meanings and subtext abound.

    .

    Security Clearance (SEC): Has special permission to go places otherwise restricted to others.

    .

    See Ethical Markings (Spiritual) Can discern a person’s ethical leanings, avowed or not avowed, upon a check against Perception (either) at a DR of Moderate. Should the subject have no real ethics, only behaviors, this fact may also be discerned.

    .

    See Invisible (Spiritual) On a successful check against Perception (either) the persona may “perceive” any other who is either invisible, or in Partial Physical Manifestation (when effectively invisible) or Non-Physical Manifestation.

    .

    Semi-Literacy (Mental): Is only able to read at a very basic level. Any Persona with a Language STEEP of 20 or less and literacy lessons to go along with it is considered semi-literate. In this case Persona may have a Counter-Quirk which makes it difficult for him to learn to read and write. In a society where literacy is either unknown or extremely rare, or very difficult to learn for anybody this does count as a Quirk.

    .

    Sensitive (Mental) Sensitive to signals in the environment. Has a +2DR on Perception, Noticing

    .

    Sensitive Touch (Physical) As for “Sensitive”, but only where touch is concerned.

    .

    Serendipity (Spiritual): Good things just happen to the Persona.

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    Shee Blood (Physical): Has a shee ancestor.

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    Single-Minded (Spiritual) Tends to get fixated on a subject or action unless a roll against SMPow at DR Hard is made. By the same token, diverting him from his actions requires a roll against SMPow at DR Very Difficult

    .

    Speak with Animals (Spiritual) For some reason you have a talent for getting animals to listen to what you say, as if they actually understand you. In addition, the Persona gets a +10 to Animal handling if possessed and it results in a STEEP or 20 or more. Or if not. at a STEE[ of 20

    .

    Speak with Fish (Spiritual) As for animals, only dealing with piscine life. As an option the JM may extend this for any marine life capable of meaningful communication and able to recognize others and distinct beings.

    .

    Speak with Plant (Spiritual) In this case the Persona understands plants and why they do what they do, and can lead them to performing as he wishes them to.

    .

    Special Rapport (Spiritual) The Persona has a special touch, a connection with creatures, plants, objects, spirits, or professions of various sorts. Such subjects view him as having a special Inner Beauty of +3. Cats, rats, and voles for instant are easily tamed by him, and learn tricks and behaviors at half the normal pace. Be warned, such as dragons and deities may adopt the Persona as a personal pet.

    .

    Spines (Physical) For some reason; casting, curse, ancestry; the Persona has spikes penetrating his skin. He may use them in unarmed attacked (an extra 1-3 d3 in Physical Damage, modified by Strick Location, PMPow, and experience.

    .

    Spirit Empathy (Spiritual) Has a special understanding and rapport with spirits, from angelic to demonic beings, and all types in between. Sometimes has a Spiritual advisor, contract, or patron.

    .

    Status (SEC): Has a position in a segment of society giving him a situational SEC higher than his Birth or Vocation. Head butler in a noble’s household for instance.

    .

    Stretching (Physical) Can reach an extra 10 to 20% of normal reach. Or can attain a height some 10 or 20% above that available in a relaxed state

    .

    Strong Will (Spiritual) has an addition 2d6 in Spiritual Reserve which must be added in to any Spiritual attack made against the Persona. Points constantly renew with each CT.

    .

    Style Familiarity (SEC) Has knowledge of fashion, style, and customs of any society he has knowledge of.

    .

    Subsonic Hearing (Physical) May perceive any noise of a frequency within 10% of the lowest normal species hearing

    .

    Surge (Spiritual): The Persona can handle Heka over and above his normal Apeture at a chekc against the K/S Area in question and at a DR of Difficult

    .

    Telescopic Vision (Physical) Extreme far vision. When a subject is far away the Persona can perceive it as if it was at half the actual distance or less. However, anything closer than a certain minimum distance becomes a blur without some sort of visual aid. (Yes, my older brother once read a billboard some 200 yards away. The rest of us just knew there was a sign there.)

    .

    Temperature Tolerance (Physical) Persona can tolerate temperatures lower than the usual regardless of previous experience.

    .

    Temporary Identity (SEC): Has one or more identities he functions under depending on circumstance. Such as one investigating a crime, engaging in an illegal activity, or communicating with people through some medium or another.

    .

    Temporary Wealth (SEC) May call upon a patron for funds to impersonate a person of greater wealth.

    .

    Tenure (SEC): Has a position at an institution (usually of higher learning) that affords him protection from job loss or any other punishment without sufficient cause.

    .

    Thick Fur (Physical): Persona has a pelt. At least very thick hair. Sometimes he is able to style it, such as a mage with the hair on along his spine done up in curls or pig tails.

    .

    Thick Hide (Physical): Such a Persona gains an overall protection of 3 Physical points against all types of damage other than Impact.

    .

    Totem Spirit (Spiritual): Gains the benefit of a totemic spirit even without a physical totem.

    .

    Toughness: (Physical): Has an extra 2d6 in reserve Physical Trait when dealing with fatigue and endurance. May also act normally on a check against PTrait (DR Hard when WL is exceeded, and as stunned when CL is exceeded on a check against PTrait (DR Very Difficult).

    .

    Trained by a Master (Mental); Has a bonus of +10 in any one K/S Area or group of closely related Areas thanks to capable mentoring.

    .

    True Faith (Spiritual) All use of spiritual magick is performed at 1 DR easier. In addition, the Persona has an automatically renewing Spiritual armor of 10 points against spiritual attacks.

    .

    Unaging (Physical) At a certain age—20, 30, 40, or older the persona stops aging physically. That said, he will still die at a certain age as if he had aged normally

    .

    Undying (Physical): The Persona will just not die; no matter how much he ages, no matter how much damage he takes. Even total destruction of his body will not end his life. He can be healed by magick or psychogenic ability up from complete destruction.

    .

    Unfazeable (Spiritual) Persona can not be shocked, dismayed, or otherwise thrown for a loop, so long as he makes a check against SPPow at DR Hard.

    .

    Universal Digestion: (Physical): Can ingest most anything you put in front of home, so long as it is not actually poisonous. Spoiled, rotten, rancid, no problem. The Persona can gag vultures and hyenas.

    .

    Unrestricted Reproduction (Spiritual) No matter what, nothing can stop this Persona from producing a child or children. In addition, all his children are healthy, hearty, and never suffer a fatal illness.

    .

    Unusual Background (SEC): The Persona has a most unusual heredity, and is commonly heir to the most interesting things. Secret mentors, secret watchers, psychogenic abilities, unknown titles, and stuff like that.

    .

    Versatile (Spiritual): No matter what he does, the Persona gets a DR shift of one better.

    .

    Very Fit (Physical) Persona gaines a bonus of +20% to PTrait where endurance fatigue, and injury are concerned. In addition, all natural Physical healing as at double the normal rate.

    .

    Very Rapid healing (Physical): In this case natural healing is at triple the normal rate, and magickal healing produces double the effect.

    .

    Very Thin Fur( Physical) The Persona is fuzzy. No real effect.

    .

    Visualization (Mental) If a caster the Persona finds it easy to visualize what he wants a casting to do, and so has a +15 to Casting checks.

    .

    Voice (Spiritual): Has a very fine voice, and any check made using his voice has a 1 DR shift in his favor.

    .

    Warm (Physical) Has a high metabolism, meaning he stays warm even in cold weather. But requires twice the normal amount of food.

    .

    Wealth: (SEC) Has a wealth that sometimes reaches up to 30% higher than usual for his SEC. But only sometimes.

    .

    Weapon Master (Spiritual): May have two specialties in a weapon sub-area, and all other weapon types in that sub-area are used at normal STEEP instead of reduced.

    .

    Were Form (Spiritual): Persona may take animal form (is a therianthrope) voluntarily, or when stressed. The animal form can be no larger than his human form

    .

    Were Form, Garou (Spiritual): Unlike the former, the garou will undergo an extreme in behavior and morals in garou form. Change occurs when triggered by some event, or the person is stressed

    .

    Were Forms (Spiritual) The person has various forms (animals) he may assume either voluntarily or when under stress. The animal assume depends on his desire, or specific conditions. Again, the animal must be no more than equal to the Pesrona’s size, or smaller.

    .

    Wild Heka Generator (Spiritul): Under stress the Persona produces a Heka surge of some 26 Heka, even when that surge would exceed his aperture. A check against SMCap at DR Hard is necessary to avoid.

    .

    Wyrd (Spiritual) Strange things happen to the Persona, whenever a check against SM at DR Difficult fails.

    .

    Orphaned or Disowned (SEC). Either has no biological parents, or is estranged from those parents. Gains no birthright or inheritance. Depending on the culture may be ostracized or outlawed by the community.

    Animal Allergy (Physical); -20 on Perception Checks because of watery eyes and sneezing.

    Dust Allergy (Physical): Same As Animal

    .

    Flower Allergy (Physical): Same as Animals and Dust.

    .

    Food Allergy (Physical): 2d6 Physical Damage, with a 1d6 exposure roll. Bed ridden at least 2d6 hours, with extra time for healing if required.

    .

    Deaf to high frequencies (Physical). Perception impossible.

    .

    Deaf to low frequencies (Physical). Perception impossible.

    .

    Poor immune system (Physical); disease at Str +10.

    .

    Cheapskate (Spiritual); regardless of offer persona always has a base DR of Extreme to accept it, unless the offer is very high (upwards of 3 times the value of the item.)

    .

    Poor Toxin Resistance (Physical): Venom et. al. +10 Str.

    .

    Fascinated by Danger (Spiritual): When tempted by peril or the promise of peril the persona must roll against Spiritual Metaphysical Power at DR Hard or dash madly into trouble.

    .

    Hard of Hearing (Physical); -20 on Perception involving sound.

    Heal PD at half rate (Physical).

    .

    Heal MD at half rate (Mental).

    .

    Heal SD at half rate (Spiritual).

    .

    Bad Actor (Spiritual): -10 to Thespianism.

    .

    Low Alcohol Tolerance (Physical): -10 to Tolerance

    .

    Hates Killing (Spiritual): -10 on any action seen as potentially fatal.

    .

    Old Injury to legs Physical); moves at half speed for PTrait.

    .

    Clumsy (Physical): -5 to any K/S requiring agility and grace.

    .

    Nervous (Spiritual): Jumps at noises.

    .

    Poor sense of humor (Spiritual).

    .

    Slow Reactions (Spiritual): +1 to initiative and readiness checks.

    .

    Scared or disfigured (Spiritual): -1d3 to Appearance

    .

    Near or Far Sighted (Physical): -10 to Perception involving vision at long or near range depending on the condition.

    .

    Poor Night Vision (Physical): -10 on Perception Checks using vision at night or in dark conditions.

    .

    Absent Mind/Forgetful (Mental): All uses of Mental Mnemonic, Category or Attribute, are at two worse on DR.

    .

    Obsessive/Compulsive (Spiritual): Must make a SMP check at DR Difficult to avoid repeating an action, or initiating an action on impulse.

    .

    Non-Musical (Physical): No music oriented K/S, not even Poetry/Lyrics.

    .

    Hated by animals (Spiritual): -10 to Animal Handling, Riding, Nature Attunement and the like.

    .

    Can’t Swim (Physical): May not take any K/S involving swimming in any form.

    .

    Acrophobic (Spiritual): Performs at one DR worse when high up.

    .

    Fanatic (Spiritual): Ardent about a subject or group of subjects, with the tendency to overreact when such is threatened.

    .

    Color Blind (Physical): Red, Green, Blue, Red/Green, Red/Blue, Red/Green/Blue

    .

    Sickly (Physical): Heal one half PD caused by disease or poison. Effectively PTrait is at half value without magick or medication.

    .

    Bigot (Spiritual): Has a bad reaction to those not of his faith, nationality, region, language, ethnicity, race, species, world, or realm of existence. Treats all Appearances as -10 in such cases.

    .

    Hydrophobe (Spiritual): Avoids water unless a check against SMP is made at DR Difficult.

    .

    Gullible (Spiritual): Believes all but the most unbelievable stories and please, unless a check against SMP at DR Difficult is made.

    .

    Poor Manners (Spiritual): One DR harder with Etiquette/Social Graces.

    .

    Not Appealing (Spiritual): -2 on Attractiveness.

    .

    Poor craftsman (Spiritual): -2 on DR when making any item.

    .

    Arrest Warrant (Social): Wanted on civil and/or criminal charges, bogus and/or valid.

    .

    Poor Vision in Bright Light (Physical): In any light stronger than early morning or late afternoon persona loses two DR on Perception checks involving vision.

    .

    Poor Sleeper (Spiritual). Can only sleep in deep darkness, and when so asleep can only be awoken by a check against PNP at DR Difficult.

    .

    Language Disability (Mental): Any Check against any language known (including native) is done at -1 DR. Languages can be learned or improved at double cost.

    .

    Anti Midas Touch (Spiritual): When involved in treasure finding all amounts determined are at half value.

    .

    Criminal Enemy (Social): Someone in the criminal world wants the persona for some reason, rather rarely having any thing to do with the persona’s good.

    .

    Dislikes Strangers (Spiritual): Finds it hard to get along with people, and has trouble getting to know them.

    .

    Sworn enemy wants persona dead (Social).

    .

    Heka Magnet (Spiritual); all costs doubled.

    .

    Susceptible to suggestion and illusion, DR two worse when resisting (Spiritual).

    .

    Phobia; all actions at two DR worse when phobia in effect (Spiritual.

    .

    20% chance of failure when writing magickal works, including glyphs (Spiritual).

    .

    Random Insanity (Spiritual): Depending on the exact condition the persona may be unable to function, or apt to perform random, useless, and/or destructive or self-destructive acts.

    Stutters and Stammers under pressure, or has weak ankles or clumsy fingers (Physical).

    Tone Deaf (Physical): Persona unable to use any musical K/S Area.

    .

    Poison or disease affect persona at double Strength (Physical).

    .

    Fear of Undead (Spiritual): 75% chance of panic when confronted by such.

    .

    Absent Mindedness (Mental): Unless a check against MMPow is made at DR hard the subject will forget an item.

    .

    Academic Status (SEC): Persona has an academic status one level below his SEC.

    .

    Accelerated Aging (Physical): Ages one level for every 4 years instead of every 5. Each additional level of Accelerated Aging means one stage of aging for every 3 years, 2 years, 1 year, 9 months, 6 months, 3 months etc.

    .

    Addiction (Physical) Persona has a need for an otherwise non essential item; such as a chemical, sound, experience. Attempts to resist require check against SMPow at DR Hard

    .

    Age (Physical): Persona has an effective physical age double that of his true age

    .

    Albinism (Physical) has no skin, eye, or hair color. Takes 1d3 in burn damage from sunlight each BT. Cancers may develope.

    .

    Alcohol Intolerance: (Physical) Alcohol has double the usual effect

    .

    Alcoholism (Physical) Is addicted to alcohol.

    .

    Alcohol-Related Quirks (Spiritual): Has quirks that only manifested under the influence of alcohol.

    .

    Allergic Susceptibility (Physical): Has a sensitivity to certain object. Not systematic.

    .

    Altered Time Rate: (Spiritual) Experiences duration at a slower rate than normal. Usually at one second for every two or more seconds that actully pass. +10 to initiative.

    .

    Amnesia. (Physical) Cannot remember things. Items rememberED on a check against MMPow at DR Difficult

    .

    Anachronistic (Temporal) Persona is from an ancient past and is prone to say and do things that are out of date.

    .

    Appearance (Horrific) (Physical): -10 to Attractifeness

    Appearance (Monstrous) (Physical): Much like horrific appearance, but only -5 to Attractiveness, and Persona reminds people of a monster

    .

    Attentive (Spiritual): Tends to pay too much attention to certain parties. Needs a check against SPPow at DR Routine to be distracted

    .

    Bad Back (Physical) Makes checks against PTrait at DR Very Difficult when lifting or carrying things.

    .

    Bad/Poor Grip: (Physical) Check against PMPow at DR Extreme when holding an item or manipulating it.

    .

    Bad Sight (Physical) all checks against Perception (either) involving sight are at DR Extreme

    .

    Bad Smell (Physical) As for bad sight, but when using scent

    .

    Bad Temper (Spiritual) Persona has a tendency to go off the edge when stressed. Make a check against SMPow at DR Difficult to avoid losing his temper.

    .

    Beardless: (Physical): Has no beard. Or any other body hair

    .

    Berserk (Spiritual) Lashes out violently in times of stress, or when he decides to.

    .

    Bestial (Spiritual) Unless a check against SPPow is made at DR Hard the subject treats others in a fell and bestial manner.

    .

    Blindness (Physical) Has no sight.

    .

    Bloodlust (Spiritual) Upon failingt an SMPow Check at DR Difficult Persona will seek to slake a mindless thirst for blood by ingesting ichor flowing from wounds.

    .

    Bloodthirst (Physical) Is hungry for blood, and may require it.

    .

    Bowlegged (Physical) has a wide stance, with the knees spread out to the sides of the hips and feet.

    .

    Broad-Minded (Spiritual) Tends to see the ways of others, and to embrace different ways of thinking. Has trouble understanding why others may disagree.

    .

    Bully (Spiritual) Has a tendency to treat others poorly, and to belittle others.

    .

    Callous (Spiritual) Cold and cruel. Unable to understand what others feel.

    .

    Cannot Harm Innocents (Spiritual) Cannot hurt those seen as innocent.

    .

    Cannot Learn (Mental) This Persona needs to make a check against MMPow and expend five times the usual number of APs to gain a point of STEEP. If the check fails the AP are lost with no improvement.

    .

    Cannot Swim (Physical) Can’t even float. Persona sinks thanks to a density greater than water.

    .

    Capricious (Spiritual) Should a check against SMPow at DR Difficult fail the Persona will engage in willful and impromptou behavior.

    .

    Careful (Spiritual) Takes caution to an extreme.

    .

    Charitable (Spiritual) Takes charity to an extreme, donating things he may have need of.

    .

    Chauvinistic (Spiritual) Excessively love of country. A form of fanaticism. Persona will not see anything wrong with his native land or adopted country.

    .

    Chronic Depression (Spiritual) Always down and gloomy. Even with encouragement the Persona will decline to make an effort, and often lets things slide.

    .

    Chummy (Spiritual) Takes friendliness to an extreme. Always seeking benefit from others, unreliable, and has a tendency to forget those who helped them.

    .

    Cleft Lip (Physical) Has a split in the upper lip which interferes with speaking. All verbal communication is at 2 DR worse.

    .

    Clueless (Spiritual) Has no idea as to what’s going on; tends to take such as experts and authorities at their word, despite any evidence that expert hasn’t the foggiest idea what he saying.

    .

    Code of Honor (Spiritual) Does what’s right according to his code. Inflexible, inconsiderate.

    .

    Cold-Blooded (Physical) Poikilothermia, a condition in which the Persona must use outside sources to maintain his body temperature. Suffers increased damage from cold, between double to four times the amount. Become lethargic and falls into a stupor thanks to cold, or excessive heat.

    .

    Combat Paralysis (Spiritual) Freezes in peril, not just in combat. Make a check against SMPow at DR Routine or be unable to act until prodded.

    .

    Compulsive Behavior (Spiritual) Make a check against SMPow at DR Routine or be compelled to behave in a manner harmful to himself regarding a subject. Various types of compulsion include:

  58. 58.Carousing
  59. 59.Gambling
  60. 60.Generosity
  61. 61.Affection for…
  62. 62.Lying
  63. 63.Spending
  64. 64.Vows

    .

    Confused (Spiritual) Has trouble making up his mind, unless a check against SMPow at DR Hard is made. May do things contrary to good sense.

    .

    Congenial (Spiritual) Tends to be overly friendly to others, often seeks companionship in the oddest places and with the oddest people. Must make check against SMPow at DR Hard.

    .

    Cowardice (Spiritual): Make check against SMPow at DR Routine or seek refuge from danger and perilous situations.

    .

    Curious (Spiritual): has a need to investigate even when discretion would dictate otherwise.

    .

    Curse,The (Spiritual: The Persona is afflicted with a malediction that not only profoundly impacts him, but the world around him. Wherever he is things happen that cause harm not only to him, but to others as well.

    .

    Cursed (Spiritual): Is afflicted by a malediction, or plain bad luck

    .

    Delicate Metabolism (Physical) A weak stomach, unable to handle certain foods, or certain situations.

    .

    Delusions (Spiritual): Believes things which are not so, beliefs which impact his behavior and his relationships.

    .

    Dependency (Spiritual): Has a need which must be met, or suffer the consequences thereof.

    DependentA (Social): Is reliant on some one, and requires another to see to his needs.

    .

    Dependent (Social): Has some one who needs him to satisfy his needs. A child, a slave, or an employee for example.

    .

    Destiny (Arcane): Has a future which may happen, and which will affect the course of this life. A bad destiny is usually known as a a “dark fate”.

    .

    Devout Buddhist (Spiritual): Persona follows the teachings of a bhoddisvata to the best of his ability

    .

    Disciplines of Faith (Spiritual): Follows strictures and disciplines from his faith to the bst of his ability, thus gaining a +1 to DR where tests of discipline and dedication are concerned

    .

    Disowned (Social): Persona has been disinherited and has no claim on his family’s wealth, goods, inheritance, support, or even name in many cases.

    .

    Distractible (Spiritual): Easily led astray. Roll against SPPow at DR Difficult.

    .

    Disturbing Voice (Spiritual) Persona has a voice which tends to bother, even frighten people. Make a check against SPPow are be disturbed according to situation.

    .

    Divine Curse (Spiritual) Victim of a malediction inflicted by a divinity. Should be appropriate to situation and Persona

    .

    Dread (Spiritual) A constant state of fear and anxiety in which the Persona is unable to perform to any degree greater than inadequately. A minus 3 to all DRs.

    .

    Dreamer (Spiritual) Persona has a tendency to fall into a state of state of separation from what is going on around him. All Perceptin checks are at -2 DR.

    .

    Dull (Spiritual) Persona just doesn’t get it, regardless of how well a matter is explained.

    .

    Dulled Nose (Physical) All checks of perception are at -2 DR so long as they involve scent or taste.

    .

    Duties (Social) Has tasks to be performed

    Duty (Involuntary) (Social) Has imposed obligations.

    .

    Dwarfism (Physical) Stunted growth. May be well proportioned, or ill proportioned. Never over 4” 6” in height.

    .

    Dying Race (Social) Member of a people who are dying out

    .

    Dyslexia (Mental): Has a tendency to confuse symbols, transpose them, or misinterpret them.

    Especially troublesome when the Persona is tired and unable to focus. Depending on severity readying a document can to up to 5 times as long, and comprehension of the text suffers a penalty of -3 to DR.

    .

    Easy to Read (Spiritual) Others have a +2 to DR when assessing the Persona

    .

    Edgy (Spiritual) Constantly tense and nervous. Has a tendency to lash out, losing his temper and acting aggressively. In situations where stress plays a role player must succeed in a role against Spiritual Psychic Power at Dr Difficult. Yogis may do this at DR Hard or better.

    .

    Eerie Presence (Spiritual) You make people uncomfortable. Each persona interacted with must make a child at SMP at DR Routine.

    .

    Enemy (Social) Somebody doesn’t like your persona and seeks to cause harm upon him. Enemy is known.

    .

    Enemy (Unknown) (Spiritual) As above, but the enemy is unknown, and may even be among those the Persona trusts, or even admires.

    .

    Epilepsy: (Physical) Persona suffers from brain storms which make it impossible for him to speak, make voluntary motions, and may cause him to shudder, shake, and twitch. Standing in the first place becomes impossible.

    .

    Eunuch (Physical) Persona has bee snipped and know lacks at least his testes, sometimes his phallas, and very often both. Depending on when he was snipped he may lack signs of physical development that usually occurs during or after puberty. Only men can have the eunuch quirk.

    .

    Evil Twin (Spiritual) Has a brother or sister who has a fell reputation and a bad attitude. When a Persona is killed or is otherwise eliminated from play, the evil twin may be introduced as a replacement HP. Intraparty fighting, backstabbing, and intrigue usualy follows.

    .

    Excommunicated (Spiritual) Banned from contact of any sort with his faith. May not gain the benefit of any religious casting, though any bane laid on by a casting still applies. Note that the excommunication applies regardless of the deity petition, because the gods and goddesses have an agreement to observe all excommunications regardless of a deity’s ethos. There are rare exception.

    .

    Extra Sleep (Physical) Persona needs another two or three extra hours of sleep. Any less sleep and he suffers the effect of Physical Wound Level automatically.

    .

    Extravagance (Spiritual) Persona flaunts his money, spends lavishly, and will seek to impress or overawe others with his dress and possessions. Cash on hand and monthly income is always at 10% of normal for his SEC. At least 90% of all moneys earned during an adventure must go towards equipment, garb, animals, servants and assistants, and property of an impressive sort.

    .

    Fanaticism (Spiritual) (Note: All fanaticism is extreme) Persona has beliefs he defends to the death, though such beliefs are surprisingly easy to challenge so long as the challenger does not give the fanatic an opportunity to resist.

    .

    Extremely Hazardous Duty (Social) Is expected to perform deeds of great risk thanks to his Vocation, his reputation, or even his ancestry.

    .

    Fanaticism (Spiritual) Professes an extreme belief in something he is afraid to have challenged.

    .

    Fat (Physical) Overweight by at least 10%. The extra body has no appreciable effect on Physical Trait, and usually reduces Fatigue by the same percentagge the Persona is fat.

    .

    Flashbacks (Mental) Has sudden occasions where a previous event is relieved in full detail. May be a vision, may be a taste or smell. Very often the memory has many components. Often the victim will see the events as happening right then and there and react accordingly.

    .

    Fragile(Physical) Takes double damage from all causes.

    .

    Frightens Animals (Spiritual) Has an appears that provokes flight or alsault depending on the personality of the anima, unless a SPP check at DR Very Hard is made.

    .

    Gesa Variable (Spiritual) Persona is under a compulsion to fulfill certain conditions.

    .

    Gigan (Physical) Of greater size than usual, but not overweight technically speaking. Adjust PTrait according.

    .

    Glory Hound (Spiritual) Has to be the center of attention.,

    .

    Gluttony (Spiritual) Is hungry to things, usually food. Will over eat and make himself sick.

    .

    Greed (Spiritual) A variant of Gluttony in that the Persona is always in want of what others have, and insists on having more than what he really needs.

    .

    Gregarious (Spiritual) Excessively friend and gullible.

    .

    Guilt Complex (Spiritual) Convinced he has done something wrong and must do something drastic to atone for it.

    .

    Gullibility (Spiritual) Prone to believe others regardless of circumstances

    .

    Hairless (Physical) Has no hair on any part of the body.

    .

    Hard of Hearing (Physical) Suffers a -2 on DR for any Perception use involving hearing.

    .

    Hemophilia (Physical) Even the slightest of wounds will keep on bleeding unless healed in some fashion. Internal bleeding is often a problem, and bleeding in the joints can lead to crippling swelling. Whatever Physical damage was done to a Persona, will be inflicted again in the next CT, continuing on thus until the bleeding is stopped by some means, or death occurs.

    .

    Hidebound (Spiritual) Conservative in the extreme, even when his avowed political philosophy is of a liberal bent. Things must be a certain way and cannot be changed.

    .

    Hive Mentality (Spiritual) Has a need to work in groups, and tends to follow any consensus reached.

    .

    Hobgoblin (Spiritual) Tends to be very helpful, though most people distrust him for some reason.

    .

    Honesty (Spiritual) Honest to a fault, especially in those circumstances where honesty cant get him hurt.

    .

    Horrible Hangovers (Physical) Wakes up from an alcohol induced coma with horrific headaches, queasy stomach, aches and pains, and clumsiness. Well only recover after a few hours of rest, and some food. Treat as stunned until recovery is complete.

    .

    Human Face (Physical) Has a face that looks human. Only applies to those non-humans in the setting. Errors in identification are to be expected

    .

    Humble (Spiritual) Has an exaggerated sense of his own importance.

    .

    Hunchback (Physical) Spine has grown so it is longer than his torso. As a result the Persona will have a hunched over back, and often has problems with breathing, eating, lifting, and endurance.

    .

    Ignorance (Mental) Does not know a subject or subjects. Often the mark of a lack of education, or a poor education. Quite often a sign the Persona does not appreciate his lack.

    .

    Illiteracy (Mental) Being unable to read in a language he can speak.

    .

    Imaginative (Spiritual) Having an overactive imagination, prone to fantasizing.

    .

    Impulsiveness (Spiritual) Prone to acting out without forethought.

    .

    Incompetence (Spiritual) Not as skiled as he thinks he is. Usually has a -15 ti STEEP, or a -1 to DR depending on which is worse.

    .

    Inconvenient Size (Physical) Always the wrong size for the situation.

    .

    Incurious (Spiritual) Has no interest in anything Double the cost of any improvement.

    .

    Indecisive (Spiritual) Not interested in anything. Unable to make a decision.

    .

    Inhuman Feature (Physical) Has a feature, usually facial, not usually found on humans. Horns, gillls, a third set of limbs for instance

    .

    Innumerate (Spiritual) Unable to undeerstand numbers or quantities

    .

    Insomniac (Physical) Has a hard time falling asleep, and has a tendency to awaken in the middle of sleep. As a result tends to heal damage at half the usual rate, and to regain heka at half rate as well.

    .

    Intolerance (Racial) (Spiritual) Dislikes or despises people of anothyer race. Has a bad reaction to such people, and tends to get a bad reaction from them as well. A Bantu farmer concerning pygmies for example

    .

    Intolerance (Physical) (Physical) Has a bad reachtion to a substance such as a plant, a dander, or an insect sting. If systematic it is called an allergy. If localized it is an intolerance

    .

    Intolerance: (Spiritual) (Spiritual) A strong dislike for anything of a certain type, or out of the ordinary.

    .

    Jealousy (Spiritual) Extreme envy regarding the relationship between others, on of hope is seen by the persona as his possession

    .

    Jinxed (Spiritual) Under the permanent influence or some spirit’s joss.

    .

    Karmic Ties (Spiritual) Has ties, alliances, and obligations or a spiritual nature with others. Mostly having to do with actions undertaken by the persona

    .

    Killjoy (Spiritual) Has no sense of humor, and a talent for ruining the good times of oothers

    .

    Kleptomania (Spiriutal) Under a compulsion to steal, regardless of the value of the item, the cost of the theft, or the circumstances surrounding the heist.

    .

    Klutz (Physical) Extraordinarily clumsy. All actions involving dexterity, grace, or agility (among others) starts out with a DR of very difficult.

    .

    Lame (Physical) All actions involving movement performed at -1 dr, and walking etc. suffers a 25% to 75% reduction. Running is impossible, and trotting is always at half speed.

    .

    Laziness (Spiritual) Persona finds it hard to get motivated to do anything

    .

    Lecherousness (Spiritual) Ever ready to use another in a sexual manner, with no consideration for their desires.

    .

    Lifebane (Spiritul) Something about the persona tends to leech away life and vitality from the environment around him. At best trait loss at at half the usual rate. At worst others may lose trait at their usual rate for regaining it.

    .

    Light Sleeper (Physical) Is awoken easily. Usually at a dr 2 better than normal.

    .

    Lives on Campus (Social) Lives in a community housing a population engaged in learning, religion, a cause, or the military. Often restricted to that campus for a length of time.

    .

    Loner (Spiritual) Stays be himself and rarely, if ever, interacts with others. Has a -2 to DR for all uses of Etiquette/Social Graces.

    .

    Lover’s Distraction (Spiritual) Tends to be easily distracted by the person the persona is most fond of.

    .

    Low Empathy (Spiritual) Has trouble understanding the emotions and motivavations of others.

    .

    Low Pain Threshold (Spiritual) Physical wound level is at 50% of PTrait, and critical level is at 80%

    .

    Low Self Image (Spiritual) Thinks of himself as worthless and incapable. Tends to sabotage his own efforts.

    .

    Lunacy (Spiritual) A manic state in which the persona is hyperactive, with racing thoughts, random ideation, and grandious delusions.

    .

    Magic Susceptibility -3/level 98

    Manic-Depressive -20 92

    Megalomania -10 B34

    Migraine -5 to -20 82

    Miserliness -10 B34

    Missing Digit -2/-5 82

    Mistaken Identity -5 78

    Motion Sickness -10 82

    Mundane Background -10 98

    Murder Addiction -60 98

    Musk -5 WTA62

    Mute -25 B29

    Nanomorphics Variable RO71

    Nervous Stomach -1 79

    Night Blindness -10 82

    Nightmares -5 92

    No Body Heat -5 99

    No Depth Perception -10 82, U23

    No Faz -10 HU39

    No Fine Manipulators -30 103, U22

    No Insurance -100 IOU23

    No Jack -10 U23

    No Manipulators -50 103, U22

    No Natural Healing -20 103

    No Physical Body -100 83

    No Reflection -10 103, VC20

    No Sense of Humor -10 92

    No Sense of Smell/Taste -5 B29

    No Shadow -10 103

    Nocturnal -10 103

    Non-Iconographic -10 92, CW22

    Nosy -1 92

    Name Cost Page Reference

    Obdurate -10 92

    Oblivious -3 92

    Obnoxious Drunk -1 80

    Obsession -5 to -15 93

    Odious Personal Habits -5 to -15 B26

    On the Edge -15 93

    One Arm -20 B29

    One Eye -15 B29

    One Fine Manipulator -15 103, U22

    One Hand -15 B29

    Overconfidence -10 B34

    Overweight -5 B29

    Pacifism -15/-30 B35, SU17

    Pallor -10/-5 103

    Pangs of Macha -10 CM56

    Paranoia -10 B35

    Parasite -15/-30 103, FF37

    Parthenomania -10/-20 93

    Personal Curse Variable VC22

    Personality Change -1 80

    Phobias Variable B35, 93

    Planetbound Variable 103

    Post-Combat Shakes -5 93

    Poverty Variable B16

    Prefrontal Lobotomy -15 93

    Presentient -20 103

    Primitive -5/TL B26

    Probationary Personality -5 U23

    Proud -1 93

    Pyromania -5 B36

    Quadriplegic -50 83

    Quirks -1 B41

    Reclusive -10 93

    Reduced Gnosis -8/level WTA63

    Reduced Hit Points -5/level 83, U24

    Reduced Humanity -5/level VTM69

    Reduced Manual Dexterity -3/level 83, U22

    Reduced Move -5/level 103, U24

    Reduced Rage -4/level WTA63

    Reprogrammable Duty -25 104

    Reputation Variable B17

    Responsive -1 93

    Restricted Reproduction Variable U24

    Robotics Variable RO9

    Sadism -15 B36

    Scalped -5 84

    Secret Variable 78

    Secret Identity Variable 79, SU20

    Self-Centered -10 94

    Self-Destruct -20 104, RO80

    Selfish -5 94

    Selfless -10 94

    Semi-Literacy 0 or -5 94

    Semi-Upright -5 104, U20

    Sense of Duty -5 to -20 B39

    Sessile -50 104, FF37

    Shadow Form -20 104

    Shamanic Initiation -10 FII51

    Shinto Priest -5 89, J30

    Short Arms -10 104

    Short Attention Span -10 94, U36

    Short Lifespan -10/level 104

    Shrinking Variable 104

    Shyness -5 to -15 B37

    Skinny -5 B29

    Slave Mentality -40 94, FF37

    Sleepwalker -5 84

    Sleepy Drinker -1 80

    Sleepy Variable 104, FF37

    Slow Eater -10 104

    Slow Healing -5/level 104

    Slow Metabolism -60/level 104, FF37

    Social Disease -5 84

    Social Stigma -5 to -20 B27

    Solipsist -10 94

    Space Sickness -10 84

    Split Personality -10/-15 B37

    Staid -1 94

    Status -5/level B18

    186 a p p e n d i c e s

    Name Cost Page Reference

    Sterile -3 84

    Stress Atavism Variable 105, U24

    Stubbornness -5 B37

    Stuttering -10 B29

    Subjugation -20 105, FF38

    Sundeath -40 VTM64

    Supersensitive -2/level 99

    Susceptibility to Poison -5 84

    Taint of Corruption -5 VC23

    Telepathic Addiction -10/-20 99

    Terminally Ill Variable 84

    Timesickness Variable 84

    Tourette’s Syndrome Variable 85

    Trademark Variable 94

    Trickster -15 94

    Truthfulness -5 B37

    Uncongenial -1 94

    Uncontrolled Change Variable 105

    Undiscriminating -1 94

    Uneducated -5 79, U25

    Unfit -5 85

    Unhealing -20/-30 106, FF38

    Name Cost Page Reference

    Unique -5 99

    Unliving -50 100, FF38

    Unluckiness -10 B37

    Unnatural Feature -5 85

    Unpredictable Change Variable BE94

    Untrained Shape-Changing -15 100

    Unusual Biochemistry -5 106

    Vampiric Dependency -50 106

    Very Unfit -15 85

    Voices -5 to -15 94, VO56

    Vow Variable B37

    Vulnerability Variable 106

    Weak Immune System -30 85

    Weak Will -8/level B37

    Weakness Variable 106, SU49

    Weirdness Magnet -15 100

    Workaholic -5 95

    Wyrd Variable 35

    Xenophilia -5/-15 95

    Xenophobia -15 B36, U35

    Yin-Yang Imbalance -5/-10 100

    Youth -2/level B29

    Additional Quirks

    Mental

    Good Memory: Persona has a two DR advantage when learning or memorizing something.

    Poor Memory: Persona has a two DR disadvantage when learning or memorizing something.

    Knack: Persona gains a +10 in STEEP to any K/S Area he learns.

    Physical

    Limber: A 2 DR advantage when using such as Acrobatics or Escape.

    Stiff: A 2 DR disadvantage when using Acrobatics or Escape among others.

    Stout: +1 to PTrait, at least 20% heavier

    Lean: -1 to PTrait, at least 20% lighter.

    Pleasing Personality: Persona has an inner beauty of 1d3 points added to his physical attractiveness.

    Waif: Appears 1d3 age levels younger

    Short: Smaller than usual.

    Taller: Bigger than usual

    Spiritual

    Patient: Able to tolerate behaviors and situations most others can’t

    Impatient; Unable to tolerate behaviors and situations most others can

    Social

    Networker: Has 1d3 extra connections, and a knack for making new friends wherever he goes.

    Loner: Has 1d3 fewer connections. Finds it hard to make friends.

    SEC related Quirks

    .

    .

    .

Example: At this moment I can think of no quirk or quirks to inflict on him. Anybody reading this is welcome to look over the list above and pick out a few.

Yes, the Quirks/Counter Quirks section will be getting a lot of revision.

Thanks to Shawn RPG for his assistance with Quirks and Counter Quirks

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Age

.

Age Levels

.

.

Age Level

.

1

12-15

2

16-19

3

20-24

4

25-37

5

38-45

6

46-52

7

53-59

8

60-67

9

68-75

10

76-81

11

82-87

12

88-93

13

94-00

.

.

Adjustments

.

.

.

STEEP

STEEP

.

.

.

.

.

.

.

.

.

.

AL

P

C

ATT

MC

MP

MS

PC

PP

PS

SC

SP

SS

1

-100

-100

+5

-2

-2

-2

+1

-4

+4

-1

-4

-4

2

-50

-50

+2

-1

-1

-1

-+3

-2

+2

-2

-2

-2

3

-10

-10

+1

+2

-1

+1

-1

-1

4

+1

5

+10

+12

6

+10

+12

-1

-1

7

+10

+12

-1

-1

-1

+1

8

+10

+12

-1

-1

-1

-1

+1

9

+10

+12

-1

-1

-1

-1

+1

+1

10

+10

+12

-1

-1

-1

-1

-1

+1

+1

11

+10

+12

-1

-1

-1

-1

-1

+1

+1

+1

12

+10

+12

-1

-1

-1

-1

-1

-1

-1

+1

+1

+1

13

+10

+12

-1

-1

-1

-1

-1

-1

-1

+2

+1

+1

.

Our example HP is given an age of 40, meaning he has an additional 12 points in STEEP, though no other adjustments. At his age he likely has a wife and children, and being a noble responsibilities and obligations. Adventure is not something he can just go looking for, but adventure is always available to come looking for him.

.

Mythus Family

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Number of Siblings

.

Social Class

Dice

Lower Class

3d3

Middle Class

2d3

Upper Class

1d3

Birth Rank

.

.

Rank

Lower

Middle

Upper

1st

01-10

01-15

01-25

2nd

11-20

16-20

26-50

3rd

21-30

21-45

51-75

4th

31-40

46-60

76-90

5th

41-50

61-75

91-95

6th

51-60

76-85

96-98

7th

61-85

86-95

99-00

8th

86-88

96-98

9th

89-90

99-00

10th

91-92

11th

93-94

12th

95-96

13th

97-98

14th

99-00

.

I decide to give our sample HP the name of Jerum. His wife (also 40) is named Tych. Jerum and Tych had three children, of which two lived. In order they were:

  1. 1.A Son, living
  2. 2.A Son, believed deceased
  3. 3.A daughter, living

    .

Jerum was the first of two children, the second is his twin sister. Haven’t set out how many siblings Tych has, or her birth ranks.

Player and JM are welcome to expand on their families, adding parents, grandparents, and great grand parents as they wish. In Mythus family trees can get quite complicated. In addition the above assumes a man and a wife. To further complicate matters one is welcome to add multiple marriages, serial or simultaneous, extra-marital affairs, fostering, adoptions, Over three or four generations a family can get down right byzantine.

So why have families? For the support, both given and provided. An HPs most important contacts are often siblings, parents, aunts and uncles, cousins, grandparents, and others. If you like you could concoct an adventuring family with a grandparent head, and the group itself composed to brothers and sisters, cousins, etc., and they wander the world supporting each other and representing the family business. The family matron may act as the party patron, and provide supplies to the HPs as they travel the world, asking only that her grandchildren serve her purposes and aims.

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ACTs

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Determination

  1. 1.Attribute
    1. 1.By Att: 2d6+8, assign to Att.
      1. 1.Advice: Write down the numbers 10-20 on a piece of paper. When a number is rolled make a check mark by that number on the page.
    2. 2.Dice Pool: 20d10+160, divide among Atts
    3. 3.Limitations
      1. 1.Cap must always be at least equal to if not better than Pow or Spd
        1. 1.Exception: At Age Group One PSpd can be higher than PCap when designing a Persona, but effective PSpd can be no higher than PCap. should the relevant PCap be raised then effective PSpd is automatically raised by that amount as well.
      2. 2.On Initial Creation: 10-20
      3. 3.Subsequent
        1. 1.Physical: 6-30
        2. 2.Mental and Spiritual: 6-40
    4. 4.Uses
      1. 1.+ K/S Area
      2. 2.+Heka
      3. 3.Untrained in K/S Area
      4. 4.Resistance
      5. 5.BAC Bonus
      6. 6.Damage Bonus
  2. 2.Category
    1. 1.Cap+Pow+Spd
    2. 2.Limitations
      1. 1.Initial: 30-60
      2. 2.Subsequent
        1. 1.Physical: 18-90
        2. 2.Mental and Spiritual: 18-120
    3. 3.Uses
      1. 1.Untrained in K/S Area, may involve Category as a whole
      2. 2.+Heka
      3. 3.Resistance
  3. 3.Traits
    1. 1.Cat+Cat
    2. 2.Limitations
      1. 1.Initial: 60-120
      2. 2.Subsequent
        1. 1.Physical: 36-180
        2. 2.Mental and Spiritual: 36-240
      3. 3.Uses
        1. 1.Damage points
        2. 2.Heka
        3. 3.Wound Level (Physical) 75%
        4. 4.Effective Level (Mental and Spiritual) 80%
        5. 5.Critical Level (Physical) 90%
        6. 6.Recovery Level 10%
        7. 7.Casting Resistance (10%)
        8. 8.Movement
        9. 9.Endurance or Fatigue

Descriptions

We start with Traits because they deal with the Persona as a whole. In the Dangerous Journeys system Traits are used in their sense of a person as a whole, each person having 3 aspects, or Traits; mind, body, and soul. Or in DJ; Mental, Physical, and Spiritual

Mental

The Mental Trait deals with a persona’s mind whereto his ability to remember, reason, and learn. It also establishes how much Mental Heka he can use, assuming he can use any. Full practitioners such as Mages, Mage-Priests, and Priest-Mages have access to Mental Heka.

Mental Damage is that which lowers a person’s ability to remember, learn, and reason. With all Mental Trait lost the Persona becomes a mindless creature unable to act on his own

Special Note: Should M Trait fall to 0 due to aging, curse or malediction, or Mental Attack then the Persona has fallen into a comatose state and cannot be revived without magickal assistance, a miracle, or a boon.

Physical

Here the Trait deals with the Persona’s body as a whole; his physique, musculature, nerves, health, and speed. In the DJ system it is assumed that all physical features such as strength, dexterity, and constitution are considered to be interrelated, and for each to depend greatly on the others. Thus a person of great strength will tend to have great dexterity and constitution as well, though there can be exceptions.

Physical Damage is that which causes a reduction in physical ability over all. At Wound level (WL) the person is stunned and suffers from impediments; at Critical Level (CL) he becomes unconscious; when full Physical Trait is lost then the Persona dies and cannot be revived without magick, miracle, or a boon.

Physical Trait also determines how fast a person can move, according to pace, and how much endurance he has for movement, carrying items, and combat.

Finally, P Trait provides Heka for such as Heka Forgers, and those fortunate to have the ability to draw upon it.

Special Note: When a Persona’s P Trait falls to zero through aging or a curse or malediction the Persona is dead from aging. He may only be saved though magick, a miracle, or a boon.

Spiritual

The Spiritual (S) Trait is probably the most difficult Trait to use and understand. In the DJ system the S Trait is used where matters such as understanding, instinct, compassion, and will are considered.

Spiritual Damage is that which impairs a Persona’s ability to connect with the world, his understanding of things, and his will. When S Trait is exceeded the Persona’s will is gone, he has no connection to the world, and cannot be made to take action of his own accord, or even to obey orders.

S Trait provides Heka for those with the ability to use it, and to Full Practitioners such as Priests, Priest-Mages, and Mage-Priests.

As with the M Trait, once a Persona has lost all S Trait due to age, magick, or malediction he becomes vegetative and cannot be saved save through a miracle or boon.

Categories

Each Trait has two categories, each of which covers a more detailed aspect of the Persona. While the closest thing to another RPGs “characteristics”, in DJ the Categories apply more broadly. Physical Muscular is not the same as “strength” or “prowess”. Those aspect are covered by PM, but PM also includes matters such as endurance, health, and even agility, For Physical Muscular can be seen as a rating of how well a Persona moves; how smoothly without hesitation or awkwardness. That said, let’s go on to the Categories.

  1. 1.Mental
    1. 1.Mnemonic: The Mnemonic Category deals with an HP’s memory. And not just memory, but learning as well. While Reasoning, Metaphysics, and Psychic (the last two Spiritual Categories) play a role in learning, it is the Persona’s ability to learn and remember that play the greatest role.
      1. 1.Now keep in mind that Mnemonics does play a role in memorization, but that is a temporary expedient and should not be confused with learning,
    2. 2.Reason: Here the Category is used to judge how able a Persona is in figuring things out. Again Metaphysic and Psychic can play a role (as can Mnemonic) but cognitive ability plays the biggest role.
  2. 2.Physical
    1. 1.Muscular: The body overall, a higher rating in Muscular indicates a person with a higher ranking is strength, dexterity, and constitution. It is concerned with physical prowess, athletic grace, and resistance to disease; each of this under the understanding that a Persona with a good Muscular Category is going to be good in all areas found under the Category
    2. 2.Neural: Here the Category is concerned with how well the Persona moves (alongside Muscular), and with how fast he can move in certain situations and how quickly he reacts.
  3. 3.Spiritual
    1. 1.Metaphysical: How well one understands matters, and how quickly he learns. Wisdom is subsumed under this Category, as well as sympathy, the ability to feel as another feels.
    2. 2.Psychic: The Persona’s connection to the world and the things therein. This category is largely a matter of instinct and intuition, though it can be improved through meditation, or degraded through injury or illness. It is Psychic which warns the Persona of danger, tells him if another can be trustworthy or not, or tells another if he can be trusted.

Attributes

  1. 1.In this system there are really just three Attributes; but since each Category has three Attributes particular to itself, one thus winds up with a total of 18 Attributes. Overall each type acts pretty much the same way to shape how a Category behaves, but specifically speaking each affects it’s Category in it’s own way.
    1. 1.Capacity: This is how well a Persona could perform, should he put his mind to it and apply himself. A high Mental Mnemonic Capacity means that the person in question could remember more, and better, than he does, if he just improved his Mnemonic ability.
    2. 2.Power: How strong a Persona is in a Category. How smart, how healthy, how intuitive. A high score means he is more effective with the Category, a low score means he is less effective.
    3. 3.Speed: A measure of how swiftly a subject may use the Category. A high speed rating means the persona can act quickly, memorizing a text or getting to the gist of a matter.
      1. 1.The thing to note with the Physical Attributes and Categories, and with the Physical Trait is that it also depends on the size of the subject. A cat is not going to have the Physical Muscular Power of a human, nor shall a human have the Physical Muscular Power of an Apatosaurus. Size does make a difference with this system.

    When writing down Attributes be sure to adjust for Age, Education, and Quirks.

    That takes us through determining an HP’s ACT, coming next is deciding on a Vocation, plus any bonus K/S Areas your HP may take.

    Vocations

    In the Dangerous Journeys system an Heroic Persona takes one of a number of careers, or Vocations. Properly speaking a Vocation in DJ is more like a template than a character class, in that a Vocation does not completely describe the HP, nor is an HP limited to just that Vocation. A player may decide his HP would work better with a different Vocation, and all he need do is to take those K/S Areas most associated with his new Vocation. When the JM and his fellow players start referring to his HP as “Bob Thus and So” the HP is now of that Vocation.

    Also note that only certain vocations have restrictions on them. Most notable are Witches and Sorcerers, both of which require a pact with evil to gain use of Witchcræft or Sorcery castings respectively. An HP can be given the role of Necromancer and be able to use Necromancer castings, but gaining a bonus to Heka requires such a pact.

    Another restriction involves the matter of Practice where those with a Dweomercræfting or Priestcræfting Vocation must pass a check to see if he has status as a Full Practitioner.

    Finally, in order to be a Priestcræfter, regardless of status as a practitioner, the Persona must adopt an Ethos, a pantheon, and a deity within that pantheon and of the chosen Ethos.

    Purpose

    In as much as Mythus is not a combat game, and the purpose of play is not, necessarily, to go out and kill and loot people, having one set of skills is not absolutely necessary. Instead, the purpose in Mythus is to play a role, and in play to be of aid and benefit to the party as a whole. Or, at the very least, of aid and benefit to yourself. In brief, the goal of any Persona is to use the K/S Areas of his Vocation to his benefit, and to the benefit of his fellows in a party should that be the player’s choice, and/or to the benefit of his HP.

    This means that no single Vocation will ever be useful in all situations. Mythus™ is concerned not with any one style of play, or any one goal, but with the full range of possibilities in any world where life can be lived. A Shaman (a Primitive Vocation) need not be able to do damage to a rampaging wendigo, his advice and information on dealing with wendigoes is really all he needs to provide. A Wiseman doesn’t even have to do that, just provide possible answers to a person’s scheme (Fortune Telling) or provide healing of the Mental, Physical, or Spiritual nature.

    While Mythus™ works best when the players cooperate, the players are still free to compete amongst themselves, so long as they remember that the reason for playing the AG is to have fun as their HPs explore a world much different than the one they live in.

    That said, we can now go on to the various Vocations and Vocation groups to be found in Mythus™, with the understanding that these Vocations are not the whole of those available to the players, only a small representation of the numerous possibilities available in this RPG.

    Vocations

    Groups: First comes the name of the Vocation Group. This being the name of the Group the member Vocations have some relation to. Not all Vocations will belong to a group, and not all Vocation Groups are represented in Mythus™ at the moment, but in time you can expect them to be added. To make this simple, members of a Group usually have elements in common, and sometimes a common aim. This will be explained in due time.

    Vocations: Very simply, what a Persona does for a living. A Witchdoctor (Primitive Vocation) heals the injured and ill, provides protection against curses and maledictions, and hunts down Witches and those who practice Witchcræft in and against the community the Witchdoctor is sworn to protect.

    .

    .

    .

    .

    Alchemy Vocations

    Alchemist

    .

  2. 2.Trait: Mental
  3. 3.Dedicated: Yes
  4. 4.Birth SEC: 5-9
  5. 5.Vocation SEC: 6

    The thing to note about Alchemists is that they are dedicated to their career, and dedicated to learning, experimenting, and seeking new knowledge. To be an Alchemist requires some degree of wealth, a safe place to experiment in, and the equipment needed for proper experimentation.

    You’ll note that most Alchemists are practiced not only in alchemy, but chemistry as well; the latter being the former, only without the application of magick (especially of the Spiritual sort) to confuse matters. Indeed, in some circles on Ærth chemistry is often referred to as “Alchemy without the magick.”

    The typical Alchemist does not travel, much. Or adventure, much. His is not a combat oriented Vocation, and indeed traveling Alchemists are most often found with an entourage of skilled Personae, including a number of combat capable types. This does not mean an Alchemist will not travel, or adventure, if he finds such necessary. For sometimes a man must go to other places to access certain items and certain facilities.

    The keywords to remember with Alchemists are: Experiment, laboratory, theory, esoteric materials, lab accidents, and subjects. Alchemists rarely take up another Vocation after starting out as an Alchemist, though other Vocations may include the Alchemy K/S Area, and Personae may practice Alchemy as a sideline or hobby.

    No mechanics at present for determining how to create alchemical concoctions, or the cost, but that can be addressed later.

    .

    .

    .

    .

    Apothecary

    .

    .

  6. 6.Trait: Mental
  7. 7.Birth SEC: 3-6
  8. 8.Vocational SEC: 5

    Where the Alchemist is an experimenter and theorizer, the Apothecary is more a technician. His concern lies more with producing product for a customer to use, instead of exploring the nature of the universe, and the why thereof.

    Most of the time an Apothecary is engaged in devising the medicines prescribed by a healer or physician. This mean his work is usually according to formula, instead of experimentation as with an Alchemist. For this reason (and limits on his funding) the typical Apothecary uses more standardized equipment than an Alchemist does, the latter being more concerned with using specially constructed gear. Indeed, an Apothecary willingly purchases used, second hand, or “off” equipment, so long as it performs the task.

    The Apothecary is also less of a specialist than an Alchemist. having three K/S Areas with a base STEEP of 20 to start with. His Vocation is also more practically oriented, since his income relies a great deal on what he produces; unlike an Alchemist for which the Vocation is more a hobby than gainful employment.

    An Apothecary is not really suited for adventure, having limited combat and survival skills. Still, there are occasions where he does have to go traipsing about looking for ingredients, information, and/or contacts. Some parties may hire an Apothecary for his knowledge, his herbalism, and occasionally his casting talents. Even so, he can still assist in many ways, such as getting a hobgoblin’s ulcerated sore to heal, or brewing up a headache remedy for those who over indulge.

    The keywords for an Apothecary are: Herbs, formula, appropriate time, prognostication, new medicines, new plants, and proper storage.

    Arms Vocations: Cavalier

    .

    .

  9. 9.Trait: Physical
  10. 10.Birth SEC: 6-9
  11. 11.Vocational SEC: 7

    “Cavalier” is a generic term for a specialized warrior, most often of high class, and with special training so he performs well in combat and society. Many of Ærth’s nations and societies have “Cavaliers” of their own, though with different names. Here is a short list of these alternate Cavaliers.

  12. French Cavalier
  13. Albish Knight
  14. Thebe’s Band of Brothers
  15. Vargaardian Dog Soldiers
  16. Atlantlan Kraken Guard
  17. Roman Ordo Equestris
  18. German Ritter
  19. Italian Cavallo
  20. Skandian Ridder
  21. Ch’in Youxia
  22. Nipponese Samurai
  23. Byzantine Cataphract
  24. Hindic Kshatriya

    In general each is expected to abide by an often strict, code of honor and behavior and to refrain from certain behaviors (The Ch’in Youxia are expected to refrain from abusing and misusing Ch’in peasants), and very often the Cavalier is required to adopt, and espouse, a specific Ethos, even if they don’t follow any particular god.

    And then you have religious orders, dedicated to a certain deity along with the Ethos exemplified by that god.

    Important note: The Paladins of France are a special category of Cavalier, in that the membership is restricted to 12, those 12 must be of the highest quality, and while they can be from most any nation, they must be utterly devoted to France and to the king of France. As Paladins they serve as guards for the king, advisors, and marshals in his armies. Only an officially recognized Paladin of France may call himself a Paladin, and only the king or a recognized Paladin may nominate a person for the status.

    At present the current Paladins include a Pontiac from Vargaard, a Genovese from Italia, two Amazonians from Amazonia (the only female paladins currently), and a Sung from the Far East. The rest are French by birth, though one is from Avranches, and another from Aquitaine.

    Engineer

    .

    .

  25. 25.Trait: Physical
  26. 26.Birth SEC: 4-8
  27. 27.Vocational SEC: 5

    A military engineer is one who is trained and educated in not just how to design things and build them, but also on how best to place them in the context of martial strife, and how to destroy them. The typical military engineer is skilled in the use of siege engines, the placement of fortifications and how best to use the ground to advantage, and in making use of odd or unusual items in his work.

    The engineer is not a fighting man, not in his main role. Instead, he is the person best suited to find suitable locations for defense, to determine how best to overcome the foe’s defenses be that required, and to lead lower ranking engineers and construction crews in building or demolishing works.

    The keywords to remember with the military engineer are: placement, terrain, materials, line of sight, and safety.

    Soldier/Mercenary

  28. 28.Trait: Physical
  29. 29.Birth SEC: 1-7
  30. 30.Vocational Sec: 2 (1)

    .

    .

    Infantry, foot soldier, grunt, the legionare of Rome, the bushi of Japan. Variants include the Greek peltast, the Albish Tommy and others. The soldier of Ærth is off fairly low class, and lower reputation. As the Albish poet Kipling put it…

  31. For it’s Tommy this
  32. And Tommy that
  33. And throw him out, the brute.

    Yet some cultures lionize their troops, and ascribe some amazing qualities and talents to them. Yet for all this it helps to remember that the common soldier, the private, is a man trying to survive in times of great peril. While, at the same time, keeping body and soul together.

    In contrast we have the mercenary, a soldier belonging to a combat unit for hire. His loyalty is to his unit, and his commander, and he marches to war for whoever hired him and his fellows. For this reason he often has a lower reputation and social class than a soldier, and in many societies is considered worse than a thief.

    The soldier in Mythus™ is the infantryman, trained in melee combat, and mostly using melee weapons. There are others, such as the Longbowman of Albion, the Genovese Crossbowman, and the Greek Peltast which use missile weapons primarily. Plus the cavalry of many nations, derived from chivalry.

    The Mythus™ soldier is also the lowest ranking of all fighting men, most serving for 20 years or more. Along with the soldier there are also non-commissioned officers (NCOs) and commissioned officers (COs). For the most part officers are given their ranks because of their birth, Warrant Officers for example coming from the Lower Middle Class, and sometimes attaining the Upper Middle Class later in their careers. The Vocations of NCO and CO can be achieved by a Soldier, but such attainment can take years.

    Dweomecræft Vocations

    Black School

  34. Trait: Mental
  35. Birth SEC: 1-9
  36. Vocational SEC: 5

    .

    .

    A Persona who takes this Vocation is usually somebody dark of mood, and eager for surety and assurance in his world and life. The Black Magician sometimes follows the Ethos of Gloomy Darkness — though not always, and is often known for his rigid code of behavior, and his intolerance of independence and freedom

    That is to say, Black Mages prefer things just so, and rarely, if ever, tolerate self motivation or personal initiative.

    The magick of the Black school is most often controlling, when not deceptive or restrictive. A Black Magician prefers to keep a tight rein on matters, and very often seeks to control situations and parties to his advantage. At the same time, unlike other schools of magick, the Black School will readily and willingly recruit from any rank of society. For they see worthy recruits in most every corner of the human world, and see even brigands and slaves as worth recruitment. At the same time those recognized as following Black Magick are usually seen as beneath those of high rank, and above those of low rank. Thanks to his skills and castings a Black Magician quite often has the wealth and the reputation to be treated as one of the Middle Middle Class. Though no few are rated as being of greater reputation.

    The Keywords for the black school are: Darkness, despair, control, the right way, intolerance of the commonality, and tolerance of potential recruits.

    Elemental School

  37. Trait: Mental
  38. Birth SEC: 4-9
  39. Vocational SEC: 6

    .

    .

    The main concern of this Vocation is balance; keeping things on an even keel, avoiding extremes. Other than that elemental magicians are mostly concerned with the make up of the world, Ærth’s elements.

    Given that this Vocation is derived from the western elementalists of Ærth, Elementalists (as they are called) divide the world into four elements; Air, Ærth, Fire, and Water. Most recently some western elementalists are starting to refer to the four “states of matter” (their term for elements.) as; Gaseous, Solid, Plasma, and Liquid.

    The eastern elementalist divide the world into Air, Fire, Metal, Water, and Wood; Metal and Wood taking the place of Ærth. Some, however, have taken to using the term “state of matter” and are using the western scheme.

    In addition, following the lead of chemists and alchemists, elementalists are coming to think of elements as being defined not by a general nature, but by specific natures. On Ærth the idea that atoms can be divided into a nucleus and electrons is still controversial, but some are starting to think of elements as atoms of a specific nuclear weight. Making symposiums and collegiums even more lively is the theory that an atomic nucleus can be divided into protons and neutrons. The arguments for and against are getting rough.

    The thing to note about the traditional western elements as that they apply to both matter and spirit. There are two more, which deal only with matter or spirit.

    Heka is understood to deal with spirit. That is how people on Ærth see it, and how they explain it.

    It is also understood as a force, much like gravity, magnetism, and electricity. Thus gravity, electricity, heka, and magnetism are seen as the four corners of the real, necessary for reality to have realism.

    Tau is the sixth element, and at the same time, all four of the standard elements in one. Tau is really more a concept of what makes up their universe, much as space/time makes up ours, and the thing from which—with the addition of forces and energies—makes up reality.

    Finally, there is the element of psyche, or soul. Or personality as an element of existence.

    Note that these last three are not a focus of the elementalist, but are part of all the other schools of casting.

    Keywords for an Elemental Magician are: Balance, equilibrium, fairness, and element.

    Gray School

  40. Trait: Mental
  41. Birth SEC: 4-9
  42. Vocational SEC: 6

    .

    .

    The Gray Magician (or Mage) most often follows the ethos of Shadowy Darkness. They hold to personal initiative and freedom of choice.

    They also hold that ordinary people are fools easily led by fads and trends, and believe that mundanes are ripe for the plucking and easy to trick.

    Keywords for a Gray Magician are: Fools, trickery, pranks, practical jokes, illusions and enchantments, and good laughs. No few Gray Magicians begin their careers as Mountebanks.

    Green School

  43. Trait:: Mental
  44. Birth SEC: 1-6
  45. Vocational SEC: 4

    .

    .

    The ethos most often associated with the Green Magician is that of Moonlight. An Ethos concerned with freedom, willing cooperation, and nature as a whole. The Green Magician is most often concerned with the state of nature, and with the health of nature. Knowledge of the natural world and how Man fits in to it is of great importance. As well as the importance of free choice and leaving well enough alone.

    The keywords for the Green School include; individual choice, options, natural relationships, and life.

    White School

  46. Trait: Mental
  47. Birth SEC: 5-9
  48. Vocational SEC: 7

    .

    .

    The White Magician is dedicated to protecting, helping, and guiding others. Just as important is maintaining order in society, keeping others from getting into trouble and chaos. Adhering to rules is important to this Vocation. So that order is maintained, the White Magician has access to castings, at the proper grade, of potency and purpose.

    The keywords for a White Magician are; order, law, support, succour, and appropriate behavior.

    Mysticism Vocations

    Astrologer

  49. Trait: Spiritual
  50. Birth SEC: 5-9
  51. Vocational SEC: 6

    .

    .

    On Ærth the Astrologer is not so much interested in the possibility of future events, though learning such is part of his role, but in learning about what is. Given that such can be lengthy and pricey, it is the rare client who has a formal horoscope done, and daily horoscopes by a professional Astrologer are unknown.

    Opportune times, most likely events, learning of the hidden, and learning of realms and spheres beyond the mundane are the keywords for an Astrologer

    Diviner

  52. Trait: Spiritual
  53. Birth SEC: 1-9
  54. Vocational SEC; 5

    .

    .

    The Diviner is the person who seeks information and prophecy for an organization such as an empire, a nation, or even a corporation. Since magic works on Ærth, divination is actually a reliable way to gain information, so long as sometimes cryptic remarks are interpreted correctly. So you’d get statements more like “A great northern kingdom will die” rather than what we got here on Earth.

    Keywords for a Diviner are: Patterns, politics, appropriate animals, appropriate plants, phrasing the prophecy just right.

    Fortune Teller

  55. Trait: Spiritual
  56. Birth SEC: 1-5
  57. Vocational SEC: 2

    .

    .

    Unlike the Diviner the Fortune Teller is concerned with the fate and fortune of an individual. Said individual could be high ranking, but doesn’t have to be.

    As with Divination, Fortune Telling is about find the most likely fate of others, only in this case in a one on one basis. The methods used are many; cards, dice, sticks, tea leaves and similar. It is a matter of patterns, and how they are interpreted; success means the conclusion is correct, failure means the Fortune Teller made a mistake.

    The keywords for a Fortune Teller are: Insight, understanding, foresight, and discernment.

    Soothsayer

    Outlawry Vocations

    Assassin

    Bandit

    Mountebank

    Pirate

    Thief, Mental

    Thief, Physical

    Priestcræft Vocations

    Healer

    Priest

    Theurgist

    Wiseman/Woman

    Primitive Vocations

    Hunter

    Medicine Man

    Seer

    Shaman

    Warrior

    Witch Doctor

    Scholar Vocations

    Philosopher

    Poet/Musician

    Sage

    Voyager Vocations

    Explorer

    Merchant

    Seafarer

K/S Area

Base Steep

Attribute

Alchemy*

24

SMPow·

Astrology*

20

SMPow·

Botany

20

MMPow

Chemistry

20

MMPow

Geology/Mineralogy

20

MMPow

Conjuration

16

½(SMPow+SPPow)·

Dweomercræft (Elemental)*

12

MMPow·s

Magick*

12

MMPow

Mathematics

12

MMPow

Cryptography

8

MMPow

Divination*

8

SPPow·s

Drawing

8

PNPow

FL: Classical Greek

8

MMPow·

FL: Hiero-Ægyptian

8

MMPow

Handicrafts/Handiwork

8

PNPow

Mechanics

8

PMPow

Metaphysics*

8

SMPow·

Smithing/Welding

8

PMPow

Survival

8

PMPow·

Toxicology

8

MMPow

Combat, Hand Weapons

4

½(PMPow+PNPow) s

Total Base STEEP

248

.

K/S Area

Base STEEP

Attribute

Alchemy*

20

SMCap ·

Chemistry

20

MMCap

Herbalism

20

SMCap ·

Medicine, Oriental

16

½(SMCap+SPCap)

Astrology*

12

SMCap ·

Biology

12

MMCap

Botany

12

MMCap

Business Administration

12

MRCap

FL: Imperial Latin

12

MMCap ·

FL: (choice)

12

MMCap ·

Handicrafts/Handiwork

12

PNCap

Magick*

12

MRCap ·

Medicine, Veterinary

12

MMCap ·

Metaphysics*

12

SMCap ·

Toxicology

12

MMCap

Dcræft*, Elemental

8

MMCap ·s

Dcræft, Green

8

MMCap ·s

Fortune Telling

8

SPCap ·s

Survival

8

PMCap ·

Combat, Hand Weapons

4

½(PMCap+PNCap) s

Priestcræft*

4

SMCap ·

Religion*

4

SMCap·

Base STEEP Total

252

.

K/S Area

Base STEEP

Attribute

Combat, Hand Weapons

24

½(PMCap+PNCap) s

Arms & Armor

16

½(PMCap+PNCap) s

Biography/Genealogy

12

MMCap

Combat, HtH, Lethal

12

PMCap s

Combat, Missile Weapons

12

½(PMCap+PNCap) s

Cultured Palate

12

PNCap s

E/F/I

12

½(MMCap+MRCap) s

Gambling

12

½(MMCap+MRCap) ·s

Games, Mental

12

MRCap s

Leadership

12

SMCap

Military Science

12

½(MMCap+MRCap)

Music

12

PNCap ·s

Political Science

12

½(MMCap+MRCap)

Sports

12

½(PMCap+PNCap) s

Survival

12

PMCap ·

FL (Choice)

8

MMCap ·

Handicrafts/Handiwork

8

PNCap

Influence

8

MRCap s

Poetry/Lyrics

8

SMCap ·

Religion

8

SMCap ·

Swimming/Diving

8

½(PMCap+PNCap)

Agriculture

4

½(MMCap+MRCap) s

Base STEEP Total

248

.

K/S Area

Base STEEP

Attribute

Engineering, Military

24

½(MMCap+MRCap)

Fortification & Seigecraft

20

MRCap s

Handicrafts/Handiwork

16

PNCap

Jack-of-all-Trades

16

PMCap ·s

Combat, HtH, Lethal

12

½(PMCap+PNCap) s

Combat, HtH, Non-Lethal

12

½(PMCap+PNCap)

Combat, Hand Weapons

12

½(PMCap+PNCap) s

Combat, Missile Weapons

12

½(PMCap+PNCap) s

Construction

12

PMCap

Gambling

12

½(MMCap+MRCap) ·s

History

12

MMCap

Jury-Rigging

12

SMCap

Mathematics

12

MMCap

Military Science

12

½(MMCap+MRCap)

Surveying/Topography

12

MRCap s

Weapons, Military, AO

12

½(MMCap+MRCap) s

FL (Choice)

4

MMCap

Leadership

4

SMCap

Survival

4

PMCap

Base STEEP Total

248

.

K/S Area

Base STEEP

Attribute

Combat, Hand Weapons

20

½(PMCap+PNCap) s

Criminal Activities, Criminal

16

½(PMCap+PNCap) s

Escape

16

½(PMCap+PNCap)

Gambling

16

½(MMCap+MRCap) ·s

Handicrafts/Handiwork

16

PNCap

Street-wise

16

SPCap ·s

Survival

16

PMCap ·

Combat, HtH, Lethal

12

½(PMCap+PNCap) s

Combat, HtH, Non-Lethal

12

½(PMCap+PNCap)

Combat, Missile Weapons

12

½(PMCap+PNCap) s

Criminal Activities, Mental

12

MRCap ·s

Deception

12

MRCap ·

First Aid

12

PNCap ·

Games, Mental

12

MRCap s

Jack-of-all-trades

12

PMCap ·s

Military Science

12

½(MMCap+MRCap)

FL (Choice)

8

MMCap ·

FL (Choice)

8

MMCap ·

Travel

8

½(PMCap+PNCap)

Base STEEP Total

248

.

K/S Area

Base STEEP

Attribute

Dweomercræft, Black*

24

MMCap · s

Magick*

24

MRCap ·

Deception

20

MRCap ·

Demonology*

20

MMCap ·

Exorcism*

20

SMCap ·

Occultism*

20

SMCap ·

Alchemy*

12

SMCap

Cryptography

12

½(MMCap+MRCap)

Divination*

12

SPCap ·s

FL Arcane Magickal

12

MMCap·

FL Hiero-Ægyptian

12

MMCap ·

FL (Choice)

12

MMCap ·

Necromancy*

12

SMPow ·

Toxicology

12

MMCap

Pantheology*

8

SMCap ·s

Combat, Hand Weapons

4

½(PMCap+PNCap) s

Handicrafts/Handiwork

4

PNCap

Survival

4

PMCap ·

Base STEEP Total

248

.

K/S Area

Base STEEP

Attribute

Dweomercræft, Elemental*

24

MMCap ·s

Magick*

24

MRCap ·

Alchemy*

16

SMCap ·

Geology/Mineralogy

16

MMCap

Metaphysics*

16

SMCap ·

Multi Planes & Spheres

16

SPCap ·s

Astrology*

12

SMCap ·s

Chemistry

12

MMCap

Cryptography

12

½(MMCap+MRCap)

Divination*

12

SPCap ·s

Exorcism*

12

SMCap ·

FL Arcane Magickal

12

MMCap ·

FL Heiro Ægyptian

12

MMCap ·

FL (Choice)

12

MMCap ·

Pantheology*

12

SMCap ·s

Toxicology

12

MMCap

Handicrafts/Handiwork

8

PNCap

Combat, Hand Weapons

4

½(PMCap+PNCap) s

Survival

4

PMCap ·

Base STEEP Total

248

.

K/S Area

Base STEEP

Attribute

Dweomercræft*

24

MMCap ·s

Magick*

24

MRCap ·

Deception

16

MRCap ·

Influence

16

MRCap s

Alchemy*

12

SMCap ·

Astrology*

12

SMCap ·

Cryptography

12

½(MMCap+MRCap)

Demonology*

12

MMCap

Divination

12

SPCap ·s

Exorcism*

12

SMCap ·

FL Arcane Magickal

12

MMCap ·

FL Hiero Ægyptian

12

MMCap ·

Multi Planes & Spheres

12

SMCap ·s

Occultism*

12

SMCap ·

Pantheology*

12

SMCap ·s

Toxicology

12

MMCap

Combat, Hand Weapons

8

½(PMCap+PNCap) s

Survival

8

PMCap ·

Handicrafts/Handiwork

4

PNCap

Base STEEP Total

248

.

K/S Area

Base STEEP

Attribute

Dweomercræft, Green*

24

MMCap ·s

Magick*

24

MRCap ·

Herbalism*

16

SMCap ·

Nature Attunement

16

SPCap ·s

Alchemy*

12

SMCap ·

Astrology*

12

SMCap ·

Botany

12

MMCap

Divination*

12

SPCap ·s

Ecology/Nature Science

12

MMCap

FL Arcane Magickal

12

MMCap ·

Fortune Telling

12

SPCap ·s

Music

12

PNCap ·s

Spellsongs*

12

½(MMSpd+MRSpd) ·

Combat, Hand Weapons

8

½(PMCap+PNCap) s

Cryptography

8

½(MMCap+MRCap)

Handicrafts/Handiwork

8

PNCap

Leadership

8

SMCap

Phæree Flora & Fauna

8

MMCap

Poetry/Lyrics

8

SMCap

Survival

8

PMCap ·

Subterranean Ærth

4

MMCap

Base STEEP Total

248

.

K/S Area

Base STEEP

Attribute

Dweomercræft, White*

24

MMCap ·s

Magick*

24

MRCap ·

Apotropaism*

20

½(MMCap+MRCap) ·

Alchemy*

12

SMCap ·

Astrology*

12

SMCap ·

Cryptography

12

½(MMCap+MRCap)

Divination*

12

SPCap ·s

Exorcism*

12

SMCap ·

FL Arcane Magickal

12

MMCap ·

FL Hiero Æ

12

MMCap ·

FL (Choice)

12

MMCap ·

Influence

12

MRCap s

Metaphysics*

12

SMCap ·

Pantheology*

12

SMCap ·s

Combat, Hand Weapons

8

½(PMCap+PNCap) s

Handicrafts/Handiwork

8

PNCap

Survival

8

PMCap ·

Toxicology

8

MMCap

Heka Forging

4

½(PMPow+PNPow) ·s

Base STEEP Total

248

.

K/S Areas

Base STEEP

Attribute

Astrology*

24

SMCap ·

Mysticism*

24

SPCap ·

Priestcræft*

16

SMCap ·

Astronomy*

12

MMCap

Biography/Genealogy

12

MMCap

Conjuration*

12

½(SMPow+SPPow) ·

Divination*

12

SPCap ·s

Exorcism*

12

SMCap ·

FL (Choice)

12

MMcap ·

FL (Choice)

12

MMcap ·

Magick*

12

MRCap ·

Mathematics

12

MMCap

Metaphysics*

12

SMCap ·

Multi Planes & Spheres

12

SPCap ·

Occultism*

12

SMCap ·

Pantheology*

12

SMCap ·s

Religion

12

SMCap

Combat, Hand Weapons

4

½(PMCap+PNCap) s

Handicrafts/Handiwork

4

PNCap

Survival

4

PMCap

Base STEEP Total

252

.

K/S Area

Base STEEP

Attribute

Divination*

24

SPCap ·s

Astrology*

16

SMCap ·

Fortune Telling*

16

SPCap ·S

Mysticism*

16

SPCap ·

Occultism*

16

SMCap ·

Priestcræft*

16

SMCap ·

Conjuration*

12

½(SMPow+SPPow) ·

Deception

12

MRCap ·

Dweomercræft

12

MMCap ·s

FL (Choice)

12

MMCap ·

FL (Choice)

12

MMCap ·

Magick*

12

MRCap ·

Mathematics

12

MMCap

Metaphysics*

12

SMCap ·

Political Science

12

½(MMCap+MRCap)

Religion*

12

SMCap ·

Astronomy*

8

MMCap

Handicrafts/Handiwork

8

PNCap

Combat, Hand Weapons

4

½(PMCap+PNCap) s

Survival

4

PMCap ·

Base STEEP Total

252

.

K/S Area

Base STEEP

Attribute

Fortune Telling*

24

SPCap ·s

Astrology

16

SMCap ·

Divination*

16

SPCap ·s

Travel

16

½(PMCap+PNCap)

Apotropaism*

12

½(MMCap+MRCap)

Appraisal

12

MMCap

Combat, Hand Weapons

12

½(PMCap+PNCap) s

FL (Choice)

12

MMCap ·

FL (Choice)

12

MMCap ·

Handicrafts/Handiwork

12

PNCap

Magnetism

12

SPPow

Mediumship*

12

SPCap ·

Mysticism*

12

SPCap ·

Occultism*

12

SMCap ·

Priestcræft*

12

SMCap ·

Religion*

12

SMCap ·

Survival

12

PMCap ·

Dweomercræft*

8

MMCap ·s

Exorcism*

8

SMCap ·

Magick*

8

MRCap ·

.

Base Steep Total: 252

.

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