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Long ago

Gods and Titans and Dragons fought. Both gave portions of their power to normal people to help them. The side of
Good and Order won. The Evil gods, dragons and Titans were imprisoned or banished.
Then there was mostly peace. Countries fought, and The Evil Gifted caused problems, but without the Gods they
could not triumph.
Thousands of years ago.
A group of Elves rebelled against the rest of elvish-kind to their practises being outlawed.. There was a massive war
and the elves split up into many sub groups, never to be one people again.
Hundreds of years ago
The Dark elves devised a plan to free the evil gods. They made an alliance with other evil and chaotic peoples to
change the world. They freed the evil gods, dragons and Titans and there was a second war. This time Evil prevailed
at the cost of damaging the world, and letting other realms like shadow and chaos realms leak into the world. The
Dark forces Then turned on the Gods and destroyed them, leaving themselves and their Dragon and Titan Allies as
the power in the world.
Now
The Dark lords rule the world. Some nations have rebelled and are free but they are few and far between. The Gods
are gone, but people still have elements of the power granted in the first war. These people are known as the Gifted.
The Dark lords try to corrupt or kill the Gifted to prevent them ever overthrowing their rules.


Main (playable) Races:
Elves
Dark
Shadow
Grey
Blood
Winter
High
Wood
Wild
Sea
Sky

Humans
North
South
East
West
Mountain (NE)
Desert (SW)
Island (SE)
Snow (NW)
Animal People
Many pretty much any mammal, some reptiles, few birds
Demon-Blooded
Catch-all for anyone with part Other-Realm blood
Dragon-kin
Descendants of the Dragons
There are monstrous races but they do not exist in any large populations.

Class/power groupings
Gifted
Special powers.
Can select from any power grouping up to d10, some up to d12
Can choose relevant sfx
Can select talents up to d8
Can select Specialties up to d10
Talented
Exceptionally Skilled. Technically Gifted, but much more subtle.
Can select from certain power groupings up to d8
Can choose relevant sfx
Can select talents up to d12
Can select Specialties up to d12

Special
Even more gifted, but with disadvantages of some kind.
Can select from any power grouping up to d10, some up to d12, and one restricted power upto d12
Can choose relevant sfx
Can select talents up to d8
Can select Specialties up to d10
Must choose extra limits and relevant distinctions







How to replicate Classes/Careers/Character Types
Strength Fighting
Skill Ranged combat, stealth
Will Magic
Wits Perception, Charisma

D&D standard see FHR
Assassin Talented (or gifted for some types)
Barbarian Talented. Rage sfx
Bard Talented or Gifted if using magic
Cavalier Talented, Ally as power or resource
Cleric Gifted. Note no gods so really just mages
Druid Gifted
Fighter Talented
Paladin Gifted Cleric, but no sorcery, more combat
Ranger Talented. Ally resources or powers
Rogue - Talented
Sorcerer, Summoner, Wizard, Warlock Gifted
Witchhunter Gifted or Talented

Other types
Martial Artists, wuxia Talented
Gunslinger Talented
Ninja (Naruto) Gifted or Talented (depending on type of jutsu)
Dragon rider Talented or Gifted. Dragon as power or Ally
Solar Exalted Talented, unless using sorcery gifted
Lunar Exalted Gifted
Mistborn Gifted
Fury Crafters Gifted or Talented depending on element (Air = gifted, metal = talented)

Dice pool and character creation
Attribute + Speciality + Distinction + Talent/Gift + Resources (+ sfx)

Attributes
Strength, Skill, Will, Wits
Choose one at D10, 2 at d8 and 1 at d6,
OR 2 at D10 and 2 at d6
OR 1 at d12, 1 at d8 and 2 at d6

Distinctions
High Concept, Trouble, Race, 2 others

Specialties
FHR

Powers
Either Talent main or Gift Main.
Talented can go up to d12 for Talents and Specialties, but only d8 for Gifts (powers)
Gifted can go up to d12 for powers, but only take d8 for talents and d10 for Specialties

Resourcesrename?
Equipment and wealth/resources, locations, allies

Creation dice choose 20 dice steps (d6=1,d8=2) Across Specialties, Powers and Resources. Resources cost 1 step
less (or 2 at d6 for 1 step) due to built-in limit, and ability to create resources in game.
Choose 3 sfx can be split amongst power and resources.
Choose 1 limit, unless special in which case choose 2. Gear automatically has the Gear limit.


Optional
Dice steps can be spent on extra sfx.
2 dice steps can be spent to increase one attribute die.
Start at higher levels of dice 25, 30

Example 20 dice spends:
SSWW D10, D8, D8, D6
Powers D8, D10, D6 3 SFX 1 limit
Specialties d8, d8, d8, d8, d6, d6, d6
Resources d8 Gear, d8 Gear, d6 location, d6 ally
(0+6 + 11 + 3 = 20)

SSWW D12, D8, D8, D6
Powers D10, D10, 4 SFX 1 limit
Specialties d10, d8, d6, d6
Resources d10 Gear, d8 gear, d8 location,
(2+ 7 + 7 + 4 = 20)

SSWW D10, D8, D8, D6
Powers D8, D10, 3 SFX 1 limit
Specialties d10, d10, d10, d8, d6,
Resources d10 Gear, d8 Gear,
(0+5 + 12 + 3 = 20)


Specialties/Talents
Specialties come in Four types: Rookie, Expert, Master and Legend. These are at d6,d8,d10,12
Optional :
If a skill is attempted without a die, roll a d4 in the pool.
Expert Specialties can be used as a d8, or split into 2d6. Master Specialties can be used as a d10, or split up into 2d8
or 3d6.
The basic Specialties are as follows:
Acrobatics: Youve had training in leaping, jumping, contorting, and dodging out of the way. Youve got a great
sense of balance and youre not afraid of heights.
Crafting: You can use, repair, and create physical goods, from blacksmithing to traps, to siege devices and
alchemical items.
Diplomacy: You have a gift for understanding sentient behavior and finding common ground with other people and
cultures.
Healing: Youve had training in treating wounds and ailments of the body and the mind.
Intimidation: You know what scares others. Youre familiar with how to get others to do what you want through
force, threats, menace, and fear.
Lore: You have a wide breadth of knowledge, from history to politics to sciences.
Melee Combat: Youre good in a fight with melee weapons and the training to act on the offensive, or if you like,
the defensive.
Merchantry: Youve got merchant acumen and know your way around finances, appraisal, and trade. This Specialty
also implies a certain level of wealth available.
Mystic: You have experience in occult dealings and spellcraft. This Specialty encompasses both training with magic
and general magical knowledge for those who have no magical ability.
Performance: You have training in entertainment of all kinds.
Ranged Combat: Youre good in a fight with ranged weapons and the training to act on the offensive, or, if you
prefer, the defensive.
Riding: You dont just know how to ride a horse, you were born to ride.
Scouting: You have experience in the natural world, as well as tracking and leading the way in a dangerous
situation.
Skullduggery: Youve got training in sneaking, infiltrating, breaking in, and hiding the truth.

Specialties show a level of training or familiarity and an amount of contacts or resources linked to the skill.

Talents are a way of using gifts to enhance your training to a supernatural level, and are taken as part of a power set.
(Think Exalted)

So a highly trained swordsman may have Master Melee Combat d10. A talented swordsman may start at d8 melee
combat with d10 melee combat talent. The Trained swordsman has better training and more resources, but the
talented swordsman is likely to win in a fight because he is able to do things the trained fighter cannot. The talented
swordsman could train more, and also gain a higher degree of talent.

Specialties are limited to d10 except for talented characters, who may reach Legend d12.

Talents are limited to d8 for Gifted, and d12 for Talented.

Optional - Fighting Styles

Talents can also include Fighting Styles up to d10 for any character:
Dual Wielder, Sword and Shield, Two-Hander, Acrobatic, Duelist, Swashbuckler (Sword and Dagger)
Fast Fists, Heavy Fist, Full Body, Close Quarters, Kicks, Dancing, Acrobatic, Grappling
Archer, Rifleman, Twin Pistols

Powers/Gifts


Attack power (including Blast, Weapon). Attack powers are almost always used on attack dice pools, though certain
weapons might work on defense pools (i.e. a sword attempting to parry an axe.) They are often used to inflict physical
stress.
Durability. Durability is almost always used in reaction dice pools. Durability represents being resistant to injury and
harmful effects, often from armor or toughened skin and scales.
Elemental Control powers. Elemental Control may be used in either action or reaction dice pools. Elemental Control
powers represent ability to manifest or otherwise alter a specific kind of element into a variety of forms. Elements may
also include other types of forces, like nature (including plants and animals), force, Necromantic Energy, etc.
Intangibility. Intangibility is usually used in reaction dice pools. It is the ability to pass through solid matter.
Invisibility. Invisibility is usually used in reaction dice pools, or actions to create assets. Invisibility is the power to avoid
being seen, whether its an invisibility spell or an advanced form of stealth.
Magical Aptitude. Magical Aptitude may be used in action pools. Magical Aptitude is a creatures innate potential to
sense and handle magical forces. Magical Aptitude cannot be used to create magic effects on its own, and must be paired
with another power trait to be of use. While Magical Aptitude is the raw power possessed, Sorcery (see below) is the
trained ability to wield those forces into something tangible.
Mimic. Mimic is most often used in action or reaction pools to make assets. Mimic is the ability to copy the abilities of
another creature.
Movement Powers (including Speed, Flight, Swimming, etc.) Movement powers are used in both action and reaction
dice pools. Movement powers confer the ability to move greater than normal speed. Speed is ground or surface travel,
flying is air travel, and other movement modes (like Swimming) indicate how fast the creature can move in that mode. All
Movement powers also grant the ability to survive long term in that environment.
Psychic Powers (including Mind Control, Telepathy, etc.) Psychic powers are usually used in action dice pools.
Psychic powers encompass multiple kinds of magical abilities that can read or influence the thoughts of others. Mind
control usually inflicts complications that can either be resisted (with the complication opposing) or obeyed (so the
complication doesnt apply for that roll). If the complication is stepped up above d12, the target can no longer resist for the
remainder of the scene. Telepathy, meanwhile, is usually used to create assets.
Reflexes. Reflexes may be used in either action or reaction dice pools. Reflexes represent a greater response time,
physical agility, and aim than the average humanoid.
Resistance power. Resistance power traits are almost always used in reaction dice pools. Resistance powers grant the
innate ability to withstand harm or other attack from a specific type. Mystic Resistance, for example, is the innate ability to
reject magic of all kinds.
Senses. Senses may be used in action or reaction pools, though they rarely are used to inflict stress without working with
another power trait. Senses are more acute, keen, or developed than the average humanoid. Sometimes senses are just
more powerful version of the five senses, and sometimes they are specifically described (like magical senses).
Shapeshifting. Shapeshifting may be used in either action or reaction dice pools, usually to create assets. Shapeshifting
is the ability to alter the way you look or take on the form of something else you have experienced, like when a druid shifts
into a bear, or a wizard conjures the form of a dragon.
Size-changing powers (Growth, Shrinking) Size-changing powers may be used in either action or reaction dice pools.
These powers allow growing or shrinking in size, usually through magic or monstrous ability. They do not grant further
abilities from changing in size, which may be represented through other power traits like Strength, Durability, etc.
Sorcery. Sorcery may be used in action or reaction pools, and may not be used to inflict physical stress (which is often
shown in an accompanied Limit in a Power Set including it). Sorcery is the trained ability to shape magical forces into
tangible magical creations, usually as an asset or complication. The ability to channel magic into a direct strike is covered
under Magical Blast, and the raw talent for using magic is covered until Magical Aptitude.
Stamina. Stamina is almost always used in recovery dice pools or in reaction pools against poison or disease-type effects.
Stamina represents increased endurance and staying power, as well as recuperative ability and resistance to fatigue or
toxins. It is not the ability to resist physical damage, which is covered under Durability or Resistance.
Strength. Strength is almost always used in action dice pools. Strength is muscular power beyond that of the average
humanoid.
Stretching. Stretching is usually used in action dice pools. Stretching is the ability to elongate or increase the length of
limbs or other body parts, often to great distances.
Teleport. Teleport may be used in action or reaction dice pools. Teleporting is the ability to travel from one point to
another instantaneously, often by crossing through another plane of existence through magical means.
Transmutation. Transmutation is usually used in action dice pools. Transmutation is the ability to transmute one
substance to another, sometimes through alchemical means and sometimes through monstrous abilities.







Power Starts at Talented Gifted Special

As Gifted,
increase 2
of choice to
D12
Attack power
Blast
Weapon
D6
D8
D8
D10
Durability. D6 D8 D12
Elemental Control powers. D6 D10
Intangibility. D6 D10
Invisibility. D6 D6 D10
Mimic. D6 D10
Movement Powers (including
Speed, Flight, Swimming, etc.)
Speed
Flight
Swimming
Leaping
Swinging
Wall Crawling


D6
D6
D6
D6
D6
D6


D8
D6
D8
D8

D8


D10
D10
D12
D12
D10
D12

Psychic Powers (including
Mind Control, Telepathy, etc.)
D6 D6 D12
Reflexes. D8 D8 D12
Resistance power. D6 D8 D12
Senses. D8 D8 D12
Shapeshifting. D6 D10
Size-changing powers (Growth,
Shrinking)
D6 D10
Sorcery. D6 D10
Stamina. D8 D8 D12
Strength. D8 D8 D12
Stretching. D6 D10
Teleport. D6 D10
Transmutation. D6 D10


Resources
Resources can be allies, minions, locations or Gear

Gear. Limited to certain powers
Power Starts at Non-Magial
Non-Tech
MAgical Tech
Attack power
Blast
Weapon
D6
D10
D10
D12
D12
D12
Durability. D6 D10 D12 D12
Elemental Control powers. D6 D8 D6
Intangibility. D6 D10
Invisibility. D6 D6 D10 D6
Mimic. D6 D10
Movement Powers (including
Speed, Flight, Swimming, etc.)
Speed
Flight
Swimming
Leaping
Swinging
Wall Crawling


D6
D6
D6
D6
D6
D6



D6



D6


D10
D10
D12
D12
D10
D12



D8


D8
D8
Psychic Powers (including
Mind Control, Telepathy, etc.)
D6 D8
Reflexes. D8 D10
Resistance power. D6 D8 D12 D8
Senses. D8 D10 D8
Shapeshifting. D6 D10
Size-changing powers (Growth,
Shrinking)
D6 D10
Sorcery. D6 D8
Stamina. D8 D12
Strength. D8 D12 D8
Stretching. D6 D6 D10 D6
Teleport. D6 D10
Transmutation. D6 D10
All Gear has the Gear Limit. Some Tech and Magical gear may also have the Exhausted Limit.


The world
The Gifted world is huge. There are many areas and many nations. Most are controlled by the dark lords and their
legions. Terrain is varied but does occur more in certain parts.
Areas are not just separated by rivers, seas and mountain ranges. The other realms have leaked into the world
creating areas of shadow, chaos or elemental wastes. These areas however can also be used to cross into the other
realms and travel quickly across the world
Outer Regions
Arctic
Arctic Wastes Far NORTH
Wastes
Mountains Mountains
Arctic Sea Inner Regions
Arctic Sea
North Mountains Forests and
Mountains
Far WEST
Sea

West
Plains, Forest

Central region
Plains
East
Forests
Far EAST

Forests
Sea Desert South
Desert and
Savannah
Islands Jungles
Desert Islands Savannah Far SOUTH

Jungles and plains
Swamps Islands

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