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Combined Qualities
Artist (2-point Quality)
Your character's an artist, someone unusually talented and creative. Artists get +1 to
any two mental Attributes; +1 to the Art skill; and -1 to all rolls for controlling emotions.
All cops get +1 to any one physical Attribute; +1 to the Crime, Driving, and Gun Fu
skills. A working beat cop also gets 2 points of legal authority, balanced by one-point
Obligation (Important) to the force. A detective or other higher-up should also take the
Contacts Quality and the Rank Quality.
Criminals get +1 to any one Attribute, and +1 to Crime and one other skill related to
their criminal career. However, they have poor impulse control, and must make a
Willpower (doubled) roll whenever the opportunity to make a fast buck presents itself.
Ex-Watchers get +1 to any one physical Attribute, and +2 to the Getting Medieval
skill. They also get +2 to any monster research rolls.
Jocks get +1 to any two physical Attributes, and +2 to the Sports skill. However, they
get -1 to all intellectual rolls
Reporters get +1 to Intelligence and Perception; and +1 to the Notice skill and one
other skill. They also get 2 points of the Contacts Quality. However, they have an
insatiable curiousity, and must make a Willpower (doubled) roll to resist it.
Occult Investigators get +1 to two mental Attributes; +2 to the Occultism skill. Like
reporters, they have an insatiable curiosity but specifically about the supernatural. They
must make a Willpower (doubled) roll to resist learning something supernatural.
Robots along the lines of Ted or April get +4 Strength, +1 Dextery, and +2
Constitution. However, they cannot heal naturally. A person with Science 3 or higher can
fix the robot -- each success in a Science + Intelligence roll restore 1 Life Point per
Constitution level per hour.
Though these aren't likely to exist after Willow's spell, they would have +1 to any two
physical Attributes; and +2 to the Acrobatics, Kung Fu, Getting Medieval, and Occultism
skills. They also have a 1-point Adversary Drawback (the First and other evils) and a 1-
point Obligation (Watcher's council).
These are Native Americans imbued with the power of animal spirits of their
ancestors. They may add +8 divided among Attributes (fitting their totem animal). They
also have one Acute Sense and the Fast Reaction Time and Hard to Kill +3 Qualities.
They have +1 to the Kung Fu skill. But they have a 3-point Adversary Drawback (the
Wendigos), and they have a -1 penalty to Willpower rolls to resist their basest impulses.
Vampire PCs have +3 Strength; and +2 Dexterity and Constitution. They have the
Hard to Kill +1 Quality. They also use the special damage rules for vampires.
Werewolf (controlled) (12-point Quality)
In animal form: +4 Str; +2 Dex and Con; Acute Sense (Smell); claws/bite
Standard Qualities
Acute Sense (2-points/level Quality)
This gives +1 bonus per level to any activity (usually Influence Skill rolls) where
persuading people is a factor.
You should pick a sphere of influence for your contacts: Criminal, Financial,
Governmental, Supernatural. Contacts that provide only rumors cost 1 point. Contacts
that convey reliable information cost 2 points. Actual allies who help the character in any
way can cost 3 to 5 points, depending on the contacts resources.
With a Perception + Notice roll, your character can tell what someone is feeling.
Your character has a wondrous item, which is rated by power level similar to spells
(see pp. 90-97 in The Magic Box).
Your character can create wondrous items, which are rated by power level similar to
spells (see pp. 90-97 in The Magic Box).
This gives a +5 bonus to initiative, and a +1 bonus on Willpower tests resisting fear.
Each level adds +1 bonus to Survival Tests, and add 3 Life Points to your character's
pool.
The character is permanently invisible. Even in close combat, any attacks against her
require a Perception + Notice roll, and have a -4 penalty.
Your character is immune to all forms of Telepathy and some Supernatural Senses
(GM's discretion), as well as all spells or powers that seek to read or control her thoughts
or emotions.
Your character has relatives and/or similar-minded magicians who support her.
The character has four points of Armor Value against blunt attacks only.
The character can memorize long passages or documents without difficulty, and gains
+1 on any skill roll where memorizing facts is useful.
The character may sense the history of an object by rolling Perception + Notice, which
may range from feeling emotions for the past day (1 Success) to visions within the past
year (4 successes) or more.
Your character has priviledges in the army, police, or other organization. This ranges
from 1 (Sergeant or Agent) to 4 (Captain or Bureau Chief) or more.
Choose a type: paranormal, pain, poison/disease, or demonic powers. Each level adds
+2 to rolls to resist that effect.
The character has notable access to useful stuff. Note that any character can buy
normal stuff and may even have a car or house. However, they will not have no guns or
special gadgets, and do not use their money on adventures such as bribes. A non-
resourceful character may be relatively wealthy, in which case (1) their money is tied up
in investments, (2) they lack saavy to use your money on adventures, and/or (3) they are
unwilling to spend it.
This is inner magical power, which adds directly to spellcasting rolls and telekinesis
rolls.
Roll Willpower+Telekinesis to move things with your mind. The strength is equal to
the success levels.
Your character can speak into the minds of anyone she knows well, as long as she can
see them or knows where they are. She can communicate simultaneously with a number
of people equal to her Willpower. If she touches someone or looks into their eyes, she can
listen in on what the person is thinking, resisted by a Willpower (doubled) roll.
DRAWBACKS
Addiction (Variable Drawback)
Varies from habitual drinking or smoking (1 point) to heavy use of heroin (6 points).
Any time you roll a "10", you roll another die. If it is less than or equal to your Bad
Luck, a mishap occurs through no fault of your own. The player then announces this, and
the exact result is GM-determined. It should be significantly worse than failure, affecting
the scene as a whole.
A role-playing disadvantage where people have trouble taking you seriously. It has no
direct mechanical effects.
One dependent (like Joyce or Dawn) is 2 points. Multiple dependents are 3 points.
Dorks, squibs, freaks, geeks, wads, etc. The character has a -2 penalty to all Influence
tasks.