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- HUMANS
- Unique Abilities
- (1) Always Class Skills: Language, Negotiate, Occult
- (2) "Victory": Up to total +2 bonus distributed across any number of Contested skill checks (per session)
- (3) "Destiny's Fool": Up to once per session, the GM may cause this human to automatically fail any Saving throw. The saving throw must not cause the character's death. This cannot supercede the expenditure of Moxie or Fortitude.
- Unique Perks
- (1) "Survivor": If HP is reduced to 0, you may make a Luck save. Max HP is reduced by 2, but roll back and gain a free turn before HP was reduced.
- (2) "Heroic": If you saved an NPC's life, choose to add one of either a MOX or FOR to your respective pool. Do this max once per session.
- (3) "Rally": When rolling Leadership against NPCs in imminent danger, double your Leadership skill bonus.
- (4) "Quixotic": Take a +1 to any Leadership, Charm, or Intimidate skill checks when rallying to an ideological banner.
- Unique Quirks
- (1) "Mundane": -1 to all Occult and Religion checks.
- (2) "Supremacist": -1 to Presence based checks on other races.
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- AUTOMATONS
- Unique Abilities
- (1) Always Class Skills: Communications, Engineering, Mechanic
- (2) "Unliving": Doesn't need to breathe, eat, sleep, drink, does not feel pain or become stunned, is not affected by poisons, diseases, or radiation.
- (3) "Machine": HP does not heal on its own, Mechanics check to heal damage (one check/day, HP healed = [# on dice] - 6, cannot self-repair if below 1/2 HP.) Requires electricity or fuel at least once a day.
- Unique Perks
- (1) "Extended Banks I, II, III...": Refeuling or recharging is required only once every 2 days. This can be taken multiple times, extending the limit by a day.
- (2) "Survival Design": Can perform mechanics checks on self even when below 1/2 maximum HP.
- (3) "War Machine": Your chassis gains 1 hardpoint. -3 Maximum Encumbrance.
- (4) "Chassis": +4 native DR.
- Unique Quirks
- (1) "Dependence": Cannot roll Mechanics checks on self, ever.
- (2) "Uncanny Valley": -1 to Charm, Persuade, and Negotiate
- -----=====+++++=====-----
- DAEMONS
- Unique Abilities
- (1) Always Class Skills: Charm, Deception, Occult
- (2) "The Source": Increase the maximum Power of learnable spells or miracles by +1. Spells and miracles within this higher cap cost an additional 3 Faith or Arcana to cast.
- (3) "Conduit": All saves to resist hostile magic effects are at a -1.
- Unique Perks
- (1) "Wellspring": Increase maximum Faith or Arcana by 6 points.
- (2) "Electric Touch": +1 to Charm or Deception checks when making significant physical contact.
- (3) "Spellbound": +1 to Persuade checks against anyone you've slept with.
- (4) "Otherworlder": Not affected by poison, disease, or fire.
- Unique Quirks
- (1) "Truth": You cannot lie.
- (2) "Darksight": Vision is impaired by bright light or day rather than by darkness.
- -----=====+++++=====-----
- DRAGONFOLK
- Unique Abilities
- (1) Always Class Skills: Acrobatics, Athletics, Intimidate
- (2) "Blitzkrieg": +1 to contested Athletics or Acrobatics checks. Double movement speed in combat. Can move both before and after making an attack, but this attack receives a -4 penalty.
- (3) "Hotheaded": Whenever you lose a contested skill check, take 1d4 nonlethal HP damage. This can't bring you below 1 HP.
- Unique Perks
- (1) "Burning Blood": +1 to any contested Vehicle check.
- (2) "Challenge": Sacrifice X hitpoints to gain a +X bonus to-hit on an attack. This can be performed after the attack dice is rolled.
- (3) "Firestarter": Provided an easily flammable fuel, such as tinder, paper, gasoline, etc. you can always get a spark going with a careful, smoldering breath.
- (4) "Sixth Sense": Given a straightforward choice--such as opening a box, swallowing a pill, or going through that door--you may force an assessment of danger. You will get a distinct sense of whether or not the action will result in physical injury within the next couple minutes, according to the GM's best judgement of outcomes. This can be used once per session.
- Unique Quirks
- (1) "Rage": +2 to AC the turn after you take damage.
- (2) "Terrorizer:" -1 to Charm and Streetwise checks.
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