A bit of background: I use a version of Microlite74 for my games, so there are only three ability scores: STR, DEX and MIND. Further, I usually simply represent these scores with modifiers, so normal characters tend to have abilities ranging from -1 to +4. I also only use a single saving throw as a luck roll, set by default at 50%. Finally, source is a kind of mana that the heroes may utilize to perform feats and cast spells. To give a feel for the power level, characters tend to start with around 20-24 hitpoints, an AC of 10 to 15 and an attack bonus of +2 to +5. Also, magic is treated as an emanation of the Void and bringing Chaos into the world, so magic users are almost without exception tainted and corrupted by the spells they use, hence players who want to be truly heroic are advised to avoid bargaining with daemons for more power.
1 | Jinxed | -1 to all nearby creatures’ saving throws. |
2 | Plague-bearer | +5 to saves vs. disease, on crit your enemies are nauseated and weakened (save). |
3 | Undying | On death remain conscious and capable of slow movement and speech, but unable to heal. Probably also start rotting. May require clerical aid. |
4 | Bloody regenerator | When reduced to ½ hp, gain regeneration 1/round until end of enc. |
5 | Necropotency | +2 damage with necrotic attacks. |
6 | Ghost hunter | +50% chance to hit all noncorporeal creatures. |
7 | Cold of the grave | You also deal cold damage with unarmed attacks, DR cold 2. |
8 | Cold master | +2 damage with cold attacks. |
9 | Zen Warrior | May use MIND for melee combat. |
10 | Eater of Souls | On enemy killed gain 4 hp until end of enc. |
11 | Poisoner | All attacks may deal poison damage. |
12 | Zen Archer | May use MIND for missile combat. |
13 | Father frost | All attacks may deal cold damage. |
14 | Crippler | On critical, enemy is slowed (save). |
15 | Vacuum hardened | Can survive in vacuum due to significant nanonic … er, magick modifications. |
16 | Darkvision | Can “see” about 20m in perfect darkness. |
17 | Servant of darkness | +2 to all d20 rolls in darkness and -1 in daylight. |
18 | Soul stealer | On enemy killed gain +2 to next roll of choice. |
19 | I am legion | +1 damage to all attacks on enemy killed until end of enc. |
20 | Frenzied | +2 damage when below ½ hp. |
21 | Hidden reserves | Can keep functioning until -5 hp. |
22 | Bloodlust | +1 all attacks vs. foes below ½ hp. |
23 | Inner beast | +1 melee attack and damage when below ½ hp. |
24 | Acid lover | +2 damage with Acid attacks. |
25 | Fire starter | +2 damage with Fire attacks. |
26 | Vaccinated | DR necrotic and biological 5. +2 saves vs. Disease. |
27 | Fury | +2 to all attack rolls when below ½ hp. |
28 | Death dealer | On enemy killed gain +4 to damage with next attack. |
29 | Fade into shadows | +2 AC when in darkness, -1 to AC in bright light. |
30 | My blood is armor | Gain DR 1 when below ½ hp. |
31 | Death hunger | On enemy killed gain +1 to attack rolls until end of encounter. |
32 | Melee fanatic | +2 to hit with melee attacks, -1 to hit with ranged and spells. |
33 | Lucky basterd | Roll 1 extra save against an on-going effect 1/enc. (or per 10 rounds). |
34 | Electric lover | +2 damage with electric attacks. |
35 | Sparklefingers | Unarmed attacks may deal lightning damage, DR electric 2. |
36 | Tremorsense | Can sense all movement on and in the ground in a 5m radius. |
37 | Blessed blighter | Roll twice for first save of encounter, choose best result. |
38 | First blood | Roll twice for first attack of encounter, choose best result. |
39 | Webbed limbs | Swim speed equal to land speed. |
40 | Gill implants | Can breathe water. |
41 | Artificial organism | Not actually alive; don’t need to eat, drink, breathe or sleep. |
42 | Infraoptics | Infravision. |
43 | Nimble dwarf | You are smaller than normal. +2 DEX, -1 STR, use smaller weapons. |
44 | Big man | You are bigger than normal, -1 DEX, +1 STR, can use bigger weapons. |
45 | Echolocator | Can use echolocation, effectively have 20m darkvision. |
46 | Sniffer | +4 bonus to skill checks when a sense of smell would help. |
47 | Shaggy fur | Covered in fur, giving DR 1 and DR cold 3. |
48 | Augmented eyes | Low-light vision, +1 bonus when searching, etc. |
49 | Reacher | Have longer reach with melee weapons, gain +1 initiative. |
50 | Fast | Faster than normal, +4 bonus to skill checks when this would help. |
51 | Tough | +5 hp. Yes, a boring trait. |
52 | Fluid anatomy | Save vs. critical hits to turn them into normal hits. |
53 | Deadhands | Unarmed attacks may deal necrotic damage, DR necrotic 2. |
54 | Acid blood | 1/encounter, when reduced to ½ hp blood splash deals 2d4 damage to all adjacent creatures. |
55 | Alien / Void thing | An actual alien, +3 to Knowledge, +1 to attack with alien items. |
56 | Firehands | Unarmed attacks may deal fire damage, gain DR fire 2. |
57 | Giant slayer | +4 to AC and damage vs. Creatures significantly larger than you. |
58 | Lord of Hellfire | +1 attack and damage with fire and psychic effects. |
59 | Spiderman | +1 Physical skill, +5 bonus to climbing skill checks. |
60 | Blastmaster | +2 attack with bursts and blasts (fireballs and flaming hands, for example). |
61 | Double-take | Roll twice for initiative, pick best result. |
62 | Fire master | Melee attacks may deal fire damage. |
63 | Ferocious brute | On 0 hp make immediate attack with +4 to hit, then drop. |
64 | Armoured skin | Slow (-4 penalty to skill checks when speed is required), gain 2 DR. |
65 | Chemoderm | DR acid and chemical 5. |
66 | Thermoderm | DR fire 5. |
67 | Insulated | DR cold 5. It’s not just blubber! |
68 | Tireless | You cannot be fatigued or weakened. |
69 | Kinaesthete | DR force 5 and +1 AC vs. missile attacks. |
70 | EMP hardening | DR electro-magnetic (lightning) 5. |
71 | Gut upgrade | +5 to saves vs. poison, can digest semi-edible food ... like wood. |
72 | Squeezer | Can reduce size and move bones to squeeze through narrow areas. |
73 | Acid master | Melee attacks may deal acid damage. |
74 | Face-changer | Rearrange features, +5 to skill checks when this comes in handy. |
75 | Demonic heritage | +3 Communication skill, DR fire and acid 3. May know how to fiddle. |
76 | Winged | Can fly, badly. Look like a total freak. -4 to skill checks when looks are an issue. |
77 | Prehensile tail | Just what it says. Tail can hold things, be used to drink potions, etc. -3 to skill checks when looks are an issue. |
78 | Hermaphrodite | Just what it says. Can change sex at will, takes about a day. |
79 | Clawed | Unarmed attacks deal 1d6 damage, -3 to skill checks when looks are an issue. |
80 | Unblinking | Literally constantly aware, +3 to Subterfuge. May be unnerving. |
81 | Bloodbather | Gain +1 to all defences and saves vs. opponents below ½ hp. |
82 | Keep them away | +2 to hit with ranged attacks, -1 to attack with melee and spells. |
83 | Earth eater | Can feed on inorganic matter and derive sustenance. |
84 | Fast runner | Faster when running or charging, +2 AC when running away. |
85 | Opportunist | +2 to hit with opportunity & sneak attacks. |
86 | Load bearer | Gain 8 bonus load slots. |
87 | Target painter | Allies gain +1 to hit and damage vs. target you crit until end of enc. |
88 | Battering blows | +2 damage with unarmed attacks |
89 | Charger | +2 damage on charge, +5 to push, shove enemies. |
90 | Press forth | On crit, gain free attack. |
91 | Little vampire | When your attack hits regain 1 hp. |
92 | Spell master | All magick attacks are high crit. |
93 | Critical master | All melee attacks are high crit. |
94 | Head shooter | All ranged attacks are high crit. |
95 | Thirst for battle | +3 to initiative, +1 source point. |
96 | Critical spells | Crit on 19-20 with magick attacks. |
97 | Ranged critter | Crit on 19-20 with ranged attacks. |
98 | Stunner | On crit enemy is stunned (save). |
99 | Bloody mess | Crit on 19-20 with melee attacks. |
100 | Sexy Shoeless God of War | You are small, you gain +2 DEX, +2 STR and +2 Initiative. |
101 | Bad luck and company | 1s and 2s on a d20 count as critical fails, 19s and 20s count as critical successes. |
102 | Rising fury | Every time an enemy hits you, gain a cumulative +1 to hit that enemy. |
103 | Attack is defence | Any enemy you strike has a -2 penalty to hit you for one round. |
104 | Immobilizer | On crit enemy is immobilized (save). |
105 | Martial freedom | +5 to save vs. slow and immobilized. |
106 | Hardheaded | +5 to save vs. stun and paralyze. |
107 | Poke the big’uns | +1 to hit larger targets than self. |
108 | Team player | +2 dmg when adjacent to an ally. |
109 | Cagey | +2 AC vs. sneak attacks. |
110 | Unleashed anger | +3 to melee attacks when below ½ hp. |
111 | Agile bugger | You can generally attack an enemy and move away from it without provoking an attack of opportunity. |
112 | Lost among big’uns | +2 AC when adjacent to 2+ larger enemies. |
113 | Knocker | On crit enemy is knocked prone. |
114 | Ferocious | +4 to attack and damage for one round after you crit. |
115 | Backstabber | deal double damage against enemies that are completely unaware of you. |
116 | Sneakster | plus DEX damage on sneak attack. |
117 | Scoundrel | plus STR damage when you sneak attack. |
118 | Combat superiority | +MIND to attack on opportunity attacks, target stopped on hit |
119 | Mindful defence | May use MIND for AC bonus. |
120 | Strong mind | May use STR for MD (Magic Defense). |
121 | Strong defence | May use STR for AC. |
122 | Quick draw | Draw weapon really fast, +2 initiative. |
123 | Painful advantage | +3 dmg on opportunity attacks. |
124 | Improved initiative | +4 to initiative. |
125 | Fast reflexes | +2 to all opportunity attacks. |
126 | Spell slinger | +2 to all magic attacks, -1 to melee and ranged attacks. |
127 | Better second wind | #NAME? |
128 | Faster second wind | Can use a point of Source during combat to recover ¼ hp as a full round action. |
129 | Stable | +5 to saves vs. being knocked down or moved. |
130 | Educated | +5 to skill of choice. |
131 | Can’t touch this | +2 AC when surrounded by 3 or more enemies. |
132 | Swift charger | Faster when charging, +2 to hit on charge. |
133 | Bloody lucky | Once per encounter, lose 1d6 hp and make a save automatically. |
134 | Vitality | +1 source point. |
135 | Combat leader | Allies nearby gain +2 to initiative. |
136 | Alertness | No CA when surprised, +2 to skill check when searching. |
137 | Hide from big’uns | +5 Subterfuge against large opponents |
138 | Durable | DR 1 against all elemental attacks. |
139 | Escape artist | +3 specific skill bonus when being an escape artist. |
140 | Perseverance | +1 to all saving throws. |
141 | Jack-of-All-trades | +1 to all general skills. |
142 | Light step | +3 specific skill bonus when trying to hide own tracks and traces. |
143 | Ranger | +4 Survival. |
144 | Skill focus | +5 to chosen specific skill. |
145 | Combat medic | +2 Knowledge, +5 specific skill medic. |
146 | Group stealth | +2 Subterfuge for self and adjacent allies. |
147 | Timely respite | Do nothing for one round and roll a failed save again. |
148 | Bardic Skill | +2 to 2 skills of choice & +2 to specific skill with one instrument (bongos?). |
149 | Trap sense | +2 against everything traps can do that might require a d20 roll. |
150 | Jester of pain | +3 to Subterfuge, +1 damage with sneak attacks. |
151 | Skill versatility | +1 to all skills. |
152 | Soldier mage | May use STR for magic combat. |
153 | Finger magic | May use DEX for magic combat. |
154 | Paragon of defence | +1 to AC and MD. |
155 | Quick recovery | Gain double hp per source point when resting. |
156 | Wrathful valor | +2 dmg when nearby ally is below ½ hp. |
157 | Indomitable | +2 to MD and saves vs. dazed, dominated or stunned. |
158 | Unyielding | +2 hp and +5 to saves vs. death. |
159 | Reflexive | +1 to AC and +2 to saves vs. ongoing damage. |
160 | Oblivious of the end | Do not fall unconscious for 1 round after reaching 0 hp. |
161 | Rangy mage | Range of magic spells increased (areas of effect do not increase) |
162 | Xenoslayer | +1 to attack vs. aliens and horrors, +2 when below ½ hp. |
163 | Fists of fear | Unarmed attacks deal +2 damage and may count as psychic dmg. |
164 | Perfect balance | You can balance on any narrow surface without a skill check. |
165 | Perfect life | DR necrotic 10. |
166 | Tech expertise | +2 attack with tech items (implements). |
167 | Group insight | Gain +1 to Knowledge for every nearby ally (max +4). |
168 | Psycho | +2 damage with psychic attacks. |
169 | Neural shell | DR psychic 5, +2 to saves vs. enchantments. |
170 | Danger senses | +2 initiative, +2 to AC vs. surprise attacks & traps. |
171 | Blithe | +5 to saves vs. fear. |
172 | Minor precognition | +MIND to AC vs. opportunity attacks and sneak attacks (or +1 if no bonus). |
173 | Toughminded | +1 to MD, +5 to saves vs. charm. |
174 | Trance | Sleep is optional. 4 hour extended rest. |
175 | Nimble of foot | Ignore difficult terrain when walking. |
176 | Mild telepathy field | +1 to your and nearby allies’ skill checks when searching. |
177 | Good vibrations | +1 to your and nearby allies’ Communication skill. |
178 | Armor lover | +2 Armor penalty reduction. |
179 | Aura of peace | +2 Communication skill, +2 to saves vs. Fear within close radius. |
180 | Tree-hugger | +2 to all rolls when close to trees, -1 to all rolls when no trees nearby. |
181 | Wood-monger | +2 damage with wooden weapons. |
182 | Speed loader | Load faster. Much faster. Just ignore loading times. |
183 | Marked by the light | +1 to all defences vs. creatures of darkness and death. |
184 | The gods guide your hand | +5 to attack with first attack of the encounter. |
185 | Potent blood | Your blood is literally intoxicating, also gain +5 to saves vs. alcohol. |
186 | Eyes of clarity | +3 to saves and defences vs. illusions. |
187 | Free spirit | Cannot be charmed or dominated. |
188 | Distant advantage | Can carry out ranged and area sneak attacks against unaware enemies. |
189 | Dextrous fighter | May use DEX for melee combat damage. |
190 | Mr. Mind-melter | +2 to mental influencing attacks, +2 to Communication. |
191 | Undying heart | On death can use 2 source points to return to life with 1 hp. |
192 | Like a golem. | You are hard-core. Literally. DR 1/magic. |
193 | Regenerator | Can slowly regrow lost or damaged limbs. |
194 | Were heritage | You can regenerate 1/silver. |
195 | Tower of power | +1 STR and +10 hp. |
196 | Babel fish | Universal translator and +2 to Communication skill. |
197 | Golden boy | You are beautiful, the gods smile on you. +3 Communication skill, roll one extra save per encounter. |
198 | Major precognition | +6 initiative, +3 AC vs. surprise attacks. |
199 | Infinite reserves | Regain all Source every day at a set time. |
200 | Holy one | Your magicks come from a real divine source and you can gain no taint. Can automatically pick one magick you know, if you do not have any. |
201 | Invigorating charge | Gain 5 temporary hp if you boldly charge into combat. |
202 | Coop-cowardice | Gain +1 to hit for every ally attacking the same enemy. |
203 | Deadly cowardice | Gain +1 to dmg for every ally attacking the same enemy. |
204 | Eater of men | Gain 1d6 temporary hit-points after eating human flesh. |
205 | Elongated teeth | Can use a bite attack that deals 1d4 damage. |
206 | Prickly ears | Gain +5 to skill checks when hearing plays a factor |
207 | Sharp bloodshot eyes | Gain +5 to skill checks when vision plays a factor. |
208 | Lucky goblin | Gain +2 to one d20 roll per encounter. |
209 | Thick skinned | Gain +1 unarmoured AC and +2 to saves vs. mental effects. |
210 | Shield basher | Gain +1 melee damage when you equip a shield. |
211 | Careful lurker | Gain +2 to hit when you sneak attack. |
212 | Eyes bleed with… | … the power. Gain +3 to your next d20 roll for each source point used. |
213 | Greedy goblin | Once per session you may roll your d100 roll for loot twice. |
214 | Bad luck goblin | You are infected with gremlins. Enemies that attack you save at -2. |
215 | Mudouflage | When you have access to mud, gain +4 to Subterfuge. |
216 | Jugular jump | Gain 19-20 crit threat range when you sneak attack. |
217 | Filth cloud | 1/enc. when reduced to ½ hp, all adjacent creatures are weakened (save). |
218 | Knife friend | Gain +1 to hit and +2 to Communication (intimidation) with knives. |
219 | Empty shell | You have no soul. Any spells affecting souls fail against you. You cannot be raised if you die. Gain +5 bonus to saves vs. mental effects. |
220 | Slimy and squirmy | Gain +2 to AC vs. grappling and a +2 bonus to all d20 rolls in tight spaces. |
221 | Quick goblin | Gain +1 to AC against attacks with large and ranged weapons. |
222 | Daywalker | Gain +2 to all d20 rolls in daylight, -1 to rolls in darkness. |
223 | Hidden decapitator | All sneak attacks are high crit. |
224 | Holy hands | Your unarmed attacks may deal holy damage, gain DR 2 holy. |
225 | Holy weapons | Your melee attacks may deal holy damage. |
226 | Unholy filth | Gain DR 5 holy. |
227 | Raymaker | +2 to hit with magic rays. |
228 | Holy slayer | +2 to damage with holy attacks. |
229 | Soul shell | You gain +2 MD. |
230 | Saving shield | Roll a save to turn a crit into a regular hit when using a shield. |
231 | Unforgiving | +1 to hit and damage vs. enemies that have wounded you until end of enc. |
232 | Mage hunter | +2 to damage vs. spell-casters. |
233 | Lightbringer | Gain +2 to hit with holy and fire attacks. |
234 | Fishbreather | +2 to all d20 rolls in or near water, -1 to in dry areas. Can breathe water for a short time. |
235 | Thunderer | Your voice is a force weapon, deals 1d4 damage, close range. |
236 | Shield bearer | Gain +1 to attacks with spears or short swords when using a shield. |
237 | Spartan | Gain DR 1 when using a shield. |
238 | Killing rays | +2 damage with rays. |
239 | Goliath | Can wield 1 die larger two-handed weapons. |
240 | Faster shot | Always win initiative if you are using a ranged weapon vs. casters or melee combatants. |
241 | Crossbow master | +2 damage with crossbows. |
242 | Armour ripper | All your melee attacks gain 1 damage penetration. |
243 | Long fingers | Your fingers are grotesquely elongated, gain +3 to disable traps and locks and +1 to choke. |
244 | Skullbreaker | +1 damage with all blunt weapons. |
245 | Longthrower | Can throw throwing weapons farther. |
246 | Slasher | +1 damage with all slashing weapons. |
247 | Wrestler | +1 to hit, damage and AC when unarmed, unarmoured and oiled. |
248 | Poker | +1 damage with all piercing weapons. |
249 | Horsemaster | +1 AC when mounted. |
250 | Frikkin’ ninja | When unarmoured gain +2 AC, +2 to hit, -2 to damage. |
251 | Chainmaster | +1 to hit with chain weapons, +1 to AC in chain mail. |
252 | Flashy dresser | +3 to Communication in non-combat threads, +1 MD if unarmoured. |
253 | Heterophobe | +1 to hit opposite sex. |
254 | Homophobe | +1 to hit same sex. |
255 | Moonwalker | +1 to all d20 rolls when in moonlight. |
256 | Magical bard | +1d4 to allies’ d20 rolls when playing music. |
257 | Fear sower | On critical enemies are feared (save). |
258 | Quartermaster | +1 to hit and damage with quarterstaff. |
259 | Horned | Horns grow on your head, giving you a 1d4 head-butt attack. |
260 | Hoof-foot | You have hoofed feet and +4 to endurance checks. May look strange. |
261 | Tripper | +4 bonus to attempts to trip enemies. |
262 | Lancer | +2 to hit with spears and lances when mounted. |
263 | Beloved of the Voids | Do not have to roll saves when facing the void, +1 to psychic and necrotic attacks. |
264 | Shiny knight | Gain +1 AC in full plate and +1 to hit with long sword and shield. |
265 | Daggers drawn | Gain +1 to hit when using a dagger in your off-hand. |
266 | Robes like armour | Gain +1 AC when wearing very wizardly robes |
267 | Armoured fist | When wearing armour, increase die size for unarmed attacks. |
268 | Deadly daggers | With small weapons deal +2 damage. |
269 | Urban adventurer | +2 to d20 rolls in cities, -1 to rolls outside of cities. |
270 | Troll blood | Gain regeneration 1/fire |
271 | Disciplined | +1 to MD, +5 to saves vs. fear. |
272 | Blood of Power | As a minor action, can exchange hp for a bonus to the next roll at a rate of 1:1. |
273 | Horse archer | +2 to hit with ranged attacks when mounted. |
274 | Another ranger | +3 to Survival, +1 to hit with bows. |
275 | Great archer | Can use 1 die larger bows and crossbows. |
276 | Menacing | An aura of menace surrounds you, gain +5 to Communication (intimidate) and +2 to attacks with fear spells. |
277 | MSc Dungeoneer | +3 to all “dungeon-related” skill checks. |
278 | Duellist | +2 to hit when facing an opponent 1 on 1. |
279 | Gaunt | You are unnaturally gaunt, gaining +1 AC and -3 hp. |
280 | Paragon of virtue | You are so ridiculously virtuous even shit won’t stick, +2 to saves, -2 to Communication skill (annoying). |
281 | Glutton | You are huge. Almost Jabba the Hut huge. Gain +6 hp and -1 AC. |
282 | Proud | You are awesome, but you know this too well. Gain +2 to one attack and one skill, and -1 to either AC or MD. |
283 | Envious | Underhanded and devious, gain +3 to Subterfuge. |
284 | Lustful | Gain +5 to Communication vs. the opposite sex. |
285 | Greedy | Gain +10 to treasure rolls and -1 to Communication skill. |
286 | Wroth | You have a short temper and are prone to violent rages. Gain +1 STR and -1 to MD. |
287 | Calculating | +2 to Knowledge, +1 to hit with missile or spell attacks, -2 initiative. |
288 | Persistent | On miss gain +1 to next attack. |
289 | Siren song | +2 to hit with charm spells when you can use your voice. |
290 | Grand improviser | +2 to hit and damage with improvised weapons. Like bar stools. |
291 | Dark elf ranger | +2 to hit when using two identical slashing weapons (scimitars). |
292 | Motor-breath | +2 to rolls with things that have engines, +3 to saves vs. alcohol. |
293 | Wand-waver | +2 to attacks with wands. |
294 | Rod-wielder | +2 to attacks with rods. |
295 | Ambidextrous | Can wield weapons in either hand, gain a +1 bonus to hit when wielding two weapons. |
296 | Metal-head | +1 to hit when wearing metal armour. |
297 | Silver machine | You possess a silver machine. You do not know what it does. Yet. |
298 | Slayer | gain +1 STR and +1 rank in a melee weapon of choice. |
299 | Hell’s Angel | Gain DR 5 vs. all elemental and DR -5 holy. |
300 | Soul drinker | On critical, you may drain an enemy’s surge. If an enemy has no surges, drain ¼ of its hitpoints instead of the damage dealt (unless you dealt more damage). |
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