Blessings and Flaws
Blessings and Flaws are advantages and disadvantages that a character may have as both special abilities and hindrances. A new character rolls percentile dice twice: once to determine the number (if any) of Blessings, the second time to determine the number (if any) of Flaws. Characters are not guaranteed to have any boons or banes, and those without simply move on to the next step (Secondary Skills).
D100 Roll | # of Blessings/Flaws |
01-40 | Zero |
41-75 | One |
76-90 | Two |
91-100 | Three |
Blessing List (d100)
01-04 | Starting Cash 1 | 63-64 | Starting Cash 2 |
05-07 | Status 1 | 65-66 | Status 2 |
08-10 | Absolute Direction | 67-68 | Language Talent 1 |
11-13 | Absolute Timing | 69-70 | Hard to Kill 2 |
14-16 | Quickstride | 71-72 | Second Sight 2 |
17-19 | Animal Empathy | 73-74 | Danger Sense |
10-22 | Double Jointed | 75-76 | Attractive Voice |
23-25 | Immune to Normal Disease | 77-78 | Daredevil |
26-28 | Language Talent 1 | 79-80 | Minor Magic Talent |
29-31 | Longevity | 81-82 | Weapon Master |
32-34 | Peripheral Vision | 83-84 | Spirit Sense |
35-37 | Rapid Healing | 85-86 | Special Talent |
38-40 | Strong Will | 87-88 | Acute Vision |
41-43 | Alcohol Tolerance | 89-90 | Empathy |
44-46 | Simple Disguise | 91-92 | Intuition |
47-49 | Hard to Kill 1 | 93-94 | Luck |
50-52 | Second Sight 1 | 95 | Extraordinary Luck |
53-54 | Underwater Breathing | 96 | Serendipity |
55-56 | Increase Stat | 97 | Eidetic Memory |
67-58 | Acute Hearing | 98 | Toughness |
59-60 | Combat Reflexes | 99 | Religious/Philosophical Fervor |
61-62 | Common Sense | 100 | Supernatural Heritage |
Flaw List (d100)
01-02 | Reduced Starting Cash 1 | 51-52 | Reduced Starting Cash 2 |
03-04 | Reduced Status 1 | 53-54 | Unhealthy |
05-06 | Socially Awkward | 55-56 | Reduced Stat |
07-08 | Compulsive Generosity | 57-58 | Reduced Status 2 |
09-10 | Compulsive Spending 1 | 59-60 | Compulsive Spending 2 |
11-12 | Color Blindness | 61-62 | Unlucky |
13-14 | Overweight | 63-64 | Lack of Confidence |
15-16 | Undeweight | 65-66 | Overconfidence |
17-18 | Youth | 67-68 | Stuttering |
19-20 | Acquisition Syndrome | 69-70 | Stress Paralysis |
21-22 | Impulsiveness | 71-72 | Greed |
23-24 | Miserliness | 73-74 | Phobia |
25-26 | Truthfulness | 75-76 | Evil Relative |
27-28 | Weak Will | 77-78 | Insomniac |
29-30 | Deformity | 79-80 | Easy to Read |
31-32 | Disowned | 81-82 | On the Edge |
33-34 | Bad Smell | 83-84 | Short Attention Span |
35-36 | Disturbing Voice | 85-86 | Innumerate |
37-38 | Light Sleeper | 87-88 | Abinism |
39-40 | Chummy | 89-90 | Clumsy |
41-42 | Sleepwalker | 91-92 | Moves Slowly |
43-44 | Curiosity | 93-94 | Thick Accent |
45-46 | Indecisive | 95-96 | Berserker |
47-48 | Nightmares | 97-98 | Arrogant |
49-50 | Post Stress Shakes | 99-100 | Untrusting |
Explanation of Blessings
Starting Cash 1 | Character begins game with double normal cash |
Status 1 | The PC is well known due to a family connection or religious activity and can expect hospitality and aid from others who respect this connection. Add one level to his starting status. Typical bonus is +2 to reaction rolls. |
Absolute Direction | The PC always knows which way is north, and can always re-trace a path he has followed within the last week, no matter how faint or confusing it may be (excluding magically confused paths, of course). This boon is effective either aboveground or underground or above water or underwater. |
Absolute Timing | The PC has an accurate mental clock. Unless the PC has been knocked unconscious, hypnotized or otherwise interfered with, eh will always know what time it is, down to the second if need be. The PC can also measure elapsed time with great accuracy. Normal sleep does not confuse this boon. |
Quick Stride | The normal walking speed of the PC is 15 instead of 12 (or 9 instead of 6). Running speed is also increased accordingly. |
Animal Empathy | This boon gives the PC a +2 bonus to reactions vs wild animals, and a +4 bonus vs. domesticated animals. A Ranger or Druid with this boon may use it to augment their class interactions with animals. |
Double Jointed | Your PC can bend his body into weird contortions – and also gain a +3 bonus to climbing (+20% to a thief's climb walls ability). |
Immune to Normal Diseases | The PC resists all non-magical disease organisms, even if forcibly injected with them. Virus and fungus invasions are also considered “disease” - making the PC immune to Myconid spores and yellow mold, for example. |
Language Talent 1 | The character gains 1-3 languages. These bonus languages are either oral or written – to take both takes 2 “slots” from the character's total. |
Longevity | The PC comes from a line of very long lived ancestors. Add +25% bonus to the character's natural lifespan (eg – humans live 80-100 years, so a human PC with this boon would live 100-125 years). |
Peripheral Vision | The PC has a wide range of vision. PC gains +1 on search rolls (secret doors, etc) and is only +2 to hit from behind instead of +4. Roll vs INT at -2 to foil a backstab attempt. |
Rapid Healing | The PC regains 1 hp per day regardless of activity or strenuous circumstances. He regains 2 hp per day if getting a full day of bedrest and 3 hp per day if wounds are being actively treated. |
Strong Will | The PC has a +2 to saves vs. fear, terror, and mind-controlling enchantments (magical or otherwise). If no save is normally allowed, the PC saves for lesser effect (or negates as appropriate) if a natural 20 is rolled. |
Alcohol Tolerance | The PC can drink steadily for an indefinite period of time with no major detrimental effects. |
Minor Disguise | The PC has the ability to blend in to anonymous groups of people – crowds, guards, servants, etc. Reaction rolls vs. discovery are at -4 (or -20%). |
Hard to Kill 1 | The PC will not die when hp reach -10, but will hold on until hp reach -10 +1/2 CON. (that is, a PC with a CON of 14 could survive until reaching -17 hp). Note, unconsciousness still comes at 0 hp. |
Second Sight 1 | The PC is sensitive to magical auras. On a successful roll against INT-2, the PC can sense any magic in use (or which has been used within the past hour) in a 10 foot radius. This attempt at reading a magical aura takes one full round in which no other action can be accomplished. |
Underwater Breathing | The PC can breathe underwater for a number of rounds equal to double his CON score. So a PC with a CON of 18 could breathe underwater for 36 rounds. |
Increase Stat | The PC adds +1 to any one of his stats, not to exceed the racial maximum (an elf, for example, cannot increase STR above 17 or CON above 16. Stats may be raised over 18. |
Acute Hearing | The PC has amazing hearing, functioning as a Thief's Hear Noise skill at 25% (or adding 25% to a thief's score for HN). |
Combat Reflexes | PC gains +1 to initiative and gains -1 to being surprised. |
Common Sense | The PC gets a roll vs. WIS-2 if the DM thinks the PC is going to do something stupid. |
Starting Cash 2 | The PC starts with 4x the normal starting cash. |
Status 2 | Exactly as Status 1 but in addition to the bonus to reaction rolls, PC is under the “watchful eye” of the connection which may result in small benefits, such as potions, scrolls, or minor magic items or a raise dead when the party is at no position to afford such. |
Language Talent 2 | As per Language Talent 1, but the PC gains 4-6 languages instead of 1-3. |
Hard to Kill 2 | As per Hard to Kill, except the PC will not die from his wounds until his hp reach -10 + TWICE his CON in negative points (thus, a character with a 15 CON would not die until reaching -40 hp!!) |
Second Sight 2 | As per Second Sight 1 plus the ability to tell if an item is magical (or if it has had a spell cast upon it) by making a successful INT-2 roll. Also, by taking one full round (doing nothing else), the PC can determine the TYPE of magic cast/sensed on a second successful roll vs INT-2. |
Danger Sense | The PC makes a successful roll vs WIS-2 and can “sense” danger nearby – traps, ambushes, enemies, etc. On a natural 1, the PC has some vague idea of the danger. |
Attractive Voice | Th PC has a clear, resonant voice, gaining +2 on all reaction rolls where the voice is heard. Note that this may be in addition to a bard's class abilities, for example. |
Daredevil | The PC is incredibly lucky when taking unnecessary risks gaining a +2 (or +10%) to actions that are highly risky. Furthermore, the PC re-rolls any critical failures (one time only each) when taking unnecessary risks. |
Minor Magical Talent | Regardless of the PCs class, the PC has a minor magical talent – the ability to use a single cantrip at will. |
Weapon Master | The PC has trained extensively with a single weapon (allowed by class) gaining a +1 to hit and a +1 to damage with the weapon. |
Spirit Sense | The PC can sense supernatural creatures (undead, angels, demons, etc) if concentrating (INT-2 roll – one round doing nothing else) within 10'. The sense does not determine what TYPE of supernatural creature, nor good or evil. |
Special Talent | The PC is gifted in a single artistic talent (not combat or survival oriented) such as playing an instrument, writing poetry, storytelling, painting, etc. The PC gains +4 in rolls regarding the use of such a talent. |
Acute Vision | The PC can see clearly at far ranges, reducing range penalties on missile weapons to 0 and gaining a +1 bonus to detect secret and concealed doors. Thieves gain +10 to their find traps skill (but not to remove). |
Empathy | The PC has a “feel” for people, making a roll vs WIS-2 to determine a character's character and general emotional state (1 round of concentration). A successful roll vs WIS-4 can reveal when a person is lying (though will not reveal what the truth actually IS, just a “gut feeling” that this person is lying). |
Intuition | When faced with multiple options and no logical way to choose between them, the PC makes a roll vs WIS-2 (PLUS the number of “right” options, MINUS the number of “wrong” options). If the roll is successful, the PC will be steered toward a “right” choice. If a natural 1 is rolled, the PC intuitively knows the absolutely BEST choice, and if a natural 20 is rolled, the PC inadvertently selects the absolutely WORST choice available. |
Luck | Once per hour (real time), the PC can choose to re-roll ANY roll up to three times, selecting the BEST of the three rolls. If none of the three rolls are better than the original, the original roll may be used instead. Luck can be used on things like saving throws, thief skills, stat checks, to hit rolls. Luck cannot be applied to rolling for hit points when gaining a level or determining the value of items, etc. Luck is applied DURING the adventure itself, not the bookkeeping between adventures. |
Extraordinary Luck | As Luck, only it can be used once per HALF hour real time, instead of once per hour. |
Serendipity | This is another type of luck, though it does not directly involve dice rolling. Rather, it is the luck of fortuitous coincidence. Once per game session the PC gets lucky in a serendipitous manner. This is entirely up to the GM's judgment, though the player may suggest possibilities. |
Eidetic Memory | The PC can remember the general sense of everything he concentrates on. Also, whenever he needs to remember a detail of something he was told, the DM will roll vs INT-2. If the roll succeeds, the PC remembers the detail. The PC gains +2 in other rolls involving memory. |
Toughness | The PC has a base AC of 8 unarmored, rather than 10. In addition, damage rolls against the PC are reduced by 1 (to a minimum of 1 point of damage). Thus, a PC with Toughness wearing Platemail has an AC of 0 and if he's hit for 8 points of damage, only takes 7 points. |
Religious/ Philosophical Fervor | The PC is passionate about his faith or philosophical disposition – to the point of being persuasive in winning converts. PC gains +3 in rolls regarding expression of his viewpoint and gains +3 in reaction rolls with regard to hirelings and companions. |
Supernatural Heritage | The PC, in some distant previous generation, has a supernatural being in it's lineage. When traveling on other planes, the PC receives only half the normal penalties as “normal” PCs (as appropriate). |
Explanation of Flaws
Reduced Starting Cash 1 | The PC has HALF the normal amount of starting cash. |
Reduced Status 1 | The PC is from the lowest social standing in the campaign and is infamous because of some bias against his “people”. The PC gains +2 in regard to reactions within the group of “his people” but -2 in reaction rolls for all other groups. |
Socially Awkward | The PC is shy. -2 to CHA and the PC will never be a leader of any kind. |
Compulsive Generosity | The PC is “open handed.” If a beggar asks for cash, the PC has to make a WIS-2 roll to avoid giving 10x what is asked for. WIS-2 check to avoid being taken in by “hard luck” stories. |
Compulsive Spending 1 | Cash runs through the character's fingers. The mechanic for this is that everything costs the character 25% more than anyone else. |
Color Blindness | PC sees the world in shades of grey. PC suffers -2 to any rolls involving identifying colors. |
Overweight | Figure weight normally, then add 25%. Subtract 1 from CON. In areas of hunger (slums, for example, or areas of famine) reaction rolls are at -2. |
Underweight | Figure weight normally, then subtract 25%. Subtract 2 from CON. |
Youth | The PC will always appear as an adolescent (even when very old). All reactions are at -2 in regard to age, respect, wisdom, etc. |
Acquisition Syndrome | The PC will always spend all of his money on upgrading equipment, weapons, supplies, etc. PCs with this flaw never “save for another day.” |
Impulsiveness | The PC acts rashly, often without considering the circumstances. When the party stops to analyze something, the PC has to make a roll vs WIS-4 or act in a rash manner (note – he will not willingly jump in a pit, but might start down the possibly trapped hallway saying something like, “see, nothing to worry about.”). |
Miserliness | PC will hoard away wealth, use old, possibly even broken equipment if still serviceable, rather than spend money on new. If forced to spend money, the PC will go to great lengths to find the absolute lowest price. |
Truthfulness | The PC can't lie. To lie by omission requires a successful WIS check, to actually lie requires a roll vs. WIS-5. A failed roll means the PC stumbles so much as to reveal the lie. A natural 20 means the PC blurts out the truth. |
Weak Will | The PC has a-2 to save vs. Fear and/or Terror, mind controlling enchantments and any form of Charm or Hypnotism. |
Deformity | The PC is deformed in some way. CHA is reduced by 1-3. 1 is a minor deformity (perhaps an extra finger or eyes different colors), a 2 is an obvious deformity (perhaps only one eye, one leg significantly shorter than the other, large hump back) and a 3 denotes a serious deformity (such as one hand, mishappen face) which may also affect DEX or CON. |
Disowned | The PC has been disowned by his family, regardless of status, and is an outcast among his people group. He is marked somehow so that all people of his culture will identify him as disowned by his family and suffers -3 in reaction rolls with his culture and -5 in reaction rolls with his family. |
Bad Smell | PC has an unnaturally bad body odor, causing reaction rolls to be at -3. Pests and carrion scavengers will be attracted to the PC. |
Disturbing Voice | The PCs voice is naturally unpleasant – squeaky, grating, nasal, whatever – which causes reaction rolls to be at -2 whenever the PCs voice is heard. |
Light Sleeper | PC cannot rest when sleeping in any place but home or a home like environment (a quiet inn, a farmhouse perhaps), thus healing at half the normal rate (unless at home). For each week spent away from home, PC suffers -1 (or 5%) cumulative penalty to rolls. Thus, a fighter with the Light Sleeper flaw who has been 3 weeks in the wilderness will suffer -3 to hit, a thief with this flaw would suffer -15% to his climb walls skill. |
Chummy | PC is unhappy when alone even for a few minutes and will always seek to be with people. When alone, PC will suffer -2 on all skills or spells that require INT or WIS checks in any way. |
Sleepwalker | The PC walks in his sleep. Generally this is only annoying, but in dangerous or sensitive areas this can be a problem. On any given night, the PC will sleepwalk on a failed INT-4 roll, waking 2-7 rounds later. |
Curiosity | PC is naturally inquisitive and when presented with an interesting situation or item, the PC must roll vs WIS-5 to avoid examining it, even if he knows doing so would be dangerous. |
Indecisive | The PC has trouble making up his mind. As soon as choices are offered, the PC has to make a roll vs. WIS-2 MINUS the number of choices there are to actually make a decision. This flaw only occurs when there is a little time for decision making (such as choosing a magic item from a hoard or deciding to draw your sword or fire another arrow before the enemy closes – in melee, the PC acts normally). |
Nightmares | The PC is tormented by nightmares. Roll vs WIS-2 on any given night to see if the character experiences nightmares. A natural 20 means the PC wakes up screaming from the nightmares and triples the chance of attracting a random encounter. Mornings after nightmares, the character is haunted by the images and functions at -2 (or -10%) in skills and abilites. |
Post Stress Shakes | As soon as any stressful situation is over (such as combat or scaling a high cliff), the PC is stunned for 1-6 rounds. If a new enemy appears during that time, the PC cannot react. |
Decrease Stat | This flaw requires that the PC deducts 1 from any stat (or chosen randomly). A stat cannot fall below 3. |
Unhealthy | The PC is sickly or fat or has extreme allergies. In some way, the PC lacks a normal constitution. Subtract 2 from CON (to a minimum of 3). |
Reduced Starting Cash 2 | The PC starts with NO money – only ragged clothing. |
Reduced Status 2 | The PC is marked as a slave or indentured servant and begins the game as a wanted criminal (escaped slave/servant). If captured, the PC will face whipping at the very least, possibly the death penalty. Most people will shun the PC (reaction rolls at -5) unless in a culture that does not allow slavery or indentured servitude, where reactions are normal. |
Compulsive Spending 2 | Like Compulsive Spending 1, except expenses are DOUBLE what everyone else spends and the PC must make WIS-3 check or be willing to go into debt to support his spending. |
Lack of Confidence | PC feels inadequate. Whenever the PC tries something new, he does so at -2 (or -10%). |
Overconfidence | The PC overestimates his abilities. Whenever the PC tries something new, he does so at -2 (or -10%). |
Stuttering | The PC suffers from a speech impediment, receiving a -2 on all reaction rolls where conversation is required. Spell casters take twice as long to cast spells and have double the chance of spell failure. |
Stress Paralysis | The PC has a permanent initiative penalty of -1 and +1 to surprise rolls. |
Greed | The PC must make a WIS-2 check or be tempted by wealth. If offered a monetary reward for a task, the PC with Greed will demand more if the check is failed. When dividing up treasure, the PC rolls vs. WIS (with penalty assigned by DM – up to -7 for very large treasures) to avoid demanding the biggest share. |
Phobia | The PC is unreasonably afraid of something, mastering the fear only with a WIS-3 check (however, since the fear persists, the check has to be made every 3 turns as long as the PC is in the fearful situation. If the roll fails, the PC panics and a second failed roll (this time at -5) means the PC runs away screaming. Typical phobias include: crowds, undead, the dark, spiders, heights, loud noises, deep water, snakes, etc. |
Evil Relative | The PC is from a notorious family and reaction rolls when dealing with anyone who knows his family history are at -3. |
Insomniac | The PC has trouble sleeping. Each night, roll vs WIS-2 to see if the PC sleeps. If the PC fails the roll, he gets no sleep for the night and functions at -2 (or -10%) for the following day. Once a period of insomnia begins, it lasts for 2-5 days before normal sleeping habits begin. Each day without sleep results in an additional -1 (-5%) penalty (thus a PC could end up at -5/-25% after a full 5 days of sleeplessness). |
Easy to Read | The PCs body language betrays his true intentions. Thus, the PC has a -2 on any checks involving lying or deception. Opposing warriors who have at least 4 rounds to study the PC gain +1 to hit when facing the PC in combat. |
Innumerate | PC has no concept of numbers beyond 3 (that is, you have 1, 2, 3, many). Multiplication and division are impossible for the character. The character may be good at estimating relative sizes (that pile of coins is about the same size as this one) but cannot count them out at all. |
On the Edge | The PC doesn't care if he lives or dies – he's not suicidal, but will take unreasonable risks when faced with dangerous situations. |
Short Attention Span | Anything that requires more than a round or two of attention is impossible for the PC (unless he makes a roll vs WIS-4). Thieves with this flaw suffer -20% on any skills that require concentration and spell casters with this flaw must make the check for every spell cast. |
Hard of Hearing | The PC is not deaf, but does suffer from hearing loss. He is at -6 to any hearing roll. Cure Deafness will remove this Flaw for 1-100 days. But it always comes back. |
Albinism | The PC has no natural body pigment – hair and skin are pinkish-white. The PC always stands out and can never blend into a crowd. The PC will take damage from sunlight (1 hp every 30 minutes uncovered in direct sunlight). The PC suffers -2 to attack in direct sunlight. |
Clumsy | The PC has a natural clumsiness. PC subtracts 4 from DEX score and critical fumbles are a natural 1 OR 2 for PC. |
Moves Slowly | The PC just can't move quickly. Walking and running rates are one half standard. |
Thick Accent | The PC is very hard to understand. -2 on reaction rolls and roll vs. CHA -4 or be completely misunderstood to the point of the person hearing the OPPOSITE of what the PC is trying to say. |
Berserker | The PC tends to lose control of himself under stress. If hit 3 or more times in a single round, the PC must roll vs WIS -2 or go berserk. While berserking, the PC attacks at -2 to hit, but gains an extra attack per round. Also, suffers a +4 AC penalty. When no enemies remain, the PC must make a roll vs WIS-2 or attack friends and allies. |
Arrogant | The PC believes that everyone is beneath him, regardless of his abilities or social standing. All reaction rolls are at -4 and the PC will always want to be the leader and will assert expertise in field he has no knowledge of at all. |
Untrusting | The PC doesn't trust anyone. All dealings with the PC will have to be exaggerated (dividing treasure, for example) and the PC will still suspect everyone else of some wrongdoing. Anything that can be misconstrued as being against the PC will be taken as such by the PC who will be very difficult to convince otherwise. |