Wanna know more about Skills? Then you came to the right place, buddy!
For those of you who prefer to snipe your foes from range, the Aim skill is a great investment! Just like Scrap, your level in the Aim skill determines what ranged weapons you are Proficient in the use in. Aim covers all manner of ranged attacks, from thrown projectiles to bows, and even firearms.
· A rating of 1 or 2 in this skill makes you proficient with all d4 or d6 damage ranged weapons.
· A rating of 3+ in this skill makes you proficient with all d8, d10 and d12 damage ranged weapons.
Someone who invests in the athletics skill leads an active life and is no stranger to physical activity. This skill covers all sorts of adventurous activity like running, jumping, swimming, climbing, and even physical activities like sports or skateboarding. Athletics can also be used to ride common beasts like horses (or whatever constitutes a common riding beast in your setting).
Athletics is mostly linked with either Strength or Agility, depending on what you are trying to do. Someone who is attempting to leap a grand chasm would certainly use Strength as their base Stat, but someone trying to carefully walk across a thin balance beam would use Agility. For athletic tests like marathon running, Endurance would be the linked Stat of choice.
This is a catch-all skill that determines your level of book smarts and academic learning. Those with this skill are learned on a great many things, and are wellsprings of information.
For each level you have in the Bookworm skill, you may choose two Subjects in which you are versed. You may not use the Bookworm Skill in regards to a Subject in which you have not studied. Therefore, someone with the Bookworm Skill at level 3 can choose 6 Subjects that they are well versed in and can use their rating in the bookworm skill for. For example, if you had the Bookworm skill at 2 and had the Subjects of Science, Mathematics, Folklore and History, you wouldn’t be able to use your Bookworm skill on a roll about Occult, since it is out of your range of study.
Suitable subjects include History, Tactics, Occult, Arcana, Religion, Mathematics, Science, Botany, Biology, Astrology, etc. Note that this is just a sample list of Subjects, and you can feel free to work with your Game Master to make up your own if you have an idea for an area of scholarly learning not presented above.
Obviously, the Bookworm skill is almost always linked to Intellect. I mean, duh…
Investing in the Entertain Skill allows you to capture the attention and imagination of a crowd using your given medium of performance. For each level you possess in this skill, choose one medium of performance in which you are trained. You cannot use this skill outside of your trained mediums.
Example mediums include singing, dancing, acting, stand-up comedy, ventriloquism, guitar, drums, violin, or any other type of instrument or routine that can dazzle an audience.
Whether you are the wise Witch Doctor of your tribe or a high ranking hospital surgeon, the point is, you can put hurt people back together again once they get broke. Your level in the Heal Skill determines the severity of the wounds and physical trauma that you are skilled in treating.
· A rating of 1 or 2 in this Skill allows you to treat common illness and injury. You can treat and diagnose common afflictions, but cannot perform surgeries or other complex procedures. Those under your care regain lost Energy, but will not heal from Wounds suffered.
· A rating of 3+ in this skill means that you are a dedicated and experienced healer. You are well versed in the diagnosis and treatment of most diseases native to your particular setting. You can perform surgeries and other complex medical procedures assuming you have the right equipment for the task. At this level of expertise, you can Heal a patient of Wounds they have suffered. Those under your care heal 1 Wound per 24 hours under your care.
· Those under the care of someone with this Skill regain lost Energy at a rate of the caregiver’s rating in this Skill x 5 per hour. Therefore, someone with the Heal Skill at 2 can heal a patient for 10 Energy per hour. Someone with the Heal Skill at 3 can heal a patient for 15 Energy per hour, as well as 1 Wound every 24 Hours.
· Someone with this Skill can look after a number of patients at the same time equal to their rating in the Heal Skill.
Whenever you make use of a healing item on yourself or others, you may also add your level in the Heal Skill as a flat bonus to the healing granted. Therefore, if you drink a healing potion that normally heals 2d6 Energy and you have a rating of 3 in this Skill, you would heal 2d6+3 Energy when you drink the potion, or if you administer the potion to someone else.
The Stat used with the Heal skill depends on your particular method of practice. If you are a modern healer that uses technology and medical know-how to treat patients, link this skill with Intellect. If you use hearth wisdom, herbal remedies or other “Old World” methods of healing, then link this skill with your Presence.
This skill covers the use of any and all vehicles that you might stumble across during your game. Your level in this Skill determines the types of vehicles that you can confidently pilot. You don’t need to purchase this skill to know how to drive a wagon or a car, but if you intend on doing dangerous stunts and tricks with said vehicles, then it is worth investing a few points in this Skill.
· A rating of 1 or 2 in this Skill allows you to pilot uncommon vehicles like humvees, big rigs, sailboats, motorcycles, dirt bikes, steam powered wagons or the like. At this level of skill, flying vehicles are a bit too advanced for you to safely pilot.
· A rating of 3+ allows you to pilot even more complex vehicles such as oil tankers, helicopters, flying machines, battle tanks, space ships or whatever nutso vehicles are native to your setting.
This skill only has to do with mechanical vehicles. Riding a common mount like a tamed riding horse or the like is the purview of the Athletics skill, and riding an unusual bestial mount is the realm of the Primal skill. Navigation is solely concerned with piloting man-made methods of transportation.
Navigation is mostly paired with Agility, since hand-eye coordination and reflexes are of paramount importance when behind the controls of a vehicle. Sometimes, Intellect can be used as the paired Stat when you are setting a course in a boat or starship. Bon voyage!
The fine art of talking people into doing what you want is covered under the skill of Persuasion. With this skill, you can charm, intimidate or seduce your way out of situations with ease, which can be far more expedient (and far less messy) than resorting to violence.
Persuasion is linked to Presence when you want to get your way through sweet words, lies, or even when you are trying to haggle for a better price at a vendor. Link this skill with Strength when you want to throw your weight around and bully someone through sheer intimidation. Link this skill with Intellect when you want to appeal to someone through reason and logic rather than emotion.
The Primal skill deals exclusively with interacting with and understanding natural beasts and animals. This doesn’t do much good at all against unnatural beings like monsters or the Undead, however! Your rating in this Skill determines just how much you can tap into your bestial nature! The Primal Skill also allows you to ride uncommon bestial mounts of your setting (pretty much anything funkier than a normal horse).
· A rating of 1 or 2 in this skill allows you to determine the mood and general state of being of a natural animal. You can determine the general health of an animal and tend to its basic needs, but cannot perform long term care or treat advanced conditions or wounds. You can ride uncommon ground mounts at this level.
· A rating of 3+ in this skill allows you to use the Primal Skill to tend to a sick or injured animal in the same way that a master surgeon might. You may now ride uncommon air and sea mounts at this level of mastery.
If you’re training or interacting with a natural beast, use Presence as your Stat modifier. If you’re riding any kind of mount, Agility is your Stat. If you’re trying to heal or care for an injured beast, then use either your Intellect or Presence (Book learning or instinct, respectively) as the Stat of choice.
This is the fine art of beating people up with your bare hands or any and all close combat weapons. As an adventuring sort, every character should have at least a few levels in this Skill. Your rating in Scrap also determines what kinds of weapons you are proficient in the use of in combat.
· A rating of 1 or 2 in this skill makes you proficient with all d4 or d6 damage melee weapons.
· A rating of 3+ in this skill makes you proficient with all d8, d10 and d12 damage melee weapons.
Attacks made with Melee weapons that deal d4 or d6 damage can be linked to Strength or Agility (whichever you prefer). Melee weapons that deal d8 damage or more are linked to your Strength.
Aim is almost always linked with the Agility skill, unless you are using a throwing weapon that is particularly hefty, like a throwing hammer or hurling a large rock as a weapon. In that case, use your Strength modifier instead of Agility.
This skill defines the sharpness of your five senses. Rolls involving this skill help describe the world around you. This skill has numerous uses, and is the skill rolled for all Initiative tests, as well as rolls made to see, hear, or investigate the world around you. This skill is a must have for your investigator types, and can also be used to tell if someone is lying to you via use of the Persuasion skill.
This skill is linked to the Intellect stat when it comes to seeing or hearing details or picking up clues. Use Presence when trying to decipher someone else’s motives or when your character might get a hunch or gut feeling about something. For Initiative rolls, link this skill with Agility.
For those of you who wish to evade notice by wildlife or the authorities, then Stealth is the Skill for you. Aptly suited for either outdoorsy types or sneaky ne’er-do-wells, this Skill is used to sneak about undetected or hide from sight. This skill can also be used to shadow someone, and follow them without their notice.
Stealth is pretty much always linked to the Agility stat.
Those with the Survival skill are rugged and outdoorsy folk who can get by in less than hospitable climates in which others would surely perish. This skill allows you to live off the land, build shelter, find food and clean sources of water, as well as hunt game and possess knowledge about local dangers. The Survival skill also imparts knowledge of farming. This skill is vital to characters who wish to rough-it and be one with nature, or if you are playing in a post-apocalyptic (zombie or otherwise) setting where civilization ain’t so civilized anymore.
Once each day, someone with at least 1 level in this skill can spend d4 hours foraging for food and water. The difficulty of this roll depends on how harsh and barren the terrain around you is (15 for forests or jungles, 20 for swamps or mountains, and 25 for wastelands or deserts. Success grants you 1d4 Rations per level of this skill that you possess. Therefore, someone with 3 Survival who succeeds on a foraging roll collects 3d4 Rations. Triumphing on this roll grants a bounty of game and water, netting 20 whole rations! What, did you kill a whole herd of buffalo or something? Blundering a Survival roll means that you not only fail to collect any Rations, but the rations you currently have supplied are reduced by half (Darn raccoons!).
Rations: A normal living being requires 1 Ration (a Ration symbolizes both food and water) every 24 hours. A child or a pet animal requires .5 Rations every 24 hours, and someone with a Strength score of 8+ requires 1.5 Rations every 24 hours. Normally, you don’t need to worry about Rations if you are in a civilized area like a city or town. There, food and drink is plentiful enough. Rations only come into play when you are in an uncivilized area like the wilderness, far from any shops or taverns.
Malnourishment: If you are called upon to consume Rations and do not have the required amount, then you become malnourished. A Malnourished character cannot spend Luck points for any reason and has Disadvantage on all rolls until they can consume Rations equal to their Endurance stat rating and get a full 24 hours of bed rest. Someone who is Malnourished for a number of days in excess of their Endurance stat score expires. Therefore, someone with an Endurance score of 5 can be Malnourished for 5 days straight, but on the 6th day, they will perish.
Survival is almost always linked to the Endurance skill, but can be linked to Intellect or Presence (instinct and gut-feeling) for nature lore or the like.
If you intend on living an adventuring life that is a bit more…exciting than most, this skill might be for you. Your level in the Thievery skill determines just how many…questionable pastimes you consider yourself adept in, as detailed below.
· A rating of 1 or 2 in this skill allows you to pick simple locks or pick someone’s pocket, as well as palm an unattended object or dazzle someone with some card tricks or sleight of hand.
· A rating of 3+ in this skill allows you to pick advanced locks, escape from bonds or shackles, forge signatures and documents, and disguise your appearance, voice and mannerisms to convincingly appear as someone else.
Thievery is commonly linked with the Agility stat for things like picking locks, picking pockets, escaping from shackles and forging signatures. For disguises, link this skill with Presence.
Whether you are a simple handy man or high tech inventor, this skill has to do with all manner of technological and mechanical devices. Those with this skill are knowledgeable of the technological devices native to their setting, and can understand, repair and operate items that would normally confound others.
· A rating of 1 or 2 in this skill allows you to repair and operate common technological and mechanical devices of your setting.
· A rating of 3+ in this skill allows you to confidently use, repair and easily understand even the most complex of devices and gadgets. You can even write complex code and program technological devices as you wish at this level of mastery if your setting permits.
Note that this Skill can be used to repair vehicles, but the Navigation Skill is used in their piloting and use.
The Tinker skill is normally tied to Intellect when dealing with high tech gizmos or contraptions.
This skill depicts your characters ability to push through distraction, as well as pain, and remain focused on a task at hand.
This skill is linked with Intellect when you are trying to ignore mental distraction, or resist someone trying to read your thoughts or similarly bend your will through the use of the Persuasion skill. Link Willpower to Endurance when you are trying to resist physical pain or torture.
Wanna know more about Boons? Me too! Let’s read. Remember, Boons can be purchased twice to upgrade their effects. Keep in mind that certain Boons only make sense in certain settings, so make sure to check with your Dave Master for a list of restricted Boons! Keep in mind that some Boons have specific requirements that you need to have before you can purchase them.
List of Boons
19-Hard To Kill
21-Paragon of Virtue
For whatever reason, your name is known to others. When this Boon is chosen, you must choose whether you are famous or infamous. Famous people are liked and regarded well by others, but infamous folks are feared and their names invoke dread and terror when uttered. Having a reputation can help in numerous social situations that extend beyond game mechanics.
Purchasing this Boon once makes your name known throughout the region. Purchasing this Boon twice makes your exploits known throughout the region. It is worth noting that this Boon makes it quite difficult to go about unnoticed, as you are bound to be recognized at least once or twice during the course of your day.
When you take this Boon, come up with a short backstory as to how you gained your particular fame (or infamy). Maybe you saved a village from a monstrous incursion and they cobbled together a statue of you that stands to this day, or you run with a nefarious assortment of characters or the like. There should certainly be a colorful story behind your reputation.
You were born lucky, and increase your Luck score from 3 to 4. You may purchase this Boon twice to increase your Luck score from 4 to 5. No matter what, a character may not have a Luck score above 5.
You have an animal magnetism about you that makes admirers swoon! Taking this Boon makes your character particularly fetching to behold physically, and grants you Advantage to all applicable social rolls where your darn good looks would help you out. Purchasing this Boon twice makes your allure nigh-mystical, and you consider all applicable Blunders relating to all social rolls where your good looks would aid you to be simple Failures.
You move like lightning in battle, and gain Advantage on all Initiative rolls. You may purchase this Boon twice to gain the ability to draw or Stow weapons as a Free Action instead of a Half Action. (Requires Agility 6+ and Senses 2+)
You no longer suffer Disadvantage when attacking someone with a ranged weapon in close combat. By purchasing this Boon twice, you deal an extra d12 damage whenever you Triumph on a ranged attack roll. (Requires Agility 6+ and Aim 2+)
Your presence soothes all natural animals and beasts (not monsters or Undead). You gain Advantage on all Primal rolls. Purchasing this Boon twice ensures that no natural animal will attack you or those within 10 feet of you unless the beast is already enraged or you provoke the attack. (Requires Presence 6+ and Primal 2+)
As long as you are wielding a d4 or d6 damage weapon in each hand, you can take a Full Action to take two attacks on your turn. Your second attack gains Disadvantage. You may purchase this Boon twice to negate this penalty. When Double Striking, you cannot move. (Requires Agility 6+ and Scrap 2+)
You can spend a point of Luck to issue a Challenge to any 1 target who can hear your voice. A Challenged target gains Disadvantage on all attacks that are not made against you. A Challenge lasts for the remainder of battle, or until you spend another point of Luck to Challenge someone else. A Challenge automatically fails if the target cannot attack you in combat for some reason. You can purchase this Boon twice to Challenge a number of targets equal to half your Presence Stat rating instead of just 1 target. (Requires Presence 6+)
With skin as tough as yours, who needs armor? You gain +3 to your Defense. You may purchase this Boon twice to increase this bonus to +6. This Boon only functions if you do not wear any kind of armor (You can still benefit from the use of Shields, however). (Requires Endurance 6+)
You are adept at fighting unarmed. Your unarmed attacks deal d4 + Strength or Agility modifier damage. You may purchase this Boon twice to increase your unarmed damage to d6 + Strength or Agility modifier damage. Lastly, whenever you use a Fist weapon, increase the damage by one die type. (Requires Strength or Agility 6+ and Scrap 2+)
Whenever you deal damage against someone that you have Advantage on, you deal an extra +d6 damage. You may purchase this Boon twice to increase this bonus to +d8. You may use this Boon with a ranged attack only if you are within 10 feet of your target. (Requires Agility 6+ and Scrap or Aim 2+)
You fly into a wild fury whenever you see the sight of your own blood! You gain advantage on all Strength and Close Combat attack rolls for as long as you are suffering from at least one Wound. You may purchase this Boon twice to also gain Advantage on all Close Combat damage rolls as well. (Requires Strength 6+ and Scrap 2+)
Your mind is a trap for details, and gain Advantage on all Senses rolls that are not tied to Initiative (if you want Advantage on Initiative rolls, check out the Lightning Reflexes Boon). Purchasing this Boon twice gives you a photographic memory, allowing you to remember anything you see or hear with crystal clarity. With but a moment of concentration, you can recall even the most miniscule detail regarding anything you have personally heard or seen. (Requires Intellect 6+ and Senses 2+)
You feel a strange tingle at the end of your nose whenever hidden treasure (of a value of 50 Units of Wealth or more) is nearby, acting as a sort of sonar for nearby hidden loot. By purchasing this Boon twice, you can also accurately appraise the worth of treasure or valuables by examining the bling close up for d6 minutes. This can also allow you to easily spot fake gems and forged works of art. (Requires Presence or Smarts Stat 6+ and Senses 2+)
You can get by on far less rest than normal folks, and you only need to sleep for 2 hours out of every 24 in order to be considered fully rested. By purchasing this Boon twice, you can survive on a steady diet of dirt and rainwater, and do not need to consume Rations to survive. This makes you immune to the perils of starvation. (Requires Endurance 6+)
Purchasing this Boon once allows you immunity to the perils of being drunk, inebriated, or otherwise wasted by any kind of chemical or “stimulant”. You can drink as much booze or indulge in as much chemical recreation as you like without suffering any ill-effects or addiction. By purchasing this Boon twice, you also gain immunity to all natural poisons. At this level of this Boon, you also gain Advantage to resist mystical poisons. (Requires Endurance 6+)
You have attracted the loyal service of a companion to aid you in your adventures. This companion’s origin can differ radically depending on your setting. It could be a loyal beast companion, a robot servant, loyal squire or whatever would make sense for your setting. Companions have one of three roles (Guardian, Scout, or Support) that are detailed below.
Companions are useful and can perform mundane tasks for you, but won’t throw their lives away for no reason or tolerate continued abuse. They also cannot be used as a second player character and be sent on errands that a true Hero really should be doing! You can’t send your Companion to go complete a quest for you to rescue a kidnapped Princess. That’s your job, silly!
You can purchase this Boon twice, but you cannot have more than one of the same Companion. For instance, purchasing this Boon twice can grant you a Guardian Companion and a Scout Companion, but not two Guardians. On occasion, your Companion will require your help (they do have their own lives as well), which can lead to a whole wellspring of adventures.
Guardian: If you want your Companion to fight for you, then make them a Guardian. Having a Guardian companion battling alongside you grants you a +1 bonus to all damage rolls you make to simulate the effects of you having a little bit of backup during the fight. When you are Knocked Out, it is assumed that your Companion is also taken out of the fight.
Scout: If you want your Companion to warn you against intruders, or investigate terrain ahead of you and report back any dangers, then make them a Scout. Scouts are normally smaller flying animals that are more intelligent than normal. They can understand complex instructions and can relay information to you upon their return. A Scout companion can also be an actual person who fulfills the same functions.
Support: If your Companion aids you in some other capacity, it is a support Companion. Support Companions can be called upon to grant you Advantage on any non-combat related roll once per day. They cheer you on and otherwise inspire or motivate you, or even physically help you with the task at hand because you’re so darn cool!
Whenever you activate your second wind, you immediately gain 15 Energy instead of rolling. You may purchase this Boon twice to immediately gain 30 Energy instead!
Hard to Kill
It takes more than a few brutal stab wounds to put you down! You gain Advantage on all Endurance rolls made to resist taking Wounds. You may purchase this Boon twice to gain a 4th Wound, making you able to keep fighting until you suffer 5 Wounds! (Requires Endurance 6+)
Investing in this Boon allows you to benefit from wearing heavier and more protective types of armor. Purchasing this Boon once allows you to be able to use all Shields, as well as all Armor that grants up to a +5 Armor Bonus. Purchasing this Boon twice allows you to use any and all types of Armor. Anyone can use Armor that grants up to a +2 Armor Bonus without investing in this Boon.
Paragon Of Virtue
You are one of the rare few who are simply above reproach. You do not suffer from a Failing. Purchasing this Boon twice also allows you to bring the best out of others, and allows you to spend a point of Luck in order to have them resist their own Failing for the remainder of a scene.
You catch on quick, kiddo! Due to your advanced brainpower, you get to roll one percentage roll at the end of every adventure session. If you roll 15% or less on this roll, you gain 1 bonus Experience Point. You can purchase this Boon twice to increase your chance of success to 30%. (Requires Intellect 6+)
You move like lightning! Your Speed increases by 10 feet. You can purchase this Boon twice in order to gain the ability to take one extra Full Action once per day. You can declare this extra action at any time. (Requires Agility 6+)
You have regal blood coursing through your veins. You have a family estate and enjoy the finer things in life. Non-Nobles treat you with respect, and you are expected to behave in a manner that befits your elevated station. Purchasing this Boon once makes your family line Minor Nobility. Purchasing this twice makes your family line Major Nobility, and increases your influence in the area, your wealth, as well as your responsibilities to your family.
Keep in mind that while you are considered wealthy, this Boon grants no increase in personal wealth (it’s your family’s fortune, not yours…yet). However, it is assumed that standard, everyday expenses like lodging and meals are not considered out of pocket expenses for you, and your clothing and equipment are top notch.
Choosing this Edge makes your character a practitioner of one of the available Strangecrafts available to your setting. Strangecrafts are rare, special arts, techniques, disciplines or traditions that are available in your game. Each Strangecraft has numerous Secrets that practitioners of the Strangecraft can access. Each Secret has a Basic and Advanced effect. Rules for Mystical Blood and available Strangecrafts are detailed fully in Chapter VI.
Purchasing any level of this Boon grants you a Focus pool of 10 and allows you to choose 3 Secrets of your Strangecraft.
Purchasing this Boon once makes you a Dabbler in the Strangecraft of your Choice. Dabblers can only access the Basic effects of any Secrets that they know, but they don’t suffer from the drawback of their Strangecraft.
Purchasing this Boon twice makes you an Adept at the Strangecraft of your Choice. Adepts can access the Basic or Advanced effects of any Secrets that they know, and suffer the drawback of their Strangecraft.
Unlike most other Boons, this one is unique in that it can only be taken at Character Creation. Those with Mystical Blood are born with innate talent for these strange arts, and it isn’t something that you just anyone can be taught! (Requires Presence 6+)
Are Failings your thing? Then read on, baby!
It is worth noting that the following list of Failings is far from Exhaustive. If nothing on this list tickles your fancy, get together with your Dave Master and either tweak one of the Failings on this list, or make up your own!
Remember, a Failing is your character’s most definable personality trait when they aren’t at their best. Someone who is Wrathful isn’t necessarily a bloodthirsty maniac bathing in gore and guts every waking second, but when their temper is stoked, it is always memorable. Use Failings as roleplaying guidelines, not an excuse to make belligerent problem characters that no one wants to be around or deal with.
LIST OF FAILINGS
Variants: Hot-Tempered, Vengeful, Petty
You are quick tempered and even quicker to resort to violence. You never forget an insult and some might say you can even be petty when returning it. You might not like to admit it, but you derive pleasure from physically imposing your will upon those who have crossed you.
Variants: Lustful, Gluttonous
You adore a good time a bit more than most. Whenever there is time for revelry or a party, you find it almost impossible to ignore the call to party down and get zany! You like good things in excess, and find that restraint in the face of fun is a foreign concept to you. You cannot purchase the Willpower Skill.
Variants: Naïve, Pacifistic, Chivalrous
Some call you naïve, but you simply hold fast to the philosophy that there is good in everyone. You instinctively trust people, and truly believe that good will triumph over malice. You don’t kill if you can help it, and often times can frustrate your allies with your bright outlook. Your outmoded concept of righteousness often times gets you in more trouble than you’d think.
You were born under a bad sign and are one misfortunate soul. You may never purchase the Charmed Life Boon, and you can only spend 1 Luck point per hour of game time.
A you and its money are soon parted. Coin just seems to slip right through your fingers and you begin play with half the normal starting wealth. Seemingly doomed to poverty, your clothes and general bearing are shabby and tattered, and you just carry the aura of a lowborn person. You begin play with 250 Units of Wealth instead of the normal 1,000. You cannot purchase the Noble Birth Boon.
Variants: Vainglorious, Prideful, Narcissistic, Megalomaniacal
You hold a very high opinion of yourself, and it shows. Others can often detect your inherent contempt for lesser sorts, and find you a braggart or worse. You have such a high opinion of yourself and your abilities that you can only spend a point of Luck to re-roll a roll you make once per day.
Variants: Strange, Deranged, Menacing, Ugly
Your presence frankly creeps people out. Whether you are physically repulsive, suffer from some sort of mental malady, or just have annoying personal habits, you gain Disadvantage on all applicable social rolls to make a first impression with people. When this Failing is chosen, the nature of your…uniqueness should be detailed. Are you merely physically ugly, or have a detached, emotionless personality that weirds people out? Are you simply annoying, or incurably, obviously insane?
Variants: Greedy, Miserly
You are downright in love with material things, and place a high value on money and worldly possessions. Others might call you greedy, but you just are a fan of the finer things in life and enjoy a good haggle. You negotiate prices for goods and services bitterly, and the bottom line is very important to you.
You must have control, and automatically assume command of situations you find yourself in. You might not think you are being autocratic, and are merely the right person for the job (pretty much all the time). Those with this Alpha type personality often clash with others in positions of authority.
You hate to do work that isn’t exciting. Whenever confronted with a menial, boring task, it takes you twice as long as normal to perform it, and you gain Disadvantage on any relevant rolls. You hate standing still, and like to jump headlong into things. While this may be a good trait in certain instances, your frantic nature mean that things like proper planning are oftentimes neglected.
You are fastidious in your ways, and others find pleasing you an endless source of frustration. Nothing is ever good enough for you, and no one can do anything right. Your food needs to be prepared a certain way, your clothes need to be folded to your particular liking, and your favorite saying is most certainly “If you want something done right, do it yourself”.
You carry a bleaker outlook on life than most. Life isn’t fair, and you don’t mind reminding anyone who’ll listen about the fact. You might be clinically depressed, or even suicidal at times when life gets you on the ropes.
You don’t often care for rules or those who espouse and enforce them. You most certainly have had a troubled past, and will probably see the inside of a prison or jail cell in the foreseeable future. While this Failing doesn’t necessarily make you a hardened criminal, it does mean that you never blindly follow orders and are often times the first to buck authority. “Why?” is your favorite question.
You must be the best at everything. If someone you know gets a shiny new toy, you must certainly outdo them and get a shinier one. Few things earn your ire more than someone who is perceived to be your equal at something, and you are the sort of person who always strives to prove your superiority over anyone else who dares to excel at something around you.
Your mind is constantly on the lookouts for threats, and you tend to see machinations in everything, whether they are present or not. You don’t just believe that everyone is out to get you, but you have an unflinching belief that there are forces aligning against you at seemingly at times. While you may have a tight network of close allies (like the other Player Characters in your group), you might even be defensive and suspicious of their motives.
You lead a strict and orderly life, with rules and regulations being very important to you. Perhaps you had a strict military upbringing, or simply have an obsession with order and routine. Some would call you boring, but you consider yourself consistent and true above all else. While this might not seem like a necessarily bad thing, your dedication to habit could be used by your enemies against you.
Variants: Inattentive, Flighty
You might very well be a brilliant genius, but you have a forgetful manner about you in which common information just slips from your mind. Perhaps you don’t waste your precious time with details or other unimportant tidbits, but you have a tendency to forget important details at the worst time. Due to your flightiness, you gain Disadvantage on all Initiative rolls.
You can’t seem to keep your attention from being piqued, and like to know about everything and everyone. While your natural curiosity might seem harmless, you tend to overdo it with your enthusiasm for knowing the matter of things. Whenever a mystery presents itself, you have a tendency to become absorbed in its solving.
You hold fast to archaic or even silly beliefs and traditions that others tend to view as silly or childish. While these are most times harmless, your superstitions can sometimes frustrate and alienate those around you. You have a tendency to be naïve and believing of tall tales and matters that defy explanation.
Variants: Fanatical, Prudish
You believe in leading by example. You don’t drink, smoke, or engage in other untoward behavior. Beyond this, you don’t mind moralizing or judging others around you who do not live up to your lofty example. People don’t generally like being talked down to, and while you might have people’s best interests at heart, you have a way about you that makes others feel that you are looking down your nose at how they choose to live their lives.