The following rules are an expanded, edited and modified subset of rules created and copyrighted by Sean Patrick Fannon. Modifications by Dustin Evermore for integration into a Birthright campaign. Not for publication in any medium, except for personal use.
Talents
Talents have many functions in the campaign. Some are like minor powers, while others are more or less "skill enhancers," representing certain "knacks" a character may have. Some have "skill-like" functions; as such, they will likely have a Characteristic associated with them for when rolls are needed. All Talents have a cost of 3 unless otherwise noted (expressed in <> ). In some cases (marked with a +), it may be possible to purchase a Talent multiple times (GM's approval).
- ABSOLUTE TIME SENSE (Has an innate knowledge of the passing of time)
- ACUTE HEARING (Hears in a wider range and more effectively than others; +2 on all related Perception rolls)
- ACUTE SMELL (Smells a wider range of odors more distinctly than most and can identify things and creatures based on such information; +2 on all related Perception rolls)
- ACUTE SPECIAL SENSE (Define one special sense that gains +2 on all rolls)
- ACUTE VISION (Sees more clearly over a longer range than most and possesses excellent nighttime vision {though not as good as real Night Vision}; +2 on all related Perception rolls and +2 vs any Range Combat penalties)
- AMBIDEXTERITY (Use both hands equally well)
- ANIMAL EMPATHY (An almost preternatural affinity for animals; +1 on all Animal Ken, Horsemanship, and related skills)
- BEAUTIFUL/HANDSOME (+1 on all PRE-related skills where looks would count) +
- BEAUTIFUL VOICE (Has an amazing singing and speaking voice; +1 related skills/tests)
- BLIND FIGHTING (Can make an Perception+INT roll for no penalties in Hand to Hand while blinded; roll per round)
- CHARISMATIC (Has natural leadership and inspirational talents; +1 on all related PRE tests) +
- COMBAT SENSE (Natural gift for combat situations; +1 Initiative) +
- CRAFTSMAN (Naturally gifted with hands and manual efforts; +1 all Artisan and related skills) +
- CRAMMING (Can gain a +1 per hour of effort in any non-physical Skill temporarily - fades away after an adventure/session)
- DAMAGE DEFLECTION (aka "COMBAT LUCK"; Has the ability to deflect/avoid Killing Damage. This is "armor" that does not stack with any other defenses, and it does not work if the attack is not perceived or if the defender cannot move. <3 for every +2KD; Maximum possible is 6KD for 9>
- DANGER SENSE (Mystically aware of danger to self and surroundings) <SPI + 5 for 20; +1 to roll for +5>
- DOUBLE JOINTED (+3 Contortionist, +1 related Athletics or Acrobatics)
- EIDETIC MEMORY (Never forgets anything seen, heard, or read; +1 on any memory-related skill use) +
- EMPATHIC (Naturally attuned to the way people feel; +1 all Intuition and Interaction skills) +
- FAST DRAW (Able to draw one-handed weapons in no time)
- FAST PULL (Able to load and draw a bow in no time)
- FEIGN DEATH (Able to slow heart and breathing to appear dead for a time)
- FIND WEAKNESS (Able to cut a target's DEF by 1/2 with a successful Action, Target Number = 20. +2 Difficulty for each successive attempt) <Roll of 10 for 20; +1 to roll for +5>
- HEAD FOR NUMBERS (Can do lightning calculations in one's head)
- HIGH PAIN TOLERANCE (Reduce STUN from each attack by 2, reduce all Impairment penalties by 2)
- INSTINCTIVE DIRECTION SENSE (Always knows which way is North and can never get lost)
- KNACK (+1 with any related skill group; GM's option what qualifies)
- LIGHT SLEEPER (No roll to awaken if noise is made, instantly awake with no ill effects)
- LINGUISTICALLY GIFTED (+1 Level on any language learned)
- LITERACY (Can read and write in languages known) <1>
- LONGEVITY (Will be strong, healthy, and mentally facile for longer than most in one's species, and live longer by far than the average)
- MAGE (Can cast Magic spells. Necessary for Wizards, Bards, Magicians, and Priests.) Characters may not purchase more than 2 levels of Mage to start with. Mage also helps determine the maximum number of spells that a character can bind (MAGE + INT). The reason is that each bound spell maintains a subtle connection, a thread, to the caster's mind much like the way a Ley Line connects to a Source holding. The miniature "source" within a caster can support only so much power in the form of bound spells. Enchantment spells can be used to "tie off" this connection and make the item permanently enchanted. Note however, that humans may require exotic spell reagents and although Elves do not need reagents, their enchants are often more delicate and can be destroyed as easily as the enchanted item could be normally. Use the following table to purchase Mage levels:
Level | Options Point Cost |
1 | 5 |
2 | 10 |
3 | 15 |
4 | 20 |
5 | 25 |
6 | 30 |
7 | 35 |
8 | 40 |
9 | 45 |
10 | 50 |
- NIGHT VISION (Sees as well in the day as at night, although not in true pitch black)
- PERFECT PITCH (Totally accurate ear for tones and musical notes; +3 all related skills)
- PHYSICALLY GIFTED (Natural gift with physical pursuits; +1 all Athletic and related skills) +
- RAPID HEALING (+3 Hits healed over each healing period)
- SCHOLASTICALLY GIFTED (Well-read and naturally gifted with learning; +1 all Lore and related skills)+
- SPEED READER (Can read at about 10x normal rate)
- STRONG IMMUNE SYSTEM (+3 to resist Poisons and Diseases)
Perks
Perks represent external resources or levels of influence that a character has. This is highly subject to role-playing and storytelling constraints, as well as the GM's goodwill.
- ALTERNATE IDENTITY (The character has a second, established identity that they can take on in a given area. Certain other perks may be dependent on this second identity) <3>
- BLOODLINE (Cost is <3> OPs per level. Use the chart below to find the level)
Strength | Type | Die Roll | Level |
Tainted | Scion | 2d6+4 | 1 |
Tainted | Vassal | 2d6+4 | 2 |
Tainted | Regent | 2d6+4 | 3 |
Minor | Scion | 5d6 | 4 |
Minor | Vassal | 5d6 | 5 |
Minor | Regent | 5d6 | 6 |
Major | Scion | 8d6 | 7 |
Major | Vassal | 8d6 | 8 |
Major | Regent | 8d6 | 9 |
Great | Scion | 11d6 | 10 |
Great | Vassal | 11d6 | 11 |
Great | Regent | 11d6 | 12 |
- CONTACT (The character has an "in" with someone who can help them out) Flunky <1>, Mid-Level Operative <2>, High-Level Operative <3>, Almost Head-Honcho <4>, Head Honcho <5>; Low-Influence Group <+0>, Medium Influence Group <+1>, High-Influence Group <+2>, The Ruling Faction <+3>
- FAMILY (The character can call upon his rather large extended family for help and resources) Poor/Little Influence <1>, Middle-class/Moderate Influence <2>, Well-Off/Good Influence <3>, Wealthy/High Influence <4>, Filthy Rich/Extraordinary Influence <5>
- FOLLOWER (An NPC that is particularly loyal to and involved with the character) <1 per 5 OPs or 1 CP spent on the second character; cannot be more expensive than PC>
- MEMBERSHIP <2 OP per level>(You can call upon the resources of an organization, person, government, or group--but you also have responsibilities. You level represents your status in the group. For instance in a knighthood level 1 might make you a page, but at level 10 you could be the Knight Commander of the Order of the Dragon!)
- RENOWN <2 OP per level>(Your reputation, usually in a favorable light. Note that if you are a vassal or regent, a certain amount of renown, at least in the areas you rule and with the nobility that interact with your nation, is assumed. At 3, most local people know you; at 6 you're known throughout your home kingdom, and at 9 you may be known across Cerilia!)
- WEALTH <2 OP per level>(Wealth boosts the lifestyle of the character beyond the average. Examples: Wealth level 3-4 places you in the lower upper class. At 6 you are wealthy, and therefore respected enough, that in some kingdoms you may purchase memberships into Knighthoods. At 9 you have vast tracts of... land. At 10 you are the power behind the throne and have the financial power to rival that of the Regents of Cerilia!)
These Perks are affected by their Frequency of effect. If a Perk has a Rare impact (once every four sessions at best), the Cost is 1/2 (round up). If it has an Infrequent impact (once every two or three sessions), apply no modifier. If the Perk has Frequent impact (once every session), the Cost is half again (x1 1/2) as much (round up).
Derived Characteristic Enhancements (DCEs)
With this "plug-in," it is possible for Players to purchase enhancements to their Derived Characteristics (not something that can normally be done in FUZION). This will allow characters to be even more diverse and detailed without escalating the Primary Characteristics.
Each DCE costs 3 Option Points. The number of + next to the individual entry indicates how many times a Character should be allowed to purchase the Enhancement.
- EXCEPTIONAL JUMPER (+5m Leap) +
- FAST RUNNER (+3m Running, +5m Sprint) ++
- GOOD SWIMMER (+5m Swimming) ++
- HARD TO KILL (+5 Hits) +++
- LUCKY (+1 Luck) +++++
- REALLY TOUGH (+5 Stun) +++
- RESILIENT (+1 Recovery) +++
- SOLID (+2 Stun Defense) ++
- STRONG WILLED (+3 Resistance) ++
- TOUGH (+1 Threshold) +++
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