Name description Type
Aces High

You gain a +20 bonus to Gambling checks, and your affinity to it is increased to 100%.

Starting
Afloat and Adrift

You gain a +10 bonus to Sailing checks, and your affinities in Sailing and Shipbuilding are increased to 100%.

Starting
Air Magic Primalist

You gain a +25% efficiency bonus to Air Magic, and your resistance to it increases by 50%

Starting
Air Magic Prodigy

You gain a +50% efficiency bonus to Air Magic (if you are proficient in it)

Starting
Animal Trainer

You gain a +10 bonus to Animal Empathy checks, and your affinities in Animal Empathy and Animal Husbandry are increased to 100%.

Starting
Animal Whisperer

You gain a +20 bonus to Animal Empathy checks, and your affinity to it is increased to 100%.

Starting
Archery Brute

Your affinity with Archery is increased to 100%, and your damage with Archery attacks is increased by 0.1 per your rank in it.

Starting
Archery Prodigy

Your affinity with Archery is increased to 100%, and you gain a +5 to Accuracy checks when making Archery attacks.

Starting
Assassin’s Touch

You gain a +10 bonus to Thievery checks, and your affinities in Thievery and Poison Application are increased to 100%.

Starting
Athletic Build

You gain a +5 bonus to the Athletics checks. Your affinity in Climbing, Jumping, and Swimming is increased by 50%.

Starting
Axes Brute

Your affinity with Axes is increased to 100%, and you damage with Axes attacks is increased by 0.1 per your rank in it.

Starting
Axes Prodigy

Your affinity with Axes is increased to 100%, and you gain a +5 to Accuracy checks when making Axes attacks.

Starting
Bard Talents

You gain a +10 bonus to Entertain checks, and your affinities in Entertain and String Instrument are increased to 100%.

Starting
Beat Maker

You gain a +10 bonus to Entertain checks, and your affinities in Entertain and Percussion are increased to 100%.

Starting
Blood Seeking

You gain a +5 bonus to Accuracy checks when attacking a damaged target; this increases to +10 when the target falls below 50% of its total health.

Starting
Born in the Saddle

You gain a +10 bonus to Riding checks, and your affinities in Riding and Horsemanship are increased to 100%.

Starting
Born on the Water

You gain a +20 bonus to Sailing checks, and your affinity to it is increased to 100%.

Starting
Born to Ride

You gain a +20 bonus to Riding checks, and your affinity to it is increased to 100%.

Starting
Brewmaster

You gain a +10 bonus to Brewing checks, and your affinity to it is increased to 100%.

Starting
Cave Dweller

You gain a +10 bonus to Survival checks, and your affinities in Survival and Underground Conditioning are increased to 100%.

Starting
Center Stage

You gain a +10 bonus to Entertain checks, and your affinities in Entertain and Singing are increased to 100%.

Starting
Coin Maker

You gain a passive +10 bonus to Trade checks, and make 10% more money when using your Personal Time to generate income.

Starting
Community Orginizer

You gain a +10 bonus to Administration checks, and your affinity to it is increased to 100%.

Starting
Crossbows Brute

Your affinity with Crossbows is increased to 100%, and you damage with Crossbows attacks is increased by 0.1 per your rank in it.

Starting
Crossbows Prodigy

Your affinity with Crossbows is increased to 100%, and you gain a +5 to Accuracy checks when making Crossbows attacks.

Starting
Danger Sense

You gain a +10 bonus to defenses when avoiding traps and attacks from sources hidden to you. You also gain a +50 bonus to checks to prevent being surprised. If you are not surprised, any ally that can hear you is also not surprised.

Starting
Dark Magic Primalist

You gain a +25% efficiency bonus to Dark Magic, and your resistance to it increases by 50%

Starting
Dark Magic Prodigy

You gain a +50% efficiency bonus to Dark Magic (if you are proficient in it)

Starting
Death Magic Primalist

You gain a +25% efficiency bonus to Death Magic, and your resistance to it increases by 50%

Starting
Death Magic Prodigy

You gain a +50% efficiency bonus to Death Magic (if you are proficient in it)

Starting
Dedicated Researcher

You gain a +20 bonus to Research checks, and your affinity to it is increased to 100%.

Starting
Deep Thinker

You gain a +20 bonus to Intuition checks, and your affinity to it is increased to 100%.

Starting
Double Talker

You gain a +10 bonus to Metagaming checks, and your affinities in Metagaming and Innuendo are increased to 100%.

Starting
Eagle Eyesight

You gain a +20 bonus to Perception checks, and your affinity to it is increased to 100%.

Starting
Earth Magic Primalist

You gain a +25% efficiency bonus to Earth Magic, and your resistance to it increases by 50%

Starting
Earth Magic Prodigy

You gain a +50% efficiency bonus to Earth Magic (if you are proficient in it)

Starting
Easy Acrobat

You gain a +10 bonus to Balance checks, and your affinities in Balance and Tumbling are increased to 100%.

Starting
Easy Concentration

You gain a +10 bonus to Concentration checks, and your affinity in it is increased by 50%.

Starting
Eavesdropper

You gain a +10 bonus to Investigation checks, and your affinities in Investigation and Listening are increased to 100%.

Starting
Eye for Plunder

You gain a +10 bonus to Appraisal checks, and your affinity to it is increased to 100%.

Starting
Eyes of Intimidation

You gain a +20 bonus to Instill Fear checks, and your affinity to it is increased to 100%.

Starting
Field Medic

You gain a +10 bonus to Healing checks, and your affinities in Healing and Combat Medic are increased to 100%.

Starting
Fire Magic Primalist

You gain a +25% efficiency bonus to Fire Magic, and your resistance to it increases by 50%

Starting
Fire Magic Prodigy

You gain a +50% efficiency bonus to Fire Magic (if you are proficient in it)

Starting
Forest Concealment

You gain +20 to Stealth rolls when in a forest.

Starting
Forge Magnet

You gain a +10 bonus to Smithing checks, and your affinity to it is increased to 100%.

Starting
Great Detective

You gain a +20 bonus to Investigation checks, and your affinity to it is increased to 100%.

Starting
Great Foreman

You gain a +20 bonus to Construction checks, and your affinity to it is increased to 100%.

Starting
Great Negotiator

You gain a +20 bonus to Conversation checks, and your affinity to it is increased to 100%.

Starting
Green Thumbs

You gain a +10 bonus to Agriculture checks, and your affinity to it is increased to 100%.

Starting
Groundspeaker

You gain a +10 bonus to Tracking checks, and your affinity to it is increased to 100%.

Starting
Hammer Wielding Brute

Your affinity with Hammer Wielding is increased to 100%, and you damage with Hammer Wielding attacks is increased by 0.1 per your rank in it.

Starting
Hammer Wielding Prodigy

Your affinity with Hammer Wielding is increased to 100%, and you gain a +5 to Accuracy checks when making Hammer Wielding attacks.

Starting
Head Above Water

You gain a +10 bonus to Athletics checks, and your affinities in Athletics and Swimming are increased to 100%.

Starting
Healing Touch

You gain a +20 bonus to Healing checks, and your affinity to it is increased to 100%.

Starting
Heavy Armor Prodigy

The Armor Value granted by pieces of Heavy Armor you wear is increased 10%, and its movement penalty is reduced by 0.3 per piece.

Starting
Herbal Alchemist

You gain a +5 bonus to Alchemy and Herb Lore checks, and your affinities in both are increased to 100%.

Starting
Herbal Spirit

You gain a +10 bonus to Herb Lore checks. Your affinity in the Herb Lore skill is increased to 100%. When you successfully harvest an herb with this skill, double the amount gained.

Starting
Hideworker

You gain a +5 bonus to Tailoring checks, and your affinities in Tailoring and Leatherworking are increased to 100%.

Starting
Ice Trekker

You gain a +10 bonus to Survival checks, and your affinities in Survival and Polar Conditioning are increased to 100%.

Starting
Jeweller Eye

You gain a +10 bonus to Jewelling checks, and your affinity to it is increased to 100%.

Starting
Keen Eyesight

You gain a +10 bonus to Accuracy with Ranged Weapons. You also gain a +10 to your Perception. Your Affinity in the Perception skill is increased to 100%.

Starting
Lab Rat

You gain a +10 bonus to Alchemy checks, and your affinity in it is increased to 100%.

Starting
Life Magic Primalist

You gain a +25% efficiency bonus to Life Magic, and your resistance to it increases by 50%

Starting
Life Magic Prodigy

You gain a +50% efficiency bonus to Life Magic (if you are proficient in it)

Starting
Light Armor Prodigy

The Armor Value granted by pieces of Light Armor you wear is increased 10%, and its movement penalty is reduced by 0.1 per piece.

Starting
Light Magic Primalist

You gain a +25% efficiency bonus to Light Magic, and your resistance to it increases by 50%

Starting
Light Magic Prodigy

You gain a +50% efficiency bonus to Light Magic (if you are proficient in it)

Starting
Lumbermaster

You gain a +10 bonus to Construction checks, and your affinities in Construction and Carpentry are increased to 100%.

Starting
Lurker in Shadows

You gain a +5 bonus to Stealth checks, and your affinities in Stealth, Hiding, and Sneaking are increased to 100%.

Starting
Mace Wielding Brute

Your affinity with Mace Wielding is increased to 100%, and you damage with Mace Wielding attacks is increased by 0.1 per your rank in it.

Starting
Mace Wielding Prodigy

Your affinity with Mace Wielding is increased to 100%, and you gain a +5 to Accuracy checks when making Mace Wielding attacks.

Starting
Magical Sniper

You gain a +10 bonus to Accuracy with ranged magical attacks, and ignore penalties from light or heavy cover.

Starting
Marathon Runner

You gain a +10 bonus to Athletics checks, and your affinities in Athletics and Running are increased to 100%.

Starting
Medium Armor Prodigy

The Armor Value granted by pieces of Medium Armor you wear is increased 10%, and its movement penalty is reduced by 0.2 per piece.

Starting
Melee Weapon Prodigy

You gain a +10 bonus to Accuracy with melee weapons, and your damage bonus is 0.3 per point of Strength, instead of the standard 0.2.

Starting
Metagamer

You gain a +20 bonus to Metagaming checks, and your affinity to it is increased to 100%.

Starting
Mind in Pieces

You gain a +20 bonus to Puzzle Solving checks, and your affinity to it is increased to 100%.

Starting
Mind of a Maestro

You gain a +10 bonus to Entertain checks, and your affinities in Entertain and Artistry are increased to 100%.

Starting
Natural Healing

You gain a +10 bonus to Fortitude checks, and your affinities in Fortitude and Wound Closure are increased to 100%.

Starting
Natural Temptation

You gain a +10 bonus to Gambling checks, and your affinities in Gambling and Temptation are increased to 100%.

Starting
Naturally Fortified

You gain a +10 bonus to Fortitude checks, and your affinities in Fortitude and Poison Resist are increased to 100%.

Starting
Naturally Resistant: Air

Your soul refuses the power of Air magic. You are 100% Resistant to it, but cannot learn spells from it.

Starting
Naturally Resistant: Dark

Your soul refuses the power of Dark magic. You are 100% Resistant to it, but cannot learn spells from it.

Starting
Naturally Resistant: Death

Your soul refuses the power of Death magic. You are 100% Resistant to it, but cannot learn spells from it.

Starting
Naturally Resistant: Earth

Your soul refuses the power of Earth magic. You are 100% Resistant to it, but cannot learn spells from it.

Starting
Naturally Resistant: Fire

Your soul refuses the power of Fire magic. You are 100% Resistant to it, but cannot learn spells from it.

Starting
Naturally Resistant: Life

Your soul refuses the power of Life magic. You are 100% Resistant to it, but cannot learn spells from it.

Starting
Naturally Resistant: Light

Your soul refuses the power of Light magic. You are 100% Resistant to it, but cannot learn spells from it.

Starting
Naturally Resistant: Water

Your soul refuses the power of Water magic. You are 100% Resistant to it, but cannot learn spells from it.

Starting
Nothing Wasted

You gain a +10 bonus to Scavenging checks, and your affinity to it is increased to 100%.

Starting
Observant Eye

You gain a +10 bonus to Investigation checks, and your affinities in Investigation and Search are increased to 100%.

Starting
Painful Manipulation

You gain a +10 bonus to Instill Fear checks, and your affinities in Instill Fear and Torture are increased to 100%.

Starting
Patient Shooter

You gain a +10 bonus to Perception checks, and your affinities in Perception and Aimed Shot are increased to 100%.

Starting
Plant Guru

You gain a +20 bonus to Herb Lore checks, and your affinity to it is increased to 100%.

Starting
Poison Resistant

You take only half damage from all poison types (calculated after resistances). You gain a +10 bonus to checks made to resist or end poison-based effects.

Starting
Political Pundit

You gain a +10 bonus to Metagaming checks, and your affinities in Metagaming and Local Politics are increased to 100%.

Starting
Practiced Climber

You gain a +5 bonus to Athletics and Balance checks, and your affinities in Athletics, Balance, and Climbing are increased to 100%.

Starting
Practiced Tailor

You gain a +10 bonus to Tailoring checks, and your affinity to it is increased to 100%.

Starting
Professional Merchant

You gain a +20 bonus to Trade checks, and your affinity to it is increased to 100%.

Starting
Professional Silkworker

You gain a +5 bonus to Tailoring checks, and your affinities in Tailoring and Silkworking are increased to 100%.

Starting
Quick Recovery

When you receive healing of any type that restores Health, increase the amount received by 10%.

Starting
Quill in Hand

You gain a +10 bonus to Scribing checks, and your affinity to it is increased to 100%.

Starting
Ready Locksmith

You gain a +10 bonus to Thievery checks, and your affinities in Thievery and Lockpicking are increased to 100%.

Starting
Reinforced Mind

You gain a +10 bonus to Concentration checks, and your affinities in Concentration and Celerity are increased to 100%.

Starting
Relentless

Your stamina regenerates at double the normal rate. You only need half of the normal amount of sleep required. You gain a +50 bonus to defenses vs. attacks and effects that make you Helpless.

Starting
Revered Mason

You gain a +10 bonus to Construction checks, and your affinities in Construction and Masonry are increased to 100%.

Starting
Ropewalker

You gain a +20 bonus to Balance checks, and your affinity to it is increased to 100%.

Starting
Safe and Clean

You gain a +10 bonus to Healing checks, and your affinities in Healing and Hygiene are increased to 100%.

Starting
Second Personality

You gain a +10 bonus to Deception checks, and your affinities in Deception and Forgery are increased to 100%.

Starting
Seen not Heard

You gain a +10 bonus to Gather Information checks, and your affinities in Gather Information and Read Lips are increased to 100%.

Starting
Shield Basher

You gain a +10 bonus Accuracy checks when making a Shield Bash, and your affinity to it is increased to 100%.

Starting
Single Focus

When you attack a target that you attacked in your previous round, you gain a +10 bonus to Accuracy on attacks against that target.

Starting
Skyskipper

You gain a +10 bonus to Athletics checks, and your affinities in Athletics and Jumping are increased to 100%.

Starting
Small Blades Brute

Your affinity with Small Blades is increased to 100%, and you damage with Small Blades attacks is increased by 0.1 per your rank in it.

Starting
Small Blades Prodigy

Your affinity with Small Blades is increased to 100%, and you gain a +5 to Accuracy checks when making Small Blades attacks.

Starting
Somewhat Woke

You gain a +10 bonus to Intuition checks, and your affinities in Intuition and Perception are increased to 100%.

Starting
Spears Brute

Your affinity with Spears is increased to 100%, and you damage with Spears attacks is increased by 0.1 per your rank in it.

Starting
Spears Prodigy

Your affinity with Spears is increased to 100%, and you gain a +5 to Accuracy checks when making Spears attacks.

Starting
Stat Monster

You gain a +10 bonus to Metagaming checks, and your affinities in Metagaming and Monsters are increased to 100%.

Starting
Staves Brute

Your affinity with Staves is increased to 100%, and you damage with Staves attacks is increased by 0.1 per your rank in it.

Starting
Staves Prodigy

Your affinity with Staves is increased to 100%, and you gain a +5 to Accuracy checks when making Staves attacks.

Starting
Streetrat

You gain a +10 bonus to Survival checks, and your affinities in Survival and City Conditioning are increased to 100%.

Starting
Strong Athlete

You gain a +10 bonus to Athletics checks, and your affinity to it is increased to 100%.

Starting
Student of Theology

You gain a +10 bonus to Metagaming checks, and your affinities in Metagaming and Higher Powers are increased to 100%.

Starting
Superior Mind

You gain a +20 bonus to Concentration checks, and your affinity to it is increased to 100%.

Starting
Survivalist

You gain a +20 bonus to Survival checks, and your affinity to it is increased to 100%.

Starting
Swamp Dweller

You gain a +10 bonus to Survival checks, and your affinities in Survival and Marsh Conditioning are increased to 100%.

Starting
Swords Brute

Your affinity with Swordsmanship is increased to 100%, and you damage with Swordsmanship attacks is increased by 0.1 per your rank in it.

Starting
Swords Prodigy

Your affinity with Swordsmanship is increased to 100%, and you gain a +5 to Accuracy checks when making Swordsmanship attacks.

Starting
Tastemaker

You gain a +20 bonus to Cooking checks, and your affinity to it is increased to 100%.

Starting
The Great Thief

You gain a +20 bonus to Thievery checks, and your affinity to it is increased to 100%.

Starting
Throwing Master

You gain a +10 bonus to Fishing checks, and your affinities in Fishing and Throwing are increased to 100%.

Starting
Trapbreaker

You gain a +10 bonus to Traps checks, and your affinities in Traps and Trap Disarm are increased to 100%.

Starting
Trapmaker

You gain a +20 bonus to Traps checks, and your affinity to it is increased to 100%.

Starting
Tunnel Dweller

You gain a +20 bonus to Mining checks, and your affinity to it is increased to 100%.

Starting
Unarmed Combat Brute

Your affinity with Unarmed Combat is increased to 100%, and you damage with Unarmed Combat attacks is increased by 0.1 per your rank in it.

Starting
Unarmed Combat Prodigy

Your affinity with Unarmed Combat is increased to 100%, and you gain a +5 to Accuracy checks when making Unarmed Combat attacks.

Starting
Unseen Prodigy

You gain a +20 bonus to Stealth checks, and your affinity to it is increased to 100%.

Starting
Very Sneaky

You gain a +10 bonus to Stealth checks, and your affinities in Stealth and Sneaking are increased to 100%.

Starting
Water Magic Primalist

You gain a +25% efficiency bonus to Water Magic, and your resistance to it increases by 50%

Starting
Water Magic Prodigy

You gain a +50% efficiency bonus to Water Magic (if you are proficient in it)

Starting
Wiki Reader

You gain a +10 bonus to Metagaming checks, and your affinities in Metagaming and Geography are increased to 100%.

Starting
Wind Dancer

You gain a +10 bonus to Entertain checks, and your affinities in Entertain and Wind Instrument are increased to 100%.

Starting
Wrestling Champion

You gain a +10 bonus to Athletics checks, and your affinities in Athletics and Grappling are increased to 100%.

Starting
Name description Type
Awakening of Chaos

Your mind fills with words of power unimaginable to most in the land. You gain 25% Affinity in Chaos Magic, and know the spell Weak Chaotic Visage.

Starting
Awakening of the Blood

Your mind fills with words of power unimaginable to most in the land. You gain 25% Affinity in Blood Magic, in addition to your normal starting magic. You know the spell Siphon Life.

Starting
Awakening of the Eldritch

Your mind fills with words of power unimaginable to most in the land. You gain 25% Affinity in Eldritch Magic, in addition to your normal starting magic. You know the spell Cloud of El’tahf.

Starting
Awakening of the Mind

Your mind fills with words of power unimaginable to most in the land. You gain 25% Affinity in Mental Magic, in addition to your normal starting magic. You know the spell Fortress of Will.

Starting
Awakening of the Spirit

Your mind fills with words of power unimaginable to most in the land. You gain 25% Affinity in Spirit Magic, in addition to your normal starting magic. You know the spell Weak Inspiration.

Starting
Chaotic Awakening

Your mind fills with words of power unimaginable to most in the land. You gain 25% Affinity in Chaos Magic, and know the spell Weak Bands of Chrosis.

Starting
Eye of the Analyst

You see the world differently than others. You gain 25% Affinity in the Analyze skill.

Starting
Pathmaker of Magic

You sense the pathways of magic in the body, and can alter their purpose. You gain 25% Affinity in the Mana Manipulation skill.

Starting
Scion of Thought

Once per hour, as a Reaction, you can stop your current situation (Combat, Skill Challenge, or Roleplaying) to take a mental only action, such as a skill check. This action can not affect anything except your knowledge of the situation.

Bonus
Name description Type
Chaotic Coordination

Once per game, when you score a critical hit, you can choose to make it a normal hit and give one ally that can hear you a +25 bonus to their next Accuracy or Skill check, if made in the same encounter.

Bonus
Enabler of the Meidon

You receive a +5 bonus to Conversation checks with Sprites and Pixies

Bonus
Mist Village Loyalty

Your loyalty to the protection of the Mist Village will not go unnoticed. Once per game session, you may call upon the Mists to obscure your previous action. You may reroll a D100 that you just rolled.

Bonus
Summon The Mists

Once per game, as a Combat Action, you become invisible for 1 minute, or until take another combat action (whichever comes first)

Bonus
Name description Type
Almost Limitless

Your affinities work differently than natives of The Land. With practice and opportunity, you can become a master of skills.

Bonus
Dwarven Resilience

You gain a +10 to defenses and checks when resisting an effect that moves you or knocks you prone.

Bonus
Elven Grace

You gain a +5 to your Dodge Value.

Bonus
Elven Resilience

You gain a +10 to defenses and checks when resisting a magical effect or spell.

Bonus
Environmental Resilience

You gain a +10 to checks when resisting a negative environmental effect, such as heat exhaustion.

Bonus
Forest Speech

You can communicate with low intelligence animals on the most basic levels, receiving small glimpses of information about their recent activities.

Bonus
Gnomecraft

You gain a 0.2 bonus per your characterÕs level to Appraisal, Research, Scribing, and Jewelling.

Bonus
Keen Shooting

You gain a +5 to your Accuracy with Archery, and Archery damage is increased by +2 per hit.

Bonus
Keen Target

You gain a +5 to Accuracy when using any ranged weapon.

Bonus
Natural Movement

When wearing only Light Armor or No Armor, you gain a +5Õ bonus to movement speed.

Bonus
Natural Weapons

When making unarmed attacks, you gain a 0.1 bonus to damage per point of Strength.

Bonus
Solid Staff

You gain a +5 to Accuracy when using a Staff

Bonus
Sprite Imbue

You gain 100% proficiency in the Imbue Arrow skill, and begin with 1 Rank in it.

Bonus
Sturdy Shot

You gain a +5 to Accuracy when using a Crossbow

Bonus
Swift Blade

You gain a +5 to Accuracy when using Small Blades.

Bonus
Waterborne

You can breathe naturally in fresh water; and you have a swim speed equal to your movement speed.

Bonus
Woodcraft

You gain a 0.2 bonus per your characterÕs level to Fletching, Herb Lore, and Tailoring checks.

Bonus
Name description Type
Adaptive Ear

You can understand any language you hear, and can read any language you see in writing, with certain exceptions. It takes half the normal amount of Personal Time for you to learn a new language.

Starting
Census Taker

You gain a +10 bonus to City Conditioning, and your affinity in it is increased to 100%. Once per game, you may reroll any Conversation, Deception, Instill Fear, Investigation, or Perception check you dislike, but you must kep the second roll.

Bonus
Critical Aim

You gain a +10 to your Critical Bonus with ranged weapons. Additionally, your ranged weapon critical hits do triple damage.

Starting
Critical Caster

You gain a +10 to your Critical Bonus with spells. Additionally, your spell critical hits do triple damage on a spell that does damage, or the duration is tripled if the spell does not do damage.

Starting
Critical Striker

You gain a +10 to your Critical Bonus with melee weapons. Additionally, your melee weapon critical hits do triple damage.

Starting
Extreme Bookkeeping

You gain a +10 bonus to Administration Checks, and your affinity in it is increased to 100%. Once per gaming session, when you or an ally makes a Administration, Conversation, or Metagaming check and you dislike the roll, you may roll an Administration check and replace the result with your new check.

Bonus
Inquisitor

You gain a +10 bonus to Puzzle Solving, Investigation, Research, and Engineering checks.

Bonus
Mana Ocean

Your Mana Pool is based on 20 mana per Intelligence point, instead of the normal 10 mana per point.

Starting
Medical Training

You gain a +5 bonus to Healing skill checks. Your affinity in the Healing, Combat Medic and Anatomy is increased by 50%.

Starting
Overwhelming Stamina

Your Stamina Pool is based on 20 stamina per Endurance point, instead of the normal 10 stamina per point.

Starting
Pathmaker of Pain

You understand what is most precious to a creature’s physical existence, and can exploit it. You gain 100% Affinity in the Anatomy skill.

Starting
Strong Fortitude

You gain a +20 bonus to Fortitude checks, and your affinity to it is increased to 100%.

Bonus
Tracking Expert

You gain a +20 bonus to Tracking checks, and your Affinity in Tracking is increased by 50%. Additionally you do not have to slow your movement when tracking.

Bonus
Trouble Shooter

You gain a +10 bonus to the Puzzle Solving, Innuendo, and Code Breaking skills, and your affinity in the Code Breaking and Innuendo skills is increased by 50%.

Bonus
Unkillable

Your Health is based on 20 Health per Constitution point, instead of the normal 10 Health per point.

Starting
Wall Walker

You gain a climbing speed equal to your walking speed if your hands are free, and a +10 bonus to Climbing skill checks. Your affinity in the Climbing skill is raised to 100%.

Bonus
Name description Type
An Understanding of Self

You see the world differently than others. You gain 25% Affinity in the Self-Awareness skill.

Bonus
Armor Mobility

You do not suffer movement penalties from wearing armor, regardless of your skill level with the armor.

Bonus
Aura Sight

You spend a Combat action to activate Aura Sight. Until the start of your next turn, you can sense all magical auras within a 30Õ cone in front of you. This includes magical auras around invisible objects and hidden magical traps. Cooldown 1 Minute.

Bonus
Basic Magic Efficiency

You gain a +25% efficiency to spells of all basic types of magic. This is cumulative with any other bonuses you may have.

Bonus
Crowd Surfer

You gain a +20 bonus to Gather Information checks, and your affinity to it is increased to 100%.

Bonus
Innate Magic: Air

Air magic is as natural to you as thinking or breathing. You gain 100% Affinity in Air Magic in addition to your normal starting magic. You also know the spell Weak Haste.

Starting
Innate Magic: Dark

Dark magic is as natural to you as thinking or breathing. You gain 100% Affinity in Dark Magic in addition to your normal starting magic. You also gain the spell Nightvision.

Starting
Innate Magic: Death

Death magic is as natural to you as thinking or breathing. You gain 100% Affinity in Death Magic in addition to your normal starting magic. You also gain the spell Weak Bone Cage.

Starting
Innate Magic: Earth

Earth magic is as natural to you as thinking or breathing. You gain 100% Affinity in Earth Magic in addition to your normal starting magic. You also gain the spell Splash of Mud.

Starting
Innate Magic: Fire

Fire magic is as natural to you as thinking or breathing. You gain 100% Affinity in Fire Magic in addition to your normal starting magic. You also know the spell Weak Fire Shield.

Starting
Innate Magic: Life

Life magic is as natural to you as thinking or breathing. You gain 100% Affinity in Life Magic in addition to your normal starting magic. You also gain the spell Weak Banish Undead.

Starting
Innate Magic: Light

Light magic is as natural to you as thinking or breathing. You gain 100% Affinity in Light Magic in addition to your normal starting magic. You also gain the spell Far Light.

Starting
Innate Magic: Water

Water magic is as natural to you as thinking or breathing. You gain 100% Affinity in Water Magic in addition to your normal starting magic. You also gain the spell Weak Fog Cloud.

Starting
Lucky Caster

You gain a bonus to spell damage of 0.1 per point of your Luck score.

Bonus
Lucky Hitter

You gain a bonus to melee weapon damage of 0.1 per point of your Luck score.

Bonus
Lucky Shot

You gain a bonus to ranged weapon damage of 0.1 per point of your Luck score.

Bonus
Mana Fountain

Your Mana Pool regenerates at double the normal rate.

Bonus
Natural Diplomat

You gain a +10 bonus to Conversation, Deception, Innuendo, and Metagaming checks. Once per day, you can reroll one of these checks after you learned it failed.

Bonus
Quick Evasion

When you are targeted by an Area of Effect spell, you take no damage if it misses you, and only half damage if it hits you

Bonus
Two-Faced

You gain a +20 bonus to Deception checks, and your affinity to it is increased to 100%.

Bonus
Weapon Master: Axes

Axes are a tool of destruction in your hands. You gain 100% Affinity in Axes, and its subskills Axe Throwing, Cleave, and Downward Chop.

Starting
Weapon Master: Bows

A bow in your hand is a mortal threat to any you can see. You gain 100% Affinity in Archery, and its subskills Double Shot, Drill Shot, and Unbalancing Shot.

Starting
Weapon Master: Crossbows

Your skill makes a crossbow a instrument of death at range. You gain 100% Affinity in Crossbows, and its subskills Accurate Shot, Bleeding Shot, and Quick Load.

Starting
Weapon Master: Hammers

A Hammer is an extension of your body that is effortless to swing. You gain 100% Affinity in Hammer Wielding, and its subskills Crushing Blow, Knee Breaker, and Skull Knock.

Starting
Weapon Master: Small Blades

Your natural abilities with Small Blades make them deadly at any size. You gain 100% Affinity in Small Blades, and its subskills Blade Throwing, Improved Parry, and Twin Slice.

Starting
Weapon Master: Spears

Your understanding of Spears is direct and to the point. You gain 100% Affinity in Spears, and its subskills First Strike, Overextend, and Spear Throwing.

Starting
Weapon Master: Staves

In your hands, a simple piece of wood is a deadly weapon. You gain 100% Affinity in Staves, and its subskills Improved Trip, Multi-Hit, and Shaft Defense.

Starting
Weapon Master: Swords

Swordsmanship may be a trained skill, but you wield is if they were part of you. You gain 100% Affinity in Swordsmanship, and its subskills Dual Strike, Jagged Slash, and Sword Rebuke.

Starting
Weapon Master: Unarmed Combat

Your hands are as deadly as any weapon made of steel. You gain 100% Affinity in Unarmed Combat, and its subskills Bone Breaker, Pressure Points, and Unarmored Defense.

Starting
Name description Type
A Mind Built of Numbers

You see the patterns in chaos that only deities can see. You gain 25% Affinity in the Code Breaking skill.

Bonus
Acting Phenom

You gain a +10 bonus to Deception checks, and your affinities in Deception and Disguise are increased to 100%.

Bonus
Alchemy Prodigy

You gain a +5 bonus to Alchemy checks. Your Affinity in the Explosives and Poison Making skills is increased by 50%.

Starting
Amazing Balance

You gain a +10 bonus to Balance checks, and your affinity in the Tumble is increased by 50%.

Bonus
Ambidextrous

Your penalty to Dual Wielding is decreased by -10 on each hand, and your affinity to it is increased to 100%.

Bonus
Base Magic Resistance

You gain a 10% resistance to all of the eight basic types of magic.

Starting
Bleeding Resistant

You take only half damage from all bleeding statuses (calculated after resistances). You gain a +10 bonus to checks made to resist or end bleeding statuses.

Bonus
Charioteer

You gain a +10 bonus to Riding checks, and your affinities in Riding and Driving are increased to 100%.

Bonus
Comradery

You gain +20 to Diplomacy and Deception checks when dealing with those with a positive alignment towards you.

Bonus
Desert Nomad

You gain a +10 bonus to Survival checks, and your affinities in Survival and Desert Conditioning are increased to 100%.

Bonus
Directionally Proficient

You always know what direction you are facing, plus if you are ascending or descending (even in a dark tunnel). You also gain a +20 bonus to any check that relates to knowledge of your location.

Bonus
Double Power

You gain a +20 bonus to Concentration checks when Dual Casting, and your affinity to it is increased to 100%.

Bonus
Elegant Fletcher

You gain a +10 bonus to Fletching checks, and your affinity to it is increased to 100%.

Bonus
Escape Artist

You gain a +10 bonus to Balance checks, and your affinities in Balance and Escape are increased to 100%.

Bonus
Eye for Secrets

You gain a +10 bonus to Traps checks, and your affinities in Traps and Pierce the Veil are increased to 100%.

Bonus
Feel of Chaos

You sense sources of Chaos within 200 Yards.

Bonus
Final Mist

When your damage taken exceeds your Health, but you have not died, your body becomes a cloud of fine red mist that hovers in place. You gain total immunity to physical attacks, but can still be targeted by magical spells and effects. You gain a +25 bonus to Fortitude checks made when you are in this state, and all poison and disease effects on you end (and leave a nasty stain on the floor).

Starting
Great Performer

You gain a +20 bonus to Entertain checks, and your affinity to it is increased to 100%.

Bonus
Honorable

You Charisma is increased by 5, but your Critical Bonus for all attacks is reduced by 3.

Bonus
Internal Power

You gain a +10 bonus to Enchanting checks, and your affinity to it is increased to 100%.

Bonus
Lesser Gift of Tongues

You can speak and understand most languages you encounter, but will forget them within one hour of not using them.

Starting
Limited Telepathy

You can communicate with any creature you can see that has a language through a one-way psychic link. The target immediately understands who is talking to them.

Starting
Magic Combat Prodigy

You gain a +10 bonus to Accuracy with spell attacks, and your damage bonus is 0.3 per point of Wisdom, instead of the standard 0.2.

Starting
Mental Library

The number of spells you can learn is double the Intelligence score.

Bonus
Natural Fluidity

The bonus your Agility adds to your movement speed is doubled. You can move across non-solid surfaces (such as liquid) without sinking, but if you stop for any reason, you are adversely affected as per normal.

Bonus
Naturally Proficient

Many skills are as easy to you as breathing. You have 100% Affinity in all Common Skills.

Starting
Piscator

You gain a +20 bonus to Fishing checks, and your affinity to it is increased to 100%.

Bonus
Potent Conjurer

Creatures you summon are treated as if they are 5 levels higher than they would normally be, and have additional Health equal to 1/10th of your total Health. This bonus can supersede the creature’s normal maximum level.

Bonus
Ranged Weapon Prodigy

You gain a +10 bonus to Accuracy with ranged weapon attacks, and your damage bonus is 0.3 per point of Dexterity, instead of the standard 0.2.

Starting
Resolute

You have an innate +10 bonus to Mental and Spiritual Resistance

Bonus
Safe Landing

You gain a +10 bonus to Balance checks, and your affinities in Balance and Falling are increased to 100%.

Bonus
Shield Master

The Armor Value you gain from wearing a shield is doubled. As a Reaction, you can add your shield bonus to the Armor Bonus of an adjacent ally, if you can see the attacker. Your affinity with the Sheild and Shield Bash skills is increased by 50%.

Bonus
Spymaster

You gain a +10 bonus to Deception and Gather Information checks. Your affinity in Read Lips and Disguise is increased by 50%.

Bonus
Trap Prodigy

You gain a +10 bonus to Trap checks. You also gain 50% affinity in the Pierce the Veil and Trap Disarm skills.

Bonus
Very Observant

You gain a +10 bonus to the Investigation, Intuition, and Perception skills. Your Affinity in all three skills is increased to 100%

Bonus