v11.13.19b

        

Character Options

There are a number of things that define a person, and most of those things are not skills, or professions, or weapon choices.  In this section you will find all the special bits that make up a unique person.  In this chapter you will find Advantages and Challenges.  Advantages are generally things that will add to the power or diversity of a character, and cost Character Points to buy.  Challenges are generally things that will make life harder, and may give extra Character Points.  A character can gain up to 5 Character Points by taking Challenges without game staff approval.  These Character Points can be spent however desired (Advantages, Skills, Roles, etc.).  More can be found on starting Character Points (and earning more) in the Getting Started Chapter.

Ranks: Sometimes there are a number of ranks listed next to the name of the option.  This shows how many times the option can be taken.  Each time it is chosen, it will have some sort of increased effect, or a broader reach.  The exact benefits of taking the option multiple times will be found in the description.  If no number of ranks is listed, the option can only be taken once.

Cost/Award: Each option is listed with a Character Point number.  If this number is listed as a cost, it is the number of Character Points that must be expended in order to take the Advantage.  If the number is listed as an award, it shows how many Character Points are gained by choosing that Challenge.  Sometimes, the costs of an option are variable; in those cases, the cost will be found in the description of the option.

Prerequisites: This lists the options, skills, or other requirements for taking that option.

After Character Creation: Advantages can still be taken after character creation.  This may represent the character developing a special ability, or being cursed by some new enemy. Game staff can also give Challenges to players when dictated by the story.  In this case, no Character Points are gained.  Players may only choose to take Challenges and get Character Points for them between games with game staff approval.  Similarly, with game staff approval, a character may overcome a Challenge and get rid of it by spending Character Points equal to the cost of the Challenge + 2.

Challenges

Bloodline Challenges

Name

Award

Ranks

Prereq

Desc.

Demon Blood

1

-

-

Affected by Demon Qualifiers and hurt by Consecrated ground.

Fae Blood

2

-

-

Affected by Fae Qualifiers and hurt by speaking falsehoods.

Personal Challenges

Name

Award

Ranks

Prereq

Desc.

Honor Debt

1 or 2

-

-

Has a debt that must be repaid.

Indoor Discomfort

1

-

-

-1 spike and Power damage while inside.

Nightmares

3

-

-

Has penalties after an in-game event causes nightmares.

Obedient

1

-

-

Vulnerability to Dominate and Charm effects.

Outdoor Discomfort

3

-

-

-1 spike and Power damage while outdoors.

Physical Challenges

Name

Award

Ranks

Prereq

Desc.

Arcane Vulnerability

3

-

-

Treats Packet Effects with Force, Ice/Cold, Lightning, Psychic, Fire/Flame as Final.

Dies Alone

2

-

-

Unconscious and cannot call out when dying.

Divine Vulnerability

2

-

-

Treats Packet Effects with Radiance, Darkness, Fire/Flame or Will as Final.

Mild Allergy

1 or 2

-

-

Minor allergy to gold, silver, iron, magic or other substances.  Cannot rest or heal efficiently while in contact.

Severe Allergy

2 or 3

-

-

Severe allergy to gold, silver, iron, magic or other substances.  Suffers severe pain and drained while in contact.

Spiritual Challenges

Name

Award

Ranks

Prereq

Desc.

Angelic Soul

1

-

-

While on Unholy/Desecrated Ground, no access to Powers and cannot Rest.

Corrupted Soul

1

-

-

While on Holy/Consecrated Ground, no access to Powers and cannot Rest.

Disquieting Aura

1

-

-

Cannot Cure Berserk, Charmed, Dominated or Repelled Conditions.

Landbonded

2

-

-

Cannot travel outside of this plane.

Torn Soul

4

-

-

Only ever heals 1 point from any source of Healing.

Truthbound

2

-

-

Cannot speak lies nor deceive others. Takes Final Damage if they speak a lie.

Unwardable

5

-

-

No access to Powers and cannot Rest while in a Ward-Spell or a Warding Ritual.

Oaths

Name

Award

Ranks

Prereq

Desc.

Binding Oath of Charity

5

-

-

Swears Oath to protect and champion the poor and oppressed.  Cannot keep goods other than for survival.

Binding Oath of Chastity

1

-

-

Swears Oath to not have sexual or romantic relationships with others.

Binding Oath of Civility

2

-

-

Swears Oath to treat others with respect and civility.

Binding Oath of Honor

2

-

-

Swears Oath to be fair in your dealings, to not cheat, and to be honorable in your actions.

Binding Oath of Peace

5

-

-

Swears Oath to not end life, to prevent other lives from being ended and to only fight in self-defense.

Advantages

Mystical Advantages

Name

Cost

Ranks

Prereq

Desc.

Generous Soul

5

-

-

Once per Long Rest can Grant Life by Radiance but takes damage.

Greedy Soul

3

-

-

Character can attune four magical items at a time, instead of just three.

Magic Resistant

4

-

-

After Short Rest, gains Protect against Packets.

Mystic Armorer

3

-

-

+1 Armor to any summoned armor.

Mystic Smith

4

-

Mystic Armorer

Can Mend 1 point of summoned armor in a Q100.

Mystic Master Smith

1

-

Mystic Smith

Can Mend 1 point of others’ summoned armor in a Q100.

Shieldable

2

-

-

Increase max Shielding by +2.

Soothing Touch

1

-

-

At will can Cure Madness.

Physical Advantages

Name

Cost

Ranks

Prereq

Desc.

Agility

2

-

-

Gains advantage on physical feats of agility.

Bloody Minded

3

-

-

Charactercan resist a number of Dominate or Charm Effects equal to her level.

Cold Dead Hands

1

-

-

Weapons cannot be taken when Slept, Dying or Dead.

Deathgrip

1

-

-

While Dying, can crawl and hold objects.

Elemental Attunement

2

4

-

Once per Long Rest, can attune to an element. Gains Resistance to that Element and Final to the opposite.

Hard to Kill

1

-

-

Slow Count of 300 rather than 180 while Dying.

Holding On

1

-

-

After Deathblow, takes 30 seconds to die.

Iron Stomach

2

3

-

Once per Long Rest, Counter an ingested Poison.

Quick Healing

3

-

-

Heals 1 Life Point after each Short Rest.

Regenerating Flesh

11

-

Quick Healing

Heals to full after Short Rest.  Can Heal 1 point with Q100 even in combat.

Toughness

5

-

-

Adds +1 Life Point to max.

Unkillable

4

-

Holding On

Once per Long Rest, instead of dying, stabilizes at zero Life Points.

Warborn

12

-

-

Martial Skills cost 1 point less. Char can have 5 granted Spikes and +5 to Spike damage.

Will to Live

1

-

-

Converts a Death Effect to Final Damage once per event.

Patron Advantages

Name

Cost

Ranks

Prereq

Desc.

Gift of Harm

4

-

Patron

Can cast the cantrip Hearthflame.

Gift of Hateful Retribution

Var

-

Patron

Causes damage to those that attempt to Deathblow or kill an individual.

Gift of Healing

2

Unlim

Patron

Can focus for Q100 to heal themselves or another to full Life Points.

Gift of Rebirth

3

-

Patron

Instead of dying, one self-only Grant Life ever.

Gift of Recognition

1

-

Patron

Can sense who else is sworn to the same Patron.

Gift of Unbreakable Flesh

Var

-

Patron

Gains Natural Armor from Patron.

Patron

4

-

-

Gains a supernatural patron.

Ultimate Gift

1

-

Patron

Sacrifice life to grant Life and Healing to others.

Social/Background Advantages

Name

Cost

Ranks

Prereq

Desc.

Ancestral Relic

2

-

-

Chooses one item that is important to the character.  Cannot be shattered nor removed easily.

Ancestral Weapon

4

-

Ancestral Relic

Chosen weapon cannot be taken from the character.

Bits and Pieces

 

1

-

-

Once per Long Rest, acts as if they had a Rank of Lore.

Boon Bonds

2

-

-

Chooses a group of people that character can diagnose, heal and Cure Effects once per Long Rest.

Connections

2

-

-

Character has connections to powerful allies that they can call on between games.

Diverse Heritage

3

-

-

May gain Breed Advantages from up to three breeds.

Draconic Heritage

6

5

-

Has dragon ancestors that give advantages based on level.

Famous

4

-

Minor Fame

The character is known for famous deeds across the land.

Heartbond

3

-

-

Gains advantages to a single creature bound by love.

Income

3

-

-

Gains bonus coin at the beginning of every game.

Inheritance

2

-

-

Gains a one-time sum of money.

Manse

3

-

-

Owns a house where a character may draw funds from goods produced once per event.

Minor Fame

1

-

-

The Character is known for one famous deed in their past.

Minor Nobility

4

-

-

The Character gains a title and benefits that come from that title.

Muddled Bloodline

2

3

Diverse Heritage

You may gain Breed Advantages from one additional Breed.

Purebred

3

-

-

You can only buy Breed Advantages on one Breed.  Gain 2 Breed Points to spend.

Sharp Mind

2

-

-

Library Skill and Basic Scholarship Skills are free as is the third rank in any Lore Skill.

Steed

1

-

-

The Character gains a free travel action between games.

Supernatural Advantages

Name

Cost

Ranks

Prereq

Desc.

Draugr

1

-

One level of Necromancer or Plot approval

The character has a permanent undead attendant.

Dowser

1

5

-

Once per Long Rest per Purchase, the Character can find special locations at game.

Fortunate Finder

1

3

Once per Long Rest per Purchase, ignore a negative effect from Gather, Skin or Prospect.

Insight

 

2

3

-

Once per Long Rest per Purchase the character can ask for help on a riddle or puzzle.

Medium

3

-

-

The character has some ability to summon and speak with Spirits.

Othersleep

1

-

-

The character disappears when asleep and cannot be attacked during this time.

Sensitive

3

-

-

The character has the ability to gain insight that normally is not possible.

Sight

3

-

-

The character gains the ability to see objects that are normally invisible.  

Sight Beyond Sight

2

-

Sight

The character gains the ability to gain insight on objects normally invisible.

Soothsayer

2

5

-

By performing a ceremony, the player may ask a question to plot.

Strong Spirit

2

-

-

While a Spirit, the character has options to interact with the mortal world.

Hearth Advantages

Name

Cost

Ranks

Prereq

Desc.

Arcane Hearth

5

-

Hearth

Allows a Hearth to function as an Arcane Font.

Bolt Hole

2

-

-

Once per Long Rest, allows a character to go Insubstantial from the Hearth.

Consecrated Hearth

 

5

-

Hearth

The Hearth becomes Consecrated Ground until the end of the Event.

Fairy Orchestra

2

-

-

Allows the character to play soft music within their Hearth.

Hearth

1

-

-

Creates a special room that allows for Hearth Advantages.

Peaceful Hearth

1

-

-

While taking a Short Rest in your Hearth, gain a Protect against Fear or Terror.

Protected Hearth

2

-

-

While inside their Hearth, a character may recharge a spike with a Q100 at-will.

Restful Home

3

-

-

While taking a long rest within their Hearth, a character will heal to full. Will not die when resting and tainted in their hearth.

Challenges

There are many that believe a character is defined by her flaws.  These Challenges are meant to allow a character to define the difficulties that have shaped her.  Taking Challenges merely for the points will rob a player of an opportunity to add depth and strength to their character concept.

Bloodline Challenges


Demon Blood

Award: 1

Prerequisites: None

Usually as the result of demonic parentage, the character is affected by Powers that have the “to Demon” qualifier. In addition, the character takes 1 point of damage from every Effect they recieve while standing on Consecrated Ground or in a Consecrated Building.

Fae Blood

Award: 2

Prerequisites: None

Usually as the result of a dalliance with a member of the fair folk, the character is affected by Powers that have the “to Fae/Fairy” qualifier.  In addition, the character takes 1 point of damage by Agony every time she speaks a statement she believes to be false and treats all Powers that require or detect truth as Final.

Personal Challenges


Honor Debt

Award: 1 or 2

Prerequisites: None

The character has a debt of honor or blood that must be repaid.  Perhaps the character’s life or family was saved by another.  Perhaps, in a time of need, a favor was provided.  Whatever the debt, it is one that hangs over the character and can be collected upon at any time.  If the debt is one that can be paid by a single favor, it is worth 1 point.  If the debt is one that is perhaps impossible to fully pay off, it is worth 2.

Indoor Discomfort

Award: 1

Prerequisites: None

While the character is indoors, she suffers a -1 to her Spike Damage (to a minimum of 1) and a -1 to all Power damage (to a minimum of 1).

Nightmares

Award: 3

Prerequisites: None

The character is prone to awful nightmares.  If she experiences anything terrifying to the character (in the judgment of the player), or is affected (un-Countered and un-Resisted)  by any Powers with the Fear or Terror Accent, she will suffer awful repercussions after her next Long Rest.  She will take a -1 penalty to her Spike damage (minimum 0) and number of Spikes (minimum 0), and in addition, will lose access to one spell-slot from each tier that she has access to.  These penalties will last until the end of her next Long Rest after they are applied.

Obedient

Award: 1

Prerequisites: None

The character may be cursed or may inherit this Challenge from her parents, or she may have been trained to accept commands, especially magical ones.  Either way, the character has a vulnerability to Dominate and Charm effects and treats them both as Final.

Outdoor Discomfort

Award: 3

Prerequisites: None

While the character is outdoors, she suffers a -1 to her Spike damage (to a minimum of 1) and a -1 to all Power damage (to a minimum of 1).

Physical Challenges


Arcane Vulnerability

Award: 3

Prerequisites: None

The character is naturally (inherently) vulnerable to arcane magic and treats all Packet Effects with the  Force, Ice/Cold, Lightning, Psychic, or Fire/Flame Accents as Final.  

Dies Alone

Award: 2

Prerequisites: None

While the character is dying, she is totally unconscious, and cannot speak, call out, or experience anything going on around her.

Divine Vulnerability

Award: 2

Prerequisites: None

The character is naturally vulnerable to faith magic and treats all Packet Effects with the Radiance, Darkness, Fire/Flame, or Will Accents as Final.

Mild Allergy

Award: 1 or 2

Prerequisites: None

The character has a supernatural allergy to gold, silver, iron, magic, or other substances which must be approved by game staff.  While in contact with the substance, the character cannot benefit from a Short or Long Rest and all Healing sources will Heal only 1 point.  The character will feel twitchy, nauseous, headachy, or paranoid (or any combination of these) while touching the material in question and should role play as such.  Cloth will not stop these symptoms, but leather or thicker substances will.  2 points are awarded for materials that are likely to be very common such as leather, iron, and materia.  1 point is awarded for materials that are less likely to be common or a hindrance, such as gold, silver, or any of the Resources.  No points will be awarded for materials that are unlikely to be encountered, or will rarely cause a hindrance such as dragon’s eggs, glacial ice, or alchemical fire.

Severe Allergy

Award: 2 or 3

Prerequisites: None

The character has a supernatural allergy to gold, silver, iron, magic, or other substances which must be approved by game staff.  Each time the character goes from not touching the material to touching it with skin, it will cause Piercing 1 by Agony (even cloth will prevent this damage).  While in contact with the substance, even through cloth, the character cannot benefit from a Short or Long Rest or Healing and will have the Drained Condition.  The character will feel severely ill, feel burning pain, or have severe migraines and difficulty thinking (or any combination of these) while touching the material in question and should role play it as such.  Cloth will not stop these symptoms but leather or thicker substances will.  3 points are awarded for materials that are likely to be very common such as leather, iron, and materia.  2 points are awarded for materials that are less likely to be common or a hindrance, such as gold, silver, or any of the Resources.  No points will be awarded for materials that are unlikely to be encountered, or will rarely cause a hindrance such as butter, horse hair, or Weren skin.

Spiritual Challenges


Angelic Soul

Award: 1

Prerequisites: None

While the character is on Unholy/Desecrated Ground, or in an Unholy or Desecrated Building,  she has no access to Powers and cannot benefit from Long or Short Rests.

Corrupted Soul

Award: 1

Prerequisites: None

While the character is on Holy/Consecrated Ground, or in a Holy or Consecrated Building,  she has no access to Powers and cannot benefit from Long or Short Rests.

Disquieting Aura

Award:1

Prerequisites: None

The character has a strange aura that make her difficult to be around.  Others may or may not sense it, but the character cannot successfully Cure Berserk, Charmed, Dominated, or Repelled Conditions because her natural aura gets in the way.


Landbonded

Award: 2

Prerequisites: None

The character’s soul is bound to the place of her birth.  She cannot travel to other planes, including demi-planes, the Green, or the Shadow.  If born on one of those other planes, she is bound there instead.  All attempts to leave will simply fail.

Torn Soul

Award: 4

Prerequisites: None

Because the character’s soul is rent and in tatters, it does not soak up positive energy the way others’ can.  The character only Heals 1 point from any source of Healing.

Truthbound

Award: 2

Prerequisites: None

For whatever reason, the character is bound to speak no lies.  It may be a curse, or divine intervention, or a magical promise that has become binding.  This means that the character is incapable of speaking a statement that she knows is false for the purposes of deceiving another.  Written falsehoods are not covered by this Challenge, nor are spoken jokes and jests not meant to be taken seriously.  If the player realizes that her character has lied, the character immediately takes Final damage equal to her Life Point total and she begins dying.  Taking this Challenge reduces the Award for Fae Blood by 1.

Unwardable

Award: 5

Prerequisites: None

Whether it is due to a curse, a bloodline corrupted by the Dark Powers, or some more mysterious magic, the character cannot be at ease behind a Ward.  While the character is inside an area protected by a Ward-spell or Warding Ritual, she has no access to Powers and cannot benefit from Long or Short Rests.  Character cannot take Othersleep Advantage.

Oaths


Binding Oath of Charity

Award: 5

Prerequisites: None

At some time in the past, the character made a binding oath of charity.  The reasons for this oath, and for its powerfully magical binding, are up to the player.  The character is required to obey the strictures as best as they can, and should the player realize that the character has broken the rules, she will lose access to her highest level Powers and will take a 1 point penalty to her maximum Life Point total.  These will last until the character atones for her failures in-game.

The Oath of Charity is as follows:

Binding Oath of Chastity

Award: 1

Prerequisites: None

At some time in the past, the character made a binding oath of chastity.  The reasons for this oath, and for its powerfully magical binding, are up to the player.  The character is required to obey the strictures as best as they can, and should the player realize that the character has broken the rules, she will lose access to her highest level Powers and will take a 1 point penalty to her maximum Life Point total.  These will last until the character atones for her failures in-game.

The Oath of Chastity is as follows:

Binding Oath of Civility

Award: 2

Prerequisites: None

At some time in the past, the character made a binding oath of civility.  The reasons for this oath, and for its powerfully magical binding, are up to the player.  The character is required to obey the strictures as best as they can, and should the player realize that the character has broken the rules, she will lose access to her highest level Powers and will take a 1 point penalty to her maximum Life Point total.  These will last until the character atones for her failures in-game.

The Oath of Civility is as follows:

Binding Oath of Honor

Award: 2

Prerequisites: None

The Oath of Honoris as follows:

Binding Oath of Peace

Award: 5

Prerequisites: None

At some time in the past, the character made a binding oath of peace.  The reasons for this oath, and for its powerfully magical binding, are up to the player.  The character is required to obey the strictures as best as they can, and should the player realize that the character has broken the rules, she will lose access to her highest level Powers and will take a 1 point penalty to her maximum Life Point total.  These will last until the character atones for her failures in-game.

The Oath of Peace is as follows:


Advantages

Everyone has different, special idiosyncrasies that make them unique and interesting.  Some characters might be able to contact the dead.  Others might be physically powerful or mentally adept.  Although many Advantages can be interesting powers outside the normal scope of learned skills and acquired tricks, other Advantages can give significant boosts to a character’s power.

Mystical Advantages


Generous Soul

Cost: 5

Prerequisites: None

The character has a power within her that can be manifested in a single blast of strong healing energy.  Once per Long Rest, the character can sacrifice life-force in order to Grant Life to another at Touch Range.  To do this, she should call “Grant Life by Radiance” and will then immediately sacrifice a number of Life Points equal to her maximum Life Point total.

Greedy Soul

Cost: 3

Prerequisites: None

The character can attune four magic items at a time, rather than just three.

Magic Resistant

Cost: 4

Prerequisites: None

The character is naturally resistant to magic.  After completing a Short Rest, the character automatically gains a Protect against Packets.  This Protect lasts until it is used or until the character completes a Short Rest.

Mystic Armorer

Cost: 3

Prerequisites: None

The character was born with a special ability to create summoned armors.  For every 2 points of Armor that the character creates with a Power (including Spells), the armor has one additional point. For example, if a 2 point armoring Power were used (such as Mageskin), it would make 3 points of Armor.  Note that this has no effect on Powers that add to existing armor.

Mystic Smith

Cost: 4

Prerequisites: Mystic Armorer

The character can spend a Quick Count of 100 to Mend 1 point of any summoned armor she is wearing.  This can be done at-will.

Mystic Master Smith

Cost: 1

Prerequisites: Mystic Smith

The character can spend a Quick Count of 100 to Mend 1 point of summoned armor that anyone is wearing.  This can be done at-will.

Shieldable

Cost: 2

Prerequisites: None

The character can have two more points of Shielding than normal.  Note that without other enhancements, the normal limit on Shielding is three points.

Soothing Touch

Cost: 1

Prerequisites: None

The character has a soul rooted in calm solemnity.  At-will, the character can reach out to another, speaking soothing words and narrating images of placidity and tranquility.  After doing this for a few moments, the character may call “Cure Madness”, curing the character of any Conditions that were applied with the Madness Accent.  This cannot be taken along with Disquieting Aura.

Physical Advantages


Agility

Cost: 2

Prerequisites: None

The character is naturally agile and well-balanced.  In any repped situation where the character might lose her balance or fall, or would generally be saved by agility, she should be given the widest possible interpretation.  For example, if jumping from column to column, she only gets the tips of her toes onto the column.  This would normally cause a fall, but because the character is agile, she is judged to have managed the jump.  This will not make impossible things possible, or outright break rules for physical obstacles.

Bloody Minded

Cost: 3

Prerequisites: None

The character has Resistance to Dominate and Charm Effects.  This will last until the character has resisted a number of these Effects equal to her character level.  After that she is left vulnerable until she completes a Long Rest.

Cold Dead Hands

Cost: 1

Prerequisites: None

The character will not let go of weapons even when Slept, dying, or even dead.  The player should call “Cold Dead Hands” whenever someone tries to remove a weapon.  Even if the character’s arm is Disabled, she will not release her weapon (although she cannot use it).  This is for weapons only, not shields or other items.

Deathgrip

Cost: 1

Prerequisites: None

When the character has the Dying Condition, she can crawl slowly, and even hold objects.  Normally characters who are dying can perform no actions other than calling out for help.  This cannot be taken along with Dies Alone.

Elemental Attunement (4)

Cost: 2

Prerequisites: None

Once per Long Rest, the character can focus for a Quick Count of 100 to infuse herself with elemental energy.  The element she can attune to is determined when the Advantage is taken and must be chosen from Fire/Flame, Ice/Cold, Air/Lightning, or Stone/Earth.  The attunement only lasts until the end of the next Short Rest.  While attuned, the character has Resistance to that element and changes the Accent of any Power she uses that would normally be elemental in nature, to having the Accent she is attuned to (Imprison by Ice would become Imprison by Flame if the character were Flame-attuned).  She also becomes vulnerable to the opposite element, and takes Effects from that element as Final.  Fire/Flame and Ice/Cold are opposites.  Air/Lightning is the opposite of Stone/Earth.  This Advantage can be taken up to four times, and each time the character may choose any element they desire, although she may not to attune to more than one element at a time.

Hard to Kill

Cost: 1

Prerequisites: None

After being dropped to 0 Life Points, the character has a Slow Count of 300 before she dies, rather than the normal 180.

Holding On

Cost: 1

Prerequisites: None

By pure willpower, the character holds on to life, even in the face of certain death.  After being Deathblowed, rather than dying in 10 seconds, the character has 30 seconds before she dies.  

Iron Stomach (3)

Cost: 2

Prerequisites: None

Once per Long Rest, the character can Counter the effects of an ingested Poison (any Poison that uses a Poison token).  She should call “Iron Stomach” when this occurs.

Quick Healing

Cost: 3

Prerequisites: None

The character heals 1 Life Point at the end of each Short Rest.

Regenerating Flesh

Cost: 11

Prerequisites: Quick Healing

The character heals very quickly, healing up to full Life Points during a Short Rest.  In addition, by focusing for a Quick Count of 100, she can Heal 1 Life Point, even in combat.  This is not something that can be done while Dying.

Toughness

Cost: 5

Prerequisites: None

The character is harder to kill and adds 1 Life Point to her maximum.

Unkillable

Cost: 4

Prerequisites: Holding On

Once per Long Rest, when the character has finished a death-count (including a shortened one after a Deathblow) and should dissipate to Spirit form, she will instead stabilize at zero Life Points.

Warborn

Cost: 12

Prerequisites: None

The character was born to fight.  The pounding need to kill is in her blood and she has talents far beyond the normal.  The character can be Granted up to 5 additional Spikes and a +5 to Spike damage, rather than the normal 3 Spikes and +3 Spike damage.  This changes the Warborn’s Stacking Limit (see the Effects and Conditions Chapter), it does not grant the character 5 additional Spikes and a +5 to Spike damage.   In addition, all Martial skills cost 1 point less (to a minimum of 1).

Will to Live

Cost: 1

Prerequisites: None

Keeping a white-knuckle grip on life, the character can, once per Event, take ten points of Final damage instead of taking a Death Effect.  For example, Tristan is struck with a spell-ball and the attacking creature Calls “Death by Hatred”.  Instead of dying immediately, Tristan uses this Advantage and takes ten points of Final damage.  This blows through his summoned armor and his Life Points, causing him to be dying, but he is not dead yet.

Patron Advantages


Gift of Harm

Cost: 4

Prerequisites: Patron

The character can cast the cantrip called Heartflame (see the end of this chapter).

Gift of Hateful Retribution

Cost: Var

Prerequisites: Patron

The character’s patron, often a war or death deity, or some other similar greater power, has given the character the ability to destroy those who would end the patron’s beloved pet.  Once per Event, when the character is Deathblowed or killed with a melee attack, she can do damage to the one who attacked her.  The cost of this Advantage depends on the amount of damage the character does when killed.  At higher power levels, this Advantage can do damage “By My Voice” instead.  Whether the individual or By My Voice damage is done is up to the character at the time it is used.  The Accent on the damage is “by Spite”.  Note that in the case of a Deathblow, the Hateful Retribution will go off before the character actually dies.

Dmg

BMV Dmg

Cost

10

-

2

15

-

3

25

5

4

50

10

5

100

20

6

Gift of Healing (Unlimited)

Cost: 2

Prerequisites: Patron

The character can Focus for a Quick 100 to Heal herself or another character within Touch range to Life Points.  This can be done once per Event.  The Call for this is “Heal to full Life Points”.

Gift of Rebirth

Cost: 3

Prerequisites: Patron

Once, the character’s patron will save her from death.  The first time (ever, not per Event) that the character would dissipate to Spirit form after dying, she will instead be the target of Grant Life by Agony.  In addition, whenever the character is brought back to life from being dead, she comes back with two Life Points instead of the normal one.

Gift of Recognition

Cost: 1

Prerequisites: Patron

The character can sense others who also give homage to her same Patron.  She can ask at-will “Divine: Is [Patron’s Name] your Patron?”

Gift of Unbreakable Flesh

Cost: Var

Prerequisites: Patron

The character is beloved by a deity or greater supernatural power of some kind, who grants a number of points of Natural Armor (armor that need not have a prop and can be both Mended and Healed).  The cost of this Advantage is dependant on the number of Armor Points the character has been granted.  If game-staff allows a character to purchase this Advantage after character creation, the full cost of the armor must generally be paid (i.e. 5 points to get 2 points of armor, even if the character already paid 2 Character Points to get 1 point of armor).  Note that this armor works just like created armor in that choosing armor from another source will immediately exhaust these points.

AP

Cost

1

2

2

5

3

10

4

15

5

20

Patron

Cost: 4

Prerequisites: None

The character is under the patronage of a powerful supernatural creature.  This may be a Fae Lady, a god or goddess, a Great Power, an elder demon, or any other creature of significant mystical strength.  The character has some sort of relationship with her Patron, whether it be servile, romantic, or purely business.  The character can never refuse a request by that patron without losing this Advantage.  The character has a relationship with this patron and can make requests or prayers to it, although there is no necessity that they are answered or honored. Most other Advantages can be purchased more cheaply if they are granted (and thus revocable) by the Patron.  Any Advantage that doesn’t have the Patron prerequisite that is going to be considered a gift from the Patron costs 1 CP less (to a minimum of 1).

Ultimate Gift

Cost: 1

Prerequisites: Patron

Once, the character can call out a final prayer to her Patron to save those around her.  She should call out “[Patron’s name], I give the Ultimate Gift!”.  She can now use three separate powers, at her discretion. She can call out “By My Voice Grant Life to [Names]” and give the names of any number of individuals, bringing them all back to life.  She may call “By My Voice Heal 10 to [Names]” and heal all the named characters.  She may also call out “By My Voice Grant insubstantial until Short Rest to [Names]”  When these things are complete, the character herself will die, immediately dissipate, and her Spirit will immediately cease to exist.  This is a permanent and unavoidable death for that character.  The character need not give a list of names and may just affect everyone within range.

Social/Background Advantages


Ancestral Relic

Cost: 2

Prerequisites: None

The character designates one item as being linked with her character’s history, family, or fate.  At the character’s option, this item can be chosen to be magical or not, but it will not have specific magical qualities. The character can treat the item as if she had the Cold Dead Hands Advantage.  This Advantage costs only 1 if the benefactor is a Patron the character has already purchased.

Ancestral Weapon

Cost: 4

Prerequisites: Ancestral Relic

The item that the character has chosen as her Ancestral Relic is a weapon that is bonded to the soul of the character.  The arm holding the item is immune to Disable (“No Effect” should be called) and cannot be physically taken from the character, even if the character is unconscious or dead.  A Shatter Effect will destroy the Relic and immediately drop the character to 0 Life Points and dying, but the weapon will reappear and reform in the character’s hand during the next Long Rest.

Bits and Pieces

Cost: 1

Prerequisites: None

The character can remember strange, random bits of lore and trivia.  Once per Long Rest, the character may act as if she had 1 Rank of Lore in an area she has no Ranks.

Boon Bonds

Cost: 2

Prerequisites: None

Some bonds are not love, or even a bond-pair but are, instead, a group of people who share some common purpose or mystical link.  When a character takes this advantage, she names up to three other characters.  She gets the benefits of this advantage only with those named members. They should be confirmed during game to avoid mistakes.  With plot approval, more names may be added after the initial list.  With that character, the player gets certain benefits:

Connections

Cost: 2

Prerequisites: None

It’s all about who you know.  The character may be a distant scion of a powerful family, or may have a past that has left others wanting to help her out.  Characters with this advantage have friends in high places.  This friendship will generally not extend to actual physical aid, but can help with Between Game Events, can help get letters of support or pardon, or any similar activity that does not cost those performing the favors too much.  The actual details of these connections should be detailed in a note to game staff or in the character background.

Diverse Heritage

Cost: 3

Prerequisites: None

You may gain Breed Advantages from three Breeds, rather than the usual limit of two.

Draconic Heritage (5)

Cost: 6

Prerequisites: None

The character has dragon ancestors.  This manifests in a number of ways and the character’s draconic blood can express itself more as the character rises in level.  The character should choose from Lightning, Fire/Flame, Ice/Cold, Poison, or Acid.  In addition to the following benefits, dragons can sense the character’s blood as can, occasionally, dragon-related creatures such as kobolds.  The character can purchase this Advantage multiple times to represent different draconic bloodlines. Sometimes, players are able/allowed to take Advantages at higher levels for story reasons.  This Advantage costs +1 point for every two levels of the character at the time it is taken.  Thus a 4th level character getting this Advantage would have to pay 8 CP for it.  A 10th level character would have to pay 11 CP.

Famous

Cost: 4

Prerequisites: Minor Fame

In their life, the character has become famous for some reason. This might be one very significant event,  a series of small but related events, or even just due to their position in life.  The character may, at-will, use “So it has been told” (one of the Power Phrases detailed in the Getting Started Chapter) to inform others that they have heard of her reason for fame.  Note that “So it has been told” does not require others to have heard the tale, but does suggest that it is likely.  The reactions to the knowledge of the character’s fame are up to the portrayer.

Heartbond

Cost: 3

Prerequisites: None

Whether it is romantic love, familial love, an oath, or even a curse, there are some who are simply bound to help and protect each other.  Please remember that these kinds of relationships must abide by the rules for romantic roleplay consent.  When the Advantage is purchased, the player should choose one other character with whom her character has the Heartbond.  Note that this Advantage does NOT require another character to take the same Advantage.  With that character, the player gets certain benefits:

Income

Cost: 3

Prerequisites: None

Perhaps the character is a minor noble (see Minor Nobility Advantage) or perhaps her family owns a small business.  Whatever the reason, the character gets a small stipend from it.  The character gets bonus coin at the beginning of every game.  This amount will be setting-specific.

Inheritance

Cost: 2

Prerequisites: None

The character has a valuable item or sum of money left to her by her family or other benefactor.  The character gets a significant bonus to their starting Coin or Resources. This will be setting-specific. This Advantage costs only 1 if the benefactor is a Patron the character has already purchased.

Manse

Cost: 3

Prerequisites: None

The character has a large house, villa, or manse complete with servants.  She should choose the name of her estate and should work with game staff to choose a location and the produce of the estate.  Although most people with such lands are noble, some are merchants, crime bosses, or otherwise well-connected.  The character can draw funds from the goods produced by her tenants at the beginning of each game.  This can be 2 ingots, 2 minerals, 2 bloom, 2 night prizes, or bonus coin.  This will be setting-specific.

Minor Fame

Cost: 1

Prerequisites: None

The character is noted for some small deed or act of heroism (or infamy) in their past.  While speaking to another character or NPC, the character may say “So it has been told” and give the reason that they might be well-known to the other.  Adrian the Bard is speaking to Lord Cassowary, and Adrian says “So it has been told that I am the one who stopped the great Champion of the Dark Nasarack with a poisoned glass of wine” and Lord Cassowary would remember the tale. The character must choose one story in their approved background history to use with this Advantage; it cannot be used to implant false knowledge or an adjusted tale (although, with game staff approval, the original story itself need not be true).

Minor Nobility

Cost: 4

Prerequisites: None

The character has a minor title such as Lord or Sir/Ser.  This title has certain benefits and rights that come with it, but most only apply while the character is in their own demesne.  The character does have the right to be called by her title and crimes against the character will be taken more seriously.  Additionally, she will often be believed by local authorities or soldiers.   This reduces the cost of the Income, Manse, Connections, and Famous Advantages by 1.

Muddled Bloodline (3)

Cost: 2

Prerequisites: Diverse Heritage

You may gain Breed Advantages from one additional Breed.

Purebred

Cost: 3

Prerequisites: None

You may choose one Breed and get 2 Breed Points to spend on Breed Advantages.  You may not buy Breed Advantages from any other Breeds than the one chosen.  This cannot be taken for the Taltoi Breed. 

Sharp Mind

Cost: 2

Prerequisites: None

Gain the Library Skill and Basic Scholarship Skills at no cost and the third rank of Lore Skill is gained automatically when the second rank is purchased (for each specific Lore area).

Steed

Cost: 1

Prerequisites: None

The character has a special riding animal, contraption, or conveyance.  The character gets a free travel action when she purchases a Between Game Event (see the Service Chapter for details).

Supernatural Advantages


Draugr

Cost: 1

Prerequisites: One level of Necromancer or by plot approval

The character is either a Black Necromancer who has made a deal with the Dark Powers, or a White Necromancer who has been given a gift by the First Lich for some past favor, boon, or loyalty.  The gift is a Draugr, a special undead, created with the barest spark of personality from the person it once was.  Draugr can be created in a number of ways, always from a body (or bodies) that are very very recently dead, trapping the spark of life as it tries to escape.  In this way, the creator of the creature insures a rudimentary intelligence and independence, as well as easing its animation.  Some Draugr love the Necromancer to whom they are gifted, perhaps because of a previous tie or unnaturally, as part of the gift.  Others hate their Necromancers, bound to their commands without visible end to their enslavement.  Appearance-wise, these undead vary wildly.  Some appear as stitched-together corpses, others appear deceased, if freshly so.  Most have flesh that is tattered, peeling, or unhealthy looking, and black or bloodshot eyes are common.  Full Draugr rules are found at the end of this chapter.

Dowser (5)

Cost: 1

Prerequisites: None

A dowser can try and find certain locations by using a dowsing device of some kind to tune her natural psychic power.  This might be a simple forked stick, a pair of bent metal copper wires, or more.  A character with this power can choose to try and find mines, wells, deposits, or other special locations.  The player must contact game staff in order to use this ability and will be given clues, maps, or descriptions of places to find what she is looking for.  The player may use this once per long rest per purchase of the Dowser Advantage.

Fortunate Finder (3)
Cost: 1

Prerequisites: None

One per long rest you can avoid the negative consequences of Gathering (Skinning, Prospecting, or Gathering).  The character can put back a card and re-draw when Prospecting, or can ignore the negative effects of Skinning a monster or beast.  This can be done once per Long Rest for each time this Advantage is purchased.

Insight (3)

Cost: 2

Prerequisites: None

The character gets flashes of help from the beyond that can help in times of need.  The character can call out to some great power, such as the Gods, the Light, or any other greater or divine creature, and ask for a flash of insight to help with a mental puzzle or riddle.  If there is an NPC nearby who can be briefly possessed by the power called for, she will blurt out a short hint or helpful piece of advice, but be totally unaware that they have done so.  The insight cannot talk about the future, nor speculate about actions.  The incantation for this should be along the lines of “Hear me O Light, and grant me the boon of Insight!”.  Regardless of how many times Insight has been purchased, it cannot be used more than once per Short Rest.  All uses return after a Long Rest.

Medium

Cost: 3

Prerequisites: None

The character has some ability to contact the spirits of the departed.  Not only can the Medium talk to Spirits in a few, limited ways, but with preparation (and a forewarning to game staff) can hold a rite that will summon a Spirit or two from individuals who are gone (who have permanently died).  At-will, the Medium can ask any of the following questions of Spirits she discovers while using this rite.  “Discern to Spirit: What was your name?”, “Discern to Spirit: How did you die?”, or “Discern to Spirit: What do you need?”  For the ritual, she should have a table with accoutrements on it that are meaningful to her for speaking to the dead.  For each Spirit that shows up (which is at game staff discretion) the Medium must sacrifice 6 Life Points.  If others are involved in the ritual, and within Touch range, this number may be shared (equally, round down to a minimum of 1).  This is the power the Spirit needs to take form and answer questions.  The Medium should specify (also forewarning to game staff) the names of particular Spirits she is calling, or what kind of Spirits she is calling to.  She can then ask each Spirit up to one question per character level.  These will all have a call of “Discern to Spirit:” unless it has been agreed with game staff that the Call is understood.  These questions may be anything, but the answers may be vague, incomplete, in the form of riddles or puzzles, or even incorrect.  The answers will never be lies, however, and will be true to the best knowledge of the summoned Spirit.  The Medium can summon as many Spirits as she likes (sequentially) in a session, but too many may cause the Spirits to get angry, with unpredictable results.  The Medium can only perform such a rite once per Long Rest.

Othersleep

Cost: 1

Prerequisites: None

The character does not sleep in The Land.  When she slumbers (true deep sleep, not normally napping) the character fades out the world, disappearing from this plane.  Her equipment and clothing all stays, but she is gone until the morning comes.  OOG: the player should have a white halo with a start time and end time written on it and this should be posted in clear sight near her sleeping space; this time cannot be longer than 10 hours.  During the time on the sheet, the character is not present and cannot be affected, harmed, killed, etc., although her equipment is not protected.  NPCs will not bother the PC, and although combat may occur around her, effort will be taken not to specifically disturb the protected character and player.  When the time written on the sheet arrives, the character will reappear in the same location.  There is no way for her to come out early, even if others need help.  She should remain out-of-game and non-interactive while she is in her Othersleep.  Cannot take Unwardable Challenge.

Sensitive

Cost: 3

Prerequisites: None

The character is vaguely aware of things beyond the ability of others to sense.  The character is aware of information that would normally only be available to the player.  She might understand the contents of an Obey Effect, or be able to know that danger is coming up on the other side of an un-represented “door”.

Sight

Cost: 3

Prerequisites: None

The character can see the unseen, and can see objects that are marked with the White Halo on a red field.  Most cannot.

Sight Beyond Sight

Cost: 2

Prerequisites: Sight

The character’s powers are impressive, and the character can read the information card found on the back of red flags marked with a White Halo.

Soothsayer (5)

Cost: 2

Prerequisites: None

A soothsayer can see into the future, or see through the thin veil between reality and the possible.  By performing a small ceremony (which maybe drawing cards, viewing entrails, or even preparing for a sleep filled with prophetic dreams. The character should provide a question or topic to game staff in written form and, sometime after the ceremony is performed, the answer will come to her in a vision or by some other sign.  The character can request one vision per Long Rest per rank of Soothsayer bought.

Strong Spirit

Cost: 2

Prerequisites: None

Normally, when a character gains the Spirit Type, she is incapable of looking at others or communicating.  A character with a strong spirit can make eye contact and even make gestures (although charades-type communication is simply too difficult).  In addition, she need not head directly to the Spirit Well, but can go to one location first and can remain in that spot as long as she likes before heading to the Well.  

Hearth Advantages


Arcane Hearth

Cost: 5

Prerequisites: Hearth

When the character creates a Hearth, she may spend an additional minute or so on the rite, drawing in the magical weave to create a nexus of arcane energy.  The Hearth will act as an Arcane Font for the purposes of magical study until the end of the Event.

Bolt Hole

Cost: 2

Prerequisites: None

The character can escape from a room designated as her Hearth.  Once per Long Rest, she can go insubstantial by calling “Insubstantial” and must then immediately walk slowly out of the room.  Once outside the room, she no longer needs to walk, and can remain insubstantial for a Slow Count of 180 before calling “Dispel Insubstantial”.  

Consecrated Hearth

Cost: 5

Prerequisites: Hearth

When the character creates a Hearth, she may spend an additional minute or so on the rite, deep in prayer and meditation.  She can cause the area of her Hearth to be Consecrated Ground until the end of the Event.

Fairy Orchestra

Cost: 2

Prerequisites: None

The character possesses the secret of the Fairy Orchestra.  Most of these are actual orchestras made up of willing or bound fae, trapped inside a mystically prepared box or other object.  Others are demonic in nature, or even simply magical artifacts.  A Fairy Orchestra can allow those designated by the owner to whom it is bound, to summon soft music to add ambiance or for entertainment.   The Orchestra will not play if the character does not have a designated Hearth.

This allows the player to use a musical device to play appropriate, in-period music. The music must be soft enough so it cannot easily be heard outside the character’s Hearth. The music must use real instruments, and cannot have lyrics that will break game immersion. The Fairy Orchestra cannot be removed from the Hearth without express game staff approval.

Hearth

Cost: 1

Prerequisites: None

The character can perform an easy rite, taking only a few seconds, which will sanctify a particular room.  The character can only do this once per Event.  The room becomes the character’s Hearth and she can develop certain powers that require her to be in that room by taking additional Hearth Advantages  In order for a room to become a Hearth, it must be the room the character intends to sleep the next time she sleeps.  In addition, the room cannot be a public or multi-use room such as a Tavern.  If the room is a normally public but is closed off for sleeping, that is acceptable (such as a small shop that is closed and used as living quarters).  While performing the rite, the character can name any number of additional people who also intend to sleep in that room and the area will count as a Hearth for them as well.  Those others count this as their Hearth and can purchase and use other Hearth Advantages even if they have no ability to make the Hearth in the first place.

Peaceful Hearth

Cost: 1

Prerequisites: None

The character has created an area that brings her peace and a centered state of mind.  Whenever she takes a Short Rest in a room designated as her Hearth, she gains one Protect against Fear or Terror or can grant one to one other person taking a Short Rest in the same Hearth who is in the room. (“[Name or Description] Grant Protect from Fear or Terror”) as a Verbal.

Protected Hearth

Cost: 2

Prerequisites: None

While inside a room designated as her Hearth, the character can recharge one expended Spike by Focusing for a Quick Count of 100.  This can be done at-will as long as the character is in the room.

Restful Home

Cost: 3

Prerequisites: None

The character can create a warm and nurturing environment.  Whenever the character takes a Long Rest in a room designated as her Hearth, she can heal to full.  If the character has the tainted Condition and ends a Short Rest in her Hearth, she will not die.

Special Powers


These are the special Powers granted by some Challenges and Advantages.

Heartflame

Incant: "I call to [Patron’s name] to summon the Heartflame”

Call: “1 Flame” or “Wounding 2 Flame”

Target: Individual        Duration: Instintaneous

Delivery: Packet        Refresh: Immediate

Accent: Flame                Effect: None

This minor cantrip charges a packet of materia with an explosive burst of green fire which will do 1 point of damage to those it hits.  If the character expends a Spike while casting this cantrip, the spell will do 2 points of Wounding damage.

Draugr


The player must bring another player with them to game to act as their Draugr.  These are undead servitors that are animated by a special rite, rather than by a spell like Animation Spark or Animate Dead.  They may choose whether the undead will be a Draugr Warrior or Draugr Attendant.  Their powers will be determined both by the level of the Necromancer and by any additional Character Points that the Necromancer invests, as well as the type that is selected.  Some of the attributes of a Draugr are common to all, but others must be purchased with additional Character Points.  Draugr may be upgraded between games.

The following are common to all Draugr at Level 1:

Each level, the Necromancer gets two Minion Points with which to buy benefits and Powers for the Draugr.  She can also spend 1 Character Point to buy an additional Minion Point.  A Draugr with good makeup to appear as the dead can get 1 Minion Point for it, by Staff approval.  Great makeup or appearance effects will get an award of 2, and wearing contacts will give the Draugr 2 extra Minion Points.  Some abilities will become redundant with the purchase of more powerful ones.  These points are not refunded.


1pt Warrior Abilities:

Unbreathing - The Draugr does not breathe and so is immune to Gas Accent Effects and drowning.

Hatred of the Living - The Draugr can use a Spike to do her Spike damage +1 with the “to Living” qualifier.

Burst of Vitality - At the command of the Necromancer, the Draugr can burn extra hot, losing her Inherent Slow Condition until the Necromancer completes a Short Rest.  This can be done once per Long Rest.

Darkened Soul - At-will the Draugr can add the Darkness Accent to melee damage she does.

Skill Undying - The Warrior has one Spike per Short Rest.

Echoes of Life - This Draugr is closer to life and independence than normal.  She can speak in short, forced phrases of simple words and can inelegantly express desires, hatreds, or ideas.

Grave Training - The Draugr may choose to have Short Weapon Skill, Basic Shield Skill and Advanced Shield skill, or she may choose to have Greatweapon skill, or she may choose Two Weapon Style.  If she already has Short Weapon Skill, she may choose to have Long Weapon Skill.

2pt Warrior Abilities:

Vigor - The Draugr has 6 Life Points, rather than 5.

Undead Leather - The Draugr has 1 point of natural Leather armor.

Fortitude of the Unliving - The character has Resistance to Ice/Cold and Psychic Effects.

Animated by the Storm - The Draugr was brought to life by channeling the power of lightning.  Because of this, she is Immune to Lightning-Accented damage and heals 1 Life Point every time she would normally take Lightning-Accented damage.  She should call out “Healed” whenever this occurs.

Skill Undying - The Warrior has two Spikes per Short Rest.

Prepared - The character always acts as if the Necromancer had cast Precorpse on it.  Assume the character had one Spike doing one damage.

3pt Warrior Abilities

Undead Flesh - The Draugr can take 30 seconds out of combat to Heal 1 Life Point.  This can be done at-will and can happen while the Draugr is performing any action that is not physically demanding.

Unliving Protector - If the Draugr’s Necromancer falls, the Draugr will find and heal the Necromancer, after facing any imminent dangers.  This healing requires touch range and will heal the Necromancer for Life Points equal to the Draugr’s current total (Called as “Heal [x]”).  The Draugr will immediately die.

Skills Beyond - The Draugr adds one Spike per Short Rest.  This can be taken as often as desired.

Withered Organs - The character’s body no longer requires the normal function of the organs it once did.  The Draugr has Resistance to Thrown and Projectile attacks.

4pt Warrior Abilities:

Creation Bond- While the Necromancer is down (while the Draugr believes her to be dying or dead), the Draugr gets +1 to her base damage.  

Undead Carapace - The Draugr has 2 points of natural Leather armor.

Undying Vigor - The character has 7 Life Points.

Grave Force - The Warrior adds +1 damage to her base Spike damage.  This can be taken as often as desired. (Note: This is adding to the Draugr’s base Spike damage.  So, it is not affected by the stacking rule.

5pt Warrior Abilities:

Unlife - The Draugr is immune to Grant Life.

Grave Strength - The Draugr is permanently Strengthened.

6pt Warrior Abilities:

Juggernaut - The Draugr has Packet Resistance.

7pt Warrior Abilities:

Eternal Vigor - The Draugr has 8 Life Points, or the Necromancer’s Maximum Life Points, whichever is higher.


1pt Attendant Abilities:

Unbreathing - The Draugr does not breathe and so is immune to Gas Accent Effects and drowning.

Burst of Vitality - At the command of the Necromancer, the Draugr can burn extra hot, losing her Inherent Slow Condition until the Necromancer completes a Short Rest.  This can be done once per Long Rest.

Darkened Soul - At-will the Draugr can add the Darkness Accent to melee damage she does.

Echoes of Life - This Draugr is closer to life and independence than normal.  She can speak in short, forced phrases of simple words and can inelegantly express desires, hatreds, or ideas.

Attendant Training - The Draugr may choose to have the Diagnose Skill.

Lost Library - The character may choose one Lore Skill.  Without better communication skills, this knowledge may be hard to access.

2pt Attendant Abilities:

Vigor - The Draugr has 6 Life Points, rather than 5.

Undead Leather - The Draugr has 1 point of natural Leather armor.

Fortitude of the Unliving - The character has Resistance to Ice/Cold and Psychic Effects.

Animated by the Storm - The Draugr was brought to life by channeling the power of lightning.  Because of this, she is Immune to Lightning-Accented damage and heals 1 Life Point every time she would normally take Lightning-Accented damage.  She should call out “Healed” whenever this occurs.

Prepared - The character always acts as if the Necromancer had cast Precorpse on it.

Rotting Library - The character may choose a Lore Skill, Crafter skill (Apprentice), or Profession skill (Apprentice).  Without better communication skills, this knowledge may be hard to access.

3pt Attendant Abilities

Undead Flesh - The Draugr can take 30 seconds out of combat to Heal 1 Life Point.  This can be done at-will and can happen while the Draugr is performing any action that is not physically demanding.

Unliving Protector - If the Draugr’s Necromancer falls, the Draugr will find and heal the Necromancer, after facing any imminent dangers.  This healing requires touch range and will heal the Necromancer for Life Points equal to the Draugr’s current total (Called as “Heal [x]”).  The Draugr will immediately die.

Skills of the Flesh- The Attendant will have the Advanced Medicine and Combat Medic skills.

Withered Organs - The character’s body no longer requires the normal function of the organs it once did.  The Draugr has Resistance to Thrown and Projectile attacks.

Eternal Library - The character may choose a Lore Skill, Crafter skill (Apprentice), or Profession skill (Apprentice).  Without better communication skills, this knowledge may be hard to access.

Profane Eloquence - The Draugr is as intelligent as a normal person and has obvious desires, beliefs, and ideas.  Communication is still imperfect, ruined by a decaying brain and nerves.  The Attendant can even write slowly and haltingly.

4pt Attendant Abilities:

Life Flow - The Attendant has the Necromancer cantrip Life Flow.  

Undead Carapace - The Draugr has 2 points of natural Leather armor.

Undying Vigor - The character has 7 Life Points.

Life Channel - The Attendant can heal the living for 1 point with a Quick 100 focus within Touch range.  She can do this 10 times per Long Rest.  All 10 times are recharged if the Attendant is re-animated.

Eternity of Practice - The character can upgrade one skill that she has at Apprentice level to Journeyman level.  This ability can be chosen more than once.

5pt Attendant Abilities:

Unlife - The Draugr is immune to Grant Life.

Grave Strength - The Draugr is permanently Strengthened.

Pain - The Attendant has the Necromancer Share Pain cantrip.

6pt Attendant Abilities:

Juggernaut - The Draugr has Packet Resistance.

Unliving Mastery - The character can upgrade one skill that she has at Journeyman level to Master level.  This ability can be chosen more than once.

7pt Attendant Abilities:

Eternal Vigor - The Draugr has 8 Life Points, or the Necromancer’s Maximum Life Points, whichever is higher.