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Генерация у нас будет необычная. Вы подаёте заявку, проставив везде галочки "Мастер может редактировать...". После принятия в игру в этой комнате вы одним постом делаете броски, которые определят ваши атрибуты, архетипы и недостатки. 1. Атрибуты Сделайте шесть бросков 2д6/2, округляя вниз. Прибавьте 8. Результаты - это ваши атрибуты по порядку: Сила, Ловкость, Интеллект, Здоровье, Воля, Восприятие. 2. Архетипы Сделайте два броска 1д20. Одинаковые значения перебрасываются. Выпавшие результаты соответствуют архетипам, с которыми связан ваш персонаж (см. спойлер ниже). Если угодно, то можете воспринимать архетипы, как предысторию персонажа. Вы смотрите на эти два архетипа и выбираете из них суммарно: - 1 умение на уровне Атрибут+2 - 3 умения на уровне Атрибут+1 - 5 умений на уровне Атрибут+0 - 7 умений на уровне Атрибут-1 (Лёгкие умения поднимаются до Атрибут+0) Примечание 1: в архетипах вы также найдёте преимущества. Доступ к ним вы получите на этапе получения недостатков (см. ниже). Примечание 2: архетипы были составлены для более свободного формата игры. В рамках этого модуля многие преимущества и умения имеют сомнительную полезность. Можете смело ругать мастера за то, что он вам подкинул мусора в архетип. 1. Animals and Plants Advantages: Animal Empathy [5], Eidetic Memory [5], Fearlessness 1 or 2 [2/level], Night Vision 1 or 2 [1/level], Plant Empathy [5], Reduced Consumption 1 [2], Resistant to Poison (+3) [5], Talent (Animal Friend; Animal Handling, Falconry, Packing, Riding, Teamster, Veterinary) [5/level], Talent (Cunning Folk; Animal Handling, Fortune-Telling, Herb Lore, Naturalist, Occultism, Poisons, Veterinary, Weather Sense) [10/level], Talent (Goodwife; Cooking, Diagnosis, Gardening, Housekeeping, Sewing) [5/level], Talent (Green Thumb; Biology, Farming, Gardening, Herb Lore, Naturalist) [5/level]
Skills: Animal Handling† (IQ/A), Cooking (IQ/A), Falconry (IQ/A), Farming/TL (IQ/A), Fishing (Per/E), Gardening (IQ/E), Herb Lore/TL (IQ/VH), Housekeeping (IQ/E), Leatherworking (DX/E), Mimicry† (IQ/H), Naturalist† (IQ/H), Poisons/TL (IQ/H), Professional Skill (Brewer) (DX or IQ/A), Professional Skill (Butcher) (DX or IQ/A), Professional Skill (Clothmaker) (DX or IQ/A), Professional Skill (Distiller) (DX or IQ/A), Professional Skill (Dyer) (DX or IQ/A), Professional Skill (Sericulturist) (DX or IQ/A), Professional Skill (Tanner) (DX or IQ/A), Riding† (DX/A), Teamster† (IQ/A), Veterinary/TL (IQ/H) 2. Communications Advantages: Appearance (Attractive or Handsome) [4 or 12], Charisma 1 or 2 [5/levels], Claim to Hospitality (Single friend, small family, small social group, large social group) [1, 2, 5 or 10], Cultural Familiarity (Same Race) [1], Empathy [5 or 15], Fashion Sense [5], Language (any level) [1 to 6], Talent (Cultural Chameleon; Anthropology, Diplomacy, Gesture, Linguistics, Psychology, Sociology) [5/level], Talent (Empath; Body Language, Detect Lies, Diplomacy, Fortune-Telling, Psychology) [5/level], Talent (Impersonator; Acting, Body Language, Disguise, Mimicry, Savoir-Faire, Streetwise) [5/level], Talent (Smooth Operator; Acting, Carousing, Detect Lies, Diplomacy, Fast-Talk, Intimidation, Leadership, Panhandling, Politics, Public Speaking, Savoir-Faire, Sex Appeal, Streetwise) [15/level], Talent (Talker; Detect Lies, Diplomacy, Fast-Talk, Psychology, Savoir-Faire) [5/level], Voice [10]
Skills: Acting (IQ/A), Area Knowledge† (IQ/E), Body Language (Per/A), Carousing (HT/E), Current Affairs/TL† (IQ/E), Detect Lies (Per/H), Diplomacy (IQ/H), Fast-Talk (IQ/A), Fortune-Telling† (IQ/H), Gesture (IQ/E), Leadership (IQ/A), Linguistics (IQ/H), Lip Reading (Per/A), Panhandling (IQ/E), Propaganda/TL (IQ/A), Psychology (IQ/H), Public Speaking (IQ/A), Savoir-Faire† (IQ/E), Sociology (IQ/H), Streetwise (IQ/A), Teaching (IQ/A), Ventriloquism (IQ/H) 3. Crafting Advantages: Ambidexterity [5], Claim to Hospitality (Single friend, small family, small social group, large social group) [1, 2, 5 or 10], High Manual Dexterity 1 or 2 [5/level], Single-Minded [5], Talent (Artificer; Armoury, Carpentry, Electrician, Electronics Repair, Engineer, Machinist, Masonry, Mechanic, Smith) [10/level], Talent (Gifted Artist; Artist, Jeweler, Leatherworking, Photography, Sewing) [5/level], Talent (Master Builder; Architecture, Carpentry, Engineer, Forced Entry, Masonry) [5/level], Versatile [5]
Skills: Alchemy/TL (IQ/VH), Architecture/TL (IQ/A), Armoury/TL† (IQ/A), Artist† (IQ/H), Carpentry (IQ/E), Engineer/TL† (IQ/H), Explosives/TL† (IQ/A), Forgery/TL (IQ/H), Hazardous Materials/TL† (IQ/A), Jeweler/TL (IQ/H), Knot-Tying (DX/E), Lockpicking/TL (IQ/A), Machinist/TL (IQ/A), Masonry (IQ/E), Mechanic/TL† (IQ/A), Metallurgy/TL (IQ/H), Professional Skill (Clothmaker) (DX or IQ/A), Professional Skill (Dyer) (DX or IQ/A), Professional Skill (Glassblower) (DX or IQ/A), Professional Skill (Sericulturist) (DX or IQ/A), Professional Skill (Tanner) (DX or IQ/A), Scrounging (Per/E), Sewing/TL (DX/E), Smith/TL† (IQ/A) 4. Criminal Advantages: Ambidexterity [5], Claim to Hospitality (Single friend, small family, small social group, large social group) [1, 2, 5 or 10], Daredevil [15], Fearlessness 1 or 2 [2/level], Hard to Kill 1 or 2 [2/level], Hard to Subdue 1 or 2 [2/level], High Manual Dexterity 1 or 2 [5/level], High Pain Threshold [10], Night Vision 1 or 2 [1/level], Resistant to Poison (+3) [5], Talent (Craftiness; Acting, Camouflage, Disguise, Holdout, Shadowing, Stealth) [5/level], Talent (Tough Guy; Fast-Talk, Forced Entry, Intimidation, Shadowing, Streetwise) [5/level]
Skills: Camouflage (IQ/E), Carousing (HT/E), Counterfeiting/TL (IQ/H), Detect Lies (Per/H), Escape (DX/H), Explosives/TL† (IQ/A), Filch (DX/A), Forced Entry (DX/E), Forgery/TL (IQ/H), Gesture (IQ/E), Holdout (IQ/A), Interrogation (IQ/A), Intimidation (Will/A), Knot-Tying (DX/E), Lockpicking/TL (IQ/A), Observation (Per/A), Pickpocket (DX/H), Poisons/TL (IQ/H), Running (HT/A), Savoir-Faire† (IQ/E), Search (Per/A), Shadowing (IQ/A), Sleight of Hand (DX/H), Smuggling (IQ/A), Stealth (DX/A), Streetwise (IQ/A), Traps/TL (IQ/A) 5. Esoterica Advantages: Charisma 1 or 2 [5/levels], Claim to Hospitality (Single friend, small family, small social group, large social group) [1, 2, 5 or 10], Cultural Familiarity (Same Race) [1], Eidetic Memory [5], Empathy [5 or 15], High Manual Dexterity 1 or 2 [5/level], Language (any level) [1 to 6], Less Sleep 1 or 2 [2 or 4], Resistant to Poison (+3) [5], Single-Minded [5], Talent (Clerical Investment; Exorcism, Meditation, Religious Ritual, Theology, Ritual Magic and Symbol Drawing) [5/level], Talent (Cunning Folk; Animal Handling, Fortune-Telling, Herb Lore, Naturalist, Occultism, Poisons, Veterinary, Weather Sense) [10/level], Talent (Devotion; Autohypnosis, Exorcism, Meditation, Religious Ritual) [5/level], Versatile [5]
Skills: Alchemy/TL (IQ/VH), Astronomy/TL (IQ/H), Autohypnosis (Will/H), Body Sense (DX/H), Diagnosis/TL (IQ/H), Dreaming (Will/H), Esoteric Medicine (Per/H), Exorcism (Will/H), Expert Skill† (IQ/H), Fortune-Telling† (IQ/H), Hazardous Materials/TL† (IQ/A), Herb Lore/TL (IQ/VH), Hidden Lore† (IQ/A), Hypnotism (IQ/H), Linguistics (IQ/H), Meditation (Will/H), Meteorology/TL† (IQ/A), Occultism (IQ/A), Pharmacy/TL† (IQ/H), Poisons/TL (IQ/H), Professional Skill (Glassblower) (DX or IQ/A), Religious Ritual† (IQ/A), Research/TL (IQ/A), Ritual Magic† (IQ/VH), Scrounging (Per/E), Symbol Drawing† (IQ/H), Thaumatology (IQ/VH) 6. Establishment Advantages: Charisma 1 or 2 [5/levels], Claim to Hospitality (Single friend, small family, small social group, large social group) [1, 2, 5 or 10], Cultural Familiarity (Same Race) [1], Eidetic Memory [5], Language (any level) [1 to 6], Single-Minded [5], Talent (Academic; Public Speaking, Research, Speed-Reading, Teaching, Writing) [5/level], Talent (Business Acumen; Accounting, Administration, Economics, Finance, Gambling, Market Analysis, Merchant, Propaganda) [10/level], Talent (Intuitive Statesman; Administration, Current Affairs (Headline News, People, Politics), Diplomacy, Economics, Expert Skill (Political Science), Law, Leadership, Politics, Propaganda, Public Speaking) [10/level], Talent (Talker; Detect Lies, Diplomacy, Fast-Talk, Psychology, Savoir-Faire) [5/level], Voice [10]
Skills: Accounting (IQ/H), Administration (IQ/A), Area Knowledge† (IQ/E), Body Language (Per/A), Current Affairs/TL† (IQ/E), Detect Lies (Per/H), Diplomacy (IQ/H), Forgery/TL (IQ/H), Heraldry (IQ/A), History† (IQ/H), Intelligence Analysis/TL (IQ/H), Law† (IQ/H), Leadership (IQ/A), Merchant (IQ/A), Politics (IQ/A), Propaganda/TL (IQ/A), Public Speaking (IQ/A), Savoir-Faire† (IQ/E), Teaching (IQ/A), Writing (IQ/A) 7. Exploration Advantages: Claim to Hospitality (Single friend, small family, small social group, large social group) [1, 2, 5 or 10], Cultural Familiarity (Same Race) [1], Daredevil [15], Fearlessness 1 or 2 [2/level], Flexibility [5 or 15], Hard to Kill 1 or 2 [2/level], Language (any level) [1 to 6], Less Sleep 1 or 2 [2 or 4], Night Vision 1 or 2 [1/level], Reduced Consumption 1 [2], Resistant to Disease (+3) [3], Talent (Explorer; Area Knowledge, Cartography, Geography, Mathematics (Surveying), Navigation) [5/level], Talent (Natural Athlete; Breath Control, Hiking, Jumping, Lifting, Running, Skating, Skiing, Sports, Swimming, Throwing) [10/level], Talent (Outdoorsman; Camouflage, Fishing, Mimicry, Naturalist, Navigation, Survival, Tracking) [10/level], Talent (Stalker; Camouflage, Hiking, Navigation (Land), Stealth, Tracking) [5/level], Talent (Survivor; First Aid, Knot-Tying, Naturalist, Scrounging, Survival) [5/level], Temperature Tolerance 1 or 2 [1/level]
Skills: Area Knowledge† (IQ/E), Astronomy/TL (IQ/H), Breath Control (HT/H), Camouflage (IQ/E), Cartography/TL (IQ/A), Cooking (IQ/A), Falconry (IQ/A), Farming/TL (IQ/A), First Aid/TL (IQ/E), Fishing (Per/E), Geography/TL† (IQ/H), Herb Lore/TL (IQ/VH), Hiking (HT/A), Lifting (HT/A), Mathematics/TL† (IQ/H), Meteorology/TL† (IQ/A), Mimicry† (IQ/H), Naturalist† (IQ/H), Navigation/TL† (IQ/A), Observation (Per/A), Poisons/TL (IQ/H), Professional Skill (Butcher) (DX or IQ/A), Prospecting/TL (IQ/A), Running (HT/A), Survival† (Per/A), Swimming (HT/E), Tracking (Per/A), Traps/TL (IQ/A) 8. Medicine Advantages: Claim to Hospitality (Single friend, small family, small social group, large social group) [1, 2, 5 or 10], Cultural Familiarity (Same Race) [1], Empathy [5 or 15], Hard to Subdue 1 or 2 [2/level], High Manual Dexterity 1 or 2 [5/level], High Pain Threshold [10], Language (any level) [1 to 6], Rapid Healing [5], Resistant to Disease (+3) [3], Resistant to Poison (+3) [5], Talent (Healer; Diagnosis, Esoteric Medicine, First Aid, Pharmacy, Physician, Physiology, Psychology, Surgery, Veterinary) [10/level]
Skills: Body Language (Per/A), Breath Control (HT/H), Diagnosis/TL (IQ/H), Esoteric Medicine (Per/H), First Aid/TL (IQ/E), Gardening (IQ/E), Herb Lore/TL (IQ/VH), Hypnotism (IQ/H), Pharmacy/TL† (IQ/H), Physiology/TL† (IQ/H), Poisons/TL (IQ/H), Professional Skill (Distiller) (DX or IQ/A), Professional Skill (Masseur) (DX or IQ/A), Psychology (IQ/H), Surgery/TL (IQ/VH), Veterinary/TL (IQ/H) 9. Military Advantages: Charisma 1 or 2 [5/levels], Claim to Hospitality (Single friend, small family, small social group, large social group) [1, 2, 5 or 10], Cultural Familiarity (Same Race) [1], Fearlessness 1 or 2 [2/level], Hard to Kill 1 or 2 [2/level], Hard to Subdue 1 or 2 [2/level], High Pain Threshold [10], Talent (Born Soldier; Leadership, Savoir-Faire (Military), Scrounging, Soldier, Tactics) [5/level], Talent (Born War-Leader; Intelligence Analysis, Leadership, Savoir-Faire (Military), Strategy, Tactics) [5/level], Voice [10]
Skills: Armoury/TL† (IQ/A), Cartography/TL (IQ/A), Explosives/TL† (IQ/A), Freight Handling/TL (IQ/A), Gesture (IQ/E), Heraldry (IQ/A), Hiking (HT/A), History† (IQ/H), Intelligence Analysis/TL (IQ/H), Interrogation (IQ/A), Leadership (IQ/A), Navigation/TL† (IQ/A), Observation (Per/A), Propaganda/TL (IQ/A), Public Speaking (IQ/A), Riding† (DX/A), Savoir-Faire† (IQ/E), Scrounging (Per/E), Soldier/TL (IQ/A), Strategy† (IQ/H), Tactics (IQ/H), Writing (IQ/A) 10. Mobility Advantages: Ambidexterity [5], Daredevil [15], Flexibility [5 or 15], High Manual Dexterity 1 or 2 [5/level], Perfect Balance [15], Talent (Natural Athlete; Breath Control, Hiking, Jumping, Lifting, Running, Skating, Skiing, Sports, Swimming, Throwing) [10/level]
Skills: Acrobatics (DX/H), Body Sense (DX/H), Climbing (DX/A), Dancing (DX/A), Escape (DX/H), Hiking (HT/A), Jumping (DX/E), Lifting (HT/A), Pickpocket (DX/H), Riding† (DX/A), Running (HT/A), Skiing (HT/H), Swimming (HT/E) 11. Money Advantages: Charisma 1 or 2 [5/levels], Claim to Hospitality (Single friend, small family, small social group, large social group) [1, 2, 5 or 10], Cultural Familiarity (Same Race) [1], Eidetic Memory [5], Language (any level) [1 to 6], Single-Minded [5], Talent (Business Acumen; Accounting, Administration, Economics, Finance, Gambling, Market Analysis, Merchant, Propaganda) [10/level]
Skills: Accounting (IQ/H), Administration (IQ/A), Area Knowledge† (IQ/E), Current Affairs/TL† (IQ/E), Diplomacy (IQ/H), Economics (IQ/H), Finance (IQ/H), Gambling (IQ/A), Heraldry (IQ/A), Jeweler/TL (IQ/H), Market Analysis (IQ/H), Merchant (IQ/A), Savoir-Faire† (IQ/E), Writing (IQ/A) 12. Nautical Advantages: Daredevil [15], Fearlessness 1 or 2 [2/level], Hard to Kill 1 or 2 [2/level], Hard to Subdue 1 or 2 [2/level], Less Sleep 1 or 2 [2 or 4], Night Vision 1 or 2 [1/level], Perfect Balance [15], Reduced Consumption 1 [2], Resistant to Disease (+3) [3], Talent (Born Sailor; Boating, Knot-Tying, Meteorology (or Weather Sense), Navigation (Sea), Seamanship, Shiphandling) [5/level], Talent (Mariner; Boating, Freight Handling, Knot-Tying, Meteorology (or Weather Sense), Navigation (Sea), Seamanship, Shiphandling) [10/level], Talent (Seafarer; Boating, Fishing, Knot-Tying, Meteorology (or Weather Sense), Navigation (Sea), Seamanship, Survival (Island/Beach), Swimming, Thrown Weapon (Harpoon)) [10/level], Temperature Tolerance 1 or 2 [1/level]
Skills: Astronomy/TL (IQ/H), Boating/TL† (DX/A), Carousing (HT/E), Cooking (IQ/A), Current Affairs/TL† (IQ/E), Fishing (Per/E), Freight Handling/TL (IQ/A), Gambling (IQ/A), Geography/TL† (IQ/H), Holdout (IQ/A), Knot-Tying (DX/E), Leadership (IQ/A), Mathematics/TL† (IQ/H), Meteorology/TL† (IQ/A), Navigation/TL† (IQ/A), Packing (IQ/A), Seamanship/TL (IQ/E), Shiphandling/TL† (IQ/H), Smuggling (IQ/A), Survival† (Per/A), Swimming (HT/E) 13. Performing Advantages: Ambidexterity [5], Appearance (Attractive or Handsome) [4 or 12], Charisma 1 or 2 [5/levels], Claim to Hospitality (Single friend, small family, small social group, large social group) [1, 2, 5 or 10], Cultural Familiarity (Same Race) [1], Daredevil [15], Empathy [5 or 15], Fashion Sense [5], Fearlessness 1 or 2 [2/level], Flexibility [5 or 15], High Manual Dexterity 1 or 2 [5/level], Perfect Balance [15], Pitiable [5], Talent (Allure; Dancing, Erotic Art, Makeup, Sex Appeal, Singing) [5/level], Talent (Bard; Heraldry, Literature, Musical Influence, Poetry, Public Speaking, Singing) [5/level], Talent (Born Entertainer; Acting, Dancing, Performance, Public Speaking, Singing, Stage Combat) [5/level], Talent (Clown; Acrobatics, Dancing, Fire Eating, Hobby Skill (Juggling), Makeup, Mimicry, Performance, Singing, Sleight of Hand, Ventriloquism) [10/level], Talent (Impersonator; Acting, Body Language, Disguise, Mimicry, Savoir-Faire, Streetwise) [5/level], Talent (Musical Ability; Group Performance (Conducting), Musical Composition, Musical Influence, Musical Instrument, Singing) [5/level], Talent (Poet; Connoisseur (Literature), Literature, Poetry, Public Speaking, Writing) [5/level], Versatile [5], Voice [10]
Skills: Acrobatics (DX/H), Acting (IQ/A), Artist† (IQ/H), Carousing (HT/E), Connoisseur† (IQ/A), Current Affairs/TL† (IQ/E), Dancing (DX/A), Disguise/TL† (IQ/A), Erotic Art (DX/A), Fire Eating (DX/A), Fortune-Telling† (IQ/H), Gesture (IQ/E), Group Performance† (IQ/A), Jumping (DX/E), Makeup/TL (IQ/E), Mimicry† (IQ/H), Musical Composition (IQ/H), Musical Instrument† (IQ/H), Performance (IQ/A), Poetry (IQ/A), Professional Skill (Dyer) (DX or IQ/A), Professional Skill (Masseur) (DX or IQ/A), Public Speaking (IQ/A), Savoir-Faire† (IQ/E), Sex Appeal (HT/A), Singing (HT/E), Sleight of Hand (DX/H), Ventriloquism (IQ/H) 14. Religion Advantages: Charisma 1 or 2 [5/levels], Claim to Hospitality (Single friend, small family, small social group, large social group) [1, 2, 5 or 10], Clerical Investment [5], Cultural Familiarity (Same Race) [1], Eidetic Memory [5], Empathy [5 or 15], Fearlessness 1 or 2 [2/level], Hard to Subdue 1 or 2 [2/level], Language (any level) [1 to 6], Reduced Consumption 1 [2], Single-Minded [5], Talent (Academic; Public Speaking, Research, Speed-Reading, Teaching, Writing) [5/level], Talent (Clerical Investment; Exorcism, Meditation, Religious Ritual, Theology, Ritual Magic and Symbol Drawing) [5/level], Talent (Devotion; Autohypnosis, Exorcism, Meditation, Religious Ritual) [5/level], Talent (Goodwife; Cooking, Diagnosis, Gardening, Housekeeping, Sewing) [5/level], Voice [10]
Skills: Administration (IQ/A), Autohypnosis (Will/H), Breath Control (HT/H), Cooking (IQ/A), Current Affairs/TL† (IQ/E), Diplomacy (IQ/H), Dreaming (Will/H), Exorcism (Will/H), First Aid/TL (IQ/E), Fortune-Telling† (IQ/H), Gardening (IQ/E), Group Performance† (IQ/A), History† (IQ/H), Housekeeping (IQ/E), Hypnotism (IQ/H), Intimidation (Will/A), Literature (IQ/H), Meditation (Will/H), Mind Block (Will/A), Occultism (IQ/A), Public Speaking (IQ/A), Religious Ritual† (IQ/A), Ritual Magic† (IQ/VH), Savoir-Faire† (IQ/E), Singing (HT/E), Speed-Reading (IQ/A), Symbol Drawing† (IQ/H), Teaching (IQ/A), Theology† (IQ/H), Writing (IQ/A) 15. Research Advantages: Claim to Hospitality (Single friend, small family, small social group, large social group) [1, 2, 5 or 10], Cultural Familiarity (Same Race) [1], Eidetic Memory [5], Language (any level) [1 to 6], Less Sleep 1 or 2 [2 or 4], Single-Minded [5], Talent (Academic; Public Speaking, Research, Speed-Reading, Teaching, Writing) [5/level], Talent (Antiquity; Architecture, Connoisseur, Heraldry, History, Literature, Research) [5/level], Talent (Green Thumb; Biology, Farming, Gardening, Herb Lore, Naturalist) [5/level], Talent (Natural Scientist; Astronomy, Biology, Chemistry, Expert Skill (Hydrology and Natural Philosophy), Geology, Mathematics (Applied, Statistics, Surveying), Metallurgy, Meteorology, Paleontology, Physics, Physiology) [10/level], Talent (Sage; Archaeology, Expert Skill, Geography, Heraldry, Hidden Lore, History, Law, Literature, Occultism, Philosophy, Research, Theology) [10/level], Talent (Social Scientist; Anthropology, Archaeology, Criminology, Economics, Expert Skill (Political Science), Geography, History, Philosophy, Psychology, Sociology, Theology (Comparative)) [10/level], Versatile [5]
Skills: Alchemy/TL (IQ/VH), Architecture/TL (IQ/A), Astronomy/TL (IQ/H), Cartography/TL (IQ/A), Current Affairs/TL† (IQ/E), Diagnosis/TL (IQ/H), Engineer/TL† (IQ/H), Expert Skill† (IQ/H), Geography/TL† (IQ/H), Heraldry (IQ/A), Herb Lore/TL (IQ/VH), Hidden Lore† (IQ/A), History† (IQ/H), Mathematics/TL† (IQ/H), Metallurgy/TL (IQ/H), Meteorology/TL† (IQ/A), Naturalist† (IQ/H), Navigation/TL† (IQ/A), Occultism (IQ/A), Pharmacy/TL† (IQ/H), Philosophy† (IQ/H), Physiology/TL† (IQ/H), Prospecting/TL (IQ/A), Research/TL (IQ/A), Speed-Reading (IQ/A), Teaching (IQ/A), Thaumatology (IQ/VH), Theology† (IQ/H), Writing (IQ/A) 16. Security Advantages: Claim to Hospitality (Single friend, small family, small social group, large social group) [1, 2, 5 or 10], Cultural Familiarity (Same Race) [1], Fearlessness 1 or 2 [2/level], Hard to Kill 1 or 2 [2/level], Hard to Subdue 1 or 2 [2/level], High Pain Threshold [10], Less Sleep 1 or 2 [2 or 4], Night Vision 1 or 2 [1/level], Talent (Natural Copper; Body Language, Criminology, Detect Lies, Intelligence Analysis, Interrogation, Observation, Savoir-Faire (Police), Search, Shadowing, Streetwise) [10/level], Talent (Tough Guy; Fast-Talk, Forced Entry, Intimidation, Shadowing, Streetwise) [5/level]
Skills: Area Knowledge† (IQ/E), Armoury/TL† (IQ/A), Body Language (Per/A), Current Affairs/TL† (IQ/E), Detect Lies (Per/H), Forced Entry (DX/E), Gesture (IQ/E), Intelligence Analysis/TL (IQ/H), Interrogation (IQ/A), Intimidation (Will/A), Knot-Tying (DX/E), Law† (IQ/H), Lip Reading (Per/A), Observation (Per/A), Savoir-Faire† (IQ/E), Search (Per/A), Shadowing (IQ/A), Tactics (IQ/H) 17. Sneaking Advantages: Ambidexterity [5], Daredevil [15], Flexibility [5 or 15], High Manual Dexterity 1 or 2 [5/level], Less Sleep 1 or 2 [2 or 4], Night Vision 1 or 2 [1/level], Perfect Balance [15], Pitiable [5], Talent (Craftiness; Acting, Camouflage, Disguise, Holdout, Shadowing, Stealth) [5/level], Talent (Stalker; Camouflage, Hiking, Navigation (Land), Stealth, Tracking) [5/level]
Skills: Acrobatics (DX/H), Acting (IQ/A), Camouflage (IQ/E), Climbing (DX/A), Disguise/TL† (IQ/A), Escape (DX/H), Fast-Talk (IQ/A), Filch (DX/A), Gesture (IQ/E), Holdout (IQ/A), Lockpicking/TL (IQ/A), Observation (Per/A), Packing (IQ/A), Pickpocket (DX/H), Shadowing (IQ/A), Sleight of Hand (DX/H), Smuggling (IQ/A), Stealth (DX/A), Tracking (Per/A), Traps/TL (IQ/A) 18. Social Sciences Advantages: Charisma 1 or 2 [5/levels], Claim to Hospitality (Single friend, small family, small social group, large social group) [1, 2, 5 or 10], Cultural Familiarity (Same Race) [1], Eidetic Memory [5], Empathy [5 or 15], Fashion Sense [5], Language (any level) [1 to 6], Talent (Academic; Public Speaking, Research, Speed-Reading, Teaching, Writing) [5/level], Talent (Antiquity; Architecture, Connoisseur, Heraldry, History, Literature, Research) [5/level], Talent (Bard; Heraldry, Literature, Musical Influence, Poetry, Public Speaking, Singing) [5/level], Talent (Cultural Chameleon; Anthropology, Diplomacy, Gesture, Linguistics, Psychology, Sociology) [5/level], Talent (Intuitive Statesman; Administration, Current Affairs (Headline News, People, Politics), Diplomacy, Economics, Expert Skill (Political Science), Law, Leadership, Politics, Propaganda, Public Speaking) [10/level], Talent (Poet; Connoisseur (Literature), Literature, Poetry, Public Speaking, Writing) [5/level], Talent (Sage; Archaeology, Expert Skill, Geography, Heraldry, Hidden Lore, History, Law, Literature, Occultism, Philosophy, Research, Theology) [10/level], Talent (Social Scientist; Anthropology, Archaeology, Criminology, Economics, Expert Skill (Political Science), Geography, History, Philosophy, Psychology, Sociology, Theology (Comparative)) [10/level]
Skills: Administration (IQ/A), Architecture/TL (IQ/A), Body Language (Per/A), Carousing (HT/E), Connoisseur† (IQ/A), Current Affairs/TL† (IQ/E), Diplomacy (IQ/H), Economics (IQ/H), Fortune-Telling† (IQ/H), Heraldry (IQ/A), History† (IQ/H), Law† (IQ/H), Linguistics (IQ/H), Literature (IQ/H), Occultism (IQ/A), Philosophy† (IQ/H), Poetry (IQ/A), Politics (IQ/A), Propaganda/TL (IQ/A), Psychology (IQ/H), Public Speaking (IQ/A), Research/TL (IQ/A), Savoir-Faire† (IQ/E), Sociology (IQ/H), Teaching (IQ/A), Writing (IQ/A) 19. Streets Advantages: Claim to Hospitality (Single friend, small family, small social group, large social group) [1, 2, 5 or 10], Cultural Familiarity (Same Race) [1], Empathy [5 or 15], Flexibility [5 or 15], High Manual Dexterity 1 or 2 [5/level], Language (any level) [1 to 6], Less Sleep 1 or 2 [2 or 4], Perfect Balance [15], Pitiable [5], Reduced Consumption 1 [2], Talent (Allure; Dancing, Erotic Art, Makeup, Sex Appeal, Singing) [5/level], Talent (Street Smarts; Area Knowledge (City), Current Affairs (City), Law (City), Merchant, Panhandling, Scrounging, Shadowing, Streetwise, Urban Survival) [10/level], Talent (Street-Smart; Merchant, Panhandling, Scrounging, Shadowing, Streetwise, Urban Survival) [5/level], Versatile [5]
Skills: Area Knowledge† (IQ/E), Carousing (HT/E), Current Affairs/TL† (IQ/E), Disguise/TL† (IQ/A), Erotic Art (DX/A), Fast-Talk (IQ/A), Fortune-Telling† (IQ/H), Gambling (IQ/A), Gesture (IQ/E), Makeup/TL (IQ/E), Merchant (IQ/A), Panhandling (IQ/E), Savoir-Faire† (IQ/E), Scrounging (Per/E), Sex Appeal (HT/A), Streetwise (IQ/A), Urban Survival (Per/A) 20. Transportation Advantages: Claim to Hospitality (Single friend, small family, small social group, large social group) [1, 2, 5 or 10], Cultural Familiarity (Same Race) [1], Daredevil [15], Hard to Kill 1 or 2 [2/level], Language (any level) [1 to 6], Less Sleep 1 or 2 [2 or 4], Night Vision 1 or 2 [1/level], Reduced Consumption 1 [2], Resistant to Disease (+3) [3], Talent (Animal Friend; Animal Handling, Falconry, Packing, Riding, Teamster, Veterinary) [5/level], Talent (Born Sailor; Boating, Knot-Tying, Meteorology (or Weather Sense), Navigation (Sea), Seamanship, Shiphandling) [5/level], Talent (Explorer; Area Knowledge, Cartography, Geography, Mathematics (Surveying), Navigation) [5/level], Talent (Mariner; Boating, Freight Handling, Knot-Tying, Meteorology (or Weather Sense), Navigation (Sea), Seamanship, Shiphandling) [10/level], Talent (Survivor; First Aid, Knot-Tying, Naturalist, Scrounging, Survival) [5/level], Temperature Tolerance 1 or 2 [1/level]
Skills: Animal Handling† (IQ/A), Area Knowledge† (IQ/E), Boating/TL† (DX/A), Cartography/TL (IQ/A), Freight Handling/TL (IQ/A), Geography/TL† (IQ/H), Hazardous Materials/TL† (IQ/A), Hiking (HT/A), Holdout (IQ/A), Knot-Tying (DX/E), Mechanic/TL† (IQ/A), Merchant (IQ/A), Meteorology/TL† (IQ/A), Navigation/TL† (IQ/A), Observation (Per/A), Packing (IQ/A), Riding† (DX/A), Scrounging (Per/E), Search (Per/A), Shiphandling/TL† (IQ/H), Smuggling (IQ/A), Survival† (Per/A), Teamster† (IQ/A) 3. Недостатки Сделайте четыре броска 1д100. Одинаковые значения перебрасываются. Выпавшие результаты соответствуют недостаткам (см. спойлер ниже). Вы выбираете любое количество из выпавших вариантов (в том числе и ноль) и получаете за них соответствующую компенсацию в очках. Если недостаток варьируется по описанию или стоимости, то вы сами определяете, что взять. Однако, никакой из недостатков не должен стоить больше -15 очков. Вы также можете взять до 5 квирков и также получить за них компенсацию. Полученные очки вы тратите строго на преимущества из архетипов. Если вы не полностью тратите очки, то они пропадают. 1. Addiction [Variable] 2. Bad Back [-15] 3. Bad Smell [-10] 4. Bad Temper [-10*] 5. Bloodlust [-10*] 6. Bully [-10*] 7. Callous [-5] 8. Charitable [-15*] 9. Chronic Pain [Variable] 10. Chummy [-5 or -10] 11. Clueless [-10] 12. Code of Honor [-5 to -15] 13. Colorblindness [-10] 14. Combat Paralysis [-15] 15. Compulsive Behavior [-5 to -15*] 16. Confused [-10*] 17. Cowardice [-10*] 18. Curious [-5*] 19. Delusions [-5 to -15] 20. Disciplines of Faith [-5 to -15] 21. Disturbing Voice [-10] 22. Dyslexia [-10] 23. Easy to Kill [-2/level] 24. Easy to Read [-10] 25. Extra Sleep [-2/level] 26. Fanaticism [-15] 27. Fearfulness [-2/level] 28. Flashbacks [Variable] 29. Gluttony [-5*] 30. Greed [-15*] 31. Guilt Complex [-5] 32. Gullibility [-10*] 33. Ham-Fisted [-5 or -10] 34. Hard of Hearing [-10] 35. Hidebound [-5] 36. Honesty [-10*] 37. Impulsiveness [-10*] 38. Incurious [-5*] 39. Indecisive [-10*] 40. Innumerate [-5] 41. Insomniac [-10 or -15] 42. Intolerance [Variable] 43. Jealousy [-10] 44. Killjoy [-15] 45. Kleptomania [-15*] 46. Klutz [-5 or -15] 47. Laziness [-10] 48. Lecherousness [-15*] 49. Light Sleeper [-5] 50. Loner [-5*] 51. Low Pain Threshold [-10] 52. Low Self-Image [-10] 53. Lunacy [-10] 54. Mania [-5*] 55. Megalomania [-10] 56. Miserliness [-10*] 57. Missing Digit [-2 or -5] 58. Missing Teeth [-1/level] 59. Motion Sickness [-10] 60. Mundane Background [-10] 61. Night Blindness [-10] 62. Nightmares [-5*] 63. No Sense of Humor [-10] 64. No Sense of Smell/Taste [-5] 65. Noisy [-2/level] 66. Non-iconographic [-10] 67. Oblivious [-5] 68. Obsession [-5 or -10*] 69. On the Edge [-15*] 70. Overconfidence [-5*] 71. Overweight [Variable] 72. Pacifism [Variable] 73. Paranoia [-10] 74. Phantom Voices [-5 to -15] 75. Phobias [Variable*] 76. Post-Combat Shakes [-5*] 77. Pyromania [-5*] 78. Sadism [-15*] 79. Selfish [-5*] 80. Selfless [-5*] 81. Sense of Duty [-2 to -15] 82. Short Attention Span [-10*] 83. Shyness [-5 or -10] 84. Skinny [-5] 85. Sleepwalker [-5*] 86. Slow Healing [-5/level] 87. Slow Riser [-5] 88. Squeamish [-10*] 89. Stubbornness [-5] 90. Stuttering [-10] 91. Susceptible [Variable] 92. Trademark [-5 to -15] 93. Trickster [-15*] 94. Truthfulness [-5*] 95. Unfit [-5 or -15] 96. Unnatural Features [Variable] 97. Vow [-5 to -15] 98. Workaholic [-5] 99. Wounded [-5] 100. Xenophilia [-10*] 4. Завершение Получите ещё 50 очков. Вы можете распределить эти очки по своему усмотрению с учётом правил (см. комнату Правила). Вы НЕ обязаны вкладывать очки в те преимущества и умения, которые указаны в архетипах. Внешность, характер и историю персонажа заполняйте по желанию. Пара строк - уже хорошо. За особо старательные описания я могу подкинуть небольшие плюшки. p.s. Данная система находится в альфа-версии, так что вполне могут всплыть какие-то нелепые результаты. В целом, если вам выпадет что-то неуместное (какой-нибудь Combat Paralysis, хотя вы хотите взять Combat Reflexes), то я готов обсудить пожелания и подвинуться.
Результат броска 2D6: 1 + 3 = 4 - "/2" Результат броска 2D6: 3 + 2 = 5 - "/2"
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Результат броска 2D100: 59 + 1 = 60 Результат броска 2D100: 79 + 43 = 122
Результат броска 2D6: 1 + 3 = 4 - "/2" Результат броска 2D6: 3 + 2 = 5 - "/2" Результат броска 2D6: 1 + 6 = 7 - "/2" Результат броска 2D6: 5 + 6 = 11 - "/2" Результат броска 2D6: 3 + 4 = 7 - "/2" Результат броска 2D6: 6 + 2 = 8 - "/2" Результат броска 2D20: 15 + 14 = 29 Результат броска 3D100: 82 + 11 + 49 = 142 Результат броска 1D100: 18 Результат броска 2D6: 6 + 5 = 11 Результат броска 2D6: 5 + 2 = 7 Результат броска 2D6: 1 + 6 = 7 Результат броска 2D6: 1 + 5 = 6 Результат броска 2D6: 4 + 1 = 5 Результат броска 2D6: 6 + 2 = 8 Результат броска 2D20: 13 + 8 = 21 Результат броска 2D100: 59 + 1 = 60 Результат броска 2D100: 79 + 43 = 122
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