Character Abilities
In general, an ability is something special
about the character or something special that the character
can do. Abilities are distinguished from skills in that abilities do not require a die
roll to use. Making effective use of an ability may require a
successful skill use, and some skills are useless without certain
abilities; these should all be clearly indicated.
Abilities
Abilities will be listed by name, follwed by a point cost (in
parens). The number listed is the cost in character
points. If the listing includes multiple numbers separated by
`/', then the number indicated in the nth position is the cost
for the nth time the abilities is gained. If the number in the
cost is followed by a `*', then the power may be gained multiple
times, each at the listed cost. If the cost section has a number
followed by a `+', then the cost for the ability is the number listed
plus some special additional cost, as described in the ability
description.
Hit die (1/2/4/6/8/10/12*):
- Hackmaster characters must buy additional hit points in order to
become `tougher' as they progress. This ability determines what
type of die is used when increasing hitpoints, according to the
following table. Note that this ability only allows for a
single roll; it must be spent each time the
character wishes to gain hit points.
Cost |
1 |
2 |
4 |
6 |
8 |
10 |
12 |
Roll Used |
d4 |
d6 |
d8 |
d10 |
d12 |
2d8 |
d20 |
---|
- This ability may be purchased multiple times, following the same
restrictions as skills.
Increased movement (5*):
- The character's base movement score is increased by 1.
Animal Companion (10*):
- A character with this ability has an animal companion; a creature
of some type (chosen by the GM) that is `bonded' with the
character, and the character and companion may come to share some
traits. This bond introduces a certain weakness as well; strong
effects to either member of the bond are likely to have
repercussions to the other member. Animal Companions are typically
exemplary members of their species. Characters with animal
companions may use the Companion Link skill to
attempt to make special use of the link; see that skill for
details.
Paragon of Virtue (4):
- A character using this ability exudes virtuousness and
goody-goody-ness directly out of every pore. This effect is so
strong that the character has a natural aura (10' diameter) within
which summoned or evil creatures suffer a -1 penalty to all
actions. Beings affected by this aura know the character to be
the source of their discomfort. Typically, the excersize of this
ability is accompanied by some heroic theatrics.
Curative (7*):
- Characters with this abilities may perform a `Laying on of
Hands' ritual that cures normal diseases of all types once a week
for every five experience levels. For example, a 10th level
character can use his cure disease ability two times a
week. In certain cases, the character may be called upon to
attempt to use the healing skill in order to be effective,
especially against certain magical diseases like lycanthropy and
mummy rot.
Lay on Hands (5*):
- The ability to heal himself or another by the laying on of
hands once a day. This ability restores two hit points per
character level, but does not mend permanent wounds.
Spontaneous Healing (5):
- This ability allows the character to attempt (using the Spontaneous Healing Skill) to
convert spell energy into magical healing energy.
Special enemy (7):
- Characters
focus their efforts on one exceedingly bothersome type of creature. A
character must choose his special enemy before reaching 2nd
level. Sample enemies include orcs, trolls, bugbears, and lizard
men. The GM must approve the player s choice. From that point on, the
character gains a +4 bonus to his attack rolls when encountering that
type of creature. The character can attempt to hide the enmity he
feels for these creatures, but he suffers a -4 penalty on reaction
rolls vs. that type of creature. Further, the character should seek
out such creatures over other foes in combat, unless there is some
much greater danger.
Alter moods (5):
- When performing
before a non-hostile group, the bard can alter the group's mood. This
can be achieved via an inspiring poem, a tragic tale, a collection of
jokes, or a lively tune. Everyone hearing the bard's performance must
make a saving throw vs. paralyzation. For every three experience
levels the bard possesses apply a -1 modifier to each roll. If the
save fails, the group's current attitude can be shifted one level in
the direction chosen by the bard. See the reactions section of the
Dungeon Master Guide for more details.
Rally friends (5):
- The bard can inspire
his compatriots who are about to enter battle. If the bard knows the
nature of the threat they face, the bard can spend three full rounds
rallying his friends with one of the following effects: a +1 bonus on
attack rolls, a +1 bonus to saving throws, or a +2 bonus on Morale
rolls during the upcoming battle. The range is 10' per level of the
bard, and the duration is one round per level of the bard.
- Shapechange (10+):
- This ability allows the character to change his/her/its
physical form into that of an animal. The character gains all
normal characteristics of the assumed form, but retains normal
intellect and personality. Some of the character's skills and
abilities may not be usable in the assumed form.
The first time this ability is taken, the character may use
this power once per day. For each additional 2 points spent after
the first, the character may transform 1 extra time that day. It
is suggested that the change take approximately 1 minute, that the
allowed size range from as small as a field mouse to as large as a
hippopotamous, and that the maximum duration of the change be 1
day. For special efforts (fast change, extremely small or large
size, etc), a concentration or Constitution
check is recommended.
Detect Undead (10):
- Clerics can detect undead within a sphere 50' in radius. The
detection gives only rough direction (quadrant). It takes one
round to scan, and the cleric cannot be attempting other
actions. Clerics cannot detect undead through thick barriers.
Turn undead (15):
- A priest with this
power may turn undead, using Table 61 : Turning Undead in the
PHB. Priests of evil alignment may command undead.
Command undead (15):
- A priest with
this power may command undead, using Table 61 : Turning Undead in the
PHB.
Allure (4)
- A character with this
trait attracts more romantic attention than normal -- either
becuase of behavior, charm, aura, appearance, or ``just
something'', other people find themselves drawn towards your
character. Alluring chracters are allowed to have one additional
henchman above their limit.
Alertness (5)
- These characters
are blessed with a combination of peripheral vision, good hearing,
and mental stamina that makes them very resistant to
surprise. Such characters receive a bonus when the GM determines
if the alert characters and their party must roll for
surprise.
Ambidexterity (6)
- The quintessential munchkin ability, it's also quite nice for
non-munchkins. This character is equally skilled with the use of
either hand. This trait carries over into training, so that the PC
can use weapons, bear a shield, and perform acts of strength
equally well with the right or left hand. The character is good at
the two weapon fighting style, suffering no penalty for the first
hand, and only a -2 penalty for off-hand use.
Blindfighting (5)
- Characters with this ability are especially well
trained/talented at fighting and maneuvering without the use of
vision. Other senses become more accurate, but even these are not
necessarily required, as the character is practiced at dealing with
sensory impairment.
Artistic Ability (4*)
- This character has a particular natural talent for some
particular artistic endeavor, such as painting, weaving, singing,
poetry, sculpting, or playing an instrument. While characters
with skill in these areas may progress
relatively far in that endeavor, it is the people with this
ability that are truly exceptional. This ability allows
the character to exceed the normal `rank<=level' restiriction on
the matching skill, similar to the `talent
ability.
Talent (1/3/8*)
- Character skills are limited in
rank to being no greater than the character's current
level. A talent is an exception to this rule. Each talent
is specific to a particular skill, an allows the character's rank
in that skill to exceed the character's level by up to 4.
Characters may take multiple talents in the same skill, raising
the limit each time (but are, of course, subject to GM
approval).
Empathy (4*)
- Characters with this ability are naturally more inclined towards
correctly guessing the intentions, motivations, and emotions of
other characters. After appropriate study and exposure, the
Empathic character may attempt a Perception check to try
and puzzle out this information. This ability may be purchased
multiple times, with a +1 bonus to the check for each time
bought. YYY - skill?
Fast Healer (4)
- Fast Healers
simply recover more quickly from damage than most people. They
will automatically recover 1 hp within d3 turns of recieving a
wound, and they recover an extra hp from both rest and normal
healing checks. This ability has no effect on magical
healing.
Internal Compass (4)
- Characters
with this trait have a general idea of where they are, and in
which direction they are facing when out of doors. In the
wilderness, this means that their chance of becoming lost is
reduced. When using the navigation proficiency, characters with
this trait receive a bonus to their attempts.
Keen Sense (4*)
- Characters with
this ability have senses that are better and/or more effective
than normal. Each time this ability is purchased, the character
gets a +1 bonus to Percption rolls for one of the 5 senses. This
ability may be purchased multiple times. Additionally, characters
with `Keen Sense' may sometimes be able to attempt Perception
checks where others may not.
Light Sleeper (3)
- The character
is a naturally light sleeper. Both a blessing and a curse,
light sleeper is an overall advantage for most
adventurers, reducing the chance that the character will be caught
unawares while resting.
Obscure Knowledge (4)
- Characters with this ability are well-versed in the modern
equivalent of trivia. Characters with this ability may recieve
bonuses to history and lore skills, and may recieve a chance to
attempt such a check where others have none.
Precise Memory (6)
- Photographic
memory. Incredibly useful for players, oftentimes annoying for
GMs. Charactes are able to recall with unusual clarity details
from their past experiences, either automatically, or, in certain
difficult circumstances, with an appropriate skill/stat check.
Magic
Access to Domain (10/5*):
- This
ability gives the character access to a Domain of spells, as described
in the Magic section.
Armor Adaptation (2*):
- This
ability allows a character to cast spells while wearing armor. Each
level of this ability allows the character to cast spells through 1
effective AC place worth of armor.
Automatic spells (5):
- When a
character with this spell gains access to a new level of spells, the
character automatically gains a spell of that level for their
spellbook. (Normally spells must be learned. Yes, all of them.)
Extend duration (3*):
- The
duration of a specific non-instantaneous spell increases by 1 round
for every experience level of the wizard OR 1 `time unit' (minute,
round, hour, day -- whatever the spell normally uses) for every two
levels of the wizard. This choice must be made at acquisition time.
This option may be taken multiple times per spell as well as multiple
times for multiple spells.
No Material Components (5*):
- The
character may designate a specific single spell at acquisition time.
This spell may be cast as if it did not require material components.
Some spells have inheirent materials that cannot be rremoved with this
ability.
Range boost (2*):
- The reach of a
single designated ranged spell (i.e. with a range other than 0, self,
or touch) is increased by 25%. This option may be taken multiple
times per spell as well as multiple times for multiple spells.
Research bonus (3):
- When attempting
to research and create a single, specific new spell, treat the spell
as one level lower than its actual level.
Persistent spell effect (15 +3/spell
level):
- The wizard may select one spell that he knows (and can
cast) to have a persistent, permanent effect. He must give up one
spell slot of the appropriate level, so a wizard who wants to have
ESP as a persistent power must leave one 2nd-level spell slot
empty. Only spells with noninstantaneous, nonspecial durations may be
selected as persistent powers, and the spell must be one which affects
the caster. By concentrating, the wizard may invoke the power and
maintain it for as long as he continues to concentrate. Changing the
persistent spell requires a full week of uninterrupted work. If the
wizard is struck by a dispel magic, the persistent effect
fails. Some first-level spells that are appropriate for persistent
effects include: change self, chill touch, detect undead, feather
fall, gaze reflection, jump, protection from evil, shield, spider
climb, and ventriloquism.
Elemental Bolt (10*):
- Characters with this ability are able to call and direct bolts
of raw elemental power. They must channel energy from
currently-memorized spells in order to do this, in a matter
similar to the Spontaneous
Healing skill. Elemental Bolts can be used with the
Magical Bolt skill to attack; the
damage is d4+1/spell level.
- The particular type of Elemental Bolt generated must be
chosen when the ability is purchased, from the standard
{para,quasi,}elements. Multiple types can be bought, although
they are completely separate. The range of such a bolt
is 25, although the Range Boost ability
may be used to increase the range.
Spell-like Power (10+*):
- Many characters
have unusual powers that simulate the effects of various
spells. Unlike spells, these powers require no material components. A
spell-like granted power may be invoked once per week and has a base
cost of 8 CPs, plus the following modifiers:
2 CPs/spell level
3 CPs for a once per day use
1 CP/level for each additional daily use
10 CPs for a continuous or persistent power
- For example, a character who wishes to invoke a fireball once
per week would pay 15 CPs, plus 6 CPs (3rd-level spell), for a
total of 21 CPs. The ability to use the power once per day would
cost an additional 5 CPs, for a total of 26 CPs. Using cure
light wounds three times per day would cost 15+2+5+4, for a
total of 26 CPs.
- Regardless of the amount of points paid, a character may not
have a spell-like granted power of 6th or higher level and is
limited to no more than one granted power per two levels -- one at
1st level, one at 3rd, one at 5th, and so on. The GM should
carefully review any proposed granted powers. Note that when the
character invokes a power, factors such as range, damage,
duration, and other effects are determined as if he had actually
cast the spell.
Resistance
Cold resistance (5*):
- +1 saving throw
bonus vs. cold- or ice-based attacks.
Fire Resistance (5*):
- a +1
bonus to all saving throws vs. fire attacks.
Electricity Resistance (5*):
- a +1
bonus to all saving throws vs. electricity attacks.
Sound resistance (5*):
- The
character gains a +1 bonus to saving throws vs. sound-based magical
attacks such as: harpy's song, dragonne's roar, sphinx's roar, the
shout spell, yeth hound howl, and siren song.
Poison resistance (5):
- Characters
with poison resistance gain a +1 bonus to all saving throws versus
poison.
Strong Will (5):
- Characters with this ability gain a +2 bonus to saving throws
versus charm-like spells and abilities.
Hale (5):
- A Hale character is natually immune to all forms of
normal, non-magical disease.
Immunity (10+):
- A wizard with this power gains complete immunity to one
particular spell, at a cost of 10 CPs plus 1 CP per spell
level. The wizard ignores the effects of the spell and cannot be
directly damaged or harmed by the spell, although he could be
indirectly harmed -- a wizard immune to charm person
could be beaten senseless by a charmed fighter, for
example. The character may gain immunity to a group of related
spells by spending CPs to become immune to the highest-level spell
in that group, so a wizard who wanted immunity to all charms would
spend 18 CPs for immunity to mass charm—charm person and
charm monster are included with immunity to mass
charm.
Magic Resistance (7*):
- Gain +1% Magic Resistance per level. Magic resistance cannot
exceed twice the character's current level. For example, a 9th
level character could have an Magic Resistance score of at most
18%. Magic resistance does not work in conjunction with
spellcasting (define).
Disadvantages
Players in search of more breadth, depth, character, or points for
their characters may consider taking one or more of these
disadvantages. Disadvantages have negative point costs; they are
treated as abilities in all other respects.
Learning penalty (-5*):
- A character with this restriction suffers a penalty of -1 to all
rolls to learn spells.
Opposition school (-5+):
- A character with this restriction may choose to take opposition
to a type of magic, as described in the section on magic. The character may not
cast spells or use spell-like effects from this school or other,
very similar magics, including those effects from items.
Bruise Easily(-8)
- This disadvantage can be a real drawback for a character who
spends a lot of time in harm?s way. Every time the character
suffers damage from a blunt weapon, or a mishap such as a fall, he
suffers 1 extra point of damage for each die of damage
rolled. This damage is not as long-lasting as normal damage,
recovering at a rate of 1 hit point per turn after the fight.
However, if a character?s hit points are reduced to zero, and some
of the points of damage are bruise damage, he is rendered
unconscious but not dead-much like the damage inflicted by
punching.
Clumsy(-6)
- The character with this disadvantage has the
unfortunate habit of dropping things, tripping, or knocking things
over at inopportune times. The GM will occasionally require the
character to make a Dexterity check. Failure means the character loses
his grip, stumbles, or trips. The check can be required as often as
the GM desires, though as a general rule two or three times a gaming
session probably will be adequate.
Colorblind (-3)
- This relatively innocuous disadvantage means
that the character cannot distinguish colors. For game purposes, he
sees things in black, white, and shades of gray.
Compulsive Honesty (-8)
- The character with this disadvantage cannot tell a lie and
cannot behave in a deceitful fashion. He tends to be blunt rather
than tactful, even if this means insulting someone who he and his
companions are trying to impress.
- The character could participate in a deception-but only if it is
a matter of life and death. Even then, the character must make a
Willpower check every time he is called upon to speak a falsehood
or to act out a role in front of witnesses. Failure of the role
means that the character shrugs and comes clean -- ``You're right,
my lord. I'm not here in the marketplace to shop for rugs, but to
steal the plans for the castle's defenses.''
Deep Sleeper (-5)
- The character with this disadvantage will only awaken when
disturbed by a very loud noise, or by physical prodding, shaking,
etc. When the character does wake up, it will take 1-6 rounds
before he is capable of any action other than groggily sitting up
and trying to figure out what's going on.
Greed (-5)A
- character with this disadvantage is compelled to seek riches by
whatever means possible. His greed will interfere with the sharing
of expedition spoils, and may cause the character to alienate
powerful NPCs who would otherwise be inclined to help.
- Alternately, a character with this disadvantage can be described
as greedy for power. In this case, he will seek to control others
by persuasion, threats, and even force. He will seek to amass as
many henchmen as possible, and he will not hesitate to employ
these agents to add to his base of power.
Phobia (-7*)
- The character is deathly, unreasoningly afraid
of something, whatever your particular phobia is (crowds,
heights, enclosed spaces, spiders, water, or certain monsters). You
don't want to enounter them, deal with them, travel through/under/over
them, or even see them if you can help it. Whever you are
forced to do such a thing, you must successfully make a Wilpower check
at -5 to avoid total panic. You may take this disadvantage twice to
be especialy afraid of some thing -- you then must
make the checks at -10.
Tonguetied (-6)
- This disadvantage crops up when the
character tries to discuss important topics with companions and
NPCs. The character has the tendency to incorrectly state facts,
forget names, and just generally say the wrong thing. The main
effect of the disadvantage is to enhance role-playing, though GM
should modify NPC reaction rolls as certain other skills and
abilities as well.
Unlucky (-4)
- ``The Luck of the Jews''. The character
with this disadvantage does not suffer penalties on his die
rolls. However, he has the knack for being in the wrong place at
the right time. He can be in a city of 10,000 people, and if there
is one person he doesn'nt want to see, chances are good that that
individual is approaching around the next corner. If this
character makes a pass at a young woman, she turns out to be the
Captain of the Guard's daughter. And if only one member of the
party loses his bedroll in a downpour, the unlucky PC is naturally
the one to sleep on the cold, muddy ground.
chad