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Everyone

These tidbits are extra abilities that are available for everyone, no matter the race! 

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True Acrobat 

Being able to climb a tree is cool and all- but imagine if you could actually succeed in it? Nay- excel in it! Picking true acrobatics will give you a +20 to agility when attempting to leap over things, climb trees, get on top of rocks, and other cool advantageous/ flavourful tricks. This will not help in dodging, however. Can only be used once a day.

Cost: 1 Intellect 

 

True Linguist 

In social situations where you’re trying to convince, lie, or demoralize someone, you can have an extra +20 to charisma. This will not work when trying to inspire someone or multiple people. Can only be used once a day. 

Cost: 1 Strength 

 

True Leader

When faced with a chance to inspire either one or multiple people, your character can take a +20 to charisma. If you fail, it will not give a bonus to your enemies. Can only be used once a day. 

Cost: 1 Perception

 

True Warrior

In the face of being intimidated by a foe or a really mean meany, your character stands stalwart with an extra +20 to strength. This doesn’t work the other way around. The +20 strength will not help you intimidate someone. Can only be used once a day. 

Cost: 1 Agility 

 

True Stealth

In instances where your character is trying to go unheard of sneak around without being seen, a +20 may be added to agility. This can only be used once a day. 

Cost: 1 Charisma

 

True Constitution

During checks where your character is subject to mental endurance of something that either looks, tastes, or smells disgusting, your character has a gut and will of steel. Take +20 to willpower. This can only be used once a day.

Cost: 1 Stamina
 

True Senses

Your character has acute senses when it comes to hearing, smelling, and seeing things. Because of this, they can roll with an extra +20 modifier to perception only when using those three senses. This can only be used once a day. 

Cost: 1 Willpower 

 

Lucky

The Cosmos likes your character. Because of that, it’s going to plant things in your path to show that appreciation. It comes in the form of money. From finding the odd coin on the ground, making a cheap burgle, or even just getting a random bonus from the ol’ boss, your character is inclined to find money. Roll a 1d5 everyday. If you hit 5, roll a 1d25 to determine how many silver coins you earn that day. 

Cost: 1 Strength 

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Personalized Tidbit 

Sit down with the officers in a conference room and we’ll create a Tidbit that suits you. This Tidbit will be available to everyone once it is created. All of your other characters can then purchase the Tidbit for -1 of the stat, while everyone else must pay -2 for it if they want it. 

Costs: -2 of a relevant stat. (We’ll discuss it)

 

Cosmic Fate

Your character has the touch of destiny and fate upon them. This being through a divine entity, its counterpart or just the cosmos as a whole remains up to interpretation but whoever it is, or whatever, it seems to wish your character to remain alive. This allows your character to re-roll one defence roll a day. Only applicable in combat.

Cost: 1 Willpower 

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Efficient

Instead of rolling twice a day for your level-up, you can roll three times a day. If you are doing your level up in a roleplay session, you can roll seven times instead of five. This will allow you to complete level ups presumably a bit quicker. Your quests will still be subject to scrutiny if they seem too easy. 

Cost: 1 Agility 

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Intercept  

A character can choose to intercept an attack upon a nearby friendly character. If this will be done, it must be declared and accepted before the character which is getting the attack towards it intercepted has rolled a defensive roll. If accepted the character who intercepts has to succeed an agility check of [80], and if successful, the character will take the attack instead!

Costs: 1 Perception

 

Toughen Up

Your character has been roughed up a few more times than they care to count. Thus they have become especially resilient to being hit. Whenever the character is hit by fists (not claws) they can roll a Willpower 100 to take away their opponent’s strength bonus when damage is being rolled.

Costs: 1 Intellect  

 

Basic First Aid

Your character knows a few things about basic first aid. How to apply pressure to wounds, use a bandage and most importantly how to perform CPR. They can thus stabilize a critically wounded character(a char which has lost all its HP) for the whole round.
Costs: 1 Strength

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