CAPÍTULO II. REPERCUSIONES DE LA ENFERMEDAD DE CHAGAS EN LA
2.1 Prevalencia de la enfermedad Chagas
Ability Cost Effect
Ages Well 1 The character reduces the maximum age category he/she will age to by one group in regards to characteristic modifiers. This Hero Ability may be bought up to twice.
Background Concentration
2 The spell caster can maintain concentration requirements on one spell and perform normally otherwise. Thus he may attack, move, defend or cast other magic.
Anything that would normally break spell concentration will break concentration for the ‘background’ spell.
Bare Hand Parry 2 The character may make unarmed parry attempts without taking damage. Parrying Critical Strikes results in taking Normal Strike damage.
If combined with Parry Missiles with Melee Weapons, the character may catch throw weapons (-0) and even missile weapons (- 10).
If combined with Quick Draw the character my throw back any weapon caught if he hasn’t already attacked that round. Close Combat
Creature Avoidance
1 The character is not required to make saving throws to avoid Close Combat Creatures (19.7.1). Such saves are automatically considered successful
Combat Awareness
2 The Character is aware of the battle, even when not viewing it directly. The following applies if the character makes a successful perception roll to be aware of the attack.
1. Attacker Flank and Rear Hex SC Bonuses are halved.
2. The character may attempt to parry attacks in his flank and rear hexes with any length ‘A’ or longer melee weapon (Not shields) as if they were his front hexes with an additional -10 modifier.
3. Dodge attempts for flank and rear hex attacks are not subject to the normal flank/rear dodge modifier 4. The character takes only one quarter of the normal lack of lighting modifiers.
Combat Fumble Reduction
1 Combat fumbles in melee and ranged combat by the character are reduced one level of severity. The fumble can’t be reduced below the lowest level. This ability may be brought up to twice.
Empathic Healing 2 The character can increase the healing rate of patient under their care by sheer force of will. Healing times are quartered. The effort costs the healer/physician half their total natural spell points and increases their fatigue by five levels. Any increase past level 10 of fatigue will cause 1d20 damage to his/her own CP.
This ability is only available to spell casters.
Empathic Link 1 The character has an instinctive sense that allows him/her to know the basic status of a specific person/creature that he has a link with.
The character will always have an idea of the general health and stress of the linked person along with a vague idea of distance and direction.
Enhanced Magic
Ability Cost Effect
Fearless 2 The character isn’t required to make saving throws to avoid Close Combat Creatures (19.7.1). Such saves are automatically considered successful.
The character also gains +3 saves vs. all fear effects.
Fleet-Footed 1 The character gains +1 to his normal MR. This ability may be bought up to twice. Normal movement and swimming are treated separately.
Great Lungs 1 The character is able to hold his breath for a base time equal to twice his CO Stat (See 19.14). Heals Quickly 1 The character heals fast, halving all healing times.
Heroic Growth 1 The character gains two Option Points that may be spent as desired. This hero ability may be bought any number of times. Ignore Normal
Wounds
2 The character is unaffected by 0 or –1 level wounds. Damage must exceed the character’s SL by 2 or more for him/her to be stunned.
The character must be aware of the attack and must make a successful characteristic save vs. CO The character must be a Fighter, Chivalric or Paladin to take this ability.
Ignore Serious Wounds
3 The character is unaffected by wounds less than –5 (broken bones). The character’s SL must be exceeded by four for him/her to be stunned.
The character must be aware of the attack and must make a successful characteristic save vs. CO The character must be a Fighter, Chivalric or Paladin to take this ability.
Improved Stat 2 The character has improved one Characteristic Stat by one point. It cannot exceed racial maximums unless two additional Hero Points are spent.
Incontestable Stat 1 One characteristic Stat is chosen.
A roll of 12 is no longer an automatic failure when making a saving throw involving the chosen Stat. The Stats of WP and IN are immune to any outside negative modifiers.
This Hero Ability may be bought only once, but may be purchased separately for each Stat.
Infighting 1 The character can use a use ‘M’ weapon of Length ‘L’ or less in Close Combat on a Successful AG – 2 roll. Initiative Edge 1 The character will automatically win Initiative against opponents with the same Initiative rating.
Judge Character 2 The character is capable of an instinctive understanding of anyone they meet.
The character must make a successful level vs. level (modified by target’s CH) save to gain any understanding of the ‘target’. This information is rather vague and is expressed more in the terms of the character’s own reaction to the target (if he knew more than he did).
Example: You just don’t think he’d be a good match for the Baron’s daughter.
Light Sleeper 1 Dangerous things easily wake the character while asleep. He gets a perception roll at only –10 to wake and notice any event that is a danger to him or those within a 5” radius.
Lone Fighting 2 The character only takes one-half the normal multiple opponents and multiple parry/dodge modifiers. Magic Efficiency 2 The spell caster spends one less Spell Point than listed for casting a spell (minimum of one point). Magic Fumble
Reduction
1 Spell fumbles and Magic Combat Fumbles by the character are reduced one level of severity. The fumble can’t be reduced below the lowest level. This ability may be bought up to twice.
Multiple Missile Attacks
1 The character may fire two arrows from one bow making two attacks in a single round at up to two targets within a thirty-degree arc.
Both attacks take a –10 SC modifier. One round must be spent preparing the shot. Multiple Thrown
Attacks
1 The character may throw two thrown weapons in a single round at up to two targets, or three small weapons (dagger sized or less) at up to three targets within a sixty-degree arc.
Each attack takes a -10 SC modifier. One round must be spent preparing the shot. Off-Hand
Ability Cost Effect
Parry Ranged Attacks with Melee Weapons
1 The character may attempt to parry any ranged attack with his/her melee weapon.
Such an attempt is made with a –0 modifier vs. thrown weapons and a –5 modifier against missiles. It is modified normally by other conditions.
Pathfinder 1 The character is adept at finding easy and quick shortcuts and routes. Travel time in wilderness areas is reduced to 80% of normal. Poison Resistance 1 Any effect of poison on the character is reduced one level in severity.
Quick Draw 1 The character doesn’t require a half move (or need to pay any movement cost) to draw a weapon. The character may use the weapon in the same round without suffering the ‘Draw and Use’ Modifier.
Rescuer 2 The character seems to always be there when needed. He may take one action to aid another character or prevent an event that would cause harm to another character. These actions can be only defensive or neutral in effect.
These actions can be announced and resolved after the resolution of the event, in effect backing up in time a bit. The rescuer can even act if he has already gone in the present round (using his next round’s action).
Examples:
• Grabbing a character that has fallen off the cliff.
• Jumping in the way of an arrow that the target would have missed dodging or parrying. He gets his own parry (not dodge), but is hit instead if the parry is missed.
• Parrying an unnoticed back stab for someone.
The character must make a perception roll to notice the danger, and of course must be able to reach the victim with one round of action. The rescuer loses his next action.
Scout 2 The character is expert at moving unnoticed through the wilderness. Halve the normal encounter chances if traveling alone or leading a small group (no more than six).
Sense Danger 3 The character has an instinct that warns him/her when in direct danger. This is above and beyond Perception skill. If the character can make a characteristic save vs. IN, he can take full defensive action even if completely surprised. A successful save will give him a vague idea of proper action even if he/she is completely unaware of what to do by normal means. Example: No, it doesn’t feel like you should duck. Yes, stepping behind the wall seems right…
Reduce the cost by one if the ability only functions in limited conditions. On the ocean or at night for example.
Increase the cost by one if the character is able to additionally sense indirect or nearby danger. Example: “I just know something is out there is hunting us” or “The ghost ship is near, I can feel it.”
Reduce the cost by one if indirect danger is the only thing the character senses.
Sense Evil 2 The character gets an uneasy feeling in the presence of Mystical Evil (Undead, Demons, etc). This gut feeling kicks in whenever within 100 yards and includes a vague idea of direction and distance. The character must make a successful characteristic save vs. IN
Sense Magic 2 The character gets a feeling in the presence of magic. Any magic within twenty feet of the character will be sensed with a vague idea of direction and power if the character makes a successful characteristic save vs. IN
Spell Research 2 The character has mastered the ability to create and develop new spells. Stamina 1 The character ignores the first Fatigue level.
Streetfighter 1 The character is expert at brawling and does increased damage for unarmed and improvised weapons.
The Unarmed Punch becomes 1d8 and the Kick becomes 1d10. Improvised Weapons that aren’t similar to normal weapons are increased by one damage level on the chart in section 19.12.5
The Streetfighter only takes half the normal modifier for Improvised Weapons. Strong
Concentration
1 The spell caster can maintain concentration despite injury. Damage must exceed the caster’s SL by three points in order to break his concentration.
He does however suffer all other stun effects and the subject of Concentration will continue as per last command.
Survivor 2 The character has the knack of surviving seemly deadly injuries by instinctually rolling with the blow on a successful IN roll. Any damage taken in excess of –3 is halved thereafter (rounded down). Example: A hit doing 17 points of damage to Don the Great who has an LP of 6 would normally result in a –11 wound. This ability reduces the final effect to a ‘mere’ –7.
Ability Cost Effect
Sword Flourish 1 The character may try to impress opponents with his skill in melee. He must not be in melee when making this attempt.
By twirling and waving his weapon (plus flexing his muscles and/or scowling) the character makes any watching opponents of 3rd level or below roll a level vs. level save (modified by WP). All must be within five hexes of the display to be affected.
Failure means a drop of morale (-2) and results in -5 to all combat values. Failure by 3 or more results in fleeing. Throw Melee
Weapon
1 The character can use a melee weapon as a thrown weapon. Such a weapon has a Range of 1 for determining its Range Groups
Too Dumb to Quit 2 The character refuses to go down for the count and will not go unconscious from Cumulative Damage. However taking total damage that doubles the character’s CP value will still result in death.
Tricky Fighting 2 The character is expert at taking advantage of non-lethal openings in a Battle.
If the target makes his parry or dodge by 5 or less, the attacker is still struck by a normal unarmed non-lethal punch from his attacker. If the target only makes his parry or dodge is by 1 or less, the attacker can use a kick in place of the punch.
Use the original SC roll to determine the actual type of blow delivered.
True Artificer 1+ The character grasps the true nature of the creation of magical items and constructions. The character is allowed to advance the Artificer skill one level past existing limits for each point spent.
For example: The Artificer Skill is normally limited to 4th level. Spending one point will allow advancement to 5th. Spending 3 points will allow advancement to 7th.
The character may increase the point expenditure on this ability freely as new points are earned.
Undistractable 1 The character takes only half the normal modifiers to perception from distractions such as crowds, noise and the like. Use two-handed
weapons one- handed
1 The character can use any two handed weapon one-handed if his ES is at least two points higher than the weapon’s required ES.
10.0 CHARACTER CREATION CHECK LIST