Character creation guide
▶Contents
This campaign uses the GURPS character point (CP) economy grafted onto D&D 5E's ability scores and derived statistics. Choose your class and race separately from your CP spend; they define your Hit Die, proficiencies, and special features.
Start with 150 character points to spend. Advantages cost points, disadvantages give you more. The GM awards additional CP over the course of the campaign instead of XP.
Things that give you more points to spend are denoted with a negative number.
Ability Scores
The six ability scores are Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), and Charisma (CHA).
A score of 10 is free and represents the human average. Scores cannot go below 1.
How to Select Ability Scores
The scores you choose will define your strengths and weaknesses throughout the campaign. Choose wisely.
6 or less: Crippling. An attribute this bad severely constrains your lifestyle.
7: Poor. Your limitations are immediately obvious to anyone who meets you. This is the lowest score you can have and still pass for "able-bodied."
8 or 9: Below average. Limiting, but within the human norm.
10: Average. Most people have a score of 10.
11 or 12: Above average. Superior, but within the human norm.
13 or 14: Exceptional. Immediately apparent to those who meet you.
15 or more: Amazing. An attribute this high draws constant comment and probably guides your career.
| Ability Score | CP per point |
|---|---|
| STR | ±10 CP |
| DEX | ±20 CP |
| CON | ±10 CP |
| INT | ±20 CP |
| WIS | ±20 CP |
| CHA | ±10 CP |
Hit Points (HP) (±2 CP per ±1 HP)
At 1st level, HP equals your class's maximum Hit Die value plus your CON modifier. On each level-up, roll your Hit Die (or take the fixed average) and add your CON modifier (minimum 1).
You can purchase additional HP at 2 CP per +1 HP, or reduce your base HP for -2 CP per -1 HP.
A Fighter (d10 Hit Die) with CON 14 (+2) starts with 12 HP.
Base speed is set by your race, typically 30 ft. You can increase Speed at 25 CP per +5 ft. or reduce it for -15 CP per -5 ft.
Starting Wealth
Above-average Wealth is an advantage; below-average Wealth is a disadvantage.
- Dead Broke (-25 CP): No money, no property beyond the clothes you wear.
- Poor (-15 CP): Starting wealth is 1/5 of the average. Few jobs available, none paying well.
- Struggling (-10 CP): Starting wealth is 1/2 of the average.
- Average (0 CP): The default.
- Comfortable (20 CP): Starting wealth is twice the average.
- Wealthy (40 CP): Starting wealth is five times the average.
- Very Wealthy (60 CP): Starting wealth is 20 times the average.
Independent Income (1 CP/level)
A passive income source (pension, investments, rental property, etc.). Pays 1% of your starting wealth per level per month, up to 20%.
Debt (-1 CP/level)
You owe money. You must make a monthly payment of 1% of your starting wealth per level, up to 20%. Failure to pay has in-world consequences that escalate with the creditor.
Skills
Skills represent learned competencies. Each level of a skill costs CP based on its difficulty, and each level grants +1 to relevant checks. A character with no levels in a skill may still attempt it using just the governing ability modifier, at the GM's discretion.
To buy a rank in a skill you must spend 5 CP * the skill's level. For example:
In order to get rank 2 in Acrobatics you must spend 10 CP (5CP * level 2)
| Skill | Attribute | Description |
|---|---|---|
| Acrobatics | DEX | Tumbling, flipping, and precise body control in motion. |
| Acting | CHA | Portraying a false identity or emotion convincingly. |
| Alchemy | INT | Brewing potions, identifying magical substances, and transmuting materials. |
| Animal Handling | WIS | Calming, training, and directing animals. |
| Arcana | INT | Knowledge of spells, magical traditions, planes, and the history of magic. |
| Architecture | INT | Understanding and evaluating the construction of buildings and fortifications. |
| Armoury | INT | Repairing, modifying, and crafting weapons and armor. |
| Astronomy | INT | Reading the stars for navigation, prophecy, or scholarly knowledge. |
| Athletics | STR | General feats of physical prowess: climbing, jumping, swimming, and grappling under pressure. |
| Botany | INT | Identifying and cultivating plants, including magical flora. |
| Bow | DEX | Proficiency and technique with longbows and shortbows beyond basic use. |
| Carousing | CON | Drinking, socializing, and gathering rumors in taverns without incident. |
| Cartography | INT | Drawing, reading, and interpreting maps. |
| Climbing | STR | Ascending difficult surfaces beyond casual athletic effort. |
| Cooking | INT | Preparing meals, including identifying edible forage and detecting tainted food. |
| Crossbow | DEX | Proficiency and technique with crossbows beyond basic use. |
| Cryptography | INT | Creating and breaking ciphers and coded messages. |
| Deception | CHA | Lying convincingly and misleading others through false statements or misdirection. |
| Diagnosis | INT | Identifying diseases, poisons, and the nature of wounds. |
| Diplomacy | CHA | Formal negotiation, treaty-making, and navigating political discourse. |
| Disguise | INT | Altering your appearance to pass as someone else. |
| Engineering | INT | Designing and operating siege engines, bridges, and large-scale constructions. |
| Escape | DEX | Slipping free of bonds, grapples, and confined spaces. |
| Fast-Talk | CHA | Talking your way past someone quickly before they have time to think. |
| First Aid | INT | Stabilizing the dying and treating wounds in the field. |
| Forgery | INT | Creating convincing false documents, seals, and signatures. |
| Gambling | INT | Games of chance and skill, reading opponents, and managing odds. |
| Geography | INT | Knowledge of terrain, regions, trade routes, and political boundaries. |
| Herbalism | WIS | Identifying and preparing medicinal and poisonous plants. |
| History | INT | Recalling the events, figures, and context of past eras. |
| Hiking | CON | Covering long distances on foot without fatigue or navigation errors. |
| Insight | WIS | Reading a person's true motives, detecting lies, and sensing emotional undercurrents. |
| Intimidation | CHA | Compelling compliance through threat or presence. |
| Interrogation | INT | Extracting information from unwilling subjects through pressure or clever questioning. |
| Investigation | INT | Examining a scene for clues, deducing connections, and finding hidden things through logic. |
| Jeweler | DEX | Appraising, crafting, and working with gems and precious metals. |
| Jumping | STR | Clearing obstacles and distances beyond routine athletic ability. |
| Knife | DEX | Fighting technique with daggers and knives beyond basic use. |
| Law | INT | Knowledge of legal codes, courtroom procedure, and contractual obligations. |
| Leadership | CHA | Commanding troops, inspiring followers, and organizing groups under pressure. |
| Lockpicking | DEX | Opening locks without the proper key. |
| Mathematics | INT | Advanced calculation, geometry, and theoretical applications. |
| Medicine | INT | Long-term treatment of injuries, diseases, and magical ailments. |
| Merchant | INT | Appraising goods, negotiating prices, and understanding trade. |
| Metallurgy | INT | Understanding the properties and working of metals and alloys. |
| Navigation | INT | Plotting courses by stars, landmarks, and maps. |
| Nature | INT | Knowledge of terrain, weather, plants, animals, and natural cycles in the world. |
| Occultism | INT | Knowledge of supernatural phenomena, spirits, and esoteric traditions. |
| Perception | WIS | Noticing things in your environment through sight, sound, smell, or other senses. |
| Performance | CHA | Music, dance, storytelling, and theatrical arts. |
| Persuasion | CHA | Convincing others through reasoned argument or emotional appeal. |
| Philosophy | INT | Reasoning through ethics, logic, and metaphysics. |
| Poison | INT | Preparing, identifying, and safely handling poisons. |
| Religion | INT | Knowledge of deities, religious rites, prayers, holy symbols, and ecclesiastical hierarchies. |
| Research | INT | Locating and extracting useful information from archives, libraries, and informants. |
| Riding | DEX | Controlling a mount in difficult terrain or combat. |
| Running | CON | Sustained sprinting and speed movement beyond normal limits. |
| Savoir-Faire | CHA | Knowing the customs and etiquette of a specific social class or organization. |
| Scribing | INT | Copying texts accurately, preparing documents, and calligraphy. |
| Search | WIS | Systematically looking for hidden objects, doors, or clues. |
| Sleight of Hand | DEX | Pickpocketing, palming objects, and performing close-up manipulation unseen. |
| Staff | DEX | Fighting technique with staves and quarterstaffs beyond basic use. |
| Stealth | DEX | Moving without being seen or heard. |
| Streetwise | INT | Navigating criminal networks, finding black markets, and understanding underworld customs. |
| Surgery | INT | Performing invasive procedures to remove foreign objects, repair internal damage, or amputate. |
| Survival | WIS | Finding food, water, and shelter in the wilderness. |
| Swimming | DEX | Moving through water and staying afloat under difficult conditions. |
| Tactics | INT | Planning and adjusting combat at the squad or battlefield level. |
| Teaching | INT | Conveying skills and knowledge effectively to others. |
| Thaumatology | INT | Understanding the underlying theory of magic, spell construction, and magical phenomena. |
| Theology | INT | Knowledge of divine beings, religious doctrine, and ecclesiastical history. |
| Throwing | DEX | Accurately throwing weapons and objects beyond casual attempts. |
| Tracking | WIS | Following the trail of a creature or person through terrain. |
| Traps | INT | Setting, detecting, and disabling mechanical and magical traps. |
| Veterinary | INT | Treating injuries and diseases in animals. |
| Weather Sense | WIS | Reading natural signs to predict coming weather. |
| Woodworking | DEX | Carving, joinery, and constructing objects from wood. |
| Wrestling | STR | Grappling technique for controlling, pinning, and throwing opponents. |
| Writing | INT | Composing clear and effective prose, from reports to literature. |
| Zoology | INT | Knowledge of animal behavior, biology, and habitats. |
Advantages
Ask the GM before taking anything not on this list.
| Advantage | Cost | Description |
|---|---|---|
| Absolute Direction | 5 CP | You always know which way is north and can retrace any path you have traveled without a navigation check. |
| Absolute Timing | 2 CP | You always know the exact time to the nearest second and can measure intervals precisely without a clock. |
| Acute Hearing | 2 CP/level | Each level gives +1 to Perception checks involving hearing. |
| Acute Taste and Smell | 2 CP/level | Each level gives +1 to Perception checks involving taste and smell. |
| Acute Touch | 2 CP/level | Each level gives +1 to Perception checks involving touch. |
| Acute Vision | 2 CP/level | Each level gives +1 to Perception checks involving sight. |
| Alcohol Tolerance | 1 CP | You suffer no negative effects from alcohol consumption. |
| Allies | variable | One or more NPCs who will help you in dangerous situations. Cost depends on their power and how often they appear. |
| Ambidexterity | 5 CP | You suffer no off-hand penalty when using your non-dominant hand. |
| Amphibious | 10 CP | You can breathe underwater and move through water as easily as on land. |
| Animal Empathy | 5 CP | Animals naturally trust you. You can sense their emotional state and calm hostile animals with a WIS check. |
| Animal Friend | 5 CP/level | Each level gives +1 to all animal handling and related checks. |
| Appearance | variable | Unusually attractive. Attractive (4 CP), Handsome/Beautiful (12 CP), Very Handsome/Beautiful (16 CP), Transcendent (20 CP). |
| Artificer | 10 CP/level | Each level gives +1 to rolls for building, repairing, and identifying mechanical devices. |
| Autotrance | 1 CP | You can enter a meditative trance at will, appearing dead to casual inspection while remaining aware of your surroundings. |
| Blessed | 10 CP | A higher power watches over you, providing subtle guidance in dire situations. |
| Business Acumen | 10 CP/level | Each level gives +1 to all mercantile and financial skill checks. |
| Catfall | 10 CP | You instinctively twist to land on your feet, reducing effective fall distance for damage purposes. |
| Chameleon | 5 CP/level | Each level gives +2 to Stealth checks when motionless, as you blend naturally into surroundings. |
| Channeling | 10 CP | You can allow spirits to speak through you. A WIS check is required to maintain control. |
| Charisma | 5 CP/level | Each level gives +1 to CHA-based checks involving personal interaction and leadership. |
| Chronolocation | 5 CP | You always know the time of year, season, and roughly where you are in the week or month. |
| Claim to Hospitality | 1 CP/level | Standing welcome among a particular group. Each level expands the group or quality of hospitality offered. |
| Clairsentience | 50 CP | You can project your senses to a remote location as a full action. |
| Claws | variable | Natural claws. Blunt (3 CP), Sharp (5 CP), Long Talons (8 CP), Hooked Talons (11 CP). |
| Clerical Investment | 5 CP | Official rank within a religious organization, granting authority over lay members and access to its resources. |
| Clinging | 20 CP | You can cling to and move along walls and ceilings at half speed. |
| Combat Reflexes | 15 CP | +1 to Initiative, +2 to all defense rolls, and you are never surprised. |
| Common Sense | 10 CP | The GM will warn you before you do something particularly foolish. |
| Compartmentalized Mind | 50 CP/level | Each level lets you concentrate on one additional task simultaneously without penalty. |
| Damage Resistance | 5 CP/level | Each level reduces all incoming damage by 1, applied before HP loss. |
| Danger Sense | 15 CP | You sense danger before it becomes apparent. The GM rolls secretly; on a success you get a moment's warning before an ambush or trap. |
| Daredevil | 15 CP | Fortune favors you when taking risks. When you voluntarily accept unnecessary danger, gain advantage on the relevant roll. |
| Dark Vision | 25 CP | You can see in total darkness up to 60 ft., in black and white. |
| Deep Sleeper | 1 CP | You fall asleep quickly under any conditions and wake fully rested from minimal sleep. |
| Detect | variable, 5+ CP | You can sense the presence of a specific category of thing (magic, undead, lies, etc.) within a range. Cost varies by what you detect. |
| Discriminatory Hearing | 15 CP | You can isolate specific sounds from background noise and identify individuals by voice. |
| Discriminatory Smell | 15 CP | You can identify individuals by scent and track by smell, with advantage on relevant Perception checks. |
| Discriminatory Taste | 10 CP | You can identify poisons, diseases, and specific ingredients in anything you taste. |
| Doesn't Sleep | 20 CP | You do not need sleep and never suffer fatigue from lack of rest. |
| Double-Jointed | 15 CP | Extreme flexibility. You can escape from bonds and squeeze through spaces other characters cannot attempt. |
| Duplication | 35 CP/copy | You can split into two or more identical copies of yourself that act independently. |
| Eidetic Memory | 5 CP | You can recall anything you have read or heard with perfect accuracy. |
| Elastic Skin | 20 CP | You can reshape your facial features to mimic any humanoid you have seen, gaining advantage on Disguise checks. |
| Empathy | 15 CP | You can sense the emotional state of those around you. The GM will hint at NPC emotions during interactions. |
| Enhanced Defenses | variable | Exceptional defensive reflexes. Enhanced Block (5 CP/level), Enhanced Dodge (15 CP/level), Enhanced Parry (5 CP/level). Each level gives +1 to that defense. |
| Enhanced Move | 20 CP/level | Each level doubles your ground speed. |
| Extra Attack | 25 CP/attack | You can make one additional attack per round without penalty. |
| Favor | variable | An NPC owes you a favor. Value depends on their power and the scope of the favor. |
| Fearlessness | 2 CP/level | Each level gives +1 to checks against fear and intimidation. |
| Fit | 5 CP | You recover from exertion faster and gain +1 to CON checks involving endurance. |
| Flexibility | 5 CP | +3 to contortion and escape checks. |
| Flight | 40 CP | You can fly at your normal Move speed. |
| Fur | 1 CP | A light coat of fur provides minor insulation and +1 DR against cold. |
| Gadgeteer | 25 / 50 CP | You can improvise devices from available parts in hours (25 CP) or minutes (Quick Gadgeteer, 50 CP). |
| Gifted Artist | 5 CP/level | Each level gives +1 to rolls for a specific art form chosen at character creation. |
| Gigantism | 0 CP | You are larger than average for your species, affecting reach, encumbrance thresholds, and certain social interactions. |
| Gizmos | 5 CP/gizmo | Once per session per gizmo, you can produce a small useful item you "had on you all along." |
| Green Thumb | 5 CP/level | Each level gives +1 to rolls involving plants, gardening, and herbalism. |
| Growth | 10 CP/level | You can increase your size by one step per level as an action, gaining STR and reach but losing DEX. |
| Hard to Kill | 2 CP/level | Each level gives +1 to CON saves against death. |
| Hard to Subdue | 2 CP/level | Each level gives +1 to CON saves against being rendered unconscious. |
| Healer | 10 CP/level | Each level gives +1 to Medicine and all healing-related skill checks. |
| Healing | 30 CP | You can heal others through touch by spending FP to restore their HP. |
| High Manual Dexterity | 5 CP/level | Each level gives +1 to fine motor tasks such as Sleight of Hand, surgery, and lockpicking. |
| High Pain Threshold | 10 CP | Pain does not slow you. You ignore penalties from minor wounds and have advantage on Concentration checks when injured. |
| Higher Purpose | 5 CP | Driven by a noble goal. Once per session when acting toward that purpose, you may reroll a failed check. |
| Honest Face | 1 CP | You look trustworthy. Advantage on checks to convince others you are telling the truth, even when lying. |
| Independent Income | 1 CP/level | See Starting Wealth section. |
| Intuition | 15 CP | Once per session, ask the GM whether a course of action is wise or which of two options is better. |
| Intuitive Mathematician | 5 CP | You perform complex arithmetic instantly and without error in your head. |
| Invisibility | 40 CP | You can turn invisible. Carried equipment does not turn invisible unless you purchase that enhancement separately. |
| Language Talent | 10 CP | You pick up languages with extraordinary ease, halving the time and CP needed to learn them. |
| Less Sleep | 2 CP/level | Each level reduces the sleep you need by 1 hour per night without ill effect. |
| Lifting ST | 3 CP/level | Each level adds +1 to your effective STR for carrying capacity and lifting only, not attacks. |
| Lightning Calculator | 2 CP | You perform mental calculations at superhuman speed and accuracy. |
| Luck | variable | Reroll any one die and take the better result. Luck (15 CP, once/hour), Extraordinary Luck (30 CP, once/30 min), Ridiculous Luck (60 CP, once/10 min). |
| Magery | variable | The ability to learn and cast spells. Magery 0 (5 CP) indicates magical aptitude; each level above 0 costs +10 CP and adds +1 to all spell rolls. |
| Magic Resistance | 2 CP/level | Each level gives +1 to saves against spells and magical effects, but also makes beneficial magic harder to apply to you. |
| Mana Damper | 10 CP/level | You suppress ambient magic. Each level reduces the effective Magery of spellcasters near you by 1. |
| Mana Enhancer | 50 CP/level | You enhance ambient magic. Spellcasters near you gain +1 effective Magery per level. |
| Mathematical Ability | 10 CP/level | Each level gives +1 to all mathematics-related checks and halves the time for complex calculations. |
| Medium | 10 CP | You can perceive and communicate with spirits of the dead. |
| Merchant Rank | 5 CP/level | Official rank within a merchant guild, granting legal authority over trade matters and access to guild resources. |
| Microscopic Vision | 5 CP/level | Each level magnifies your vision by 10x, revealing details invisible to the naked eye. |
| Mimicry | 10 CP | You can perfectly replicate any sound or voice you have heard, including speech patterns and accents. |
| Mind Probe | 30 CP | You can read the surface thoughts of a target you touch (opposed WIS check). |
| Mind Reading | 30 CP | You can read the thoughts of anyone in line of sight (opposed WIS check). |
| Mind Shield | 4 CP/level | Each level gives +1 to saves against mental intrusion, mind reading, and psychic attacks. |
| Musical Ability | 5 CP/level | Each level gives +1 to Performance and all music-related checks. |
| No Hangover | 1 CP | You never suffer aftereffects from alcohol or similar substances. |
| Oracle | 15 CP | You receive cryptic visions of the future. The GM provides occasional clues about coming events; interpretation is up to you. |
| Outdoorsman | 10 CP/level | Each level gives +1 to Survival, Navigation, and all wilderness skill checks. |
| Parabolic Hearing | 4 CP/level | Each level lets you focus your hearing to filter noise and overhear conversations at increasing range. |
| Penetrating Vision | 10 CP/level | Each level lets you see through one thin layer of non-metallic material (wood, flesh, cloth). |
| Penetrating Voice | 1 CP | Your voice carries clearly over noise and distance without shouting. |
| Perfect Balance | 15 CP | You never fall due to footing. Advantage on all checks to maintain balance on narrow surfaces, in high winds, or against trip attempts. |
| Peripheral Vision | 15 CP | Your field of vision expands to nearly 360 degrees. You cannot be flanked and are rarely surprised from behind. |
| Permeation | variable | You can pass through a specific material as if it were not there. Cost depends on how common the material is. |
| Photographic Memory | 10 CP | Like Eidetic Memory, but you also retain sensory impressions (sounds, smells, textures) with perfect fidelity. |
| Pitiable | 5 CP | Something about you evokes pity. Once per scene, you may appeal for mercy and the target must succeed on a WIS save to refuse. |
| Plant Empathy | 5 CP | You can sense the condition and rudimentary awareness of plants and fungi around you. |
| Police Rank | 5 CP/level | Official rank within a law enforcement body, granting legal authority and access to its resources. |
| Power Investiture | 10 CP/level | Divine power granted by a deity or spirit. Each level unlocks more powerful divine abilities and is required for divine spellcasting. |
| Precognition | 25 CP | You receive unprompted visions of the near future. You cannot control when or what you see. |
| Psi Static | 30 CP | Your mind disrupts psychic abilities. Psychics treat you as having extreme Mind Shield, but you also cannot benefit from helpful psychic effects. |
| Psychometry | 20 CP | By touching an object, you sense its history and the strong emotions associated with it. |
| Rank | 5 CP/level | Official rank within a military, governmental, or organizational hierarchy. |
| Rapid Healing | 5 CP | You recover from injuries at twice the normal rate. |
| Resistant | variable | Unusual resistance to a specific hazard category (poison, disease, magic, etc.). Cost depends on breadth of resistance. |
| See Invisible | 15 CP | You can see invisible creatures and objects as if they were visible. |
| Sensitive | 5 CP | A lesser form of Empathy. You receive vague impressions of the emotions of those around you rather than clear readings. |
| Sensitive Touch | 10 CP | Your fingertips are extraordinarily sensitive, letting you read text by touch, detect minute vibrations, and identify materials by feel. |
| Shadow Form | 50 CP | You become a two-dimensional shadow, immune to most physical attacks and able to slide under doors and through cracks. |
| Shrinking | 5 CP/level | You can reduce your size by one step per level, reducing STR but increasing DEX and Stealth. |
| Shtick | 1 CP | A minor recurring trick that always works on the first attempt within reason. Define it at character creation. |
| Single-Minded | 5 CP | When focused on one task, gain advantage on related checks but you may miss unrelated events around you. |
| Smooth Operator | 15 CP/level | Each level gives +1 to all CHA-based social skills. You seem effortlessly likeable and trustworthy. |
| Snatcher | 80 CP | You can teleport objects to your location across any distance, provided you know what the object is and roughly where it is. |
| Social Chameleon | 5 CP | You read social situations instantly and adapt your manner, never appearing out of place in an unfamiliar setting. |
| Social Regard | 5 CP/level | A specific group treats you with unusual respect due to your perceived status, holiness, or fearsome reputation. |
| Speak With Animals | 25 CP | You can communicate with animals in a simple but effective way. |
| Speak With Plants | 15 CP | You can communicate with plants and fungi, receiving impressions of what they have experienced. |
| Spirit Empathy | 10 CP | You can sense and communicate with nearby spirits, even those not currently manifest. |
| Status | 5 CP/level | A recognized social position. Each level represents one step up in the setting's social hierarchy. |
| Subsonic Hearing | 5 CP | You can hear sounds below the normal human range, including some animal communications and structural resonances. |
| Super Climbing | 3 CP/level | Each level adds +1 to your climb speed and Athletics checks involving climbing. |
| Super Jump | 10 CP/level | Each level doubles your jumping distance. |
| Super Luck | 100 CP | Once per session, you may dictate the outcome of any single die roll. |
| Talent | 5-10 CP/level | A natural gift for a cluster of related skills. Each level gives +1 to all skills in the group. Define the group with the GM. |
| Teeth | variable | Natural bite attack. Sharp Teeth (1 CP) deal minor cutting damage; Fangs (2 CP) deal piercing damage and may inject venom. |
| Telekinesis | 5 CP/level | You can move objects at range using your mind, with effective ST equal to levels purchased. |
| Telescopic Vision | 5 CP/level | Each level multiplies your effective visual range by 5x. |
| Temperature Control | 5 CP/level | You can raise or lower the temperature in your immediate vicinity by 20 degrees per level. |
| Temperature Tolerance | 1 CP/level | Each level extends the temperature range you can function in without penalty by 10 degrees in either direction. |
| Terrain Adaptation | 5 CP | You ignore movement penalties in one specific terrain type (swamp, snow, jungle, etc.) chosen at character creation. |
| Trained By A Master | 30 CP | You were trained by a legendary martial artist and can learn cinematic combat techniques unavailable to others. |
| True Faith | 15 CP | Your belief is absolute. You can turn or rebuke undead and creatures of darkness, and are immune to their supernatural fear effects. |
| Unaging | 15 CP | You do not age past your prime, will never die of old age, and are immune to magically induced aging. |
| Unfazeable | 15 CP | Nothing surprises you for long. You are immune to shock and the psychological effects of witnessing horrifying things. |
| Vampiric Bite | 30 CP | Your bite attack drains life force, converting HP drained from targets into HP for yourself. |
| Versatile | 5 CP | Once per session, attempt any skill check as if you had basic training in it, even without proficiency. |
| Very Fit | 15 CP | Exceptional physical condition. Advantage on CON checks involving endurance, and you recover FP at twice the normal rate. |
| Vibration Sense | 10 CP | You detect vibrations through surfaces, sensing movement and activity through walls and floors. |
| Visualization | 10 CP | Once per session, spend 10 minutes mentally rehearsing a task to gain advantage on the next roll for that task. |
| Voice | 10 CP | Your voice is extraordinarily resonant and beautiful. +2 to all CHA checks that rely on speaking. |
| Wealth | variable | See Starting Wealth section. |
| Weapon Master | variable | Mastery of a weapon or class of weapons, granting bonus damage. One weapon (20 CP), two weapons (25 CP), small class (30 CP), medium class (35 CP), all muscle-powered weapons (45 CP). |
| Wild Talent | 20 CP/level | Each level lets you use one random skill per session as if trained, even without proficiency. |
| Zeroed | 10 CP | You have no official records and do not appear in any registry, database, or government document. |
Disadvantages
| Disadvantage | Cost | Description |
|---|---|---|
| Addiction | -5 / -10 CP | You depend on a substance (alcohol, a drug, a magical compound) to function. Mild: you can go without for a time with penalties (-5 CP); Severe: withdrawal imposes disadvantage on all checks until satisfied (-10 CP). |
| Albinism | -4 CP | Extreme sensitivity to sunlight. In direct sunlight you have disadvantage on Perception checks and suffer 1 point of damage per hour of unprotected exposure. |
| Attunement Curse | -10 CP | You can only attune to 2 magic items at a time instead of the normal 3. Some magic items resist attuning to you entirely (GM's discretion). |
| Bad Temper | -10 CP | You have a short fuse. When provoked or frustrated, you must succeed on a WIS save or react with aggression. Failing in public regularly damages your reputation. |
| Berserk | -10 CP | When you take significant damage, make a WIS save or enter a rage in which you must attack the nearest creature regardless of allegiance. The rage ends when nothing is within reach or you succeed on a save at the end of your turn. |
| Blood Feud | -10 CP | A family, clan, or organization holds you personally responsible for deaths during the war and actively seeks vengeance. The feud is public and deeply personal, and neutral third parties may be drawn into it. |
| Bloodlust | -10 CP | You struggle to leave enemies alive. When you down a foe, you must succeed on a WIS save to accept surrender or take prisoners. You may also finish off the wounded if not watched. |
| Chronic Pain | -5 / -10 / -15 CP | Recurring pain from an old injury, curse, or degenerative condition. Mild: once per session the GM may impose disadvantage on one roll (-5 CP); Moderate: daily CON save or disadvantage on all checks that day (-10 CP); Severe: daily CON save or take 1d4 damage and suffer disadvantage on checks until you rest (-15 CP). |
| Collaborator Stigma | -5 CP | You are known to have worked with the opposing faction, willingly or under duress. Those who care deeply about the outcome of the war distrust you and some will refuse to help you regardless of your current allegiances. |
| Colorblindness | -10 CP | You cannot distinguish colors reliably. Investigation and Perception checks where color is a distinguishing factor are made at disadvantage. |
| Compulsive Behavior | -5 / -10 CP | You have a compulsion you cannot easily resist (gambling, collecting trophies from kills, excessive generosity, ritual cleanliness, etc.). It periodically costs you time, money, or social standing. |
| Concentration Impaired | -10 CP | Your ability to sustain magical focus is compromised. You have disadvantage on all Constitution saving throws to maintain Concentration. |
| Conscript Liability | -5 CP | You technically still owe military service to a faction. They may attempt to press you back into the ranks, and refusing constitutes desertion in the eyes of their officers. |
| Cowardice | -10 CP | You are easily frightened. Disadvantage on saves against fear, and when clearly outnumbered you must succeed on a WIS save to hold your ground rather than flee. |
| Cursed | -10 / -20 CP | You bear a magical curse with specific ongoing effects. Inconvenient but manageable (-10 CP); severe and actively dangerous (-20 CP). Define the nature with the GM. |
| Cursed Bloodline | -10 / -20 CP | Your family carries a hereditary curse that manifests in you. Define its nature with the GM. At -10 CP it is an ongoing compulsion, vulnerability, or supernatural obligation; at -20 CP it actively endangers you and those around you. |
| Deaf | -20 CP | You cannot hear at all. You automatically fail Perception checks relying on sound and cannot understand spoken language without lip-reading (INT check). You are immune to sonic effects. |
| Death Touched | -10 CP | You have died and been returned to life, and something from beyond clings to you. Undead react to you unpredictably, sometimes ignoring you entirely, sometimes fixating on you above others. The GM may call for WIS saves near strong necromantic energy. |
| Dependency | -5 / -10 / -25 CP | You require a specific substance or condition to maintain your full capabilities. Common and costly (-5 CP); requires effort to obtain (-10 CP); going without causes HP damage each day until satisfied (-25 CP). |
| Deserter | -10 CP | You abandoned your post during the war. You are officially wanted by your former faction and face execution if captured. Soldiers and officers of that faction will attempt to arrest or kill you on sight. |
| Divided Loyalties | -5 CP | You have close family or loved ones fighting on the opposing side. The GM may use this as leverage, and you may face genuine choices between your bonds and your companions' goals. |
| Divine Disfavor | -10 CP | A specific deity is actively displeased with you. Clerics and paladins of that faith are hostile on sight, divine magic cast in that deity's holy sites may not function for you, and their faithful will pursue grievances against you. Define the deity and cause with the GM. |
| Duty | -2 / -5 / -10 / -15 CP | You have an ongoing obligation to a faction, organization, or individual that periodically overrides your own plans. Higher values reflect more demanding obligations that call on you more frequently and place you in greater danger. |
| Dwarfism | -15 CP | You are roughly half the normal height for your species. You cannot wield Large weapons, have reduced reach, and may face social penalties in cultures that value physical stature. Armor and equipment must be custom made. |
| Enemy | -5 / -10 / -20 CP | Someone actively hunts you. An individual of modest means who appears occasionally (-5 CP); a small group or powerful individual (-10 CP); a well-resourced organization with the means to pursue you across the empire (-20 CP). |
| Epilepsy | -30 CP | You suffer from seizures triggered by stress, exhaustion, or flashing light. When a trigger occurs the GM may call for a CON save; on a failure you are incapacitated for 1d6 rounds. |
| Exhaustion Prone | -10 CP | You accumulate exhaustion more easily than others. Whenever the rules would cause you to make a CON save against gaining a level of exhaustion, you roll at disadvantage. Resting removes exhaustion at the normal rate. |
| Fanaticism | -15 CP | Absolute devotion to a cause, religion, or leader overrides your better judgment. You will take unreasonable risks in its service and refuse to act against your beliefs regardless of the consequences. |
| Fat | -3 CP | Significantly overweight. -1 to DEX and CON checks involving physical exertion; -2 to social checks where fitness matters. |
| Fey Touched | -10 CP | Time in the Feywild or contact with powerful Fey has left you partially unmoored. You occasionally lose hours or days without explanation. The Fey who touched you may make demands, and other Fey recognize you as a mortal with a claim on them. |
| Greed | -15 CP | Money motivates you above almost everything else. WIS save required to pass up significant financial gain, even when doing so is dangerous or morally compromised. |
| Hard of Hearing | -10 CP | Partial hearing loss. -4 to Perception checks involving sound, and you must be facing someone to understand speech clearly in noisy conditions. |
| Haunted | -10 CP | A spirit is bound to you and periodically interferes with your life. It may warn you of danger, but it also makes noise, moves objects, frightens animals, and draws the attention of other spirits. |
| Hunchback | -10 CP | A spinal deformity leaves you with a pronounced stoop. -2 to CHA checks involving first impressions, and most armor and backpacks require custom fitting at extra cost. |
| Impulsiveness | -10 CP | You act before thinking. WIS save required to wait, plan carefully, or let someone else take the lead when a faster course of action is available. |
| Infamy | -10 CP | You are notorious for something you did during the war, whether or not the stories are accurate. Strangers who recognize your name or face react with fear, hatred, or hostility before you have a chance to speak. |
| Lame | variable | Your legs are impaired. One Bad Leg (-10 CP): speed reduced by 10 ft. and disadvantage on Athletics checks; Crippled (-20 CP): requires a cane, speed reduced by 20 ft.; Paraplegic (-30 CP): cannot walk without assistance or a conveyance. |
| Mana Sensitivity | -10 CP | You feel shifts in ambient magical energy acutely. In high-mana areas you gain +1 to saves against spells but suffer headaches; in low-mana areas you feel drained and take -1 to all checks. |
| Marked by Undeath | -5 CP | You carry a faint taint of undeath from a prior affliction, near-death experience, or necromantic exposure. Animals react with unease or aggression, sensitive folk sense something is wrong, and paladins or clerics may detect you as faintly unholy. |
| Missing Arm | -20 CP | One arm is entirely absent. You cannot carry anything on that side and lose access to any two-handed activity entirely. |
| Missing Digits | -2 CP/digit | One or more fingers or toes are absent. Each missing finger imposes -1 to fine motor tasks (Sleight of Hand, Surgery, lockpicking); a missing thumb imposes -3 instead. |
| Missing Hand | -15 CP | One hand is absent or non-functional. You cannot wield two-handed weapons, use a shield while armed, or perform tasks that require two hands without improvising. |
| Mistaken Identity | -5 CP | You are frequently confused for someone else, typically someone with a bad reputation. People react to you based on that person's history rather than your own. |
| Mute | -25 CP | You cannot produce intelligible speech. You cannot cast spells with verbal components and must rely on signs, writing, or gesture to communicate. |
| Night Blindness | -10 CP | Your eyes do not adapt to low light. You treat dim light as darkness and darkness as total darkness. |
| Nightmares | -5 CP | Recurring nightmares plague your sleep. Each long rest, make a CON save; on a failure you do not regain your Hit Dice and wake exhausted rather than refreshed. |
| Oath Breaker | -10 CP | You broke a solemn sworn oath. Until you formally atone, you suffer -2 to CHA checks with anyone who knows of the breach, and divine spellcasters may sense your transgression. The specific oath and its circumstances are defined at character creation. |
| Odious Personal Habits | -5 / -10 / -15 CP | You have a habit others find deeply repulsive (poor hygiene, compulsive cruelty, disturbing mannerisms, etc.). Imposes -2 (mild), -3 (moderate), or -4 (severe) to reaction rolls from people who notice. Define the habit at character creation. |
| One Eye | -15 CP | You have lost one eye. -1 to all ranged attack rolls and checks requiring depth perception. You cannot benefit from advantages that require binocular vision. |
| Overconfidence | -5 CP | You believe you are more capable than you are and cannot easily back down from a challenge. WIS save required to retreat, refuse a duel, or admit you are outclassed. |
| Overweight | -1 CP | You carry extra weight but remain functional. Minor social penalty in contexts where fitness is valued; clothing and armor may need adjustment. |
| Pact Price | -10 CP | You struck a deal with a supernatural entity (fiend, archfey, great old one, or similar) and the terms have not been fully settled. The patron may make demands, call in the debt at inconvenient moments, or send agents to check on their investment. Define the patron and the nature of the pact with the GM. |
| Phobia | -5 / -10 CP | An irrational, debilitating fear of a specific thing (fire, enclosed spaces, the undead, deep water, etc.). Mild: disadvantage on all checks while the trigger is present (-5 CP); Severe: WIS save required to act at all when confronted with it (-10 CP). |
| Planar Instability | -15 CP | Your connection to the Material Plane is weakened by prior planar exposure. When you take a critical hit, roll a d20; on a 1 you briefly phase out of phase, losing your next action as you reorient. Spells with the conjuration tag that target you have a 10% chance of misfiring. |
| Refugee | -5 CP | The war destroyed your home and social standing. You have no recognized legal status in most jurisdictions, must pay more for lodging and services, and are treated with suspicion in settled areas. |
| Shadow Touched | -10 CP | Prolonged exposure to the Shadowfell has left its mark. You are drawn toward darkness and melancholy, and bright sunlight feels deeply wrong. In direct sunlight you have disadvantage on Perception checks. Creatures native to the Shadowfell recognize you as partially their own. |
| Skinny | -5 CP | You are visibly underweight. -2 to CON checks involving physical endurance, and armor may not fit without modification. |
| Slow Healer | -5 CP | You recover from injury at half the normal rate. Your Hit Dice restore half the normal HP when spent, and natural healing during rests is halved. |
| Social Stigma | -5 / -10 CP | You belong to or are associated with a group that faces active prejudice (a persecuted species, a banned magical tradition, a heretical faith, a disgraced noble house, etc.). Common but not universal (-5 CP); severe enough that some NPCs will refuse to deal with you at all (-10 CP). |
| Spell Scar | -5 CP | A visible mark left by magical trauma (a burn, a brand, a patch of necrotic skin, etc.) identifies you as someone who has been on the wrong end of powerful magic. It cannot be hidden easily, causes -1 to social checks with those who fear magic, and may react visibly in the presence of certain spell effects. |
| Spirit Touched | -10 CP | Spirits are unusually aware of your presence. They seek you out, make demands of you, and may interfere in your affairs even when you want nothing to do with the spirit world. |
| Truthfulness | -5 CP | You have deep difficulty lying. CHA save required to state an outright falsehood; you tend to blurt out uncomfortable truths at inopportune moments. |
| Unluck | -10 CP | The opposite of Luck. Once per session the GM may force you to reroll any die and take the worse result. |
| Unnatural Features | -1 CP/level | You have a visible physical trait that marks you as unusual or inhuman (vestigial horns, unusual eye color, faint scales, etc.). Each level imposes -1 to reaction rolls when the feature would be noticed and considered unsettling. |
| Very Fat | -5 CP | Obese. -2 to DEX and CON checks for physical activity, Move reduced by 1, and -3 to social checks where fitness matters. Armor must be custom made at additional cost. |
| Vow | -5 / -10 CP | You have sworn an oath (to a god, a cause, or a person) that restricts your behavior. A minor vow limits your options occasionally (-5 CP); a major vow meaningfully constrains how you can act in the world (-10 CP). |
| Wanted | -5 / -10 / -20 CP | A faction, noble house, or guild has placed a bounty on you. Minor offenses with a modest reward (-5 CP); a significant bounty that attracts professional hunters (-10 CP); a price large enough to tempt even allies (-20 CP). |
| War Trauma | -10 CP | You witnessed or participated in atrocities that left lasting psychological damage. Certain triggers (smoke, screaming, the smell of blood) can cause you to freeze, flee, or act irrationally. The GM may call for WIS saves when you encounter them. |
| Weak Immune System | -10 CP | Unusually susceptible to disease, poison, and infection. Disadvantage on all CON saves against these effects, and wounds become infected on a failed CON save after combat. |
| Wild Magic Susceptibility | -10 CP | You are unusually sensitive to ambient magical energy. Whenever you are within the area of a spell of 3rd level or higher, or when you yourself cast a spell, the GM may call for a roll on the Wild Magic Surge table. |