1.2.2 Languages (alternate)
Everyone gets 3 additional points at character creation to spend them onto Knowledge skills.
Languages are Knowledge skills with a special rule for every die type:
d4: speak only, d6: read/write, d8: understand dialects, d10: understand old texts, d12: philosophize
Because reading/writing a language now depends on the die type, you should change Illiterate to: "They must take a language at d6 to speak it, d8 to read/write etc." (Therefore it would become an edge which describes a person with problems in learning new languages).
Elves, Dwarves, Half-Elves, Humans, Halflings(Half-Folk), Half-Orcs
Changelings:
A changeling's spirit die starts off at d6, not d4.
A changeling can alter a few minor traits of their appearance, such as eye color, hair color, the nose shape, and so on, giving them a +3 to any Knowledge(Disguise) checks if the ability was used to supplement said disguise.
All changelings receive a +1 to the TN of any persuasion checks that require lying.
+1 extra point for knowledge skills at character creation.
Kalashtar:
+2 power points if the Kalashtar takes Arcane Backround: Psionics.
Kalashtar start with a die of Persuasion.
Kalashtar look human for the most part, only a notice check that passes a TN 6 can tell the difference.
Kalashtar sleep but do not dream.
Kalashtar can speak to a target telepathically once per day for a round per advance.
Kalashtar gain a Major Enemy(Quori)
Shifters:
Agility starts at d6, smarts start at d4-1(d4-1 means the next time it increases it goes to d4)
All Shifters have one of the following: Mean, Outsider, Bloodthirsty, Vengeful, Quirk(Must be related to their bestial bloodline), Stubborn, or Habit(Must be related to their bestial bloodline)
Shifters gain the ability to temporarily boost one of their physical traits and grow claws and such for a short time, once a day per rank. The ability lasts a round + half their vigor.
All shifters have low light vision.
Shifts:
Beasthide:
Vigor increases by a die and the shifter gains +1 armor.
Longtooth:
Strength increases by a die and shifter grows fangs that deal STR+2 though can only be attacked with once in a round.
Cliffwalk:
Agility increases by a die and the shifter gains the ability to climb walls at a pace of 5.
Razorclaw:
Strength increases by a die and the shifter grows long fearsome claws that each deal STR+1 damage. Despite having two claws the shifter cannot attack more than once with each.
Longstride:
Agility increases by a die and pace increases by 1.
Wildhunt:
Vigor and Notice increase by a die, and when not shifting the shifter gains a +1 to notice due to the lingering effects of having scent.
Warforged:
Vigor starts at d6, Spirit starts at d4-1, and all warforged have the outsider hindrance
Living Construct
• Living Constructs add +2 when attempting to recover from
being Shaken.
• Living Constructs do not suffer additional damage from
called shots (unless otherwise specified in their
description).
• Arrows, bullets, and other piercing attacks do half damage
25% of the time, due to the fact that living constructs have no vital organs but are still similarly fragile.
• Living Construct Wild Cards never suffer from Wound
Modifiers.
• Living Constructs do not suffer from disease or poison.
Any effect that might rust a warforged has a TN of 4 higher.
Healing magic is only half as effective on a Warforged.
Warforged have +1 armor.
Edges:
Dragonmark:
Prerequisites: Wild Card, Dragonmarked Race(Human, Dwarf, Elf, Gnome, Halfling, Half-Elf, Half-Orc)
Your character begins with a dragonmark(be it aberrant or house, if its house then you must belong to the house as well.)
Abberant Dragonmarks(Your character may choose a single power that they can cast once a day per rank. This power does not cost power points, but nor can it be supplemented by power points and it takes effect as if your character had spent the bare minimum to use it.
Mark of Detection:
At novice, this mark grants the character the ability to use Detect Arcana twice a day or alternately Detect Poison(a variant on detect arcana that detects poisons.)
At Veteran this mark grants the ability to see all that is invisible for a round per two advances the character has gained.
At Heroic this mark grants the character infravision and the ability to see invisible things for a round per two advances the character has gained.
Mark of Finding:
At novice the character gains a permanent +2 to notice checks as well as the ability to instantly determine the exact properties of a magic item once a day per rank, dowse for north twice a day per rank, or dowse for an object once a day per rank.
At Veteran this mark grants the ability to dowse for creatures once per day per rank.
At Heroic the mark grants the ability to immediately discover the directions to a single object, creature, or place once per day.
Mark of Handling:
At novice the character gains a permanent +2 to checks to persuade animals and is able to cast beast friend for 5 points per rank once a day.
At Veteran the character gains a +5 to persuading animals for a round per rank or increase an animal's strength die by one for 2 rounds per rank.
At Heroic a character is able to make an animal grow once size larger or summon animals from nowhere to do his or her bidding.
Mark of Healing:
A character with the mark of healing is able to cure one wound per rank.
Optionally the character can remove poison/remove disease/restore a decreased stat instead of curing two wounds.
Mark of Hospitality:
Later <_<
Mark of Making:
A Novice character with mark of making gains a +2 to knowledge checks involving crafts, as well as the ability to cast repair(a variant of healing) once a day, utterly repair an inanimate mundane object, or mend small damage with a touch.
Veteran grants the character the ability to create a single mundane object out of nothing for 10 minutes per rank.
Heroic grants the character the ability to create a permanent mundane object once a day, or a magical object for 5 minutes per rank once a day.
Mark of Passage:
+1 to survival checks
A novice with this mark gains the ability to increase their pace by one once a day, or summon a magically created horse for 2 hours per rank, or teleport 10 feet per advance total in a day.
Veterans meanwhile, gain the ability to teleport to anywhere they visualize within 400 feet + 40 feet per advance, or summon a ghostly horse of mist that makes no sound at all, and is able to ignore most difficult terrain without issues.
Those who are heroic gain the ability to cast teleport once a day.
Mark of Sentinel:
+1 to notice checks.
Novices gain the ability to cast armor once a day, or deflection once a day, or barrier once a day.
Veterans gain the ability to allow a target to absorb a wound per rank of a selected energy damage once per day for a minute per rank, as well as the ability to grant the target arcane resistance for a minute per rank once a day.
Heros gain the ability to grant a target improved arcane resistance for a minute per rank once a day.
Mark of Shadow:
+1 to all streetwise checks
A novice can cast obscure once a day, modify their physical appearance(including clothes) once a day, or create a small soundless illusion once a day.
A veteran can create an invisible magic sensor within 400 feet + 40 feet per rank that allows you to hear or see as if you were there a minute per rank once a day or create an illusion of a spell that is partially real once per day.
Heroes are able to step into the plane of shadow with a few allies and travel at a pace of fifty miles per hour to reach their destination, the ability lasts an hour per rank and can be used once a day.
Mark of Storm:
+1 to any agility checks to balance
Novice: Environmental Protection once per day, or obscure once per day, or the ability to cause a strong gust of wind once per day.
Veteran: A character can cause warm or freezing sleet to rain upon the area once per day, or can shift wind in the area for one hour per rank, or can cast barrier once a day in the form of a wind wall.
Heroic: Character gains the ability to dictate once a day what the weather will be like.
Mark of Warding:
+1 on notice checks.
Novice:
Create an area that is under the watch of a magical alarm that will inform the character of intruders once a day.
Lock a door so that it cannot be unlocked except by you, or a suitably powerful spellcaster once a day.
Trap something so that if tampered with it spews a bolt as per the bolt spell at the target once a day.
Cause someone's dowsing attempts to go awry and get wrong results once a day.
Veteran:
Create magic runes that when tampered with or neared without saying the right keyword will cast burst once per day.
Cast conceal arcana once a day.
Heroic:
Create magic runes that will react as blast if tampered with or neared without saying the right keyword, once per day.