Post by The Weirwood on Mar 28, 2015 6:15:25 GMT
This is a list of Qualities as they exist in this game. Some are slightly different from their counterpart in the Green Ronin book and that is because I've tweaked them; as a rule, if you read it here but it's different in the book, you should assume it is played the way it's written here, although if you think I've made a mistake feel free to PM me.
I've separated out on top the Drawback qualities that you must choose from in Character Creation, and I've separated out the [Weapon] Fighting I, II, and III Qualities to keep those in one place as they've got notes about the effects attached to the benefit. There ARE attribute prerequisites for many of these Benefits, but I have not included them here because some of those also need to be tweaked, and Quality distribution will be done ONLY at the discretion of the administrators. Bear in mind that certain drawbacks, such as Debt and Nemesis will have a greater impact than just against your character, they will affect your entire House as well.
Drawback Qualities:
Bastard Born: -1d on all Persuasion tests against Opponents with higher Status.
Bound to the Bottle: Before making any roll test Will to remain sober; -2 to all test results if test is failed, if with other drinkers take -2d to all tests instead
Childhood Disease: -2 to Health
Craven: -1d on all tests when in Combat or Intrigue; Test Will each round to overcome fear and gain +1b on all tests if successful
Crippled: Reroll 6s on all Athletics and Agility tests
Cruel Insanity: –2d on all Awareness tests involving Empathy; disposition penalty in all Intrigues
Cursed: Roll 1d6 to determine if a Destiny Point is used or wasted
Debt: [Name Creditor]
Disturbing Habit: +1d on tests involving Intimidate; -1d on all Persuasion tests not involving Intimidate
Dwarf: -1d on all tests of Charm and Seduce
Eunuch: -1d on all Persuasion tests; Opponents may not use Seduce
Forgetful: Reroll 6s on all Cunning tests
Furious: All intrigues must begin with Intimidate test; -2d on all tests involving Seduce
Haughty: -1d on all Empathy tests; disposition penalty against opponents of lower Status
Haunted: -1d on all Awareness tests; In the first round of Combat add Memory bonus dice to the Fighting test result
Honor-Bound: Reroll 6s on all Deception tests
Ignoble: -1d on all Persuasion and Status tests
Impaired Sense:Automatically fail any Awareness test that relies on this sense
Inept: Reroll 6s on all Agility tests
Insensitive: -1d on all Healing tests
Lascivious: All intrigues must begin with Seduce; -2d on all tests involving Charm
Maimed: -1d on all Athletics and Agility tests if Leg; -2d on all tests requiring two-hands if Arm, cannot use two-handed Weapons
Marked: Reroll 6s on all Persuasion tests
Mute: -2d on all Persuasion and Deception tests; Opponents cannot ascertain Disposition
Naïve: Reroll 6s in all Deception tests; Opponents in Intrigues may add Cunning rank to all Deception test results
Nemesis: [Name Character]
Outcast: -2d on all Status test; -2 to Intrigue Defense
Poor Health: -1d on all Endurance tests
Reviled: -1d on all Status tests; Disposition penalty
Supreme Arrogance: Subtract Status rank from all Awareness test results
Threatening: All intrigues must begin with Intimidate test; -2d on all tests involving Charm and Seduce
Benefit Qualities:
Accurate: You gain 50 yards of effective Range with Bows/Crossbows Requires Markmanship 4D
Acrobatic Defense: Add Acrobatics bonus dice to Combat Defense Requires Agility 4D (Acrobatics 1b)
Adept Negotiator: No penalty from your starting disposition Requires Deception 3D
Animal Cohort: +1d on all Fighting tests when Animal is present Requires Animal Handling 3D (train 1b)
Anointed: +2 on Status test, 1/day gain +5 to Defenses.
Attractive: Reroll 1s equal to half of Persuasion rank in Persuasion tests
Armor Mastery: +1 to Armor Rating; -1 to Armor Penalty^
--Improved Armor Mastery: +2 to Armor Rating; -2 to Armor Penalty^
Authority: Reduce Disposition penalties to Persuasion by 2
Beast friend: +1D on Animal Handling tests to Charm or Train
Berserker: Gain a free attack when an Injury or Wound is taken; fight past Endurance rank in Wounds
Cadre: A veteran squad follows you around to do your bidding Requires Persuasion 5
Cautious Diplomat: Retain bonus dice from consider during intrigues Requires Awareness 4D (Empathy 2b)
Charismatic: +2 to all persuasion test results Requires Persuasion 3
Cohort: Gain service of a devoted ally Requires Status 3D
Compelling: Increase influence with specialty by 1 Requires Charismatic
Connections: +1D on Knowledge tests in chosen location Requires Streetwise 1b
Courteous: Add half of Persuasion rank to all Deception test results Requires Persuasion 3D
Danger Sense: Reroll 1s on Agility tests when determining Initiative Requires Awareness 4D
Deadly Shot: Bows gain the Vicious quality and the Piercing I quality Requires Markmanship 5D
Dexterous: Reroll 1s on all Agility tests
Double Shot: Fire two arrows at once Requires Marksmanship 5D (Bows 3b)
Dutiful: Opponents take -1d on all Convince, Intimidate, and Seduce tests Requires Will 4D
Eidetic Memory: Memory bonus dice become test dice on all Cunning tests Requires Cunning 2 (Memory 1b)
Eloquent: Automatically go first in an intrigue Requires Language 4D Persuasion 4D
Evaluation: Test Cunning to learn about object Requires Knowledge 3
Expertise: Gain +1b with one specialty.
Face in the Crowd: Blend In as Free Action, and add Cunning rank to Blend In test results Requires Sealth 3D (Blend In 1b)
Famous: Bonus dice become test dice in all Persuasion tests; Subtract Status rank from all Stealth test results
Fast: +3 to all Quickness test results
Furtive: Reroll 1s equal to Agility rank on Stealth tests; Add Agility rank to the result of all Stealth tests Requires Stealth 4 (Sneak 1b)
Fury: –2D to deal +4 damage Requires Athletics 4D (Strength 2b)
Great Hunter: Add Survival rank to Fighting and Marksmanship tests made against animals; Hunt bonus dice become test dice on all Survival tests Requires Survival 4D
Hail of Steel: Thrown weapons gets the Fast Quality Requires Markmanship 4D (Thrown 2b)
Hardy: Ignore the Injury or Wound penalty when testing Endurance to remove injuries Requires Endurance 3 (Stamina 1b)
Head for Numbers: Add Cunning rank to Status test result on House Fortune Rolls, Reroll 1s when House Fortune Rolls would increase Wealth Requires Status 3 (Stewardship 1b)
Head of House: +2 to all Status test results
Heir: +1 to all Status test results
Heirloom: You gain a Unique Weapon
Inspiring: Reroll any Warfare test and take the better result in each round of a Skirmish or Battle Requires Warfare 4D
Keen Senses: Reroll 1s on all Awareness tests; Add Cunning rank to passive Awareness result Requires Awareness 4D
Leader of Men: Reorganize one disorganized unit or rally one routed unit in each round of a Skirmish or Battle Requires Warfare 4D (command 1b)
Lucky: Re-roll one test per day and keep best result
Magnetic: Achieve greater results with Charm Requires Charismatic
Massive: Unaffected by the penalties from Unwieldy; Use two-handed weapons with one hand Requires Endurance 5D
Miracle Worker: Diagnose patient to gain significant bonuses. Requires Healing 4D
Night Eyes: See in darkness
Pious: Religious conviction grants a 33% chance to add +1d to any roll against opponents of another faith, with a higher chance if you honor your gods beforehand Requires Will 3D (Dedication 1b)
Physician: Add Will rank to all Healing test results; The Difficulty levels for all Diagnose Injury tests are decreased by one
Seductive: Bonus dice count as test dice in all Seduce tests
Shield Mastery: +1 to this weapon's Defensive bonus^
--Improved Shield Mastery: +2 to this weapon's Defensive bonus^
Sinister: You radiate menace. For the First round of any combat you gain +2 to defense
Stubborn: Add Dedication bonus dice to Composure
Talented: +2 to all test results involving this ability
Tough: Add Resilience bonus dice to Health Requires Resilience 1b
Tourney Knight: Add Tournament bonus dice to all Fighting and Animal Handling tests when jousting
Treacherous: Add Cunning rank to all Deception test results
Triple Shot: Shoot three arrows at once Requires Marksmanship 7 (Bows 5b), Double Shot
Weapon Mastery: +1 to this Weapon's base Damage^
--Improved Weapon Mastery: +2 to this Weapon's base Damage^
Weapon Savant: Unaffected by the penalties from Unwieldy and Slow, and exempt from the Bulk requirements for all Weapons; Add +2b to every Fighting Specialty Requires Agility 6, Cunning 6, Fighting 7
^These effects do not stack.
Weapon Specialty Qualities:
Axe Fighter I: +2 to Fighting test results against opponents on foot; Sacrifice all bonus dice to gain +2 Damage on a successful hit*
Axe Fighter II: +3 to Fighting test results against opponents on foot; Sacrifice all bonus dice to automatically inflict an Injury on a successful hit*
Axe Fighter III: +5 to Fighting test results against opponents on foot; Sacrifice all bonus dice to automatically inflict a Wound on a successful hit*
Bludgeon Fighter I: Bludgeons gain Shattering +1; Sacrifice all bonus dice to gain Shattering +2*
Bludgeon Fighter II: Bludgeons gain Shattering +1; Sacrifice all bonus dice to move the target in a chosen direction on a successful hit*
Bludgeon Fighter III: Bludgeons gain Shattering +1; Sacrifice all bonus dice to knock the target down and gain a free attack on a successful hit*
Expert Marksman I: Bows/Crossbows gain Piercing +1; Sacrifice all bonus dice to gain Piercing +2*
Expert Marksman II: Bows/Crossbows gain Piercing +1; Sacrifice all bonus dice to gain 50 yards effective Range*
Expert Marksman III: Bows/Crossbows gain Piercing +1; Add Awareness rank to all Fighting test results while using Bows/Crossbows
Long Blade Fighter I: +2 to Fighting test results against opponents without Shields; Sacrifice all bonus dice to gain a free degree of success*
Long Blade Fighter II: +3 to Fighting test results against opponents without Shields; Sacrifice all bonus dice to move the target in a chosen direction on a successful hit*
Long Blade Fighter III: +5 to Fighting test results against opponents without Shields; Sacrifice all bonus dice to automatically give the Maimed Quality on a successful hit*
Polearm Fighter I: +2 to Fighting test results against opponents on horseback; Polearms gain 1 yard of range further than their default range with no penalty
Polearm Fighter II: +3 to Fighting test results against opponents on horseback; Add a number equal to Polearm bonus dice to all Fighting test results when using Polearms
Polearm Fighter III: +5 to Fighting test results against opponents on horseback; Ignore a Polearm's Unwieldy and/or Bulk qualities
Short Blade Fighter I: Short Blades gain Piercing +1; Knives may be drawn as a Free Action
Short Blade Fighter II: Add a number equal to Short Blades bonus dice to all Fighting test results when using Short Blades**
Short Blade Fighter III: Add a number equal to Short Blades bonus dice to the Damage of all attacks when using Short Blades***
Spear Fighter I: Spears gain a free attack against a different target if the attack against the first target misses
Spear Fighter II: Spears gain 1 yard of range further than their default range with no penalty
Spear Fighter III: Spears gain Piercing +2; Spears gain +1d with Action: Knockdown
Water Dancer I: Add Fighting rank to all Awareness test results
Water Dancer II: Add Fighting rank to all Agility test results
Water Dancer III: Add Fencing bonus dice to Combat Defense and Intrigue Defense
*Before each round of combat you must declare which Axe Fighter or Long Blade Fighter effect is in place; the +2/3/5 bonus against shieldless enemies, and the +2/3/5 bonus against enemies on foot (respectively) are both 'passive' and apply at all times, but you must indicate if you want to sacrifice your bonus dice for one of the listed effects. The effects from Rank I of a Fighting Quality are still usable if you have Rank II, and so on with Rank III.
**This damage test result is added BEFORE degrees of Success are Calculated, and thus tests against the opponent's Combat Defense.
***This damage is added AFTER Degrees of Success are Calculated, but before the opponent's Armor Rating is deducted.
I've separated out on top the Drawback qualities that you must choose from in Character Creation, and I've separated out the [Weapon] Fighting I, II, and III Qualities to keep those in one place as they've got notes about the effects attached to the benefit. There ARE attribute prerequisites for many of these Benefits, but I have not included them here because some of those also need to be tweaked, and Quality distribution will be done ONLY at the discretion of the administrators. Bear in mind that certain drawbacks, such as Debt and Nemesis will have a greater impact than just against your character, they will affect your entire House as well.
Drawback Qualities:
Bastard Born: -1d on all Persuasion tests against Opponents with higher Status.
Bound to the Bottle: Before making any roll test Will to remain sober; -2 to all test results if test is failed, if with other drinkers take -2d to all tests instead
Childhood Disease: -2 to Health
Craven: -1d on all tests when in Combat or Intrigue; Test Will each round to overcome fear and gain +1b on all tests if successful
Crippled: Reroll 6s on all Athletics and Agility tests
Cruel Insanity: –2d on all Awareness tests involving Empathy; disposition penalty in all Intrigues
Cursed: Roll 1d6 to determine if a Destiny Point is used or wasted
Debt: [Name Creditor]
Disturbing Habit: +1d on tests involving Intimidate; -1d on all Persuasion tests not involving Intimidate
Dwarf: -1d on all tests of Charm and Seduce
Eunuch: -1d on all Persuasion tests; Opponents may not use Seduce
Forgetful: Reroll 6s on all Cunning tests
Furious: All intrigues must begin with Intimidate test; -2d on all tests involving Seduce
Haughty: -1d on all Empathy tests; disposition penalty against opponents of lower Status
Haunted: -1d on all Awareness tests; In the first round of Combat add Memory bonus dice to the Fighting test result
Honor-Bound: Reroll 6s on all Deception tests
Ignoble: -1d on all Persuasion and Status tests
Impaired Sense:Automatically fail any Awareness test that relies on this sense
Inept: Reroll 6s on all Agility tests
Insensitive: -1d on all Healing tests
Lascivious: All intrigues must begin with Seduce; -2d on all tests involving Charm
Maimed: -1d on all Athletics and Agility tests if Leg; -2d on all tests requiring two-hands if Arm, cannot use two-handed Weapons
Marked: Reroll 6s on all Persuasion tests
Mute: -2d on all Persuasion and Deception tests; Opponents cannot ascertain Disposition
Naïve: Reroll 6s in all Deception tests; Opponents in Intrigues may add Cunning rank to all Deception test results
Nemesis: [Name Character]
Outcast: -2d on all Status test; -2 to Intrigue Defense
Poor Health: -1d on all Endurance tests
Reviled: -1d on all Status tests; Disposition penalty
Supreme Arrogance: Subtract Status rank from all Awareness test results
Threatening: All intrigues must begin with Intimidate test; -2d on all tests involving Charm and Seduce
Benefit Qualities:
Accurate: You gain 50 yards of effective Range with Bows/Crossbows Requires Markmanship 4D
Acrobatic Defense: Add Acrobatics bonus dice to Combat Defense Requires Agility 4D (Acrobatics 1b)
Adept Negotiator: No penalty from your starting disposition Requires Deception 3D
Animal Cohort: +1d on all Fighting tests when Animal is present Requires Animal Handling 3D (train 1b)
Anointed: +2 on Status test, 1/day gain +5 to Defenses.
Attractive: Reroll 1s equal to half of Persuasion rank in Persuasion tests
Armor Mastery: +1 to Armor Rating; -1 to Armor Penalty^
--Improved Armor Mastery: +2 to Armor Rating; -2 to Armor Penalty^
Authority: Reduce Disposition penalties to Persuasion by 2
Beast friend: +1D on Animal Handling tests to Charm or Train
Berserker: Gain a free attack when an Injury or Wound is taken; fight past Endurance rank in Wounds
Cadre: A veteran squad follows you around to do your bidding Requires Persuasion 5
Cautious Diplomat: Retain bonus dice from consider during intrigues Requires Awareness 4D (Empathy 2b)
Charismatic: +2 to all persuasion test results Requires Persuasion 3
Cohort: Gain service of a devoted ally Requires Status 3D
Compelling: Increase influence with specialty by 1 Requires Charismatic
Connections: +1D on Knowledge tests in chosen location Requires Streetwise 1b
Courteous: Add half of Persuasion rank to all Deception test results Requires Persuasion 3D
Danger Sense: Reroll 1s on Agility tests when determining Initiative Requires Awareness 4D
Deadly Shot: Bows gain the Vicious quality and the Piercing I quality Requires Markmanship 5D
Dexterous: Reroll 1s on all Agility tests
Double Shot: Fire two arrows at once Requires Marksmanship 5D (Bows 3b)
Dutiful: Opponents take -1d on all Convince, Intimidate, and Seduce tests Requires Will 4D
Eidetic Memory: Memory bonus dice become test dice on all Cunning tests Requires Cunning 2 (Memory 1b)
Eloquent: Automatically go first in an intrigue Requires Language 4D Persuasion 4D
Evaluation: Test Cunning to learn about object Requires Knowledge 3
Expertise: Gain +1b with one specialty.
Face in the Crowd: Blend In as Free Action, and add Cunning rank to Blend In test results Requires Sealth 3D (Blend In 1b)
Famous: Bonus dice become test dice in all Persuasion tests; Subtract Status rank from all Stealth test results
Fast: +3 to all Quickness test results
Furtive: Reroll 1s equal to Agility rank on Stealth tests; Add Agility rank to the result of all Stealth tests Requires Stealth 4 (Sneak 1b)
Fury: –2D to deal +4 damage Requires Athletics 4D (Strength 2b)
Great Hunter: Add Survival rank to Fighting and Marksmanship tests made against animals; Hunt bonus dice become test dice on all Survival tests Requires Survival 4D
Hail of Steel: Thrown weapons gets the Fast Quality Requires Markmanship 4D (Thrown 2b)
Hardy: Ignore the Injury or Wound penalty when testing Endurance to remove injuries Requires Endurance 3 (Stamina 1b)
Head for Numbers: Add Cunning rank to Status test result on House Fortune Rolls, Reroll 1s when House Fortune Rolls would increase Wealth Requires Status 3 (Stewardship 1b)
Head of House: +2 to all Status test results
Heir: +1 to all Status test results
Heirloom: You gain a Unique Weapon
Inspiring: Reroll any Warfare test and take the better result in each round of a Skirmish or Battle Requires Warfare 4D
Keen Senses: Reroll 1s on all Awareness tests; Add Cunning rank to passive Awareness result Requires Awareness 4D
Leader of Men: Reorganize one disorganized unit or rally one routed unit in each round of a Skirmish or Battle Requires Warfare 4D (command 1b)
Lucky: Re-roll one test per day and keep best result
Magnetic: Achieve greater results with Charm Requires Charismatic
Massive: Unaffected by the penalties from Unwieldy; Use two-handed weapons with one hand Requires Endurance 5D
Miracle Worker: Diagnose patient to gain significant bonuses. Requires Healing 4D
Night Eyes: See in darkness
Pious: Religious conviction grants a 33% chance to add +1d to any roll against opponents of another faith, with a higher chance if you honor your gods beforehand Requires Will 3D (Dedication 1b)
Physician: Add Will rank to all Healing test results; The Difficulty levels for all Diagnose Injury tests are decreased by one
Seductive: Bonus dice count as test dice in all Seduce tests
Shield Mastery: +1 to this weapon's Defensive bonus^
--Improved Shield Mastery: +2 to this weapon's Defensive bonus^
Sinister: You radiate menace. For the First round of any combat you gain +2 to defense
Stubborn: Add Dedication bonus dice to Composure
Talented: +2 to all test results involving this ability
Tough: Add Resilience bonus dice to Health Requires Resilience 1b
Tourney Knight: Add Tournament bonus dice to all Fighting and Animal Handling tests when jousting
Treacherous: Add Cunning rank to all Deception test results
Triple Shot: Shoot three arrows at once Requires Marksmanship 7 (Bows 5b), Double Shot
Weapon Mastery: +1 to this Weapon's base Damage^
--Improved Weapon Mastery: +2 to this Weapon's base Damage^
Weapon Savant: Unaffected by the penalties from Unwieldy and Slow, and exempt from the Bulk requirements for all Weapons; Add +2b to every Fighting Specialty Requires Agility 6, Cunning 6, Fighting 7
^These effects do not stack.
Weapon Specialty Qualities:
Axe Fighter I: +2 to Fighting test results against opponents on foot; Sacrifice all bonus dice to gain +2 Damage on a successful hit*
Axe Fighter II: +3 to Fighting test results against opponents on foot; Sacrifice all bonus dice to automatically inflict an Injury on a successful hit*
Axe Fighter III: +5 to Fighting test results against opponents on foot; Sacrifice all bonus dice to automatically inflict a Wound on a successful hit*
Bludgeon Fighter I: Bludgeons gain Shattering +1; Sacrifice all bonus dice to gain Shattering +2*
Bludgeon Fighter II: Bludgeons gain Shattering +1; Sacrifice all bonus dice to move the target in a chosen direction on a successful hit*
Bludgeon Fighter III: Bludgeons gain Shattering +1; Sacrifice all bonus dice to knock the target down and gain a free attack on a successful hit*
Expert Marksman I: Bows/Crossbows gain Piercing +1; Sacrifice all bonus dice to gain Piercing +2*
Expert Marksman II: Bows/Crossbows gain Piercing +1; Sacrifice all bonus dice to gain 50 yards effective Range*
Expert Marksman III: Bows/Crossbows gain Piercing +1; Add Awareness rank to all Fighting test results while using Bows/Crossbows
Long Blade Fighter I: +2 to Fighting test results against opponents without Shields; Sacrifice all bonus dice to gain a free degree of success*
Long Blade Fighter II: +3 to Fighting test results against opponents without Shields; Sacrifice all bonus dice to move the target in a chosen direction on a successful hit*
Long Blade Fighter III: +5 to Fighting test results against opponents without Shields; Sacrifice all bonus dice to automatically give the Maimed Quality on a successful hit*
Polearm Fighter I: +2 to Fighting test results against opponents on horseback; Polearms gain 1 yard of range further than their default range with no penalty
Polearm Fighter II: +3 to Fighting test results against opponents on horseback; Add a number equal to Polearm bonus dice to all Fighting test results when using Polearms
Polearm Fighter III: +5 to Fighting test results against opponents on horseback; Ignore a Polearm's Unwieldy and/or Bulk qualities
Short Blade Fighter I: Short Blades gain Piercing +1; Knives may be drawn as a Free Action
Short Blade Fighter II: Add a number equal to Short Blades bonus dice to all Fighting test results when using Short Blades**
Short Blade Fighter III: Add a number equal to Short Blades bonus dice to the Damage of all attacks when using Short Blades***
Spear Fighter I: Spears gain a free attack against a different target if the attack against the first target misses
Spear Fighter II: Spears gain 1 yard of range further than their default range with no penalty
Spear Fighter III: Spears gain Piercing +2; Spears gain +1d with Action: Knockdown
Water Dancer I: Add Fighting rank to all Awareness test results
Water Dancer II: Add Fighting rank to all Agility test results
Water Dancer III: Add Fencing bonus dice to Combat Defense and Intrigue Defense
*Before each round of combat you must declare which Axe Fighter or Long Blade Fighter effect is in place; the +2/3/5 bonus against shieldless enemies, and the +2/3/5 bonus against enemies on foot (respectively) are both 'passive' and apply at all times, but you must indicate if you want to sacrifice your bonus dice for one of the listed effects. The effects from Rank I of a Fighting Quality are still usable if you have Rank II, and so on with Rank III.
**This damage test result is added BEFORE degrees of Success are Calculated, and thus tests against the opponent's Combat Defense.
***This damage is added AFTER Degrees of Success are Calculated, but before the opponent's Armor Rating is deducted.