Chronicle: Affinities

Summary

The purpose of The FARAD System's chronicle template mechanic is to assist GMs who would like to create and utilize different balanced chronicle options that aid their players with creating their character's backstory, as well as offering the players themselves a way to create a portion themselves as well, using the same mechanic.

A character's chronicle is made of several parts, which a GM may allow their players to construct on their own in part or in whole, make entirely random based on pre-made sets for each section, or as recommended, with a portion randomly rolled by the players and a portion created by the players' choices.

*Affinities* is a set of ten chronicle entries rolled by the player as part of their cost and bonus of their responses to their impetus entries and what comes after. These are usually rolled by the player from options the GM selects, whether from the default for a setting or customized.

When rolling to obtain, use 2d10 as sum. If the first die rolled is a 0, and the second is a 1, then it is a 11, however, if a 1 and 0, then it is an 1. With the default sets, both have the same result, however, if a GM decides to substitute one of the two results with something else, or an entirely unique arrangement of custom sets, then it is important to keep that in mind.

Hearts

This Affinity trait refers to emotional and social affinity. Here are the default sets:

1 (Ace): This individual has +1 on Accuracy Checks, +1 on Charisma Checks, +1 on Stealth Checks, and +2 on Tactics Checks.

2 (Mirror): This individual has +2 on Morale Checks, +2 on Empathy Checks, +2 on Amuse Checks, and +1 on Intimidate Checks.

3 (Merchant): This individual +2 Mercenary Acquisition Quality, +2d10 sum au.

4 (Tome): This individual has +2 Ally Acquisition Quality, +1 on Charisma Checks, +1 on Reason Checks, and +1 on Leadership Checks.

5 (Child): This individual has +1 on Charisma Checks, +1 on Charming Checks, +1 on Morale Checks, +1 on Empathy Checks, and +1 Whistle Checks.

6 (Beast): This individual has +1 on Camouflage Checks, +1 on Shadowing Checks, +1 on Stealth Checks, +1 on Taming Checks, and +1 on Tracking Checks.

7 (Dream): This individual has 2 GM rolled Beauty-Variant Mutations based on their current genetics that do not alter the rest of that gene, 3 Mutative Adaption, and 3 Pollutive Adaption.

8 (Knight): This individual has +2 HP, and +1 on Courage Checks.

9 (Tower): This individual has +1 on Cunning Checks, +1 on Observation Checks, +1 on Wit Checks, and +2 on Feint Checks.

10 (Damsel): This individual has +2 Ember Domain Adaption, +2 Ember Domain Education, and +1 on Empathy Checks.

11 (Ace): This individual has +1 on Accuracy Checks, +1 on Charisma Checks, +1 on Stealth Checks, and +2 on Tactics Checks.

12 (Jack): This individual +2 Blizzard Domain Adaption, +2 Blizzard Domain Education, and +1 on Etiquette Checks.

13 (Queen): This individual has a Severe Advantage to Charmisma Checks.

14 (King): This individual has +1 on Accuracy Checks, +2 on Charisma Checks, and +2 on Stealth Checks.

15 (Crone): This individual +1 Companion Acquisition Quality, +1 Ally Acquisition Quality, +2 on Charming Checks and +1 on Taming Checks.

16 (Mage): This individual gains the Mended Heart Tattoo, which gives them +1 on Intimidation Checks against another being after dealing at least 1 HP damage to them, and allows the individual to spend any unused points of FP for 1d10/2 HP, per point of FP spent.

17 (Artifact): This individual gains a cursed soul-bound glove weapon known as a Heartstealer. The glove's power remains no matter how an individual alters its simple appearance, unless the curse is lifted. If the individual attempts to discard the glove, it will return to them in the morning and drain 2 HP from that attempt, regardless of whether their soul was put into another body or remains in the original. This glove allows the user to expend any unused points of HP for 2d10 +1d10/2 Might Damage per point of HP spent. Should the individual be able to extract a heart, it will become magically linked to the entity it came from and not immediately kill them, but rather the individual may attempt to crush it, turn it into a phylactery for that entity, or attempt to intimidate and command the entity. The individual has -2 on Catch Checks, -2 on Grappling Checks, -2 on Grip Checks, and -2 on Might Checks. While wearing their Hearstealer, the individual has -4 Charisma, and loses 2 HP until leveling when putting it on. If worn for five days without attempting to use its power, the individual loses an additional 4 HP until leveling.

18 (Terror): This individual has a Severe Disadvantage against Charisma checks.

19 (Map): This individual has a Compass Heart. When pointed in the direction of a soul mate it will glow, whether it is a potential lover or one with whom part of their soul was once joined to within 3 lifetimes. This item was found in a trunk of romantic letters in an old house, where the previous owner wrote that they had used it and chased after their love for three years before catching up to them. The individual may sell, give away or utilize the item, as well as have the risk of it being stolen, but shall lose 2 MA until leveling when losing it. The individual owning this item has -2 on Intimidate Checks. They may also spend any unused points of FP for an additional 1d10/2 on Navigation Checks per point of FP spent.

20 (Joker): This player (or GM if NPC) rolls 1d10 at character creation. If 7, 8, 9, or 10, this individual has become Vilru infected 1d10 months ago, and has the Vilru infected mutation variant on 1d10/2 of their genes and requires drinking blood to survive. After determining the total number, the GM will roll on which specific genes were altered. If the original roll is a 4, 5, or 6, character was born a half blood infected, having 1 Vilru infected mutation variant on a gene and requires drinking blood to survive. The GM will roll on which specific gene was altered. If the original roll is a 1, 2, or 3, character is immune to the Vilru infection. If a player also gains a Joker of Clubs, player may reroll to select a different set in either or both affinities. If a player gains a Joker of Spades, the Joker of Hearts must be automatically rerolled.

Clubs

This Upbringing trait refers to something combative or physical typically. Here are the default sets:

1 (Ace): This individual has +1 on Grip Checks, +1 on Might Checks, +1 on Lung Checks, and +2 on Athleticism Checks.

2 (Mirror): This individual +2 Companion Acquisition Quality, +1 on Charisma Checks, +1 on Charming Checks, and +1 on Taming Checks.

3 (Merchant): This individual has +2 on Sparring Checks, +2 on Tactics Checks, and +1 on Courage Checks.

4 (Tome): This individual has +3 on Haggle Checks, and +2 on Reason Checks.

5 (Child): This individual has +3 Family Renown Quality, +1 on Charisma Checks, and +1 on Intimidate Checks.

6 (Beast): This individual has +2 on Dodge Checks, +1 on Escape Checks, and +2 on Reflex Checks.

7 (Dream): This individual has 2 GM rolled Combative-Variant Mutations based on their current genetics that do not alter the rest of that gene, 3 Mutative Adaption, and 3 Pollutive Adaption.

8 (Knight): This individual has +3 on Initiative Checks, and +2 on Courage Checks.

9 (Tower): This individual has +2 on Accuracy Checks, +2 on Might Checks, and +1 on Shielding Checks.

10 (Damsel): This individual has +2 Harvest Domain Adaption, +2 Harvest Domain Education, and +1 on Botany Checks.

11 (Ace): This individual has +1 on Grip Checks, +1 on Might Checks, +1 on Lung Checks, and +2 on Athleticism Checks.

12 (Jack): This individual has +2 Metal Domain Adaption, +2 Metal Domain Education, and +1 on Smithing Checks.

13 (Queen): This individual has 3 in-combat Dice Pool Die rerolls per session, and +2d10 sum cp.

14 (King): This individual has +2 on Grip Checks, +2 on Might Checks, and +1 on Lung Checks.

15 (Crone): This individual has +2 on Diagnose Checks, +2 on First Aid Checks, and +1 on Triage Checks.

16 (Mage): This individual has a combat soul gem to use in any apparel or weapon which they must continue to use in order to keep its benefit. They may use it to gain +1d10 Daily Advantage to Accuracy Checks, +1d10 Daily Advantage to Reflex Checks, and have +1 on Tactics Checks during use.

17 (Artifact): This individual has a blessed soul-bound 'Cruel Breaker Shield'. The shield's power remains no matter how an individual alters its simple appearance, unless the blessing is lifted. If the individual attempts to discard the shield, it will return to them in the morning, regardless of whether their soul was put into another body or remains in the original. Any unused EP the shield has may be spent for +1d10/2 Might per point spent, as well as +1 Might when attempting to break whatever is trying to hit it. When the shield is it, it will have its sharp and twisted facing turn in order to deal this damage. The individual may spend however many Owned Personal Item points they have for the improvement of this item, as it will have the lowest possible value in each possible detail unless points are spent on it.

18 (Terror): This individual has -5 on Calm Checks, -5 on Reason Checks, -2 on Accuracy Checks and -2 on Cunning Checks when enraged, -2 on Visual Observation Checks and -2 on Meditation Checks in dark areas, -2 on Calm Checks when in combat, and may have +2d10 +1d10/2 additional Might per point of EP spent.

19 (Map): This individual has an Underground Circle Token, which allows them entrance to a secret underground fighting championship. This token was given to the character by an old friend or friend of the family, as well as a little information about the Underground Circle (Discuss with GM on details). They have +2 on Law Checks, +2 on Underground Circle Education, +1 on Intimidate Checks, and the token as proof of admittance.

20 (Joker): This player (or GM if NPC) rolls 1d10 at character creation. If 7, 8, 9, or 10, this individual has become Luniis infected 1d10 months ago, and has the Luniis infected mutation variant on 1d10/2 of their genes and requires high amounts of protein to survive. After determining the total number, the GM will roll on which specific genes were altered. If the original roll is a 4, 5, or 6, character was born a half blood infected, having 1 Luniis infected mutation variant on a gene and requires high amounts of protein to survive. The GM will roll on which specific gene was altered. If the original roll is a 1, 2, or 3, character is immune to the Luniis infection. If a player also gains a Joker of Clubs, player may reroll to select a different set in either or both affinities. If a player gains a Joker of Spades, the Joker of Hearts must be automatically rerolled.

Diamonds

This Upbringing trait refers to something tied to an individual's legacy or heirlooms. Here are the default sets:

1 (Ace): This individual has +1 on Cunning Checks, +1 on Observation Checks, +1 on Wit Checks, and +2 on Musing Checks.

2 (Mirror): This individual has +1d10 pp, and +2d10 cp.

3 (Merchant): This individual has +4 Profession Education, and +4d10 cp.

4 (Tome): This individual has +1 on Charisma Checks, and +4 on Haggle Checks.

5 (Child): This individual has 2 heirlooms at the start, each with +2 on Owned Personal Items minimum, and +1 on Appraisal Checks.

6 (Beast): This individual has +4 on Reason Checks, and +1 on Knowledge Checks.

7 (Dream): This individual has 2 GM rolled Age-Variant Mutations based on their current genetics that do not alter the rest of that gene, 3 Mutative Adaption, and 3 Pollutive Adaption.

8 (Knight): This individual has +2 LP rerolls per session, and +1 Free Reflex Skill Die per session.

9 (Tower): This individual has +1 on Agility Checks, +1 on Balance Checks, +1 on Reflex Checks, and +2 on Dodge Checks.

10 (Damsel): This individual has +2 Breath Domain Adaption, +2 Breath Domain Education, and +1 on Lung Checks.

11 (Ace): This individual has +1 on Cunning Checks, +1 on Observation Checks, +1 on Wit Checks, and +2 on Musing Checks.

12 (Jack): This individual has +2 Stone Domain Adaption, +2 Stone Domain Education, and +1 on Excavation Checks.

13 (Queen): This individual has +1 Free Haggle Skill Die per session, +1 Free Sleight of Hand Skill Die per session, and +1 on Panhandling Checks.

14 (King): This individual has +2 on Cunning Checks, +2 on Observation Checks, and +1 on Wit Checks.

15 (Crone): This individual has +2 Profession Education, +2 Investment Quality, and +1 on Haggle Checks.

16 (Mage): This individual gains the 'Illusional Forgeries' tattoo, which gives them +1 on Appraisal Checks on anything they have specific knowledge about, and allows the individual to spend any unused points of FP for 1d10/2 on Forgery Checks, per point of FP spent.

17 (Artifact): This individual gains a set of 'Appraiser's Goggles', which gives them +1 on Crafting Checks on anything they have specific knowledge about, and allows the individual to spend any unused points of FP for 1d10/2 on Appraisal Checks, per point of FP spent. The goggle's power remains no matter how an individual alters its simple appearance, unless the blessing is lifted. The individual may spend however many Owned Personal Item points they have for the improvement of this item, as it will have the lowest possible value in each possible detail unless points are spent on it.

18 (Terror): This individual has the 'Midas's Shadow' Curse. They cannot touch anything with their hands without it starting to bleed or melt at the touch of their fingers, and cannot wear anything on their hands. They have -10 to Stomach Checks if they eat any food or water touched by their hands, and -10 to Grip Checks. They may deal an additional +4d10 + 1d10/2 Toxin Damage per point of FP spent when damaging with their hands. The only way to remove this curse is to wash in the waters of The Ascended Isles of Serseki's natural hot springs near the Storm of Destruction.

19 (Map): This individual found a crude map supposedly belonging to a famous historical figure, as well as a journal written by a paranoid person that was a deceased distant relative or friend who had been looking for the important figure's hidden vault. Enough of the journal was understandable to explain what it and the map is for, but the rest is written in a series of increasingly difficult to crack codes. They have +1 to an Owned Personal Item that is the map, +2 to an Owned PErsonal Item that is the journal, and +2 on Decryption Checks.

20 (Joker): Roll 1d10. If 9 or 10, character has +2d10 sum au, +1 Domicle Quality, and +2d10 tenths of an acre increase to land asset size. If 6, 7, or 8, character has +1d10 +1d10/2 sum ag, +2d10 sum cp, +2 Domicile Quality, and +2d10 tenths of an acre increase to land asset size. If 3, 4, or 5, character has +1d10 pp, +1d10 tenths of an acre increase to land asset size. If 1 or 2, the individual has +5 Debt Quality.

Spades

This Upbringing trait refers to something secret that is motivating the individual. Here are the default sets:

1 (Ace): This individual has +1 on Courage Checks, +1 on Learning Checks, +1 on Morale Checks, and +2 on Bluff Checks.

2 (Mirror): This individual has +2 RP Chance Die per session against their nemesis, and +2 Nemesis Acquisition Quality.

3 (Merchant): This individual has +2 on Knowledge Checks about curses, and a curse applied by the GM, who rolls 1d10.

Roll Results:

1-2) This individual has the 'Vibrational Sabotage Curse' which causes the individual to make crystalline and metal items to vibrate and create a high-pitched tone that draws attention to themselves and damages the structure slightly. They have -6 on Stealth Checks, and a further -3 on Stealth Checks each if holding or wearing anything metal or crystal. They may spend any unused points of FP for +1d10 + 1d10/2 on Sabotage Checks.

3-4) This individual has the 'Puppeteer's Voice Curse' which causes the individual to have -6 on Charisma Checks, and a further -6 on Charisma Checks if not trying to throw their voice, as they find it easier to use ventriloquism than let others hear the strange mismatch between their voice and their appearance. They may spend any unused points of FP for +1d10 + 1d10/2 on Ventriloquism Checks.

5-6) This individual has the 'Left Loss Curse', which causes the individual to have -6 to Navigation Checks, and -6 on Observation Checks if forced to make a left-hand turn. They may spend any unused points of FP for +1d10 + 1d10/2 on Improvisation Checks.

7-8) This individual has the 'Ashen Mouth Curse', which causes the individual to have -6 to Stomach Checks, and a further -6 on Stomach Checks if eating when not starving, as everything they eat or drink tastes like it was mixed with ash. They may spend any unused points of FP for +1d10 + 1d10/2 on Cooking Checks, as they have learned how to tame that flavor to some extent.

9-10) This individual has the 'Torn Voice Curse', which causes the individual to have -6 to Charisma Checks, and -6 on Etiquette Checks if forced to speak in polite company. They may spend any unused points of FP for +1d10 + 1d10/2 on Stealth Checks.

4 (Tome): This individual has +3 Familial Relationship Quality, and +2 on Empathy Checks.

5 (Child): This individual has +2 Adecrea Education, and +3 on Researching Checks.

6 (Beast): This individual has +2 on Morale Checks, +2 on Motivate Checks, and +1 on Rapport Checks.

7 (Dream): This individual has 2 GM rolled Pollutive-Variant Mutations based on their current genetics that do not alter the rest of that gene, 3 Mutative Adaption, and 3 Pollutive Adaption.

8 (Knight): This individual has +2 EP, and +1 on Shielding Checks.

9 (Tower): This individual has +2 on Might Checks, +2 on Grip Checks, and +1 on Lung Checks.

10 (Damsel): This individual has +2 Flow Domain Adaption, +2 Flow Domain Education, and +1 on Swimming Checks.

11 (Ace): This individual has +1 on Courage Checks, +1 on Learning Checks, +1 on Morale Checks, and +2 on Bluff Checks.

12 (Jack): This individual has +2 Electricity Domain Adaption, +2 Electricity Domain Education, and +1 on Survivalism Checks.

13 (Queen): This individual has +2 Free Combat Chance Die Rerolls per session, and +1 on Intimidate Checks.

14 (King): This individual has +2 on Courage Checks, +1 on Learning Checks, and +2 on Morale Checks.

15 (Crone): This individual is able to spend a point of unused EP to increase their size by 1 category, and has +1 on Intimidate Checks when enlarged.

16 (Mage): This individual has a tool-based soul gem to use in any apparel or weapon which they must continue to use in order to keep its benefit. They may use it to gain +1d10 Daily Advantage to Crafting Checks, +1d10 Daily Advantage to Repair Checks, and have +1 on Appraisal Checks during use.

17 (Artifact): This individual gains a soul-bound 'Mutable Vambrace Pair' which uses 2 Hand Slots. If the individual attempts to discard the vambrace, it will return to them in the morning, regardless of whether their soul was put into another body or remains in the original. The vambrace's power remains no matter how an individual alters its simple appearance, unless the blessing is lifted. The individual may spend however many Owned Personal Item points they have for the improvement of this item, as it will have the lowest possible value in each possible detail unless points are spent on it. Each day, roll 1d10 on which power it has.

Roll Results:

1) The vambrace reveals a cruel intelligence that mocks the character, causing -10 to Morale Checks when mocked and -10 to Calm Checks in general. However, the individual may spend any unused points of FP for +2d10 + 1d10/2 to Block Checks.

2) The vambrace gives +1 to Intimidate Checks when bloody, but forcibly takes at least one point of HP at the start of the day as it allows any unspent HP to be used for +1d10/2 to Intimidate Checks per point of HP spent.

3) The vambrace reveals a kind intelligence which bestows +1 on First-Aid Checks when used on others, and allows the use of any unspent FP for +1d10/2 on HP to the individual.

4) The vambrace gives +1 to Diagnose Checks, and allows the use of any unspent EP for +1d10/2 to First-Aid Checks the individual performs on themselves.

5-6) The vambrace gives +1d10/2 Wild Magic and +1d10/2 Foci Magic Source Absorption, and +1 to Observation Checks.

7) The vambrace morphs into any melee weapon or tool of the same quality material which the individual is familiar with, giving +5 to Might Checks.

8) The vambrace reveals an illusionary display which maps out the area around, giving +2 to Navigation Checks, +2 to Observation Checks, and +1 to Cunning Checks.

9-10) The vambrace reveals a psionic potential, giving +1 to MA while it is in this mode, and allows the user to spend any unused points of FP for +1d10/2 MA.

18 (Terror): This individual is an immune incubator for a random disease as per GM's discretion of which they do not know they are at start. This disease can not harm them, but they spread it to any with whom they have shared an appropriate disease vector with on a 1d10 roll. Character gets +1 HP, +2 on Diagnose Checks, and a +1 to Learning Checks related to the disease.

19 (Map): This individual has the 'Curse-Homing Compass' which gives +1 to Tracking Checks in general, and allows any unused points of FP to be spent for +1d10/2 to Navigation Checks as it points towards the most cursed item, creature, terror or character within 10 km, until outside that range or the curse is lifted, even if the curse is concealed, unless concealed by a higher powered being and unknown to the entity it is bound to.

20 (Joker): Roll 1d10. If 7, 8, 9, or 10, character is a Ghoul of their most dominant species genetics. If 1 through 6, character is immune to both Luniis infection and the Vilru infection. If a player also gains the Joker of Hearts or the Joker of Clubs those must be automatically rerolled.

Eyes

This Upbringing trait refers to psionic capabilities and mutations. Here are the default sets:

1 (Ace): This individual has +1 Psionic Adaption, +1 Psionic Absorption, and a psionic ability of their choosing of 6 cost or lower.

2 (Mirror): This individual has +2 Psionic Adaption, and +1d10/2 Daily WIL Check Advantage.

3 (Merchant): This individual has +2 Psionic Source Education, and +3 to Research Checks.

4 (Tome): This individual has +2 Psionic Adaption, and +1d10/2 Daily Calm Check Advantage.

5 (Child): This individual has +2 Pragur Education, and +3 to Research Checks.

6 (Beast): This individual has +3 on Cunning Checks, and +2 to Jury-Rig Checks.

7 (Dream): This individual has 2 GM rolled Psionic-Variant Mutations based on their current genetics that do not alter the rest of their genes, 3 Mutative Adaption, and 3 Pollutive Adaption.

8 (Knight): This individual has +1 FP, +1 MA, and +1 on Reason Checks.

9 (Tower): This individual has +2 on Courage Checks, +2 on Learning Checks, and +1 on Morale Checks.

10 (Damsel): This individual has +2 Vitality Domain Adaption, +2 Vitality Domain Education, and +1 to Triage Checks.

11 (Ace): This individual has +1 Psionic Adaption, +1 Psionic Absorption, and a psionic ability of their choosing of 6 cost or lower.

12 (Jack): This individual has +2 Presence Domain Adaption, +2 Presence Domain Education, and +1 to Courage Checks.

13 (Queen): This individual has +2 Free Psionic Dice Pool Die Rerolls per session, and +1 to Learning Checks.

14 (King): This individual has +2 Psionic Adaption, and +1 Script Adaption.

15 (Crone): This individual has +3 on Induction Checks, and +2 to Deductive Checks.

16 (Mage): This individual has a soul-sight soul gem to use in any apparel or weapon which they must continue to use in order to keep its benefit. They may use it to gain +1d10 Daily Advantage to Observation Checks, +1d10 Daily Advantage to Specter Knowledge, and have +1 on Reason Checks during use. The individual passively sees what another fragment of the individual's soul sees or senses for 1d10 minutes, and may use that for direct communication with that fragment's host for 2d10 seconds. Soul fragment can be one part of their soul was bound to in a previous life that has become part of another soul, or if they have split part of their soul after their birth, they may use it on whoever or whatever has that fragment, whether passively or actively.

17 (Artifact): This individual gains a 'Hindbrain Helmet'. The helmet's power remains no matter how an individual alters its simple appearance, unless the blessing is lifted. The individual may spend however many Owned Personal Item points they have for the improvement of this item, as it will have the lowest possible value in each possible detail unless points are spent on it. They have +1 to Observation Checks, and +1 Psionic Adaption.

18 (Terror): This individual is born with as a chimera with its fetal twin. They have complete heterochromia, as well as any marking patterns, and hair color being split down the middle of their body. Roll 1d10. If 10, both of the character's eyes and both halves of their hair are a color not natural to their species. If 9, both of the character's eyes and one half of their hair is a color not natural to their species. If 8, one of the character's eyes and both halves of their hair are a color not natural to their species. If 7, one of the character's eyes and one half of their hair is a color not natural to their species. If 6, both of the character's eyes are a color not natural to their species. If 5, both halves of their hair are a color not natural to their species. If 4, one of the character's eyes are a color not natural to their species. If 3, half of their hair is a color not natural to their species. If 1 or 2, character has eye and hair colors natural to their species, though different from one another. The individual has the 'Shocking Visage' strange genetic trait. They have -2 to Beauty Checks, -2 to Disguise Checks when not completely covering themselves, and may spend any usued points of FP for +1d10 +1d10/2 to MA per point spent. They have a singular disassociative personality which they attribute to their fetal twin which every day has a 1d10 chance to surface for 1d10 hours.

19 (Map): This individual has an 'Illusionary Identification' item, which latches onto the mind of others to offer +3 to Disguise Checks, +1 to Charisma Checks, and +1 to Intimidate Checks.

20 (Joker): Roll 1d10. If 1 or 2, the individual has a Severe Disadvantage to WIL Checks when Psionic Abilities are used on them. If 3 or 4, the individual has +2d10 Psionic Adaption and +1 to Courage Checks. If 5, 6, or 7, the individual has a daily +1d10 Daily Advantage to WIL Checks against Adecrea, and gains the Adecrea-Influenced Genetic Trait from the interrupted influence of an Adecrea on them before they were born, giving them +1 HP and +2 to courage Checks. If 8, or 9, the individual has +1d10 Daily Advantage to WIL Checks against Pragaur, and gains the Pragur-Influenced Genetic Trait from the interrupted influence of an Pragur on them before they were born, giving them +1 FP and +2 to Morale Checks. If 10, character has +1 Psionic Adaption, +1 Spore Magic Adaption, and gains the distant Pragur-Spawn Genetic Trait as one of their distant ancestors was actually a Pragur, and they also have +1 to Learning Checks.

Stars

This Upbringing trait refers to something tied to magic or higher powered beings. Here are the default sets:

1 (Ace): This individual has +1 Faith Magic Adaption, +1 Foci Magic Absorption, and a wild magic ability of their choosing of 6 cost or lower.

2 (Mirror): This individual has +2 Wild Magic Adaption, and +1 to Calm Checks.

3 (Merchant): This individual has +2 Magic Education, and +3 to Research Checks.

4 (Tome): This individual has +1 Foci Magic Absorption, +1 Wild Magic Absorption, and +1 to Knowledge Checks.

5 (Child): This individual has +2 Numina Education, and +3 to Religion Checks.

6 (Beast): This individual has +2 Vitality Domain Adaption, +2 Flesh Domain Adaption, and +1 to First-Aid Checks.

7 (Dream): This individual has 2 GM rolled Wild Magic-Variant Mutations based on their current genetics that do not alter the rest of their genes, 3 Mutative Adaption, and 3 Pollutive Adaption.

8 (Knight): This individual has +2 MP, and +1 on Agility Checks.

9 (Tower): This individual +2 on Accuracy Checks, +1 on Charisma Checks, +1 on Stealth Checks, and +2 on Perform Checks.

10 (Damsel): This individual has +2 Morphean Domain Adaption, +2 Morphean Domain Education, and +1 to Survivalism Checks.

11 (Ace): This individual has +1 Faith Magic Adaption, +1 Foci Magic Absorption, and a wild magic ability of their choosing of 6 cost or lower.

12 (Jack): This individual has +2 Toxin Domain Adaption, +2 Toxin Domain Education, and +1 to Autopsy Checks.

13 (Queen): This individual has +1 Free Foci Magic Dice Pool Die Reroll and +1 Free Faith Magic Dice Pool Die Reroll per session, and +1 to Lore Checks.

14 (King): This individual has +1 Magic Education, +1 Faith Magic Adaption, and +1 Foci Magic Adaption.

15 (Crone): This individual has +3 to Crafting Enchantments, and +2 to Sabotaging Enchantments.

16 (Mage): This individual has an 'Arcane Exertion' tattoo on a location on their body. They gain +1 to Charisma Checks when it is exposed, and may spend any unused FP for +1d10/2 Madcap Damage to their attacks, per point of FP spent.

17 (Artifact): This individual has a 'Philacerty Focusing Chamber' in one of their domiciles. This artifact takes up an entire room, hidden either inside their domicile or to a location within its property. If a character has only a mobile domicile at start, this artifact is still stationary, but hidden on the outskirts of a city where the character last stopped as per designation by the GM. Every day this artifact will lose 1 charge unit, but may be charged once per day with each charge unit being 1 MA, 1 SP or 1 FP, but it will drain the individual down to 1 HP and 0 FP as soon as all charges are put into it for the day, and if they individual does not have any SP or MA when this happens, they will die. Once 200 charge units are stored, it artifact allows the individual or another they permit to be able to extract and store 1/20th of their current soul into an object of their designation. Should this individual or other person granted use of the artifact die, their reaper will lose a Reaper Die per philacerty that they presently have created, unless there are no Reaper Die remaining. When the individual or person granted use of the artifact dies, if they return to life, one philacerty will be destroyed.

18 (Terror): This individual was involved in an accident which embedded cursed foci crystal fragments into their body which fluctuates its spread daily for 2d10% of their body and the individual gains the 'Foci Crystal Skin' curse. They have -5 to Block Checks and -5 to Shielding Checks, and have -5 to Reason Checks and -5 to Charisma Checks with any individual that sees it exposed for the first time, as they are distracted by it. They may spend any unused EP points for +2d10 +1d10/2 FP when they begin rest, regardless of how long the rest shall become, even beyond their normal maximum, but it will not roll over beyond a day after said rest. If the spread is over 70% of their body, the character dies and the crystal fragments are on 1d10% of their body for the week if they come back to life, and will remain as such for one year after death before it fades, only to spread to the first individual that touches the corpse. Any entity may utilize those foci crystal fragments that is within 10 meters of the individual, if their WIL exceeds that of the individual.

19 (Map): This individual gains a magical map which charts out the leylines for a 200 meter diameter and up to 100 meters deep of foci materials. The individual gains +1 to Navigation Checks, and may spend any unused HP to update the map to a new area as they bleed on it.

20 (Joker): Roll 1d10. If 1 or 2, +2d10 Daily Advantage against direct magic and +1 Magic Education with the strange genetic trait 'Magical Nullifier'. If 3 or 4, character is the seventh in their family and gains the strange genetic trait 'Seventh Child', gaining +1d10/2 Daily Advantage against direct magic and +1d10/2 Daily Advantage to their own magic, and +3 Magic Education. If 5 or 6, character is the seventh in their family, with one of their parents being the seventh in their own family, gaining the strange genetic trait 'Seventh Squared Child', with a +1d10 Daily Advantage to their own magic, +1d10/2 Daily Advantage against direct magic and +2 to Magic Education. If 7, character is the seventh in their family, with both of their parents being the seventh in their own family, gaining the strange genetic trait 'Seventh Cubed Child' with a +2d10 Daily Advantage to their own magic and +1 to Magic Education. If 8 or 9, character is a grandchild of a Numina, gaining a Numina Grandchild Legacy Gene with 5 points of gene value, +1 Faith Magic Dice Pool Die Reroll per session, and +2d10 cp. If 10, character is a is a child of a Numina, gaining the Numina Offspring Legacy Gene with 10 points of gene value.

Quills

This Upbringing trait refers to something about knowledge or technology. Here are the default sets:

1 (Ace): This individual has +1 on Knowledge Checks, +1 on Memory Checks, +1 on Reasoning Checks, and +2 on Speed-Reading Checks.

2 (Mirror): This individual has +2 on Reason Checks, +2 on Diplomacy Checks, and +1 on Teaching Checks.

3 (Merchant): This individual has +2 on Research Checks, and +2d10 Daily Advantage on Research Checks.

4 (Tome): This individual has +1 Science Education, +1 Math Education, +1d10 Daily Advantage on Technology Research Checks, and +1 on Learning Checks.

5 (Child): This individual has +1 Science Education, +1 Math Education and +3 on Knowledge Checks of a field chosen at creation.

6 (Beast): This individual has +3 on Wit Checks, +1 on Cunning Checks, and +1 on Amuse Checks.

7 (Dream): This individual has 2 GM rolled Knowledge-Variant Mutations based on their current genetics that do not alter the rest of their genes, 3 Mutative Adaption, and 3 Pollutive Adaption.

8 (Knight): This individual has +2 MA, and +1 on Searching Checks.

9 (Tower): This individual has +1 on Knowledge Checks, +2 on Memory Checks, +1 on Reasoning Checks, and +1 on Depiction.

10 (Damsel): This individual has +2 Stain Domain Adaption, +2 Illuminate Domain Education, and +1 to Writing Checks.

11 (Ace): This individual has +1 on Knowledge Checks, +1 on Memory Checks, +1 on Reasoning Checks, and +2 on Speed-Reading Checks.

12 (Jack): This individual has +2 Illuminate Domain Adaption, +2 Stain Domain Education, and +1 to Speed-Reading Checks.

13 (Queen): This individual has +2 Learning Check Free Die Rolls per session, and +1 on Learning Checks.

14 (King): This individual has +2 on Knowledge Checks, +1 on Memory Checks, and +2 on Reasoning Checks.

15 (Crone): This individual has +3 to Language Learning Checks, and +1d10 Daily Advantage to Linguistics Checks.

16 (Mage): This individual has a knowledge soul gem to use in any apparel or weapon which they must continue to use in order to keep its benefit. They may use it to gain +1d10 Daily Advantage to Knowledge Checks, +1d10 Daily Advantage to Memory Checks, and have an additional +1 on Daring Checks during use.

17 (Artifact): This individual has a fabled 'Pen of Might'. On use, the individual may write automatically and create one of a few possibilities if they have ink alone or ink and blood to use with the pen on paper or flesh. The items they make will remain for one week before fading if not used, and will fade after use of the item. Roll 1d10 on use of the pen. If 1, 2 or 3, they create one 'Imparted Knowledge Parchment', having +1 on Writing Checks when using it with ink alone, and if spending any unused HP points for +1d10/2 to Writing Checks per point of HP spent. If 4 or 5, they create a 'Taming Parchment' which gives them +1 on Taming Checks if used with ink alone, and if spending any unused HP points for +1d10/2 to Taming Checks per point of HP spent. If 6 or 7, they create a 'Charmed Parchment' which gives them +1 on Charming Checks if used with ink alone, and if spending any unused HP points for +1d10/2 to Charming Checks per point of HP spent. If 8 or 9, they create a 'Forgery Guide Parchment' which gives them +1 on Forgery Checks if used with ink alone, and if spending any unused HP points for +1d10/2 to Forgery Checks per point of HP spent. If 10, they create a 'Storybook Wish Scroll' which allows the individual or other person using it to be able to convert items they no longer want that are less than 10 Owned Personal Item Points complex into other items that are of 5 Owned Personal Item Points complex or less, once per week at maximum. If rolling a 10 in that week, reroll.

18 (Terror): This individual has the strange genetic trait 'Word Devourer'. They grow feathers in their hair and their blood starts to turn dark and inky, regardless of what species or hybridization they may be. If their hands are not already clawlike, they change to such, but do not deal extra damage from this change. On touching any text item written in ink, they absorb information from the page instantly, at the cost of the page becoming blank and the ink traveling up their arms before fading away. They have +5 to Learning Checks when doing this, though ideally the individual would touch a few individual pages rather than the book as a whole, in order to absorb it quicker than reading, but not blanking the page before they retain the knowledge.

19 (Map): This individual found a soul-bound 'Questing Book' next to a corpse, and within were only ten pages, all blank except for one, which contained a question and a map that led to the current location of information the previous owner had been searching for. When the individual reached location, the page gave more detail until the character gained an answer that satisfied them about the question in the book. As a result, that page became blank once again, and the book became soul-bound to them. Any attempt of someone to write a question into the book other than the player character will have the ink or other fluid run off the pages, and any attempt to check it for information already currently in it will have it blank unless the individual is dead. Every time the character uses the book to ask a question, they gain +4 to Navigation Checks, and +1 to Learning Checks. It will not allow them to write a new question until a current question is answered, but its power will remain to aid in general as well. If the individual attempts to discard the questing book, it will return to them in the morning, regardless of whether their soul was put into another body or remains in the original. The questing book's power remains no matter how an individual alters its simple appearance, until destroyed. The individual may spend however many Owned Personal Item points they have for the improvement of this item, as it will have the lowest possible value in each possible detail unless points are spent on it.

20 (Joker): Roll 1d10 on gaining this set. If 1, the individual has amnesia at start, having -6 to Memory Checks, and -4 to Knowledge Checks, but may spend any unused MA for +2d10 +1d10/2 to Learning Checks. If 2, 3 or 4, the individual has +2 to Knowledge Checks, +2 to Memory Checks, and +1 chosen education type quality. If 5, 6, or 7, character gains +2 to Knowledge Checks, +3 to Memory Checks,. If 8, 9 or 10, character gains +3 chosen education type qualities to use on a singular or multiple education types, as well as +2 Learning.

Skulls

This Upbringing trait refers to omens that affect the individual. Here are the default sets:

1 (Ace): This individual has +1 on Agility Checks, +1 on Balance Checks, +1 on Reflex Checks, and +2 on Parkour Checks.

2 (Mirror): This individual has +2 to Nemesis Acquisition Quality, and +2 Tracking Check Rerolls per session.

3 (Merchant): This individual has +2 Domicile Quality, and +3 Curse Quality on the Domicile, which may not be sold until the curse is lifted.

4 (Tome): This individual has +3 Knowledge about Curses, and +2 Knowledge about Curse Lifting.

5 (Child): This individual has +3 Knowledge about forming Pacts, and +1 Leech Magic Source Adaption.

6 (Beast): This individual has +2 Mortis Domain Adaption, +2 Mortis Domain Education, and +1 to Strategy Checks.

7 (Dream): This individual has 2 GM rolled Atavistic-Variant Mutations based on their current genetics that do not alter the rest of their genes, 3 Mutative Adaption, and 3 Pollutive Adaption.

8 (Knight): This individual has +2 MP, and +1 on Quick-Draw Checks.

9 (Tower): This individual has +2 out of combat Dice Pool Die Rerolls per session, and +2 on Gaming Checks.

10 (Damsel): This individual has +2 Mortis Domain Adaption, +2 Swarm Domain Education, and +1 to Forage Checks.

11 (Ace): This individual has +1 on Agility Checks, +1 on Balance Checks, +1 on Reflex Checks, and +2 on Parkour Checks.

12 (Jack): This individual has +2 Rot Domain Adaption, +2 Rot Domain Education, and +1 to Stomach Checks.

13 (Queen): This individual has +2 Desperation Die Rerolls per session, and +2 on Survivalism Checks.

14 (King): This individual has +2 on Agility Checks, +1 on Balance Checks, and +2 on Reflex Checks.

15 (Crone): This individual has +1d10 Daily Advantage to Weapon Jury Rig Checks, +1d10/2 Daily Advantage to all Jury Rig Checks, and +2 on Crafting Checks.

16 (Mage): This individual has a 'Forceful Spectral Medium' tattoo on their skull. Every day the individual must choose whether to resist random specters cohabiting them at the cost of 1 SP per 1d10/2 Meditation Check boost, or to allow them to cohabit at the cost of 1 MA per 2d10 Knowledge Check boost but while hosting them they have -8 on Survivalism Checks, and -8 on Mnemonic Checks involving anything other than that specter's knowledge. Choosing to allow specters in will permit 1d10 hours per individual specter before the next comes in. Regardless of the decision, they have +1 Specter Education Quality.

17 (Artifact): This individual has a pair of 'Spectral Goggles', which gives them +1 on Observation Checks, and the ability to see invisible ectoplasm and specters as if they were visible, and thus also identify haunted items and locations with greater ease if they see bits of ectoplasm. The goggle's power remains no matter how an individual alters its simple appearance, unless the blessing is lifted. The individual may spend however many Owned Personal Item points they have for the improvement of this item, as it will have the lowest possible value in each possible detail unless points are spent on it.

18 (Terror): This individual was born with an enlarged or elongated skull compared to their species normal shape, and has narrowly survived a few near-death situations, and now has learned this accentuated their strange genetic trait 'Death Sight'. They have +3 to Diagnose Checks, and +2 to Induction Checks, allowing them to see an estimated time of death of entities that they see in a a 50 meter radius from them, given their current conditions, if they do not encounter unexpected dangers or diseases which kill them sooner.

19 (Map): This individual gains a map that guides those using it to a Lich's Philacerty, or a rift to The White Void or rift to The Forgotten Prison of Pral when the campaign starts (roll 1d10, 1-3, 4-6, 7-9, 0 for reroll respectively). They gain +5 to Navigation Checks if they move in the direction of one such location, and it will guide to the nearest one of those possibilities if they use it within 25km of one. If they are within 10 meters of it, the map will turn blank until within 25km of another. If the individual travels less than 500 meters in the direction of one of those locations in a week, they will instead have Severe Disadvantage to Navigation Checks. If the individual attempts to discard the map, it will return to them in the morning, regardless of whether their soul was put into another body or remains in the original. The map's power remains no matter how an individual alters its simple appearance, until destroyed. The individual may spend however many Owned Personal Item points they have for the improvement of this item, as it will have the lowest possible value in each possible detail unless points are spent on it.

20 (Joker): Roll 1d10. If 1, 2 or 3, the individual awakened after a large battle or catastrophe at the scene of it, having a 'current HP' of 2 at that time, one of the few survivors of the incident. Any mention of the incident causes a Severe Disadvantage against Calm Checks. If 4, 5 or 6, the individual awakened in a place of healing, one of the few survivors of a large battle or catastrophe with a 'current hp' 1/2 their maximum hp starting hp, as well having no memory of the incident up to 1d10 hours prior to being injured before it, and Severe Disadvantage to Memory Checks from anything before that event. If 7 or 8, character awakens resurrected by another at start, having no memory of 1d10 days prior to their death, and -1 HP from their 'current HP', with Severe Disadvantage against Charisma Checks. If 9 or 10, character awakens resurrected without any obvious cause with a fatal injury which is healing as they awaken, having no memory of 1d10 hours prior to their death, and -4 'current HP' which automatically heals every day until fully healed. Character gains the strange genetic trait 'Revenant', having +2 Free Desperation Die Rerolls and +1 Free Desperation Die.

Keys

This Upbringing trait refers to legacies and related quests. Here are the default sets:

1 (Ace): This individual has +1 Free LP Die per session and +2d10 au. This individual has managed to survive a few close calls without fatality, but has been injured a fair amount in life. As a result, they have taken an interest in the study of probabilities and increasing their luck, having managed to make a decent amount of money as a result, but seeks to find a way to keep lady luck in their corner…

2 (Mirror): This individual had made a fair living at producing forgeries of currency, art and other items before being driven out of town. They still had enough funds to settle down elsewhere, but will be remembered for some time in their hometown. On the open road, they travel for a while seeking a place where they can afford to start their disreputable activities again, and hear tales of items which may be of some interest to others that they believe they could make a forgery good enough to get away with it, if only they could study the item itself in person… They have +5 on Forgery Checks.

3 (Merchant): This individual has survived an dangerous situation in which their domicile was very badly damaged in the process of another individual's arson or burglary attempt. While the individual seeks to bring retribution to the criminal and recover their lost property, their immediate concern has been to properly secure their domicile against another attempt by that criminal or another, even though they ended up with a lower domicile rating as they did not yet repair the damage cosmetically. They have +5 Lock/Key Quality to utilize on their domicile.

4 (Tome): This individual was injured while trying to stop someone from stealing an item precious to them. This individual seeks to recover this precious item if it is still possible, or to bring vengeance upon the one who took it, or both if it is still intact and the person is still alive. They have +3 on Crafting Checks when making secured items, and +2 Lock/Key Quality to utilize on a singular item or +1 Lock/Key Quality each to use on two items.

5 (Child): This individual has had a life of taking beatings, but a sharp wit which has on occasion aided them with solving conundrums in their life, and helped them with their love of puzzles and riddles. This individual has heard of a challenging puzzle at an ancient human ruins which has baffled researchers for decades. The current head of the excavation has put for a bounty to any who can help them and their expedition into the next layer of the ruins, though the distance is far from the individual's hometown and the road fraught with dangers… They have +2 to Wit Checks, and +3 to Cunning Checks.

6 (Beast): This individual has spent a long time working as a scavenger, gathering up scraps of metal and other goods to make a living for themselves or to pay for their hobbies, and has learned how better to work and manipulate metal, but has also aged a bit more from various dangers and diseases related to their chosen profession or side-profession which they survived, though it has made them more vulnerable to chaotic energies. This individual has been working on creating something truly unique with their skills for some time, making many experiments which lay unfinished. They want to finish them and further learn about the art of metalworking in order to finally be able to create the majestic thing which they have difficulty describing to other individuals. This individual has +2 Metal Adaption, +2 on Salvage Checks, and +1 on Crafting Checks.

7 (Dream): This individual has 2 GM rolled Mostly Stable-Variant Mutations based on their current genetics that do not alter the rest of their genes, 2 Mutative Adaption, 1 Pollutive Adaption, -1 HP from current HP each new day, and may spend any unused EP for +1d10/2 on Survivalism Checks against Irradiate. This individual was genetically manipulated before birth through one means or another, which has given them additional abilities. However, it has also caused them some degree of pain on occasion as their genetic modification was not perfect. This individual either does not fully understand how they were modified, does not know who modified them, or does not know why they were modified, and seeks answers to one or more of those questions.

8 (Knight): This individual has been extremely lucky in life, though they have had great difficulty focusing on anything in particular for prolonged periods of time. This individual wants to improve their focus as there are opportunities which have passed them by in life due to their lack of attention. This individual has some goal in mind which luck alone has not granted them thus far, and they must master at least five skills related to their goal in order to stand a chance of succeeding in it. They have +2 Free LP Die Rerolls per session, +1 on Studying Checks, and +1 on Training Checks.

9 (Tower): This individual has spent a large portion of their life picking out details others might otherwise not notice, sometimes to the point of being distracted when they should be reacting to threats to their life. This individual has been travelling for some time, having a list of places and things they wish to see while they are still alive. They have +3 on Observation Checks, +1 on Navigation Checks, and +1 on Induction Checks.

10 (Damsel): This individual has been frequently underestimated, resulting in a fair amount of income. However, little has been personally challenging and this individual seeks to unlock their true potential, to become more powerful, and to prove themselves against the world. They have 3d10 ag, +1 on Accuracy Checks, and +1 on Charisma Checks.

11 (Ace): This individual has +1 Free LP Die per session and +2d10 au. This individual has managed to survive a few close calls without fatality, but has been injured a fair amount in life. As a result, they have taken an interest in the study of probabilities and increasing their luck, having managed to make a decent amount of money as a result, but seeks to find a way to keep lady luck in their corner…

12 (Jack): This individual has always found it more pleasing to see things nice and orderly, organized with everything in its place, and things that weren't needed removed and sold to gain more funds for things that could improve situations and places toward their idea of perfection. They are disgusted by chaotic messes, and somewhat suffer against chaotic energies as a result. This individual seeks to achieve a position where they will be able to organize a great many number of important things or to maintain order over a large area, and to be globally recognized for their work in doing so. They have +3 to Organizing Checks, and +2 to Administration Checks.

13 (Queen): This individual has spent a lot of time practicing their skill building and taking apart machinery, breaking inventions of others out of jealousy or rage at their theft of ideas, unlocking doors and locked chains in order to steal whatever they need for their own inventions or that they desperately desire. They have a bad reputation in their hometown and neighboring ones, but are unheard of outside of that portion of the continent, let alone the greater world. So far at least. But they'll show everyone, everyone! They have +2 to Sabotage Checks, +1 to Lockpicking Checks, +1 to Sleight of Hand Checks, and +1 to Crafting Checks.

14 (King): This individual has always had a bit of luck when it was needed, but who knows how long it will hold out? This individual seeks to someday win a contest of almost pure luck by learning how to sway fate in their favor. They have +2 Free LP per session and +1 Free LP Reroll per session.

15 (Crone): This individual has been raised as a thief, or came into it shortly after leaving home. One treasure has always eluded the individual's grasp, however, the heart of another thief which craves a prize so well guarded none have even known which city it has been in until after it has been moved out of it, year after year. This individual thinks that maybe the thief they adore may take notice of them, however, if they manage to pull of the theft of said item… They have +2 to Lockpicking Checks, +1 to Sleight of Hand Checks, +1 to Sneak Checks, and +1 to Charisma Checks.

16 (Mage): This individual was raised by cultists from birth with the fabled and lethal to its creators arcane tattoo 'The Chains of Eternity' applied by their parentage or other close relative. Character is unable to be scried directly by Numina, Pragur or Adecrea without the character knowing, and the character having the ability to spend any unused SP points for +1d10/2 to Camouflage Checks per point spent, against any Numina, Pragur or Adecrea, to whom they also have +1 to Charisma Checks. This individual is trying to find their place in the world, either trying to live a peaceful life despite their origins and the dangers coming from higher powers and their politics, or trying to decide which higher power or pantheon of powers that they wish to ally themselves with…

17 (Artifact): This individual found an enchanted key by an ancient skeleton one winter. Upon mumbling aloud, "What does it open?" a flashing light appeared from it before the key bound itself in the form of a tattoo on your character's dominant hand, and a shimmering portal appeared which allowed passage to an unknown structure mostly buried in rubble, signs of magical combat present, but no inhabitants or obvious exit other than the one the individual came through. Moments later, the doorway closed and your character's dominant palm bled heavily before suddenly stopping. Terrified at being alone and trapped, the individual opened the doorway again, and experienced the same pain again. It seems that the key lets them open the doorway to the structure at a great distance so long as there is enough magical power nearby to draw upon (5 FP of local magical source per 200lbs going through the doorway) and a cost of fresh blood (1 HP per use, from the bearer, plus 2 HP from nearby sources per 200lbs going through the doorway). While unburying the structure and locating where it is seems difficult, perhaps it holds even more wonders trapped away within it…

18 (Terror): This individual was born with the 'Lucky Breaks' Curse. They have +2d10 cp, and +1 Mandatory LP Reroll per session, and any time they attempt to use a lock or other mechanical device which uses tumblers, screw, springs or gears, even with a key or other proper tool, they must roll 1d10. Any roll lower than 6 and they will have -12 to Lockpicking Checks for it to open even if they have the proper key or tool, and -6 even with the proper supplies. They will also be able to spend any unused points of FP for +2d10 + 1d10/2 to Sabotage Checks. In the case of a lock, this may be beneficial toward being able to prevent one from opening it with a key, or to have it remain stuck in an open position, but in the case of a gun, for example, it may become jammed or explode. If they do not have the key or other proper tools, they may attempt to simply touch the item and roll 1d10 to determine if it breaks the way they want regardless if they roll 8 or higher, gaining a once-daily +2d10 + 1d10/2 advantage to that Sabotage Check, which may be useful for getting out of dangerous situations or into locked rooms and chests, etc. The individual has heard of a few who had this curse before and either has had terrible luck and wants to remove it at the start of the first session, or has seen some benefit to it at times, but wants to mitigate its drawbacks by finding ways to increase their luck on a consistent basis.

19 (Map): This individual found a strange stone tablet with a keyhole in it when exploring an abandoned house. Trying to lockpick it did nothing as there did not seem to be any tumblers within, but out of curiosity, they decided to try one of their own keys. Doing so, the face of the tablet lit up and then a finely detailed image shimmered on its surface that showed the door the key had belonged to. Touching the image, it rotated to show cruder details of the sights visible around the door. Pulling out the key again, the image vanished, but it could be brought up again. Each time this individual used the "Memory Map Tablet", however, their mind buzzed a bit, making it harder to concentrate, and even just carrying it they has a little difficulty concentrating in general. Carrying it with them, the individual has -2 to their current FP at the start of the day, and when using it, they have another -2 to their current FP when they attempt to use it, however, they see the image, and may spend any unused points of FP for 1d10/2 to Musing Checks. They also have +2d10 cp, +2 to Navigation Checks, and +2 to Musing Checks in general. Along with the tablet itself, they also found seven keys in the abandoned house, five of which seemed to belong to rooms in the house. As the tablet does not show more detail than what is visible from the spot of using the key itself, and the individual has difficulty figuring out where the other two keys go, however, one showed a room filled with snarling mutant beasts, and the other showing a corridor filled with mixed skeletons of dead humanoids and a few scattered weapons with them. The individual is interested in finding out what door the last two keys belong to, as well as see what uses they can make of the Memory Map Tablet as they explore the greater world.

20 (Joker): Roll 1d10. If 1,2 or 3, this individual is a refugee from another city, having a key to a family vault hidden in the land from which they came from, to which they will one day return to reclaim their heritage and help rebuild their city. They have a Severe Disadvantage to Bluff Checks. If 4, 5 or 6, character is a refugee from another continent, having a key to a family vault hidden in the land from which they came from, to which they will one day return to reclaim their heritage and attempt to fix, replace or reinstate the government that had been present before they fled their homeland. They have a Severe Disadvantage to Bluff Checks. If 7 or 8, character is a refugee from another planet in the primary realm, and as such has some difficulty on any attempt to use local knowledge or language until they learn the language. They have a Severe Disadvantage to Linguistic Checks. They either seek to one day return to their home planet to aid its remaining people in reclaiming it, or it has been destroyed and the character seeks to find a place on this planet similar enough to their previous home to settle. If 9 or 10, character has been unintentionally displaced in time from the past into the present, but evidently was never seen by history before, and is unable to return to their own time by the means that brought them to the present. They have difficulty on any attempt to use local knowledge or language until they learn the language. They have a Severe Disadvantage to Linguistic Checks. They either seek to find a way to return to their own time, or to find remnants of their life through history through objects they may have had or had similar to, and aim to build a domicile and life similar to the one they had prior.

Signs

This Upbringing trait refers to curses and related quests. Here are the default sets:

1 (Ace): This individual has +1 SP, +1 MA, and +1 to Meditation Checks. They have encountered a few circumstances that have widened their understanding of the universe, and they have sparked their curiosity to learn even more about what occurred, as well as about other strange incidents.

2 (Mirror): This individual has survived a fair amount of dangerous situations, almost always taking only minor injuries, but some in their hometown believe them to be a curse to their neighbors. The individual wants to prove that they are more than just lucky, and that they aren't cursed, exploring the greater world for a way to find proof not only for their neighbors, but for their own peace of mind. They have +1 Free RP Chance Die per day, +1 Free Combat Chance Die per day, and +1 on Dodge Checks.

3 (Merchant): This individual has an unusual domicile either built to order or purchased from an eccentric which is highly contrasting in design to the other domiciles in the neighborhood. As a result, it has a bad reputation, but may have more purpose to its design than mere fanciful diversity. What dark secret lies in its design? Few can even fathom, but the individual is either investigating or attempting to modify some part of it to change or remove a property it holds. Their domicile has +4 Domicile Quality, and while there they have +1 on Provoke Checks.

4 (Tome): This individual was within a cult they considered family for a while by choice or by being forced (roll 1d10 on which) and even though they most slain or driven away, the individual still holds some degree of curse creation skill as a result, though most tend to recognize them for their heritage or skill in most regions. They seek to better understand the cult they were raised in, to either track down the surviving cultists and aid their activities, or to try to stop their activities and help them leave the cult. They have +1 Familial Renown, and +1 Leech Magic and +1 Blood Magic Source Adaptions.

5 (Child): This individual has had a good memory for quite some time, much to their chagrin. A mysterious and tragic event occured in their past which drove them closer to insanity and retreating from the world, but they survived it. This individual now seeks to find an answer to why and how the event happened, as well as how to prevent another one from happening to themselves or others. They have +5 to Memory Checks.

6 (Beast): This individual has gained a larger understanding of the universe, but has had quite a bit of bad luck in coming to this knowledge. They to learn even more about the universe, and to teach this information as a well-respected scholar some day. They have +1 MA, +1 SP, and +1 to Teaching Checks.

7 (Dream): This individual has 2 GM rolled Unstable-Variant Mutations based on their current genetics that do not alter the rest of their genes, 2 Mutative Adaption, 1 Pollutive Adaption, -1 HP from current HP each new day, and may spend any unused FP for +1d10/2 on Research Checks against Irradiate. This individual was mutated either shortly before birth or after birth in a way which has given them more power, but these mutations have drawbacks which can harm them, and they also experience random pain each day as their body has not fully adapted due to the imperfect nature of the mutations. Character seeks to either restore their genetics to what it should be, or to stabilize their mutations so they can keep the beneficial side of them, as well as to find a place in the world where no one treats them differently due to their mutations.

8 (Knight): This individual has managed to find a way to accelerate their natural healing process, but the process causes them to face mental dangers which threaten their sanity. Character seeks to find a way to keep themselves from going insane, as well as to teach others their method of healing after they have perfected it. They have +1 to Teaching Checks when teaching medicine-related skills, and may spend any unused MA for +1d10/2 HP per point spent.

9 (Tower): This individual has been slow for all their life compared to others of their kind, and were unable to stop someone precious to them from being cursed by a malicious stranger. While the character still does not know how to break that specific curse, they have learned how to break many others, and are searching for an answer to the curse on the individual they treasure. This individual has -10 MP from their current each day, and -10 to Reflex Checks, but may spend any unused FP for +2d10 +1d10/2 on Curse Knowledge Checks.

10 (Damsel): This individual was raised by individuals who focused much of their education on the ancient world, relics, and ancient curses. As a result, they have more wisdom and more starting funds. However, they are always looking for more challenging acquisitions, the rarer and more dangerous to obtain, the better. As such, they frequently go off on sojourns that take them far from home, and have +1 to Companion Acquisition for servants in their primary domicile which aid in maintaining it and their adventuring finances and supplies. They also have +1 to Lore Checks, +1 to Daring Checks, and +1d10 +1d10/2 sum ag, and +2d10 sum cp.

11 (Ace): This individual has +1 SP, +1 MA, and +1 to Meditation Checks. They have encountered a few circumstances that have widened their understanding of the universe, and they have sparked their curiosity to learn even more about what occurred, as well as about other strange incidents.

12 (Jack): This individual has always enjoyed the freedom of creativity and diversity, preferring chaos over order. Their lifelong goal is to achieve a position of creative influence, having enough funds to educate and fund generations of artists of all mediums even after they are long dead. Not wanting to slave away in a dreary profession for the rest of their life, they have struck out into the greater world to find their fortune, refine their craft, and to meet more individuals they can call teacher, ally and friend. They have +2 to a chosen artistic skill check on character creation, +1 on Improvisation Checks, and +2 Madcap Adaption.

13 (Queen): This individual has been cursed since the age of maturation to see visions of infernal forces creating a portal to the primary realm from Thelatos and destroying the land. The location where they come out of is not one this individual has ever seen, nor do they have enough environmental cues in the visions to know the name of the place, and no one in their home region seems to recognize the place from describing it to them. They must seek out this unknown location and try to stop the infernal invasion, lest they continue to be haunted by the vision at times the vision will be too distracting. In addition, for every time the character attempts to resist the vision and fails, they lose 1 HP. They may, however, spend any unused MA for +1d10/2 on Deduction Checks per point spent.

14 (King): This individual has learned a great deal about the larger universe, though at times they felt saddened that few others shared an interest in such things in their hometown. Seeking more friends and more knowledge of the larger universe, they set out on a journey… They have +2 SP, and +1 on Calm Checks.

15 (Crone): This individual has encountered both Pragur and Adecrea artifacts which resulted in losing sanity for period of time, but slowly they built up a small resistance to their influence. Not wanting others to face the same terrors they had, the character seeks to find and destroy any artifacts tied to the Pragur and Adecrea, as well as close any rifts to their prisons. They have +2 Free Skill Die to Survivalism Checks against Adecrea and Pragur each, and +1 to Bluff Checks.

16 (Mage): This individual is cursed with a 'Forceful Revisitations' Soul Gem embedded in the back of their skull. Every day, this individual must attempt a Calm Check if choosing to resist memories and personality shift from their own past, that of someone they share a soul fragment with, or a past life part of their soul belonged to, as per GM discretion. On failure, they lose 1 from their Calm Check for the day. This individual may spend any unused MA for +1d10/2 to Calm Checks. If they succeed on an initial check, they are safe for the day from its effects. If they succeed on a non-initial check, then they are altered for that period of time to slightly more resemble that personality from the initial to that success, and must perform a calm check any time they try to do something that other personality might not want to do (discuss with GM on details of possible personalities to come forth, though GM may use additional ones beyond those discussed as those are simply the ones the individual is aware of at present). This individual is unable to remove the accursed gem and though they are seeking out a way to have the soul gem either removed permanently or to have it altered to be more controllable, thus far it has returned despite all methods to separate from it, including even continuation after death or moving to another body if such had occurred.

17 (Artifact): This individual has a combination vambrace and rerebrace known as "Spellspark's Bane" in their starting inventory, which uses three upper limb slots. The Spellspark's Bane's power remains no matter how an individual alters its simple appearance, unless the blessing is lifted. The individual may spend however many Owned Personal Item points they have for the improvement of this item, as it will have the lowest possible value in each possible detail unless points are spent on it. They gain +1 Free LP Die per session to use against direct magical attempts aimed at them or the area they are within. This item has space for six foci crystals set in its back, an attached blade with circuitry paths etched onto its sides, a small four-shot gun, and a 10 meter grappling gun capable of holding 200 kg of weight. They have +1 to Accuracy Checks, +1 to Quick-Draw checks, and +1 to Climbing Checks. This individual aims to find and destroy all those who would wield magic for ill purposes, whether out of some great trauma in their life or a sense of justice in such a focused area.

18 (Terror): This individual was born on a day when a strange omen (such as a red lunar eclipse) occurred during a drought or blizzard-filled winter. A massive earthquake ripped through the region, killing hundreds, including at least two people close to them. A magical rift roared upward through the area, enveloping the individual at a young age, imbuing them with a strange and potent natural curse trait, 'Deathly Accursed Child'. This individual gains +1 LP every day, and may spend any unused SP for +1d10/2 FP even beyond their max, but anyone whom they have a relationship level of 5 or higher suffers a 1d10 chance of disaster striking them every day they are within 1 km of the character. They have had multiple extended family members and friends die in their life and they came to realize they are cursed. As such, they try to keep from getting too close to anyone, as well as trying to seek out a way to remove this curse. Their journeys have led them to hear tales of five others across history who were born with this curse, the latest of which committed suicide and a famine struck that region for the next two years. Of the four others, little is known in their own country, as the cursed historical people moved out of the country into the greater world. This individual has left their own country seeking more information and a possible cure.

19 (Map): This individual gains a 'Darkened Soul Compass' which costs points to the nearest strongly malevolent soul with +1 to Navigation Checks toward them. Per point of SP spent, it will grant +1d10/2 to Deduction Checks used to a predicted cause of the next catastrophe in the region. This individual either seeks to put an end to the malevolent soul or cause of the next catastrophe in their journeys, having heard of a predicted danger some distance away that affects the entire world, or they will seek to sway the individual against causing the danger.

20 (Joker): Roll 1d10. If 1, this individual was dragged into Thelatos for 1d10 years sometime in their past, before escaping to another realm, the one they are in currently or perhaps another (roll 1d10 on which). They gain +1 SP, +2 Thelatos Education, and +1 Ember Adaption. They feel a strong compulsion to prove themselves worthy of their new home, as well as get justice for the terrors they had to go through in Thelatos. If 2, this individual fell into Mazek for 1d10 years sometime in their past, before escaping to another realm, the one they are in currently or perhaps another (roll 1d10 on which). They gain +1MA, +2 Mazek Education, and +1 to Reason Checks. They feel a strong compulsion to get prove themselves worthy of their new home, as well as solve the mysteries of Mazek. If 3, this individual awoke in Feluk after being asleep there for 1d10 years sometime in their past, then left to another realm, the one they are in currently or perhaps another (roll 1d10 on which). They gain +2 Feluk Education, and +2d10 sum au. They feel a strong compulsion to get prove themselves worthy of their new home, as well as to help the Bodel population increase, having learned much of their contributions to the realms. If 4, this individual was dragged into Pral for 1d10 years sometime in their past, then left to another realm, the one they are in currently or perhaps another (roll 1d10 on which). They gain +1 SP, +1 Pral Education, +1 Pragur Education, and +1 to Survivalism Checks. They feel a strong compulsion to get prove themselves worthy of their new home, as well as to one day free the Pragur. If 5, this individual wandered into Tirae for 1d10 years sometime in their past, then left to another realm, the one they are in currently or perhaps another (roll 1d10 on which). They gain +1 FP, +1 Tire Education, +1 Knowledge of The Mad Court, and +1 Madcap Adaption. They feel a strong compulsion to get prove themselves worthy of their new home, as well as to one day serve Queen Mab directly. If 6, this individual wandered into Jahneer for 1d10 years sometime in their past, then left to another realm, the one they are in currently or perhaps another (roll 1d10 on which). They gain +1 SP, +1 Jahneer Education, +1 Knowledge of Derenjin, and +1 Morphean Adaption. They feel a strong compulsion to get prove themselves worthy of their new home, as well as to one day free a relative from a poorly-phrased wish's result. If 7, this individual fell into The Silicon Fields for 1d10 years sometime in their past, then left to another realm, the one they are in currently or perhaps another (roll 1d10 on which). They gain +1 MA, +1 Silicon Fields Education, +1 Electricity Adaption, and +1 Metal Adaption. They feel a strong compulsion to get prove themselves worthy of their new home, as well as to one day elevate their hometown to the level of technology they have seen in The Silicon Fields. If 8, this individual drifted into Quantil for 1d10 years sometime in their past, then left to another realm, the one they are in currently or perhaps another (roll 1d10 on which). They gain +1 FP, +2 Quantil Education, and +1 Flow Adaption. They feel a strong compulsion to get prove themselves worthy of their new home, as well as to one day sail its seas again in search of a lost ship rumored to have a large amount of treasure in it. If 9, this individual was granted access to Ragsendi for 1d10 years sometime in their past, then left to another realm, the one they are in currently or perhaps another (roll 1d10 on which). They gain +1 SP, +1 Ragsendi Education, +1 Illuminate Adaption, and +1 Breath Adaption. They feel a strong compulsion to get prove themselves worthy of their new home, as well as to one day help others earn the privilege of entering Ragsendi while alive. If 10, this individual was lost in The Somnium Bleed for 1d10 years sometime in their past, then left to another realm, the one they are in currently or perhaps another (roll 1d10 on which). They gain +1 MA, +1 Somnium Bleed Education, +1 Morphean Adaption, and +1 to Meditation Checks. They feel a strong compulsion to get prove themselves worthy of their new home, as well as to one day face the embodiment of a personal nightmare and defeat it in The Somnium Bleed.

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