Some of the descriptions may be a little vague because the mechanics for them aren't ironed out. Overall, what do you think?
Qualities
Qualities
are aspects of the character that are intrinsic to the character.
They represent inborn characteristics, such as being resistant to
illness or keen vision. They may also represent the effects of life
on the character, being such things as wisdom or the ability to
withstand hardship.
At
generation the player randomly determines the character's starting
Quality. This is rolled on the Quality Table, and is the only time
the character may gain the Qualities on that table. If the player is
willing to risk a roll on the Flaw table, he may either: Select his
character's Quality –OR– Roll twice on the Quality Table. The
decision to risk the Flaw Table must be made before rolling on the
Quality Table. Thereafter, at every 3rd
level, the player selects a new Quality. There is no table or list.
The player is free to devise any Quality he desires, with referee
approval. The only restriction is that the new Quality can not mimic
one of the Qualities on the Quality Table. The Qualities on that
table represent inborn aspects of the character and are not things
that the character will naturally develop as the campaign progresses.
Description
of Qualities and Flaws
Qualities
Attuned
If
the character is a magician this Quality will provide some sort of
benefit to casting. If the character is an adventurer, he is able to
learn magic, albeit at great difficulty.
Born
Leader
This
character is able to inspire followers and hirelings. If given time
to analyze a tactical situation and formulate a plan, he is able to
provide other benefits to his “side”.
Chosen
This
character enjoys a close relationship with a higher power. The player
may choose to either: Be able to heal 1 wound per level per day –OR–
have a –1 bonus to all saving throws.
Steady
Hands
The
character enjoys a –2 benefit to all rolls involving manual
dexterity, such as picking locks or pockets, gem cutting, or playing
a musical instrument.
Icy
Veins
This
character is virtually fearless in the face of things that would
break lesser men. –2 to saving throws vs fear effects. He also
never suffers any penalties for having to perform any activities
under stress.
Iron
Will
This
character receives a –2 bonus to saving throws vs any and all mind
altering effects.
Keen
Hearing
–2
bonus to any rolls to hear things, actively or passively.
Keen
Vision
The
character's range of vision and visual acuity is increased by 50%.
Lightning
Reflexes
The
character receives a +2 bonus on initiative rolls. Additionally, any
initiative ties automatically go to this character.
Silky
Voice
The
nature of this character's voice grants a –2 bonus to any roll
involving the voice, singing, oratory, bargaining, lying, bluffing,
seduction, etc.
Tough
This
character receives a –2 bonus to saving throws vs poisons or other
physical depridations. He also increases his wounds total by 3.
Unnatural
Grace
On
any roll involving balance or grace this character receives a –2
bonus.
Flaws
Savagry
This character is unable to simply take prisoners or be content
with besting a foe. Only blood will do.
Poor Vision/Hearing
Randomly determine which. Character suffers a +2 penalty to rolls
associated with the Poor sense.
Dim-witted
The character suffers a +2 penalty to any roll associated with
intelligence, memory, or reasoning. Character may not cast magic.
Clumsy
The character suffers a +2 penalty to any roll associated with
balance or manual dexterity.
Frail
The character suffers a +2 penalty to any roll associated with
physical conditions such as disease or poison.
Gullible
The character suffers a +2 penalty to any roll associated with
mind altering effects.
Timid
The character suffers a –1 penalty to Initiative, as well as a
+2 to saving throws vs fear effects.
Inept
This character is unable to cast spells and may not use any magic
item that operates on the wielder's person (potions, for example) or
spells that require command.
Abandoned
This character is bereft of the gods. Healing magics are less
effective on this character.
Troubling Countenance
This character has an unseemly aura. Any rolls involving personal
interaction suffer a +2 penalty.
Slow
Character's MV is -1, and Initiative rolls are -1.
Slight Frame
Character
suffers a +2 penalty to any rolls related to physical strength.