# CVS $Revision: 12290 $ $Author: eddyanthony $ -- Fri Jun 25 21:36:33 2010 -- reformated by prettylst.pl v1.39 (build 11455)
SOURCELONG:Distinctions and Demerits	SOURCESHORT:DistDemerit	SOURCEWEB:http://enworld.rpgnow.com/product_info.php?products_id=18645&it=1	SOURCEDATE:2004-11
#Original Entry by: Andrew Maitland

# Distinctions List / Base Groups
# Ability Name			Unique Key					Category of Ability		Type			Description																																																																																																																																																																																																																																																																																																																																																																																																																	Multiple?	Choose								Cost		Source Page		Description of the Benefits
Allure / Distinction / 0	KEY:Dist_Allure_0				CATEGORY:Special Ability	TYPE:Distinctions	DESC:may be based on appearance, strange auras, pheromones - or what-have-you - but the effect is identical; the character attracts a variety of potential romantic partners. This is a distinction if it works when you want it to																																																																																																																																																																																																																																																																																																																																																																													MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:0	SOURCEPAGE:p.4	BENEFIT:See Text.
Allure / Distinction / 1	KEY:Dist_Allure_1				CATEGORY:Special Ability	TYPE:Distinctions	DESC:may be based on appearance, strange auras, pheromones - or what-have-you - but the effect is identical; the character attracts a variety of potential romantic partners. This is a distinction if it works when you want it to																																																																																																																																																																																																																																																																																																																																																																													MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.4	BENEFIT:See Text.
Allure / Distinction / 2	KEY:Dist_Allure_2				CATEGORY:Special Ability	TYPE:Distinctions	DESC:may be based on appearance, strange auras, pheromones - or what-have-you - but the effect is identical; the character attracts a variety of potential romantic partners. This is a distinction if it works when you want it to																																																																																																																																																																																																																																																																																																																																																																													MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.4	BENEFIT:See Text.
Allure / Distinction / 3	KEY:Dist_Allure_3				CATEGORY:Special Ability	TYPE:Distinctions	DESC:may be based on appearance, strange auras, pheromones - or what-have-you - but the effect is identical; the character attracts a variety of potential romantic partners. This is a distinction if it works when you want it to																																																																																																																																																																																																																																																																																																																																																																													MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.4	BENEFIT:See Text.
Allure / Distinction / 4	KEY:Dist_Allure_4				CATEGORY:Special Ability	TYPE:Distinctions	DESC:may be based on appearance, strange auras, pheromones - or what-have-you - but the effect is identical; the character attracts a variety of potential romantic partners. This is a distinction if it works when you want it to																																																																																																																																																																																																																																																																																																																																																																													MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.4	BENEFIT:See Text.
Allure / Distinction / 5	KEY:Dist_Allure_5				CATEGORY:Special Ability	TYPE:Distinctions	DESC:may be based on appearance, strange auras, pheromones - or what-have-you - but the effect is identical; the character attracts a variety of potential romantic partners. This is a distinction if it works when you want it to																																																																																																																																																																																																																																																																																																																																																																													MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:5	SOURCEPAGE:p.4	BENEFIT:See Text.
#
Attunements / 0			KEY:Dist_Attune_0				CATEGORY:Special Ability	TYPE:Distinctions	DESC:modify how magic “works” for a character. Common variants include having to study before you go to sleep rather then after - although you still must get enough sleep to fully empower those spells - regaining mana at some time other then the usual in a mana-based system, “attunement” to a specific spell (Allowing you to cast it as if it was one level lower), an inability to give up your personal energies to make magic items, learning an extra rune or spell, having a unique “flourish” or “signature” that appears in all your spells - or perhaps only when you want it to - having to sing your spells when you’re not a bard of some sort, being able to get a “natural” power boost in some specific situation (Whenever you use a pinch of ruby dust, whenever Sagittarius is ascendent, etcetera), working your magics thru spirits who can be persuaded to make minor adjustments in the spells but sometimes aren’t entirely reliable, being able to boost your effective casting level by taking extra time, performing all of your verbal components with a harmonica, being dependent on a talisman to wield some of your powers, using an exotic magical style, having the ability to change your spell selections a bit more quickly then usual, being a “vessel” of mana in spell point based systems, (Some can simply transfer it to other people, others can be drained by any skilled mage who touches them), only gaining a portion of the usual spells after you sleep and study - or mana whenever it’s regained - being able to draw on extra mana or spells for a minute or so around that time, being a “spell vampire”, who does not gain spells normally but must drain them from other spellcasters, being unusually bad (or good) at magics in a particular school, the ability to “supercharge” a spell once a day, getting too much mana or too many spells when they’re renewed (And causing random effects or problems unless precautions are taken), or losing spells or mana slowly through the day regardless of whether or not you expend them. Obviously enough, most of this doesn’t mean much unless you’re a spellcaster. Affinities affect your ability to use particular types of magic items; you may have trouble with wands, or be able to make unusually good use of them, find that magical weapons do not function for you, or that scrying devices will occasionally grant you glimpses of things far beyond their usual limits.	MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:0	SOURCEPAGE:p.4	BENEFIT:See Text.
Attunements / 1			KEY:Dist_Attune_1				CATEGORY:Special Ability	TYPE:Distinctions	DESC:modify how magic “works” for a character. Common variants include having to study before you go to sleep rather then after - although you still must get enough sleep to fully empower those spells - regaining mana at some time other then the usual in a mana-based system, “attunement” to a specific spell (Allowing you to cast it as if it was one level lower), an inability to give up your personal energies to make magic items, learning an extra rune or spell, having a unique “flourish” or “signature” that appears in all your spells - or perhaps only when you want it to - having to sing your spells when you’re not a bard of some sort, being able to get a “natural” power boost in some specific situation (Whenever you use a pinch of ruby dust, whenever Sagittarius is ascendent, etcetera), working your magics thru spirits who can be persuaded to make minor adjustments in the spells but sometimes aren’t entirely reliable, being able to boost your effective casting level by taking extra time, performing all of your verbal components with a harmonica, being dependent on a talisman to wield some of your powers, using an exotic magical style, having the ability to change your spell selections a bit more quickly then usual, being a “vessel” of mana in spell point based systems, (Some can simply transfer it to other people, others can be drained by any skilled mage who touches them), only gaining a portion of the usual spells after you sleep and study - or mana whenever it’s regained - being able to draw on extra mana or spells for a minute or so around that time, being a “spell vampire”, who does not gain spells normally but must drain them from other spellcasters, being unusually bad (or good) at magics in a particular school, the ability to “supercharge” a spell once a day, getting too much mana or too many spells when they’re renewed (And causing random effects or problems unless precautions are taken), or losing spells or mana slowly through the day regardless of whether or not you expend them. Obviously enough, most of this doesn’t mean much unless you’re a spellcaster. Affinities affect your ability to use particular types of magic items; you may have trouble with wands, or be able to make unusually good use of them, find that magical weapons do not function for you, or that scrying devices will occasionally grant you glimpses of things far beyond their usual limits.	MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.4	BENEFIT:See Text.
Attunements / 2			KEY:Dist_Attune_2				CATEGORY:Special Ability	TYPE:Distinctions	DESC:modify how magic “works” for a character. Common variants include having to study before you go to sleep rather then after - although you still must get enough sleep to fully empower those spells - regaining mana at some time other then the usual in a mana-based system, “attunement” to a specific spell (Allowing you to cast it as if it was one level lower), an inability to give up your personal energies to make magic items, learning an extra rune or spell, having a unique “flourish” or “signature” that appears in all your spells - or perhaps only when you want it to - having to sing your spells when you’re not a bard of some sort, being able to get a “natural” power boost in some specific situation (Whenever you use a pinch of ruby dust, whenever Sagittarius is ascendent, etcetera), working your magics thru spirits who can be persuaded to make minor adjustments in the spells but sometimes aren’t entirely reliable, being able to boost your effective casting level by taking extra time, performing all of your verbal components with a harmonica, being dependent on a talisman to wield some of your powers, using an exotic magical style, having the ability to change your spell selections a bit more quickly then usual, being a “vessel” of mana in spell point based systems, (Some can simply transfer it to other people, others can be drained by any skilled mage who touches them), only gaining a portion of the usual spells after you sleep and study - or mana whenever it’s regained - being able to draw on extra mana or spells for a minute or so around that time, being a “spell vampire”, who does not gain spells normally but must drain them from other spellcasters, being unusually bad (or good) at magics in a particular school, the ability to “supercharge” a spell once a day, getting too much mana or too many spells when they’re renewed (And causing random effects or problems unless precautions are taken), or losing spells or mana slowly through the day regardless of whether or not you expend them. Obviously enough, most of this doesn’t mean much unless you’re a spellcaster. Affinities affect your ability to use particular types of magic items; you may have trouble with wands, or be able to make unusually good use of them, find that magical weapons do not function for you, or that scrying devices will occasionally grant you glimpses of things far beyond their usual limits.	MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.4	BENEFIT:See Text.
Attunements / 3			KEY:Dist_Attune_3				CATEGORY:Special Ability	TYPE:Distinctions	DESC:modify how magic “works” for a character. Common variants include having to study before you go to sleep rather then after - although you still must get enough sleep to fully empower those spells - regaining mana at some time other then the usual in a mana-based system, “attunement” to a specific spell (Allowing you to cast it as if it was one level lower), an inability to give up your personal energies to make magic items, learning an extra rune or spell, having a unique “flourish” or “signature” that appears in all your spells - or perhaps only when you want it to - having to sing your spells when you’re not a bard of some sort, being able to get a “natural” power boost in some specific situation (Whenever you use a pinch of ruby dust, whenever Sagittarius is ascendent, etcetera), working your magics thru spirits who can be persuaded to make minor adjustments in the spells but sometimes aren’t entirely reliable, being able to boost your effective casting level by taking extra time, performing all of your verbal components with a harmonica, being dependent on a talisman to wield some of your powers, using an exotic magical style, having the ability to change your spell selections a bit more quickly then usual, being a “vessel” of mana in spell point based systems, (Some can simply transfer it to other people, others can be drained by any skilled mage who touches them), only gaining a portion of the usual spells after you sleep and study - or mana whenever it’s regained - being able to draw on extra mana or spells for a minute or so around that time, being a “spell vampire”, who does not gain spells normally but must drain them from other spellcasters, being unusually bad (or good) at magics in a particular school, the ability to “supercharge” a spell once a day, getting too much mana or too many spells when they’re renewed (And causing random effects or problems unless precautions are taken), or losing spells or mana slowly through the day regardless of whether or not you expend them. Obviously enough, most of this doesn’t mean much unless you’re a spellcaster. Affinities affect your ability to use particular types of magic items; you may have trouble with wands, or be able to make unusually good use of them, find that magical weapons do not function for you, or that scrying devices will occasionally grant you glimpses of things far beyond their usual limits.	MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.4	BENEFIT:See Text.
Attunements / 4			KEY:Dist_Attune_4				CATEGORY:Special Ability	TYPE:Distinctions	DESC:modify how magic “works” for a character. Common variants include having to study before you go to sleep rather then after - although you still must get enough sleep to fully empower those spells - regaining mana at some time other then the usual in a mana-based system, “attunement” to a specific spell (Allowing you to cast it as if it was one level lower), an inability to give up your personal energies to make magic items, learning an extra rune or spell, having a unique “flourish” or “signature” that appears in all your spells - or perhaps only when you want it to - having to sing your spells when you’re not a bard of some sort, being able to get a “natural” power boost in some specific situation (Whenever you use a pinch of ruby dust, whenever Sagittarius is ascendent, etcetera), working your magics thru spirits who can be persuaded to make minor adjustments in the spells but sometimes aren’t entirely reliable, being able to boost your effective casting level by taking extra time, performing all of your verbal components with a harmonica, being dependent on a talisman to wield some of your powers, using an exotic magical style, having the ability to change your spell selections a bit more quickly then usual, being a “vessel” of mana in spell point based systems, (Some can simply transfer it to other people, others can be drained by any skilled mage who touches them), only gaining a portion of the usual spells after you sleep and study - or mana whenever it’s regained - being able to draw on extra mana or spells for a minute or so around that time, being a “spell vampire”, who does not gain spells normally but must drain them from other spellcasters, being unusually bad (or good) at magics in a particular school, the ability to “supercharge” a spell once a day, getting too much mana or too many spells when they’re renewed (And causing random effects or problems unless precautions are taken), or losing spells or mana slowly through the day regardless of whether or not you expend them. Obviously enough, most of this doesn’t mean much unless you’re a spellcaster. Affinities affect your ability to use particular types of magic items; you may have trouble with wands, or be able to make unusually good use of them, find that magical weapons do not function for you, or that scrying devices will occasionally grant you glimpses of things far beyond their usual limits.	MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.4	BENEFIT:See Text.
Attunements / 5			KEY:Dist_Attune_5				CATEGORY:Special Ability	TYPE:Distinctions	DESC:modify how magic “works” for a character. Common variants include having to study before you go to sleep rather then after - although you still must get enough sleep to fully empower those spells - regaining mana at some time other then the usual in a mana-based system, “attunement” to a specific spell (Allowing you to cast it as if it was one level lower), an inability to give up your personal energies to make magic items, learning an extra rune or spell, having a unique “flourish” or “signature” that appears in all your spells - or perhaps only when you want it to - having to sing your spells when you’re not a bard of some sort, being able to get a “natural” power boost in some specific situation (Whenever you use a pinch of ruby dust, whenever Sagittarius is ascendent, etcetera), working your magics thru spirits who can be persuaded to make minor adjustments in the spells but sometimes aren’t entirely reliable, being able to boost your effective casting level by taking extra time, performing all of your verbal components with a harmonica, being dependent on a talisman to wield some of your powers, using an exotic magical style, having the ability to change your spell selections a bit more quickly then usual, being a “vessel” of mana in spell point based systems, (Some can simply transfer it to other people, others can be drained by any skilled mage who touches them), only gaining a portion of the usual spells after you sleep and study - or mana whenever it’s regained - being able to draw on extra mana or spells for a minute or so around that time, being a “spell vampire”, who does not gain spells normally but must drain them from other spellcasters, being unusually bad (or good) at magics in a particular school, the ability to “supercharge” a spell once a day, getting too much mana or too many spells when they’re renewed (And causing random effects or problems unless precautions are taken), or losing spells or mana slowly through the day regardless of whether or not you expend them. Obviously enough, most of this doesn’t mean much unless you’re a spellcaster. Affinities affect your ability to use particular types of magic items; you may have trouble with wands, or be able to make unusually good use of them, find that magical weapons do not function for you, or that scrying devices will occasionally grant you glimpses of things far beyond their usual limits.	MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:5	SOURCEPAGE:p.4	BENEFIT:See Text.
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Authority / 0			KEY:Dist_Authority_0			CATEGORY:Special Ability	TYPE:Distinctions	DESC:is only within a particular area or group, and usually only applies to a limited set of situations. Examples include being a policeman, “Having the High Justice” (The right to sit in judgement and issue death sentences), a military command of some sort, holding some government office, being a minor mob boss, getting put in charge of issuing licenses for the use of magic in a city, and any other social position that gives you some form of control over events which doesn’t rely on personal power.																																																																																																																																																																																																																																																																																																																														MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:0	SOURCEPAGE:p.5	BENEFIT:See Text.
Authority / 1			KEY:Dist_Authority_1			CATEGORY:Special Ability	TYPE:Distinctions	DESC:is only within a particular area or group, and usually only applies to a limited set of situations. Examples include being a policeman, “Having the High Justice” (The right to sit in judgement and issue death sentences), a military command of some sort, holding some government office, being a minor mob boss, getting put in charge of issuing licenses for the use of magic in a city, and any other social position that gives you some form of control over events which doesn’t rely on personal power.																																																																																																																																																																																																																																																																																																																														MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.5	BENEFIT:See Text.
Authority / 2			KEY:Dist_Authority_2			CATEGORY:Special Ability	TYPE:Distinctions	DESC:is only within a particular area or group, and usually only applies to a limited set of situations. Examples include being a policeman, “Having the High Justice” (The right to sit in judgement and issue death sentences), a military command of some sort, holding some government office, being a minor mob boss, getting put in charge of issuing licenses for the use of magic in a city, and any other social position that gives you some form of control over events which doesn’t rely on personal power.																																																																																																																																																																																																																																																																																																																														MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.5	BENEFIT:See Text.
Authority / 3			KEY:Dist_Authority_3			CATEGORY:Special Ability	TYPE:Distinctions	DESC:is only within a particular area or group, and usually only applies to a limited set of situations. Examples include being a policeman, “Having the High Justice” (The right to sit in judgement and issue death sentences), a military command of some sort, holding some government office, being a minor mob boss, getting put in charge of issuing licenses for the use of magic in a city, and any other social position that gives you some form of control over events which doesn’t rely on personal power.																																																																																																																																																																																																																																																																																																																														MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.5	BENEFIT:See Text.
Authority / 4			KEY:Dist_Authority_4			CATEGORY:Special Ability	TYPE:Distinctions	DESC:is only within a particular area or group, and usually only applies to a limited set of situations. Examples include being a policeman, “Having the High Justice” (The right to sit in judgement and issue death sentences), a military command of some sort, holding some government office, being a minor mob boss, getting put in charge of issuing licenses for the use of magic in a city, and any other social position that gives you some form of control over events which doesn’t rely on personal power.																																																																																																																																																																																																																																																																																																																														MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.5	BENEFIT:See Text.
Authority / 5			KEY:Dist_Authority_5			CATEGORY:Special Ability	TYPE:Distinctions	DESC:is only within a particular area or group, and usually only applies to a limited set of situations. Examples include being a policeman, “Having the High Justice” (The right to sit in judgement and issue death sentences), a military command of some sort, holding some government office, being a minor mob boss, getting put in charge of issuing licenses for the use of magic in a city, and any other social position that gives you some form of control over events which doesn’t rely on personal power.																																																																																																																																																																																																																																																																																																																														MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:5	SOURCEPAGE:p.5	BENEFIT:See Text.
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Authority / Influence / 0	KEY:Dist_Authority ~ Influence_0	CATEGORY:Special Ability	TYPE:Distinctions	DESC:where you can manipulate whoever - or perhaps whatever - is in control of something to some extent is a simply a lesser form of Authority. Influences are often much stranger then Authority; merchants may influence trade policy and the general prosperity of the city, a druid might have the ear of the local air and water elementals, and so be able to influence - but not “control”- the weather.																																																																																																																																																																																																																																																																																																																																																MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:0	SOURCEPAGE:p.5	BENEFIT:See Text.
Authority / Influence / 1	KEY:Dist_Authority ~ Influence_1	CATEGORY:Special Ability	TYPE:Distinctions	DESC:where you can manipulate whoever - or perhaps whatever - is in control of something to some extent is a simply a lesser form of Authority. Influences are often much stranger then Authority; merchants may influence trade policy and the general prosperity of the city, a druid might have the ear of the local air and water elementals, and so be able to influence - but not “control”- the weather.																																																																																																																																																																																																																																																																																																																																																MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.5	BENEFIT:See Text.
Authority / Influence / 2	KEY:Dist_Authority ~ Influence_2	CATEGORY:Special Ability	TYPE:Distinctions	DESC:where you can manipulate whoever - or perhaps whatever - is in control of something to some extent is a simply a lesser form of Authority. Influences are often much stranger then Authority; merchants may influence trade policy and the general prosperity of the city, a druid might have the ear of the local air and water elementals, and so be able to influence - but not “control”- the weather.																																																																																																																																																																																																																																																																																																																																																MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.5	BENEFIT:See Text.
Authority / Influence / 3	KEY:Dist_Authority ~ Influence_3	CATEGORY:Special Ability	TYPE:Distinctions	DESC:where you can manipulate whoever - or perhaps whatever - is in control of something to some extent is a simply a lesser form of Authority. Influences are often much stranger then Authority; merchants may influence trade policy and the general prosperity of the city, a druid might have the ear of the local air and water elementals, and so be able to influence - but not “control”- the weather.																																																																																																																																																																																																																																																																																																																																																MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.5	BENEFIT:See Text.
Authority / Influence / 4	KEY:Dist_Authority ~ Influence_4	CATEGORY:Special Ability	TYPE:Distinctions	DESC:where you can manipulate whoever - or perhaps whatever - is in control of something to some extent is a simply a lesser form of Authority. Influences are often much stranger then Authority; merchants may influence trade policy and the general prosperity of the city, a druid might have the ear of the local air and water elementals, and so be able to influence - but not “control”- the weather.																																																																																																																																																																																																																																																																																																																																																MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.5	BENEFIT:See Text.
Authority / Influence / 5	KEY:Dist_Authority ~ Influence_5	CATEGORY:Special Ability	TYPE:Distinctions	DESC:where you can manipulate whoever - or perhaps whatever - is in control of something to some extent is a simply a lesser form of Authority. Influences are often much stranger then Authority; merchants may influence trade policy and the general prosperity of the city, a druid might have the ear of the local air and water elementals, and so be able to influence - but not “control”- the weather.																																																																																																																																																																																																																																																																																																																																																MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:5	SOURCEPAGE:p.5	BENEFIT:See Text.
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Backgrounds / 0			KEY:Dist_Backgrounds_0			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are things like; “Father was a fisherman and he used to take me out with him sometimes before I was apprenticed out”. They’re normally only taken during character creation, game masters may occasionally allow it later on if it doesn’t conflict with the existing backstory. They normally provide basic (+4) competence in two relevant, if nonadventurous, skills (Generally in “Craft”, “Profession”, or “Area Knowledge”) and a few basic local contacts. Backgrounds like “I’m the son of a pirate king” tend to cost more - and often require buying some other perks to back them up. The “Classical Education” background is a common variant (implying a fair knowledge of literature, possibly knowing a dead - and mostly useless - language or two, and either some theology or whatever passes for “general science” in the setting. Sadly, much of this information may be wrong, and almost none of it is practical). Other educational backgrounds may be considerably more practical - and more expensive. More unusual backgrounds are also straightforward, although they usually cost three or four distinction points. You’ll probably have to come up with a character history to be able to get one - but if you want to have an odd character class from 2000 miles away, hail from another world entirely, or to have been raised by wolves, then this is the distinction for you.																																																																																																																																																																															MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:0	SOURCEPAGE:p.5	BENEFIT:See Text.
Backgrounds / 1			KEY:Dist_Backgrounds_1			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are things like; “Father was a fisherman and he used to take me out with him sometimes before I was apprenticed out”. They’re normally only taken during character creation, game masters may occasionally allow it later on if it doesn’t conflict with the existing backstory. They normally provide basic (+4) competence in two relevant, if nonadventurous, skills (Generally in “Craft”, “Profession”, or “Area Knowledge”) and a few basic local contacts. Backgrounds like “I’m the son of a pirate king” tend to cost more - and often require buying some other perks to back them up. The “Classical Education” background is a common variant (implying a fair knowledge of literature, possibly knowing a dead - and mostly useless - language or two, and either some theology or whatever passes for “general science” in the setting. Sadly, much of this information may be wrong, and almost none of it is practical). Other educational backgrounds may be considerably more practical - and more expensive. More unusual backgrounds are also straightforward, although they usually cost three or four distinction points. You’ll probably have to come up with a character history to be able to get one - but if you want to have an odd character class from 2000 miles away, hail from another world entirely, or to have been raised by wolves, then this is the distinction for you.																																																																																																																																																																															MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.5	BENEFIT:See Text.
Backgrounds / 2			KEY:Dist_Backgrounds_2			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are things like; “Father was a fisherman and he used to take me out with him sometimes before I was apprenticed out”. They’re normally only taken during character creation, game masters may occasionally allow it later on if it doesn’t conflict with the existing backstory. They normally provide basic (+4) competence in two relevant, if nonadventurous, skills (Generally in “Craft”, “Profession”, or “Area Knowledge”) and a few basic local contacts. Backgrounds like “I’m the son of a pirate king” tend to cost more - and often require buying some other perks to back them up. The “Classical Education” background is a common variant (implying a fair knowledge of literature, possibly knowing a dead - and mostly useless - language or two, and either some theology or whatever passes for “general science” in the setting. Sadly, much of this information may be wrong, and almost none of it is practical). Other educational backgrounds may be considerably more practical - and more expensive. More unusual backgrounds are also straightforward, although they usually cost three or four distinction points. You’ll probably have to come up with a character history to be able to get one - but if you want to have an odd character class from 2000 miles away, hail from another world entirely, or to have been raised by wolves, then this is the distinction for you.																																																																																																																																																																															MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.5	BENEFIT:See Text.
Backgrounds / 3			KEY:Dist_Backgrounds_3			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are things like; “Father was a fisherman and he used to take me out with him sometimes before I was apprenticed out”. They’re normally only taken during character creation, game masters may occasionally allow it later on if it doesn’t conflict with the existing backstory. They normally provide basic (+4) competence in two relevant, if nonadventurous, skills (Generally in “Craft”, “Profession”, or “Area Knowledge”) and a few basic local contacts. Backgrounds like “I’m the son of a pirate king” tend to cost more - and often require buying some other perks to back them up. The “Classical Education” background is a common variant (implying a fair knowledge of literature, possibly knowing a dead - and mostly useless - language or two, and either some theology or whatever passes for “general science” in the setting. Sadly, much of this information may be wrong, and almost none of it is practical). Other educational backgrounds may be considerably more practical - and more expensive. More unusual backgrounds are also straightforward, although they usually cost three or four distinction points. You’ll probably have to come up with a character history to be able to get one - but if you want to have an odd character class from 2000 miles away, hail from another world entirely, or to have been raised by wolves, then this is the distinction for you.																																																																																																																																																																															MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.5	BENEFIT:See Text.
Backgrounds / 4			KEY:Dist_Backgrounds_4			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are things like; “Father was a fisherman and he used to take me out with him sometimes before I was apprenticed out”. They’re normally only taken during character creation, game masters may occasionally allow it later on if it doesn’t conflict with the existing backstory. They normally provide basic (+4) competence in two relevant, if nonadventurous, skills (Generally in “Craft”, “Profession”, or “Area Knowledge”) and a few basic local contacts. Backgrounds like “I’m the son of a pirate king” tend to cost more - and often require buying some other perks to back them up. The “Classical Education” background is a common variant (implying a fair knowledge of literature, possibly knowing a dead - and mostly useless - language or two, and either some theology or whatever passes for “general science” in the setting. Sadly, much of this information may be wrong, and almost none of it is practical). Other educational backgrounds may be considerably more practical - and more expensive. More unusual backgrounds are also straightforward, although they usually cost three or four distinction points. You’ll probably have to come up with a character history to be able to get one - but if you want to have an odd character class from 2000 miles away, hail from another world entirely, or to have been raised by wolves, then this is the distinction for you.																																																																																																																																																																															MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.5	BENEFIT:See Text.
Backgrounds / 5			KEY:Dist_Backgrounds_5			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are things like; “Father was a fisherman and he used to take me out with him sometimes before I was apprenticed out”. They’re normally only taken during character creation, game masters may occasionally allow it later on if it doesn’t conflict with the existing backstory. They normally provide basic (+4) competence in two relevant, if nonadventurous, skills (Generally in “Craft”, “Profession”, or “Area Knowledge”) and a few basic local contacts. Backgrounds like “I’m the son of a pirate king” tend to cost more - and often require buying some other perks to back them up. The “Classical Education” background is a common variant (implying a fair knowledge of literature, possibly knowing a dead - and mostly useless - language or two, and either some theology or whatever passes for “general science” in the setting. Sadly, much of this information may be wrong, and almost none of it is practical). Other educational backgrounds may be considerably more practical - and more expensive. More unusual backgrounds are also straightforward, although they usually cost three or four distinction points. You’ll probably have to come up with a character history to be able to get one - but if you want to have an odd character class from 2000 miles away, hail from another world entirely, or to have been raised by wolves, then this is the distinction for you.																																																																																																																																																																															MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:5	SOURCEPAGE:p.5	BENEFIT:See Text.
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Backgrounds / Unbegotten / 0	KEY:Dist_Backgrounds ~ Unbegotten_0	CATEGORY:Special Ability	TYPE:Distinctions	DESC:Unbegotten - the complete lack of a background - is also a distinction, and often an expensive one, since it may include some other modifiers. When people appear from nowhere with adventurer-quality skills and equipment, but without memories, a detectable arrival route, or any trace of their identity, either they’re a player-character (from a player with a distinct shortage or ideas) or something’s going on - or both, if the game master feels up to it.																																																																																																																																																																																																																																																																																																																																						MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:0	SOURCEPAGE:p.5	BENEFIT:See Text.
Backgrounds / Unbegotten / 1	KEY:Dist_Backgrounds ~ Unbegotten_1	CATEGORY:Special Ability	TYPE:Distinctions	DESC:Unbegotten - the complete lack of a background - is also a distinction, and often an expensive one, since it may include some other modifiers. When people appear from nowhere with adventurer-quality skills and equipment, but without memories, a detectable arrival route, or any trace of their identity, either they’re a player-character (from a player with a distinct shortage or ideas) or something’s going on - or both, if the game master feels up to it.																																																																																																																																																																																																																																																																																																																																						MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.5	BENEFIT:See Text.
Backgrounds / Unbegotten / 2	KEY:Dist_Backgrounds ~ Unbegotten_2	CATEGORY:Special Ability	TYPE:Distinctions	DESC:Unbegotten - the complete lack of a background - is also a distinction, and often an expensive one, since it may include some other modifiers. When people appear from nowhere with adventurer-quality skills and equipment, but without memories, a detectable arrival route, or any trace of their identity, either they’re a player-character (from a player with a distinct shortage or ideas) or something’s going on - or both, if the game master feels up to it.																																																																																																																																																																																																																																																																																																																																						MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.5	BENEFIT:See Text.
Backgrounds / Unbegotten / 3	KEY:Dist_Backgrounds ~ Unbegotten_3	CATEGORY:Special Ability	TYPE:Distinctions	DESC:Unbegotten - the complete lack of a background - is also a distinction, and often an expensive one, since it may include some other modifiers. When people appear from nowhere with adventurer-quality skills and equipment, but without memories, a detectable arrival route, or any trace of their identity, either they’re a player-character (from a player with a distinct shortage or ideas) or something’s going on - or both, if the game master feels up to it.																																																																																																																																																																																																																																																																																																																																						MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.5	BENEFIT:See Text.
Backgrounds / Unbegotten / 4	KEY:Dist_Backgrounds ~ Unbegotten_4	CATEGORY:Special Ability	TYPE:Distinctions	DESC:Unbegotten - the complete lack of a background - is also a distinction, and often an expensive one, since it may include some other modifiers. When people appear from nowhere with adventurer-quality skills and equipment, but without memories, a detectable arrival route, or any trace of their identity, either they’re a player-character (from a player with a distinct shortage or ideas) or something’s going on - or both, if the game master feels up to it.																																																																																																																																																																																																																																																																																																																																						MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.5	BENEFIT:See Text.
Backgrounds / Unbegotten / 5	KEY:Dist_Backgrounds ~ Unbegotten_5	CATEGORY:Special Ability	TYPE:Distinctions	DESC:Unbegotten - the complete lack of a background - is also a distinction, and often an expensive one, since it may include some other modifiers. When people appear from nowhere with adventurer-quality skills and equipment, but without memories, a detectable arrival route, or any trace of their identity, either they’re a player-character (from a player with a distinct shortage or ideas) or something’s going on - or both, if the game master feels up to it.																																																																																																																																																																																																																																																																																																																																						MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:5	SOURCEPAGE:p.5	BENEFIT:See Text.
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Common Sense / 0			KEY:Dist_Common Sense_0			CATEGORY:Special Ability	TYPE:Distinctions	DESC:isn’t really “common”; it’s a way to allow inexperienced players to play sensible and experienced characters. Whenever a character with this distinction is attempting to do something that any “real” inhabitant of the game world would know is obviously silly, unworkable, or against the laws of nature (E.G, the game rules), the GM should tell the player so and let the character do something else without penalty.																																																																																																																																																																																																																																																																																																																																													MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:0	SOURCEPAGE:p.5	BENEFIT:See Text.
Common Sense / 1			KEY:Dist_Common Sense_1			CATEGORY:Special Ability	TYPE:Distinctions	DESC:isn’t really “common”; it’s a way to allow inexperienced players to play sensible and experienced characters. Whenever a character with this distinction is attempting to do something that any “real” inhabitant of the game world would know is obviously silly, unworkable, or against the laws of nature (E.G, the game rules), the GM should tell the player so and let the character do something else without penalty.																																																																																																																																																																																																																																																																																																																																													MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.5	BENEFIT:See Text.
Common Sense / 2			KEY:Dist_Common Sense_2			CATEGORY:Special Ability	TYPE:Distinctions	DESC:isn’t really “common”; it’s a way to allow inexperienced players to play sensible and experienced characters. Whenever a character with this distinction is attempting to do something that any “real” inhabitant of the game world would know is obviously silly, unworkable, or against the laws of nature (E.G, the game rules), the GM should tell the player so and let the character do something else without penalty.																																																																																																																																																																																																																																																																																																																																													MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.5	BENEFIT:See Text.
Common Sense / 3			KEY:Dist_Common Sense_3			CATEGORY:Special Ability	TYPE:Distinctions	DESC:isn’t really “common”; it’s a way to allow inexperienced players to play sensible and experienced characters. Whenever a character with this distinction is attempting to do something that any “real” inhabitant of the game world would know is obviously silly, unworkable, or against the laws of nature (E.G, the game rules), the GM should tell the player so and let the character do something else without penalty.																																																																																																																																																																																																																																																																																																																																													MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.5	BENEFIT:See Text.
Common Sense / 4			KEY:Dist_Common Sense_4			CATEGORY:Special Ability	TYPE:Distinctions	DESC:isn’t really “common”; it’s a way to allow inexperienced players to play sensible and experienced characters. Whenever a character with this distinction is attempting to do something that any “real” inhabitant of the game world would know is obviously silly, unworkable, or against the laws of nature (E.G, the game rules), the GM should tell the player so and let the character do something else without penalty.																																																																																																																																																																																																																																																																																																																																													MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.5	BENEFIT:See Text.
Common Sense / 5			KEY:Dist_Common Sense_5			CATEGORY:Special Ability	TYPE:Distinctions	DESC:isn’t really “common”; it’s a way to allow inexperienced players to play sensible and experienced characters. Whenever a character with this distinction is attempting to do something that any “real” inhabitant of the game world would know is obviously silly, unworkable, or against the laws of nature (E.G, the game rules), the GM should tell the player so and let the character do something else without penalty.																																																																																																																																																																																																																																																																																																																																													MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:5	SOURCEPAGE:p.5	BENEFIT:See Text.
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Connections / 0			KEY:Dist_Connections_0			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are with helpful organizations and groups - the underworld, the priests of a particular god, the imperial legions, a guild or association, etc. Connections generally do not help out for “free” - you’ll owe a modest favor at the least - but your character knows where he can get things.																																																																																																																																																																																																																																																																																																																																																																		MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:0	SOURCEPAGE:p.5	BENEFIT:See Text.
Connections / 1			KEY:Dist_Connections_1			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are with helpful organizations and groups - the underworld, the priests of a particular god, the imperial legions, a guild or association, etc. Connections generally do not help out for “free” - you’ll owe a modest favor at the least - but your character knows where he can get things.																																																																																																																																																																																																																																																																																																																																																																		MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.5	BENEFIT:See Text.
Connections / 2			KEY:Dist_Connections_2			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are with helpful organizations and groups - the underworld, the priests of a particular god, the imperial legions, a guild or association, etc. Connections generally do not help out for “free” - you’ll owe a modest favor at the least - but your character knows where he can get things.																																																																																																																																																																																																																																																																																																																																																																		MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.5	BENEFIT:See Text.
Connections / 3			KEY:Dist_Connections_3			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are with helpful organizations and groups - the underworld, the priests of a particular god, the imperial legions, a guild or association, etc. Connections generally do not help out for “free” - you’ll owe a modest favor at the least - but your character knows where he can get things.																																																																																																																																																																																																																																																																																																																																																																		MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.5	BENEFIT:See Text.
Connections / 4			KEY:Dist_Connections_4			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are with helpful organizations and groups - the underworld, the priests of a particular god, the imperial legions, a guild or association, etc. Connections generally do not help out for “free” - you’ll owe a modest favor at the least - but your character knows where he can get things.																																																																																																																																																																																																																																																																																																																																																																		MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.5	BENEFIT:See Text.
Connections / 5			KEY:Dist_Connections_5			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are with helpful organizations and groups - the underworld, the priests of a particular god, the imperial legions, a guild or association, etc. Connections generally do not help out for “free” - you’ll owe a modest favor at the least - but your character knows where he can get things.																																																																																																																																																																																																																																																																																																																																																																		MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:5	SOURCEPAGE:p.5	BENEFIT:See Text.
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Blessings and Bloodlines / 0	KEY:Dist_Blessings_0			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are less common, but are straightforward enough; Blessings tend to be very beneficial in very limited situations - you cannot drown in a particular river, your sword will never shatter, or you will never be lost in the shavari forest. Bloodlines may simply indicate a bit of ancestral distinction - and possibly eligibility for the use of special items, or being the sacrifice most desired by a demon king - or they may indicate an actual supernatural or monstrous ancestor and eligibility for developing some sort of template later on. Bloodlines are most often taken during character creation, but they can become apparent later on if the game master feels like it.																																																																																																																																																																																																																																																																																																		MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:0	SOURCEPAGE:p.6	BENEFIT:See Text.
Blessings and Bloodlines / 1	KEY:Dist_Blessings_1			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are less common, but are straightforward enough; Blessings tend to be very beneficial in very limited situations - you cannot drown in a particular river, your sword will never shatter, or you will never be lost in the shavari forest. Bloodlines may simply indicate a bit of ancestral distinction - and possibly eligibility for the use of special items, or being the sacrifice most desired by a demon king - or they may indicate an actual supernatural or monstrous ancestor and eligibility for developing some sort of template later on. Bloodlines are most often taken during character creation, but they can become apparent later on if the game master feels like it.																																																																																																																																																																																																																																																																																																		MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.6	BENEFIT:See Text.
Blessings and Bloodlines / 2	KEY:Dist_Blessings_2			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are less common, but are straightforward enough; Blessings tend to be very beneficial in very limited situations - you cannot drown in a particular river, your sword will never shatter, or you will never be lost in the shavari forest. Bloodlines may simply indicate a bit of ancestral distinction - and possibly eligibility for the use of special items, or being the sacrifice most desired by a demon king - or they may indicate an actual supernatural or monstrous ancestor and eligibility for developing some sort of template later on. Bloodlines are most often taken during character creation, but they can become apparent later on if the game master feels like it.																																																																																																																																																																																																																																																																																																		MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.6	BENEFIT:See Text.
Blessings and Bloodlines / 3	KEY:Dist_Blessings_3			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are less common, but are straightforward enough; Blessings tend to be very beneficial in very limited situations - you cannot drown in a particular river, your sword will never shatter, or you will never be lost in the shavari forest. Bloodlines may simply indicate a bit of ancestral distinction - and possibly eligibility for the use of special items, or being the sacrifice most desired by a demon king - or they may indicate an actual supernatural or monstrous ancestor and eligibility for developing some sort of template later on. Bloodlines are most often taken during character creation, but they can become apparent later on if the game master feels like it.																																																																																																																																																																																																																																																																																																		MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.6	BENEFIT:See Text.
Blessings and Bloodlines / 4	KEY:Dist_Blessings_4			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are less common, but are straightforward enough; Blessings tend to be very beneficial in very limited situations - you cannot drown in a particular river, your sword will never shatter, or you will never be lost in the shavari forest. Bloodlines may simply indicate a bit of ancestral distinction - and possibly eligibility for the use of special items, or being the sacrifice most desired by a demon king - or they may indicate an actual supernatural or monstrous ancestor and eligibility for developing some sort of template later on. Bloodlines are most often taken during character creation, but they can become apparent later on if the game master feels like it.																																																																																																																																																																																																																																																																																																		MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.6	BENEFIT:See Text.
Blessings and Bloodlines / 5	KEY:Dist_Blessings_5			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are less common, but are straightforward enough; Blessings tend to be very beneficial in very limited situations - you cannot drown in a particular river, your sword will never shatter, or you will never be lost in the shavari forest. Bloodlines may simply indicate a bit of ancestral distinction - and possibly eligibility for the use of special items, or being the sacrifice most desired by a demon king - or they may indicate an actual supernatural or monstrous ancestor and eligibility for developing some sort of template later on. Bloodlines are most often taken during character creation, but they can become apparent later on if the game master feels like it.																																																																																																																																																																																																																																																																																																		MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:5	SOURCEPAGE:p.6	BENEFIT:See Text.
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Bonuses / 0				KEY:Dist_Bonuses_0			CATEGORY:Special Ability	TYPE:Distinctions	DESC:various gamemechanic advantages. Such Bonuses include extra Feats (At 6 points each), inherent attribute boosts (At 8 points each), a bonus D4 or D6 HD (4/6), a +1 on a particular save type (E.G.; Poison, 2, and a maximum of +3), a +1 “knack” with a skill (1- 3 depending on the relevance & occurrence of the skill) or enhanced natural weaponry/armor/senses/etc (Varies). These aren’t very interesting, but work nicely when you spend six months working as a blacksmith (Your GM says, “All that work seems to have boosted your strength a bit!”). The GM should keep a careful eye on such bonuses, and award them only rarely. In many cases such bonuses will be in things the character rarely or never does, simply because those are the things which are most likely to be learned by accident.																																																																																																																																																																																																																																																																														MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:0	SOURCEPAGE:p.6	BENEFIT:See Text.
Bonuses / 1				KEY:Dist_Bonuses_1			CATEGORY:Special Ability	TYPE:Distinctions	DESC:various gamemechanic advantages. Such Bonuses include extra Feats (At 6 points each), inherent attribute boosts (At 8 points each), a bonus D4 or D6 HD (4/6), a +1 on a particular save type (E.G.; Poison, 2, and a maximum of +3), a +1 “knack” with a skill (1- 3 depending on the relevance & occurrence of the skill) or enhanced natural weaponry/armor/senses/etc (Varies). These aren’t very interesting, but work nicely when you spend six months working as a blacksmith (Your GM says, “All that work seems to have boosted your strength a bit!”). The GM should keep a careful eye on such bonuses, and award them only rarely. In many cases such bonuses will be in things the character rarely or never does, simply because those are the things which are most likely to be learned by accident.																																																																																																																																																																																																																																																																														MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.6	BENEFIT:See Text.
Bonuses / 2				KEY:Dist_Bonuses_2			CATEGORY:Special Ability	TYPE:Distinctions	DESC:various gamemechanic advantages. Such Bonuses include extra Feats (At 6 points each), inherent attribute boosts (At 8 points each), a bonus D4 or D6 HD (4/6), a +1 on a particular save type (E.G.; Poison, 2, and a maximum of +3), a +1 “knack” with a skill (1- 3 depending on the relevance & occurrence of the skill) or enhanced natural weaponry/armor/senses/etc (Varies). These aren’t very interesting, but work nicely when you spend six months working as a blacksmith (Your GM says, “All that work seems to have boosted your strength a bit!”). The GM should keep a careful eye on such bonuses, and award them only rarely. In many cases such bonuses will be in things the character rarely or never does, simply because those are the things which are most likely to be learned by accident.																																																																																																																																																																																																																																																																														MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.6	BENEFIT:See Text.
Bonuses / 3				KEY:Dist_Bonuses_3			CATEGORY:Special Ability	TYPE:Distinctions	DESC:various gamemechanic advantages. Such Bonuses include extra Feats (At 6 points each), inherent attribute boosts (At 8 points each), a bonus D4 or D6 HD (4/6), a +1 on a particular save type (E.G.; Poison, 2, and a maximum of +3), a +1 “knack” with a skill (1- 3 depending on the relevance & occurrence of the skill) or enhanced natural weaponry/armor/senses/etc (Varies). These aren’t very interesting, but work nicely when you spend six months working as a blacksmith (Your GM says, “All that work seems to have boosted your strength a bit!”). The GM should keep a careful eye on such bonuses, and award them only rarely. In many cases such bonuses will be in things the character rarely or never does, simply because those are the things which are most likely to be learned by accident.																																																																																																																																																																																																																																																																														MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.6	BENEFIT:See Text.
Bonuses / 4				KEY:Dist_Bonuses_4			CATEGORY:Special Ability	TYPE:Distinctions	DESC:various gamemechanic advantages. Such Bonuses include extra Feats (At 6 points each), inherent attribute boosts (At 8 points each), a bonus D4 or D6 HD (4/6), a +1 on a particular save type (E.G.; Poison, 2, and a maximum of +3), a +1 “knack” with a skill (1- 3 depending on the relevance & occurrence of the skill) or enhanced natural weaponry/armor/senses/etc (Varies). These aren’t very interesting, but work nicely when you spend six months working as a blacksmith (Your GM says, “All that work seems to have boosted your strength a bit!”). The GM should keep a careful eye on such bonuses, and award them only rarely. In many cases such bonuses will be in things the character rarely or never does, simply because those are the things which are most likely to be learned by accident.																																																																																																																																																																																																																																																																														MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.6	BENEFIT:See Text.
Bonuses / 5				KEY:Dist_Bonuses_5			CATEGORY:Special Ability	TYPE:Distinctions	DESC:various gamemechanic advantages. Such Bonuses include extra Feats (At 6 points each), inherent attribute boosts (At 8 points each), a bonus D4 or D6 HD (4/6), a +1 on a particular save type (E.G.; Poison, 2, and a maximum of +3), a +1 “knack” with a skill (1- 3 depending on the relevance & occurrence of the skill) or enhanced natural weaponry/armor/senses/etc (Varies). These aren’t very interesting, but work nicely when you spend six months working as a blacksmith (Your GM says, “All that work seems to have boosted your strength a bit!”). The GM should keep a careful eye on such bonuses, and award them only rarely. In many cases such bonuses will be in things the character rarely or never does, simply because those are the things which are most likely to be learned by accident.																																																																																																																																																																																																																																																																														MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:5	SOURCEPAGE:p.6	BENEFIT:See Text.
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Friends / 0				KEY:Dist_Friends_0			CATEGORY:Special Ability	TYPE:Distinctions	DESC:include contacts, allies, patrons, companions, henchmen, pets, the classical “Familiars” (Minor supernatural entities which hang around with you), ancestral spirit advisors, and other helpful entities. They can be readily divided by how often them come up (Occurrence), and by their varying levels of ability and willingness to assist (Impact).																																																																																																																																																																																																																																																																																																																																																								MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:0	SOURCEPAGE:p.6	BENEFIT:See Text.
Friends / 1				KEY:Dist_Friends_1			CATEGORY:Special Ability	TYPE:Distinctions	DESC:include contacts, allies, patrons, companions, henchmen, pets, the classical “Familiars” (Minor supernatural entities which hang around with you), ancestral spirit advisors, and other helpful entities. They can be readily divided by how often them come up (Occurrence), and by their varying levels of ability and willingness to assist (Impact).																																																																																																																																																																																																																																																																																																																																																								MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.6	BENEFIT:See Text.
Friends / 2				KEY:Dist_Friends_2			CATEGORY:Special Ability	TYPE:Distinctions	DESC:include contacts, allies, patrons, companions, henchmen, pets, the classical “Familiars” (Minor supernatural entities which hang around with you), ancestral spirit advisors, and other helpful entities. They can be readily divided by how often them come up (Occurrence), and by their varying levels of ability and willingness to assist (Impact).																																																																																																																																																																																																																																																																																																																																																								MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.6	BENEFIT:See Text.
Friends / 3				KEY:Dist_Friends_3			CATEGORY:Special Ability	TYPE:Distinctions	DESC:include contacts, allies, patrons, companions, henchmen, pets, the classical “Familiars” (Minor supernatural entities which hang around with you), ancestral spirit advisors, and other helpful entities. They can be readily divided by how often them come up (Occurrence), and by their varying levels of ability and willingness to assist (Impact).																																																																																																																																																																																																																																																																																																																																																								MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.6	BENEFIT:See Text.
Friends / 4				KEY:Dist_Friends_4			CATEGORY:Special Ability	TYPE:Distinctions	DESC:include contacts, allies, patrons, companions, henchmen, pets, the classical “Familiars” (Minor supernatural entities which hang around with you), ancestral spirit advisors, and other helpful entities. They can be readily divided by how often them come up (Occurrence), and by their varying levels of ability and willingness to assist (Impact).																																																																																																																																																																																																																																																																																																																																																								MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.6	BENEFIT:See Text.
Friends / 5				KEY:Dist_Friends_5			CATEGORY:Special Ability	TYPE:Distinctions	DESC:include contacts, allies, patrons, companions, henchmen, pets, the classical “Familiars” (Minor supernatural entities which hang around with you), ancestral spirit advisors, and other helpful entities. They can be readily divided by how often them come up (Occurrence), and by their varying levels of ability and willingness to assist (Impact).																																																																																																																																																																																																																																																																																																																																																								MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:5	SOURCEPAGE:p.6	BENEFIT:See Text.
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Gifts / 0				KEY:Dist_Gifts_0				CATEGORY:Special Ability	TYPE:Distinctions	DESC:are minor special talents which turn up for no known reason. Minor psychic and/or magical talents are the most common, but gifts vary a lot. Some more common gifts include informative (Clairvoyance, preor post-cognitive effects, having vague memories of “prior lives” or of other people’s lives, and other exotic sources of information) having meaningful dreams, simple unusual longevity, artistic talent (One can be quite competent without having the “touch” that makes a great composer/painter/whatever, but you probably won’t become known as a great master in later centuries. Of course, if you’re not extremely long-lived, you’ll never know), being “The Destined One!”, weather prediction, having an innate spell (Generally of fairly low power and usable a modest number of times each day. A specific shapechanger is a good example), being a very light sleeper or having a “sixth sense” about danger, always knowing the exact time, having perfect pitch, an unusually good memory (Adds a fair bonus to rolls to remember things that you’ve run into earlier), and being a lightning calculator (You’re entitled to keep a real one handy during the game).																																																																																																																																																																																																																	MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:0	SOURCEPAGE:p.7	BENEFIT:See Text.
Gifts / 1				KEY:Dist_Gifts_1				CATEGORY:Special Ability	TYPE:Distinctions	DESC:are minor special talents which turn up for no known reason. Minor psychic and/or magical talents are the most common, but gifts vary a lot. Some more common gifts include informative (Clairvoyance, preor post-cognitive effects, having vague memories of “prior lives” or of other people’s lives, and other exotic sources of information) having meaningful dreams, simple unusual longevity, artistic talent (One can be quite competent without having the “touch” that makes a great composer/painter/whatever, but you probably won’t become known as a great master in later centuries. Of course, if you’re not extremely long-lived, you’ll never know), being “The Destined One!”, weather prediction, having an innate spell (Generally of fairly low power and usable a modest number of times each day. A specific shapechanger is a good example), being a very light sleeper or having a “sixth sense” about danger, always knowing the exact time, having perfect pitch, an unusually good memory (Adds a fair bonus to rolls to remember things that you’ve run into earlier), and being a lightning calculator (You’re entitled to keep a real one handy during the game).																																																																																																																																																																																																																	MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.7	BENEFIT:See Text.
Gifts / 2				KEY:Dist_Gifts_2				CATEGORY:Special Ability	TYPE:Distinctions	DESC:are minor special talents which turn up for no known reason. Minor psychic and/or magical talents are the most common, but gifts vary a lot. Some more common gifts include informative (Clairvoyance, preor post-cognitive effects, having vague memories of “prior lives” or of other people’s lives, and other exotic sources of information) having meaningful dreams, simple unusual longevity, artistic talent (One can be quite competent without having the “touch” that makes a great composer/painter/whatever, but you probably won’t become known as a great master in later centuries. Of course, if you’re not extremely long-lived, you’ll never know), being “The Destined One!”, weather prediction, having an innate spell (Generally of fairly low power and usable a modest number of times each day. A specific shapechanger is a good example), being a very light sleeper or having a “sixth sense” about danger, always knowing the exact time, having perfect pitch, an unusually good memory (Adds a fair bonus to rolls to remember things that you’ve run into earlier), and being a lightning calculator (You’re entitled to keep a real one handy during the game).																																																																																																																																																																																																																	MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.7	BENEFIT:See Text.
Gifts / 3				KEY:Dist_Gifts_3				CATEGORY:Special Ability	TYPE:Distinctions	DESC:are minor special talents which turn up for no known reason. Minor psychic and/or magical talents are the most common, but gifts vary a lot. Some more common gifts include informative (Clairvoyance, preor post-cognitive effects, having vague memories of “prior lives” or of other people’s lives, and other exotic sources of information) having meaningful dreams, simple unusual longevity, artistic talent (One can be quite competent without having the “touch” that makes a great composer/painter/whatever, but you probably won’t become known as a great master in later centuries. Of course, if you’re not extremely long-lived, you’ll never know), being “The Destined One!”, weather prediction, having an innate spell (Generally of fairly low power and usable a modest number of times each day. A specific shapechanger is a good example), being a very light sleeper or having a “sixth sense” about danger, always knowing the exact time, having perfect pitch, an unusually good memory (Adds a fair bonus to rolls to remember things that you’ve run into earlier), and being a lightning calculator (You’re entitled to keep a real one handy during the game).																																																																																																																																																																																																																	MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.7	BENEFIT:See Text.
Gifts / 4				KEY:Dist_Gifts_4				CATEGORY:Special Ability	TYPE:Distinctions	DESC:are minor special talents which turn up for no known reason. Minor psychic and/or magical talents are the most common, but gifts vary a lot. Some more common gifts include informative (Clairvoyance, preor post-cognitive effects, having vague memories of “prior lives” or of other people’s lives, and other exotic sources of information) having meaningful dreams, simple unusual longevity, artistic talent (One can be quite competent without having the “touch” that makes a great composer/painter/whatever, but you probably won’t become known as a great master in later centuries. Of course, if you’re not extremely long-lived, you’ll never know), being “The Destined One!”, weather prediction, having an innate spell (Generally of fairly low power and usable a modest number of times each day. A specific shapechanger is a good example), being a very light sleeper or having a “sixth sense” about danger, always knowing the exact time, having perfect pitch, an unusually good memory (Adds a fair bonus to rolls to remember things that you’ve run into earlier), and being a lightning calculator (You’re entitled to keep a real one handy during the game).																																																																																																																																																																																																																	MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.7	BENEFIT:See Text.
Gifts / 5				KEY:Dist_Gifts_5				CATEGORY:Special Ability	TYPE:Distinctions	DESC:are minor special talents which turn up for no known reason. Minor psychic and/or magical talents are the most common, but gifts vary a lot. Some more common gifts include informative (Clairvoyance, preor post-cognitive effects, having vague memories of “prior lives” or of other people’s lives, and other exotic sources of information) having meaningful dreams, simple unusual longevity, artistic talent (One can be quite competent without having the “touch” that makes a great composer/painter/whatever, but you probably won’t become known as a great master in later centuries. Of course, if you’re not extremely long-lived, you’ll never know), being “The Destined One!”, weather prediction, having an innate spell (Generally of fairly low power and usable a modest number of times each day. A specific shapechanger is a good example), being a very light sleeper or having a “sixth sense” about danger, always knowing the exact time, having perfect pitch, an unusually good memory (Adds a fair bonus to rolls to remember things that you’ve run into earlier), and being a lightning calculator (You’re entitled to keep a real one handy during the game).																																																																																																																																																																																																																	MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:5	SOURCEPAGE:p.7	BENEFIT:See Text.
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Senses / Keen Senses / 0	KEY:Dist_Keen Senses_0			CATEGORY:Special Ability	TYPE:Distinctions	DESC:provide bonuses on senses that do NOT have relevant skills attached, usually Taste, Scent, and Touch. In general, a +3 on rolls for one of those senses per point.																																																																																																																																																																																																																																																																																																																																																																																							MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:0	SOURCEPAGE:p.7	BENEFIT:See Text.
Senses / Keen Senses / 1	KEY:Dist_Keen Senses_1			CATEGORY:Special Ability	TYPE:Distinctions	DESC:provide bonuses on senses that do NOT have relevant skills attached, usually Taste, Scent, and Touch. In general, a +3 on rolls for one of those senses per point.																																																																																																																																																																																																																																																																																																																																																																																							MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.7	BENEFIT:See Text.
Senses / Keen Senses / 2	KEY:Dist_Keen Senses_2			CATEGORY:Special Ability	TYPE:Distinctions	DESC:provide bonuses on senses that do NOT have relevant skills attached, usually Taste, Scent, and Touch. In general, a +3 on rolls for one of those senses per point.																																																																																																																																																																																																																																																																																																																																																																																							MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.7	BENEFIT:See Text.
Senses / Keen Senses / 3	KEY:Dist_Keen Senses_3			CATEGORY:Special Ability	TYPE:Distinctions	DESC:provide bonuses on senses that do NOT have relevant skills attached, usually Taste, Scent, and Touch. In general, a +3 on rolls for one of those senses per point.																																																																																																																																																																																																																																																																																																																																																																																							MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.7	BENEFIT:See Text.
Senses / Keen Senses / 4	KEY:Dist_Keen Senses_4			CATEGORY:Special Ability	TYPE:Distinctions	DESC:provide bonuses on senses that do NOT have relevant skills attached, usually Taste, Scent, and Touch. In general, a +3 on rolls for one of those senses per point.																																																																																																																																																																																																																																																																																																																																																																																							MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.7	BENEFIT:See Text.
Senses / Keen Senses / 5	KEY:Dist_Keen Senses_5			CATEGORY:Special Ability	TYPE:Distinctions	DESC:provide bonuses on senses that do NOT have relevant skills attached, usually Taste, Scent, and Touch. In general, a +3 on rolls for one of those senses per point.																																																																																																																																																																																																																																																																																																																																																																																							MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:5	SOURCEPAGE:p.7	BENEFIT:See Text.
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Privileges / 0			KEY:Dist_Privileges_0			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are just the opposite; such perks include “bardic immunity”, the “benefit of clergy”, weapons permits, the right to ride horses through the city streets, diplomatic immunity, etc. A linked set of privileges, such as those of a medieval noble, can be taken as a group. Modern medical or legal licences are good current examples.																																																																																																																																																																																																																																																																																																																																																											MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:0	SOURCEPAGE:p.7	BENEFIT:See Text.
Privileges / 1			KEY:Dist_Privileges_1			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are just the opposite; such perks include “bardic immunity”, the “benefit of clergy”, weapons permits, the right to ride horses through the city streets, diplomatic immunity, etc. A linked set of privileges, such as those of a medieval noble, can be taken as a group. Modern medical or legal licences are good current examples.																																																																																																																																																																																																																																																																																																																																																											MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.7	BENEFIT:See Text.
Privileges / 2			KEY:Dist_Privileges_2			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are just the opposite; such perks include “bardic immunity”, the “benefit of clergy”, weapons permits, the right to ride horses through the city streets, diplomatic immunity, etc. A linked set of privileges, such as those of a medieval noble, can be taken as a group. Modern medical or legal licences are good current examples.																																																																																																																																																																																																																																																																																																																																																											MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.7	BENEFIT:See Text.
Privileges / 3			KEY:Dist_Privileges_3			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are just the opposite; such perks include “bardic immunity”, the “benefit of clergy”, weapons permits, the right to ride horses through the city streets, diplomatic immunity, etc. A linked set of privileges, such as those of a medieval noble, can be taken as a group. Modern medical or legal licences are good current examples.																																																																																																																																																																																																																																																																																																																																																											MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.7	BENEFIT:See Text.
Privileges / 4			KEY:Dist_Privileges_4			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are just the opposite; such perks include “bardic immunity”, the “benefit of clergy”, weapons permits, the right to ride horses through the city streets, diplomatic immunity, etc. A linked set of privileges, such as those of a medieval noble, can be taken as a group. Modern medical or legal licences are good current examples.																																																																																																																																																																																																																																																																																																																																																											MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.7	BENEFIT:See Text.
Privileges / 5			KEY:Dist_Privileges_5			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are just the opposite; such perks include “bardic immunity”, the “benefit of clergy”, weapons permits, the right to ride horses through the city streets, diplomatic immunity, etc. A linked set of privileges, such as those of a medieval noble, can be taken as a group. Modern medical or legal licences are good current examples.																																																																																																																																																																																																																																																																																																																																																											MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:5	SOURCEPAGE:p.7	BENEFIT:See Text.
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Lifestyles / 0			KEY:Dist_Lifestyles_0			CATEGORY:Special Ability	TYPE:Distinctions	DESC:indicate that the character has a default lifestyle; this may be good or bad. A character with a stipend, wealthy family, or manor, may live luxuriously without expending time, energy, or personal funds. Others may just drift “naturally” to the streets, regardless of how much money they have. Sadly, a wealthy lifestyle doesn’t necessarily imply much in the way of a cash surplus or reserve; a large house and staff costs quite a bit to keep up, and there may not be any extra cash for “adventuring” gear available.																																																																																																																																																																																																																																																																																																																												MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:0	SOURCEPAGE:p.7	BENEFIT:See Text.
Lifestyles / 1			KEY:Dist_Lifestyles_1			CATEGORY:Special Ability	TYPE:Distinctions	DESC:indicate that the character has a default lifestyle; this may be good or bad. A character with a stipend, wealthy family, or manor, may live luxuriously without expending time, energy, or personal funds. Others may just drift “naturally” to the streets, regardless of how much money they have. Sadly, a wealthy lifestyle doesn’t necessarily imply much in the way of a cash surplus or reserve; a large house and staff costs quite a bit to keep up, and there may not be any extra cash for “adventuring” gear available.																																																																																																																																																																																																																																																																																																																												MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.7	BENEFIT:See Text.
Lifestyles / 2			KEY:Dist_Lifestyles_2			CATEGORY:Special Ability	TYPE:Distinctions	DESC:indicate that the character has a default lifestyle; this may be good or bad. A character with a stipend, wealthy family, or manor, may live luxuriously without expending time, energy, or personal funds. Others may just drift “naturally” to the streets, regardless of how much money they have. Sadly, a wealthy lifestyle doesn’t necessarily imply much in the way of a cash surplus or reserve; a large house and staff costs quite a bit to keep up, and there may not be any extra cash for “adventuring” gear available.																																																																																																																																																																																																																																																																																																																												MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.7	BENEFIT:See Text.
Lifestyles / 3			KEY:Dist_Lifestyles_3			CATEGORY:Special Ability	TYPE:Distinctions	DESC:indicate that the character has a default lifestyle; this may be good or bad. A character with a stipend, wealthy family, or manor, may live luxuriously without expending time, energy, or personal funds. Others may just drift “naturally” to the streets, regardless of how much money they have. Sadly, a wealthy lifestyle doesn’t necessarily imply much in the way of a cash surplus or reserve; a large house and staff costs quite a bit to keep up, and there may not be any extra cash for “adventuring” gear available.																																																																																																																																																																																																																																																																																																																												MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.7	BENEFIT:See Text.
Lifestyles / 4			KEY:Dist_Lifestyles_4			CATEGORY:Special Ability	TYPE:Distinctions	DESC:indicate that the character has a default lifestyle; this may be good or bad. A character with a stipend, wealthy family, or manor, may live luxuriously without expending time, energy, or personal funds. Others may just drift “naturally” to the streets, regardless of how much money they have. Sadly, a wealthy lifestyle doesn’t necessarily imply much in the way of a cash surplus or reserve; a large house and staff costs quite a bit to keep up, and there may not be any extra cash for “adventuring” gear available.																																																																																																																																																																																																																																																																																																																												MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.7	BENEFIT:See Text.
Lifestyles / 5			KEY:Dist_Lifestyles_5			CATEGORY:Special Ability	TYPE:Distinctions	DESC:indicate that the character has a default lifestyle; this may be good or bad. A character with a stipend, wealthy family, or manor, may live luxuriously without expending time, energy, or personal funds. Others may just drift “naturally” to the streets, regardless of how much money they have. Sadly, a wealthy lifestyle doesn’t necessarily imply much in the way of a cash surplus or reserve; a large house and staff costs quite a bit to keep up, and there may not be any extra cash for “adventuring” gear available.																																																																																																																																																																																																																																																																																																																												MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:5	SOURCEPAGE:p.7	BENEFIT:See Text.
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Luck / 0				KEY:Dist_Luck_0				CATEGORY:Special Ability	TYPE:Distinctions	DESC:has two basic effects; Each “point of luck” grants a “+1" bonus to any one die roll once per session - spent after rolling, up to a limit of the points available. Secondarily, lucky people tend to be in the right place at the right time. There’s no game mechanic for this, but it makes life easier... Sadly, you can’t have more then +5 points worth of luck.																																																																																																																																																																																																																																																																																																																																																						MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:0	SOURCEPAGE:p.7	BENEFIT:See Text.
Luck / 1				KEY:Dist_Luck_1				CATEGORY:Special Ability	TYPE:Distinctions	DESC:has two basic effects; Each “point of luck” grants a “+1" bonus to any one die roll once per session - spent after rolling, up to a limit of the points available. Secondarily, lucky people tend to be in the right place at the right time. There’s no game mechanic for this, but it makes life easier... Sadly, you can’t have more then +5 points worth of luck.																																																																																																																																																																																																																																																																																																																																																						MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.7	BENEFIT:See Text.
Luck / 2				KEY:Dist_Luck_2				CATEGORY:Special Ability	TYPE:Distinctions	DESC:has two basic effects; Each “point of luck” grants a “+1" bonus to any one die roll once per session - spent after rolling, up to a limit of the points available. Secondarily, lucky people tend to be in the right place at the right time. There’s no game mechanic for this, but it makes life easier... Sadly, you can’t have more then +5 points worth of luck.																																																																																																																																																																																																																																																																																																																																																						MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.7	BENEFIT:See Text.
Luck / 3				KEY:Dist_Luck_3				CATEGORY:Special Ability	TYPE:Distinctions	DESC:has two basic effects; Each “point of luck” grants a “+1" bonus to any one die roll once per session - spent after rolling, up to a limit of the points available. Secondarily, lucky people tend to be in the right place at the right time. There’s no game mechanic for this, but it makes life easier... Sadly, you can’t have more then +5 points worth of luck.																																																																																																																																																																																																																																																																																																																																																						MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.7	BENEFIT:See Text.
Luck / 4				KEY:Dist_Luck_4				CATEGORY:Special Ability	TYPE:Distinctions	DESC:has two basic effects; Each “point of luck” grants a “+1" bonus to any one die roll once per session - spent after rolling, up to a limit of the points available. Secondarily, lucky people tend to be in the right place at the right time. There’s no game mechanic for this, but it makes life easier... Sadly, you can’t have more then +5 points worth of luck.																																																																																																																																																																																																																																																																																																																																																						MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.7	BENEFIT:See Text.
Luck / 5				KEY:Dist_Luck_5				CATEGORY:Special Ability	TYPE:Distinctions	DESC:has two basic effects; Each “point of luck” grants a “+1" bonus to any one die roll once per session - spent after rolling, up to a limit of the points available. Secondarily, lucky people tend to be in the right place at the right time. There’s no game mechanic for this, but it makes life easier... Sadly, you can’t have more then +5 points worth of luck.																																																																																																																																																																																																																																																																																																																																																						MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:5	SOURCEPAGE:p.7	BENEFIT:See Text.
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Decorative / 0			KEY:Dist_Decorative_0			CATEGORY:Special Ability	TYPE:Distinctions	DESC:They’re just naturally elegant, gifted with good looks, or are simply very pleasant to have around. They get invited to all the best places, obtain favors and make social contacts easily, and attract admiration wherever they go.																																																																																																																																																																																																																																																																																																																																																																												MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:0	SOURCEPAGE:p.8	BENEFIT:See Text.
Decorative / 1			KEY:Dist_Decorative_1			CATEGORY:Special Ability	TYPE:Distinctions	DESC:They’re just naturally elegant, gifted with good looks, or are simply very pleasant to have around. They get invited to all the best places, obtain favors and make social contacts easily, and attract admiration wherever they go.																																																																																																																																																																																																																																																																																																																																																																												MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.8	BENEFIT:See Text.
Decorative / 2			KEY:Dist_Decorative_2			CATEGORY:Special Ability	TYPE:Distinctions	DESC:They’re just naturally elegant, gifted with good looks, or are simply very pleasant to have around. They get invited to all the best places, obtain favors and make social contacts easily, and attract admiration wherever they go.																																																																																																																																																																																																																																																																																																																																																																												MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.8	BENEFIT:See Text.
Decorative / 3			KEY:Dist_Decorative_3			CATEGORY:Special Ability	TYPE:Distinctions	DESC:They’re just naturally elegant, gifted with good looks, or are simply very pleasant to have around. They get invited to all the best places, obtain favors and make social contacts easily, and attract admiration wherever they go.																																																																																																																																																																																																																																																																																																																																																																												MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.8	BENEFIT:See Text.
Decorative / 4			KEY:Dist_Decorative_4			CATEGORY:Special Ability	TYPE:Distinctions	DESC:They’re just naturally elegant, gifted with good looks, or are simply very pleasant to have around. They get invited to all the best places, obtain favors and make social contacts easily, and attract admiration wherever they go.																																																																																																																																																																																																																																																																																																																																																																												MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.8	BENEFIT:See Text.
Decorative / 5			KEY:Dist_Decorative_5			CATEGORY:Special Ability	TYPE:Distinctions	DESC:They’re just naturally elegant, gifted with good looks, or are simply very pleasant to have around. They get invited to all the best places, obtain favors and make social contacts easily, and attract admiration wherever they go.																																																																																																																																																																																																																																																																																																																																																																												MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:5	SOURCEPAGE:p.8	BENEFIT:See Text.
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Favors / 0				KEY:Dist_Favors_0				CATEGORY:Special Ability	TYPE:Distinctions	DESC:are other people’s obligations to you, whether of longterm service, of money and support, or simply to “return” a favor you’ve done for them. Both Obligations and Favors are often transitory; once you’ve fulfilled an obligation or called in some minor debt, it’s over and done with. Of course, those points will simply turn up somewhere else in a few sessions.																																																																																																																																																																																																																																																																																																																																																						MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:0	SOURCEPAGE:p.8	BENEFIT:See Text.
Favors / 1				KEY:Dist_Favors_1				CATEGORY:Special Ability	TYPE:Distinctions	DESC:are other people’s obligations to you, whether of longterm service, of money and support, or simply to “return” a favor you’ve done for them. Both Obligations and Favors are often transitory; once you’ve fulfilled an obligation or called in some minor debt, it’s over and done with. Of course, those points will simply turn up somewhere else in a few sessions.																																																																																																																																																																																																																																																																																																																																																						MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.8	BENEFIT:See Text.
Favors / 2				KEY:Dist_Favors_2				CATEGORY:Special Ability	TYPE:Distinctions	DESC:are other people’s obligations to you, whether of longterm service, of money and support, or simply to “return” a favor you’ve done for them. Both Obligations and Favors are often transitory; once you’ve fulfilled an obligation or called in some minor debt, it’s over and done with. Of course, those points will simply turn up somewhere else in a few sessions.																																																																																																																																																																																																																																																																																																																																																						MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.8	BENEFIT:See Text.
Favors / 3				KEY:Dist_Favors_3				CATEGORY:Special Ability	TYPE:Distinctions	DESC:are other people’s obligations to you, whether of longterm service, of money and support, or simply to “return” a favor you’ve done for them. Both Obligations and Favors are often transitory; once you’ve fulfilled an obligation or called in some minor debt, it’s over and done with. Of course, those points will simply turn up somewhere else in a few sessions.																																																																																																																																																																																																																																																																																																																																																						MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.8	BENEFIT:See Text.
Favors / 4				KEY:Dist_Favors_4				CATEGORY:Special Ability	TYPE:Distinctions	DESC:are other people’s obligations to you, whether of longterm service, of money and support, or simply to “return” a favor you’ve done for them. Both Obligations and Favors are often transitory; once you’ve fulfilled an obligation or called in some minor debt, it’s over and done with. Of course, those points will simply turn up somewhere else in a few sessions.																																																																																																																																																																																																																																																																																																																																																						MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.8	BENEFIT:See Text.
Favors / 5				KEY:Dist_Favors_5				CATEGORY:Special Ability	TYPE:Distinctions	DESC:are other people’s obligations to you, whether of longterm service, of money and support, or simply to “return” a favor you’ve done for them. Both Obligations and Favors are often transitory; once you’ve fulfilled an obligation or called in some minor debt, it’s over and done with. Of course, those points will simply turn up somewhere else in a few sessions.																																																																																																																																																																																																																																																																																																																																																						MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:5	SOURCEPAGE:p.8	BENEFIT:See Text.
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Property / 0			KEY:Dist_Property_0			CATEGORY:Special Ability	TYPE:Distinctions	DESC:ranges from the simple - owning a fine sword, a home, or some ordinary slaves (A depressingly common & accepted practice in almost every culture’s history to date) - on up through the complexities of a business, estate, or trading vessel (around which a lot of your adventuring is likely to revolve), and on to the weird stuff - being the heir to a haunted castle, owning an artifact (not necessarily a good thing AT ALL), having access to a reliable supply of poison, medicines, holy water, or whatever, or simply having some extra starting gear. Items like an indestructible costume, having really large Debts to pay off, or having gear which looks impractically odd but works perfectly well, also fall into this category. “Bonded” items - magical devices which are somehow linked to their user or which have actually become a part of him or her, and so can be upgraded by investing experience, attribute, or skill points in them, are a common variant. Property is usually a distinction, but a cursed item, inconvenient inheritance, huge debt, sought-after map, or any item which brings unwelcome attention or responsibilities, can be a demerit.																																																																																																																																																																																																																		MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:0	SOURCEPAGE:p.8	BENEFIT:See Text.
Property / 1			KEY:Dist_Property_1			CATEGORY:Special Ability	TYPE:Distinctions	DESC:ranges from the simple - owning a fine sword, a home, or some ordinary slaves (A depressingly common & accepted practice in almost every culture’s history to date) - on up through the complexities of a business, estate, or trading vessel (around which a lot of your adventuring is likely to revolve), and on to the weird stuff - being the heir to a haunted castle, owning an artifact (not necessarily a good thing AT ALL), having access to a reliable supply of poison, medicines, holy water, or whatever, or simply having some extra starting gear. Items like an indestructible costume, having really large Debts to pay off, or having gear which looks impractically odd but works perfectly well, also fall into this category. “Bonded” items - magical devices which are somehow linked to their user or which have actually become a part of him or her, and so can be upgraded by investing experience, attribute, or skill points in them, are a common variant. Property is usually a distinction, but a cursed item, inconvenient inheritance, huge debt, sought-after map, or any item which brings unwelcome attention or responsibilities, can be a demerit.																																																																																																																																																																																																																		MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.8	BENEFIT:See Text.
Property / 2			KEY:Dist_Property_2			CATEGORY:Special Ability	TYPE:Distinctions	DESC:ranges from the simple - owning a fine sword, a home, or some ordinary slaves (A depressingly common & accepted practice in almost every culture’s history to date) - on up through the complexities of a business, estate, or trading vessel (around which a lot of your adventuring is likely to revolve), and on to the weird stuff - being the heir to a haunted castle, owning an artifact (not necessarily a good thing AT ALL), having access to a reliable supply of poison, medicines, holy water, or whatever, or simply having some extra starting gear. Items like an indestructible costume, having really large Debts to pay off, or having gear which looks impractically odd but works perfectly well, also fall into this category. “Bonded” items - magical devices which are somehow linked to their user or which have actually become a part of him or her, and so can be upgraded by investing experience, attribute, or skill points in them, are a common variant. Property is usually a distinction, but a cursed item, inconvenient inheritance, huge debt, sought-after map, or any item which brings unwelcome attention or responsibilities, can be a demerit.																																																																																																																																																																																																																		MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.8	BENEFIT:See Text.
Property / 3			KEY:Dist_Property_3			CATEGORY:Special Ability	TYPE:Distinctions	DESC:ranges from the simple - owning a fine sword, a home, or some ordinary slaves (A depressingly common & accepted practice in almost every culture’s history to date) - on up through the complexities of a business, estate, or trading vessel (around which a lot of your adventuring is likely to revolve), and on to the weird stuff - being the heir to a haunted castle, owning an artifact (not necessarily a good thing AT ALL), having access to a reliable supply of poison, medicines, holy water, or whatever, or simply having some extra starting gear. Items like an indestructible costume, having really large Debts to pay off, or having gear which looks impractically odd but works perfectly well, also fall into this category. “Bonded” items - magical devices which are somehow linked to their user or which have actually become a part of him or her, and so can be upgraded by investing experience, attribute, or skill points in them, are a common variant. Property is usually a distinction, but a cursed item, inconvenient inheritance, huge debt, sought-after map, or any item which brings unwelcome attention or responsibilities, can be a demerit.																																																																																																																																																																																																																		MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.8	BENEFIT:See Text.
Property / 4			KEY:Dist_Property_4			CATEGORY:Special Ability	TYPE:Distinctions	DESC:ranges from the simple - owning a fine sword, a home, or some ordinary slaves (A depressingly common & accepted practice in almost every culture’s history to date) - on up through the complexities of a business, estate, or trading vessel (around which a lot of your adventuring is likely to revolve), and on to the weird stuff - being the heir to a haunted castle, owning an artifact (not necessarily a good thing AT ALL), having access to a reliable supply of poison, medicines, holy water, or whatever, or simply having some extra starting gear. Items like an indestructible costume, having really large Debts to pay off, or having gear which looks impractically odd but works perfectly well, also fall into this category. “Bonded” items - magical devices which are somehow linked to their user or which have actually become a part of him or her, and so can be upgraded by investing experience, attribute, or skill points in them, are a common variant. Property is usually a distinction, but a cursed item, inconvenient inheritance, huge debt, sought-after map, or any item which brings unwelcome attention or responsibilities, can be a demerit.																																																																																																																																																																																																																		MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.8	BENEFIT:See Text.
Property / 5			KEY:Dist_Property_5			CATEGORY:Special Ability	TYPE:Distinctions	DESC:ranges from the simple - owning a fine sword, a home, or some ordinary slaves (A depressingly common & accepted practice in almost every culture’s history to date) - on up through the complexities of a business, estate, or trading vessel (around which a lot of your adventuring is likely to revolve), and on to the weird stuff - being the heir to a haunted castle, owning an artifact (not necessarily a good thing AT ALL), having access to a reliable supply of poison, medicines, holy water, or whatever, or simply having some extra starting gear. Items like an indestructible costume, having really large Debts to pay off, or having gear which looks impractically odd but works perfectly well, also fall into this category. “Bonded” items - magical devices which are somehow linked to their user or which have actually become a part of him or her, and so can be upgraded by investing experience, attribute, or skill points in them, are a common variant. Property is usually a distinction, but a cursed item, inconvenient inheritance, huge debt, sought-after map, or any item which brings unwelcome attention or responsibilities, can be a demerit.																																																																																																																																																																																																																		MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:5	SOURCEPAGE:p.8	BENEFIT:See Text.
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Quirks / 0				KEY:Dist_Quirks_0				CATEGORY:Special Ability	TYPE:Distinctions	DESC:are psychological problems. These range from things like the old “Snakes... Why did it have to be snakes?” on through phobias, weird compulsions, and even various “virtues” which limit the characters freedom of action. Being hot-tempered, honorable, excessively helpful, gullible, greedy, chivalrous, an anti-slavery activist (seriously strange throughout almost all of history), compulsively honest, absentminded, having weird beliefs (I must always wear this helm to keep the brain-eaters out!), leaving a “signature” (E.G.; the “mark of Zorro”) behind, being lecherous, irreverent (priests normally hate this), fanaticism, over- or under- confidence, vanity, obsessions, sadism, impatience, being easy to bribe, cowardice, being disrespectful - or overly respectful - of authority, wealth and power, being a spendthrift or a practical joker, and many more. In general, it takes a difficult self-control check with game-master assigned modifiers to resist a quirk. While there are no inherently “good” quirks, they can have positive aspects in many situations; excessive loyalty may be a nuisance most of the time, but it will help you resist magical or psychic compulsions to betray your friends.																																																																																																																																																																																																										MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:0	SOURCEPAGE:p.8	BENEFIT:See Text.
Quirks / 1				KEY:Dist_Quirks_1				CATEGORY:Special Ability	TYPE:Distinctions	DESC:are psychological problems. These range from things like the old “Snakes... Why did it have to be snakes?” on through phobias, weird compulsions, and even various “virtues” which limit the characters freedom of action. Being hot-tempered, honorable, excessively helpful, gullible, greedy, chivalrous, an anti-slavery activist (seriously strange throughout almost all of history), compulsively honest, absentminded, having weird beliefs (I must always wear this helm to keep the brain-eaters out!), leaving a “signature” (E.G.; the “mark of Zorro”) behind, being lecherous, irreverent (priests normally hate this), fanaticism, over- or under- confidence, vanity, obsessions, sadism, impatience, being easy to bribe, cowardice, being disrespectful - or overly respectful - of authority, wealth and power, being a spendthrift or a practical joker, and many more. In general, it takes a difficult self-control check with game-master assigned modifiers to resist a quirk. While there are no inherently “good” quirks, they can have positive aspects in many situations; excessive loyalty may be a nuisance most of the time, but it will help you resist magical or psychic compulsions to betray your friends.																																																																																																																																																																																																										MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.8	BENEFIT:See Text.
Quirks / 2				KEY:Dist_Quirks_2				CATEGORY:Special Ability	TYPE:Distinctions	DESC:are psychological problems. These range from things like the old “Snakes... Why did it have to be snakes?” on through phobias, weird compulsions, and even various “virtues” which limit the characters freedom of action. Being hot-tempered, honorable, excessively helpful, gullible, greedy, chivalrous, an anti-slavery activist (seriously strange throughout almost all of history), compulsively honest, absentminded, having weird beliefs (I must always wear this helm to keep the brain-eaters out!), leaving a “signature” (E.G.; the “mark of Zorro”) behind, being lecherous, irreverent (priests normally hate this), fanaticism, over- or under- confidence, vanity, obsessions, sadism, impatience, being easy to bribe, cowardice, being disrespectful - or overly respectful - of authority, wealth and power, being a spendthrift or a practical joker, and many more. In general, it takes a difficult self-control check with game-master assigned modifiers to resist a quirk. While there are no inherently “good” quirks, they can have positive aspects in many situations; excessive loyalty may be a nuisance most of the time, but it will help you resist magical or psychic compulsions to betray your friends.																																																																																																																																																																																																										MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.8	BENEFIT:See Text.
Quirks / 3				KEY:Dist_Quirks_3				CATEGORY:Special Ability	TYPE:Distinctions	DESC:are psychological problems. These range from things like the old “Snakes... Why did it have to be snakes?” on through phobias, weird compulsions, and even various “virtues” which limit the characters freedom of action. Being hot-tempered, honorable, excessively helpful, gullible, greedy, chivalrous, an anti-slavery activist (seriously strange throughout almost all of history), compulsively honest, absentminded, having weird beliefs (I must always wear this helm to keep the brain-eaters out!), leaving a “signature” (E.G.; the “mark of Zorro”) behind, being lecherous, irreverent (priests normally hate this), fanaticism, over- or under- confidence, vanity, obsessions, sadism, impatience, being easy to bribe, cowardice, being disrespectful - or overly respectful - of authority, wealth and power, being a spendthrift or a practical joker, and many more. In general, it takes a difficult self-control check with game-master assigned modifiers to resist a quirk. While there are no inherently “good” quirks, they can have positive aspects in many situations; excessive loyalty may be a nuisance most of the time, but it will help you resist magical or psychic compulsions to betray your friends.																																																																																																																																																																																																										MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.8	BENEFIT:See Text.
Quirks / 4				KEY:Dist_Quirks_4				CATEGORY:Special Ability	TYPE:Distinctions	DESC:are psychological problems. These range from things like the old “Snakes... Why did it have to be snakes?” on through phobias, weird compulsions, and even various “virtues” which limit the characters freedom of action. Being hot-tempered, honorable, excessively helpful, gullible, greedy, chivalrous, an anti-slavery activist (seriously strange throughout almost all of history), compulsively honest, absentminded, having weird beliefs (I must always wear this helm to keep the brain-eaters out!), leaving a “signature” (E.G.; the “mark of Zorro”) behind, being lecherous, irreverent (priests normally hate this), fanaticism, over- or under- confidence, vanity, obsessions, sadism, impatience, being easy to bribe, cowardice, being disrespectful - or overly respectful - of authority, wealth and power, being a spendthrift or a practical joker, and many more. In general, it takes a difficult self-control check with game-master assigned modifiers to resist a quirk. While there are no inherently “good” quirks, they can have positive aspects in many situations; excessive loyalty may be a nuisance most of the time, but it will help you resist magical or psychic compulsions to betray your friends.																																																																																																																																																																																																										MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.8	BENEFIT:See Text.
Quirks / 5				KEY:Dist_Quirks_5				CATEGORY:Special Ability	TYPE:Distinctions	DESC:are psychological problems. These range from things like the old “Snakes... Why did it have to be snakes?” on through phobias, weird compulsions, and even various “virtues” which limit the characters freedom of action. Being hot-tempered, honorable, excessively helpful, gullible, greedy, chivalrous, an anti-slavery activist (seriously strange throughout almost all of history), compulsively honest, absentminded, having weird beliefs (I must always wear this helm to keep the brain-eaters out!), leaving a “signature” (E.G.; the “mark of Zorro”) behind, being lecherous, irreverent (priests normally hate this), fanaticism, over- or under- confidence, vanity, obsessions, sadism, impatience, being easy to bribe, cowardice, being disrespectful - or overly respectful - of authority, wealth and power, being a spendthrift or a practical joker, and many more. In general, it takes a difficult self-control check with game-master assigned modifiers to resist a quirk. While there are no inherently “good” quirks, they can have positive aspects in many situations; excessive loyalty may be a nuisance most of the time, but it will help you resist magical or psychic compulsions to betray your friends.																																																																																																																																																																																																										MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:5	SOURCEPAGE:p.8	BENEFIT:See Text.
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Reputations / 0			KEY:Dist_Reputations_0			CATEGORY:Special Ability	TYPE:Distinctions	DESC:can be either good or bad in a variety of ways. Being a famous hero is great - until the locals want you to fix some nasty situation for them. The value of a reputation depends on how positive it is, and on how large a group it affects.																																																																																																																																																																																																																																																																																																																																																																										MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:0	SOURCEPAGE:p.8	BENEFIT:See Text.
Reputations / 1			KEY:Dist_Reputations_1			CATEGORY:Special Ability	TYPE:Distinctions	DESC:can be either good or bad in a variety of ways. Being a famous hero is great - until the locals want you to fix some nasty situation for them. The value of a reputation depends on how positive it is, and on how large a group it affects.																																																																																																																																																																																																																																																																																																																																																																										MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.8	BENEFIT:See Text.
Reputations / 2			KEY:Dist_Reputations_2			CATEGORY:Special Ability	TYPE:Distinctions	DESC:can be either good or bad in a variety of ways. Being a famous hero is great - until the locals want you to fix some nasty situation for them. The value of a reputation depends on how positive it is, and on how large a group it affects.																																																																																																																																																																																																																																																																																																																																																																										MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.8	BENEFIT:See Text.
Reputations / 3			KEY:Dist_Reputations_3			CATEGORY:Special Ability	TYPE:Distinctions	DESC:can be either good or bad in a variety of ways. Being a famous hero is great - until the locals want you to fix some nasty situation for them. The value of a reputation depends on how positive it is, and on how large a group it affects.																																																																																																																																																																																																																																																																																																																																																																										MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.8	BENEFIT:See Text.
Reputations / 4			KEY:Dist_Reputations_4			CATEGORY:Special Ability	TYPE:Distinctions	DESC:can be either good or bad in a variety of ways. Being a famous hero is great - until the locals want you to fix some nasty situation for them. The value of a reputation depends on how positive it is, and on how large a group it affects.																																																																																																																																																																																																																																																																																																																																																																										MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.8	BENEFIT:See Text.
Reputations / 5			KEY:Dist_Reputations_5			CATEGORY:Special Ability	TYPE:Distinctions	DESC:can be either good or bad in a variety of ways. Being a famous hero is great - until the locals want you to fix some nasty situation for them. The value of a reputation depends on how positive it is, and on how large a group it affects.																																																																																																																																																																																																																																																																																																																																																																										MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:5	SOURCEPAGE:p.8	BENEFIT:See Text.
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Resistances / 0			KEY:Dist_Resistances_0			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are very straightforward; they reduce the amount of damage a character takes from a particular source. Resistance any one energy type costs 1/1, resistance to specific types of weapons (Slashing, Blunt, Etc) costs 2/1, to broad damage categories (All Energies or Physical Attacks) costs 3/1. A generalized resistance to HP damage costs 6/1. As a rule, characters can’t have more then twelve points worth of resistance in any one category - and even that requires a very good reason. Exotic resistances include Interrogation, Divination or specific types of magic.																																																																																																																																																																																																																																																																																																																				MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:0	SOURCEPAGE:p.8	BENEFIT:See Text.
Resistances / 1			KEY:Dist_Resistances_1			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are very straightforward; they reduce the amount of damage a character takes from a particular source. Resistance any one energy type costs 1/1, resistance to specific types of weapons (Slashing, Blunt, Etc) costs 2/1, to broad damage categories (All Energies or Physical Attacks) costs 3/1. A generalized resistance to HP damage costs 6/1. As a rule, characters can’t have more then twelve points worth of resistance in any one category - and even that requires a very good reason. Exotic resistances include Interrogation, Divination or specific types of magic.																																																																																																																																																																																																																																																																																																																				MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.8	BENEFIT:See Text.
Resistances / 2			KEY:Dist_Resistances_2			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are very straightforward; they reduce the amount of damage a character takes from a particular source. Resistance any one energy type costs 1/1, resistance to specific types of weapons (Slashing, Blunt, Etc) costs 2/1, to broad damage categories (All Energies or Physical Attacks) costs 3/1. A generalized resistance to HP damage costs 6/1. As a rule, characters can’t have more then twelve points worth of resistance in any one category - and even that requires a very good reason. Exotic resistances include Interrogation, Divination or specific types of magic.																																																																																																																																																																																																																																																																																																																				MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.8	BENEFIT:See Text.
Resistances / 3			KEY:Dist_Resistances_3			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are very straightforward; they reduce the amount of damage a character takes from a particular source. Resistance any one energy type costs 1/1, resistance to specific types of weapons (Slashing, Blunt, Etc) costs 2/1, to broad damage categories (All Energies or Physical Attacks) costs 3/1. A generalized resistance to HP damage costs 6/1. As a rule, characters can’t have more then twelve points worth of resistance in any one category - and even that requires a very good reason. Exotic resistances include Interrogation, Divination or specific types of magic.																																																																																																																																																																																																																																																																																																																				MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.8	BENEFIT:See Text.
Resistances / 4			KEY:Dist_Resistances_4			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are very straightforward; they reduce the amount of damage a character takes from a particular source. Resistance any one energy type costs 1/1, resistance to specific types of weapons (Slashing, Blunt, Etc) costs 2/1, to broad damage categories (All Energies or Physical Attacks) costs 3/1. A generalized resistance to HP damage costs 6/1. As a rule, characters can’t have more then twelve points worth of resistance in any one category - and even that requires a very good reason. Exotic resistances include Interrogation, Divination or specific types of magic.																																																																																																																																																																																																																																																																																																																				MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.8	BENEFIT:See Text.
Resistances / 5			KEY:Dist_Resistances_5			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are very straightforward; they reduce the amount of damage a character takes from a particular source. Resistance any one energy type costs 1/1, resistance to specific types of weapons (Slashing, Blunt, Etc) costs 2/1, to broad damage categories (All Energies or Physical Attacks) costs 3/1. A generalized resistance to HP damage costs 6/1. As a rule, characters can’t have more then twelve points worth of resistance in any one category - and even that requires a very good reason. Exotic resistances include Interrogation, Divination or specific types of magic.																																																																																																																																																																																																																																																																																																																				MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:5	SOURCEPAGE:p.8	BENEFIT:See Text.
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Immunities / 0			KEY:Dist_Immunites_0			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are specialized resistances - for example, a character who has survived the demonic Red Death becomes immune to it thereafter, while Rothe The Barbarian is virtually unaffected by his (vast) daily consumption of mead and ale. More exotic immunities include specific poisons and spells. Immunities can be overcome - but it’s very difficult. In general, resistances should be handed out with caution; like any other game-mechanic advantage they can readily be abused.																																																																																																																																																																																																																																																																																																																																				MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:0	SOURCEPAGE:p.8	BENEFIT:See Text.
Immunities / 1			KEY:Dist_Immunites_1			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are specialized resistances - for example, a character who has survived the demonic Red Death becomes immune to it thereafter, while Rothe The Barbarian is virtually unaffected by his (vast) daily consumption of mead and ale. More exotic immunities include specific poisons and spells. Immunities can be overcome - but it’s very difficult. In general, resistances should be handed out with caution; like any other game-mechanic advantage they can readily be abused.																																																																																																																																																																																																																																																																																																																																				MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.8	BENEFIT:See Text.
Immunities / 2			KEY:Dist_Immunites_2			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are specialized resistances - for example, a character who has survived the demonic Red Death becomes immune to it thereafter, while Rothe The Barbarian is virtually unaffected by his (vast) daily consumption of mead and ale. More exotic immunities include specific poisons and spells. Immunities can be overcome - but it’s very difficult. In general, resistances should be handed out with caution; like any other game-mechanic advantage they can readily be abused.																																																																																																																																																																																																																																																																																																																																				MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.8	BENEFIT:See Text.
Immunities / 3			KEY:Dist_Immunites_3			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are specialized resistances - for example, a character who has survived the demonic Red Death becomes immune to it thereafter, while Rothe The Barbarian is virtually unaffected by his (vast) daily consumption of mead and ale. More exotic immunities include specific poisons and spells. Immunities can be overcome - but it’s very difficult. In general, resistances should be handed out with caution; like any other game-mechanic advantage they can readily be abused.																																																																																																																																																																																																																																																																																																																																				MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.8	BENEFIT:See Text.
Immunities / 4			KEY:Dist_Immunites_4			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are specialized resistances - for example, a character who has survived the demonic Red Death becomes immune to it thereafter, while Rothe The Barbarian is virtually unaffected by his (vast) daily consumption of mead and ale. More exotic immunities include specific poisons and spells. Immunities can be overcome - but it’s very difficult. In general, resistances should be handed out with caution; like any other game-mechanic advantage they can readily be abused.																																																																																																																																																																																																																																																																																																																																				MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.8	BENEFIT:See Text.
Immunities / 5			KEY:Dist_Immunites_5			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are specialized resistances - for example, a character who has survived the demonic Red Death becomes immune to it thereafter, while Rothe The Barbarian is virtually unaffected by his (vast) daily consumption of mead and ale. More exotic immunities include specific poisons and spells. Immunities can be overcome - but it’s very difficult. In general, resistances should be handed out with caution; like any other game-mechanic advantage they can readily be abused.																																																																																																																																																																																																																																																																																																																																				MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:5	SOURCEPAGE:p.8	BENEFIT:See Text.
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Secrets / 0				KEY:Dist_Secrets_0			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are valuable bits of information a character happens to have, and others do not. This includes unique and invented spells, where to find lost cities, the location of treasure caches, secret names, mystic rituals, knowing someone’s dark secrets (Blackmail material), and so on. Having massive blocks of more common material memorized is a common variant; being able to recite the complete Liturgy Of The 12 Gods, the Works Of Homer, or Eisonn’s massive Bestiary Of Aerth from memory can be useful. It does not replace skills, although it may help them; one can memorize misinformation just as well as anything else.																																																																																																																																																																																																																																																																																																											MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:0	SOURCEPAGE:p.9	BENEFIT:See Text.
Secrets / 1				KEY:Dist_Secrets_1			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are valuable bits of information a character happens to have, and others do not. This includes unique and invented spells, where to find lost cities, the location of treasure caches, secret names, mystic rituals, knowing someone’s dark secrets (Blackmail material), and so on. Having massive blocks of more common material memorized is a common variant; being able to recite the complete Liturgy Of The 12 Gods, the Works Of Homer, or Eisonn’s massive Bestiary Of Aerth from memory can be useful. It does not replace skills, although it may help them; one can memorize misinformation just as well as anything else.																																																																																																																																																																																																																																																																																																											MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.9	BENEFIT:See Text.
Secrets / 2				KEY:Dist_Secrets_2			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are valuable bits of information a character happens to have, and others do not. This includes unique and invented spells, where to find lost cities, the location of treasure caches, secret names, mystic rituals, knowing someone’s dark secrets (Blackmail material), and so on. Having massive blocks of more common material memorized is a common variant; being able to recite the complete Liturgy Of The 12 Gods, the Works Of Homer, or Eisonn’s massive Bestiary Of Aerth from memory can be useful. It does not replace skills, although it may help them; one can memorize misinformation just as well as anything else.																																																																																																																																																																																																																																																																																																											MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.9	BENEFIT:See Text.
Secrets / 3				KEY:Dist_Secrets_3			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are valuable bits of information a character happens to have, and others do not. This includes unique and invented spells, where to find lost cities, the location of treasure caches, secret names, mystic rituals, knowing someone’s dark secrets (Blackmail material), and so on. Having massive blocks of more common material memorized is a common variant; being able to recite the complete Liturgy Of The 12 Gods, the Works Of Homer, or Eisonn’s massive Bestiary Of Aerth from memory can be useful. It does not replace skills, although it may help them; one can memorize misinformation just as well as anything else.																																																																																																																																																																																																																																																																																																											MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.9	BENEFIT:See Text.
Secrets / 4				KEY:Dist_Secrets_4			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are valuable bits of information a character happens to have, and others do not. This includes unique and invented spells, where to find lost cities, the location of treasure caches, secret names, mystic rituals, knowing someone’s dark secrets (Blackmail material), and so on. Having massive blocks of more common material memorized is a common variant; being able to recite the complete Liturgy Of The 12 Gods, the Works Of Homer, or Eisonn’s massive Bestiary Of Aerth from memory can be useful. It does not replace skills, although it may help them; one can memorize misinformation just as well as anything else.																																																																																																																																																																																																																																																																																																											MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.9	BENEFIT:See Text.
Secrets / 5				KEY:Dist_Secrets_5			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are valuable bits of information a character happens to have, and others do not. This includes unique and invented spells, where to find lost cities, the location of treasure caches, secret names, mystic rituals, knowing someone’s dark secrets (Blackmail material), and so on. Having massive blocks of more common material memorized is a common variant; being able to recite the complete Liturgy Of The 12 Gods, the Works Of Homer, or Eisonn’s massive Bestiary Of Aerth from memory can be useful. It does not replace skills, although it may help them; one can memorize misinformation just as well as anything else.																																																																																																																																																																																																																																																																																																											MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:5	SOURCEPAGE:p.9	BENEFIT:See Text.
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Specialities / 0			KEY:Dist_Specialties_0			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are skill bonuses which apply to very limited situations... For example, an avid birdwatcher might have “wilderness lore” - with a +8 bonus on identifying small birds. Speciality bonuses generally range from +2 to +8, at a cost of 1-4 points, depending on how narrow the speciality is and on how useful it is. Birdwatching would only cost a point or two... Similar specialities may apply to particular spells and other effects; you’re just very good with one specific, or very small group, of effects.																																																																																																																																																																																																																																																																																																																														MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:0	SOURCEPAGE:p.9	BENEFIT:See Text.
Specialities / 1			KEY:Dist_Specialties_1			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are skill bonuses which apply to very limited situations... For example, an avid birdwatcher might have “wilderness lore” - with a +8 bonus on identifying small birds. Speciality bonuses generally range from +2 to +8, at a cost of 1-4 points, depending on how narrow the speciality is and on how useful it is. Birdwatching would only cost a point or two... Similar specialities may apply to particular spells and other effects; you’re just very good with one specific, or very small group, of effects.																																																																																																																																																																																																																																																																																																																														MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.9	BENEFIT:See Text.
Specialities / 2			KEY:Dist_Specialties_2			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are skill bonuses which apply to very limited situations... For example, an avid birdwatcher might have “wilderness lore” - with a +8 bonus on identifying small birds. Speciality bonuses generally range from +2 to +8, at a cost of 1-4 points, depending on how narrow the speciality is and on how useful it is. Birdwatching would only cost a point or two... Similar specialities may apply to particular spells and other effects; you’re just very good with one specific, or very small group, of effects.																																																																																																																																																																																																																																																																																																																														MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.9	BENEFIT:See Text.
Specialities / 3			KEY:Dist_Specialties_3			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are skill bonuses which apply to very limited situations... For example, an avid birdwatcher might have “wilderness lore” - with a +8 bonus on identifying small birds. Speciality bonuses generally range from +2 to +8, at a cost of 1-4 points, depending on how narrow the speciality is and on how useful it is. Birdwatching would only cost a point or two... Similar specialities may apply to particular spells and other effects; you’re just very good with one specific, or very small group, of effects.																																																																																																																																																																																																																																																																																																																														MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.9	BENEFIT:See Text.
Specialities / 4			KEY:Dist_Specialties_4			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are skill bonuses which apply to very limited situations... For example, an avid birdwatcher might have “wilderness lore” - with a +8 bonus on identifying small birds. Speciality bonuses generally range from +2 to +8, at a cost of 1-4 points, depending on how narrow the speciality is and on how useful it is. Birdwatching would only cost a point or two... Similar specialities may apply to particular spells and other effects; you’re just very good with one specific, or very small group, of effects.																																																																																																																																																																																																																																																																																																																														MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.9	BENEFIT:See Text.
Specialities / 5			KEY:Dist_Specialties_5			CATEGORY:Special Ability	TYPE:Distinctions	DESC:are skill bonuses which apply to very limited situations... For example, an avid birdwatcher might have “wilderness lore” - with a +8 bonus on identifying small birds. Speciality bonuses generally range from +2 to +8, at a cost of 1-4 points, depending on how narrow the speciality is and on how useful it is. Birdwatching would only cost a point or two... Similar specialities may apply to particular spells and other effects; you’re just very good with one specific, or very small group, of effects.																																																																																																																																																																																																																																																																																																																														MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:5	SOURCEPAGE:p.9	BENEFIT:See Text.
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Status / 0				KEY:Dist_Status_0				CATEGORY:Special Ability	TYPE:Distinctions	DESC:is always within a particular group or area. On it’s own, it’s is mostly a matter of social prestige - although a few points in Authority and/or Privilege are often thrown in. Status includes military rank, being a member of the nobility, being known as THE expert in a field, knighthoods, being a celebrity - and simply being a member in good standing of one or more notable guilds or trade organizations of some type.																																																																																																																																																																																																																																																																																																																																												MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:0	SOURCEPAGE:p.9	BENEFIT:See Text.
Status / 1				KEY:Dist_Status_1				CATEGORY:Special Ability	TYPE:Distinctions	DESC:is always within a particular group or area. On it’s own, it’s is mostly a matter of social prestige - although a few points in Authority and/or Privilege are often thrown in. Status includes military rank, being a member of the nobility, being known as THE expert in a field, knighthoods, being a celebrity - and simply being a member in good standing of one or more notable guilds or trade organizations of some type.																																																																																																																																																																																																																																																																																																																																												MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.9	BENEFIT:See Text.
Status / 2				KEY:Dist_Status_2				CATEGORY:Special Ability	TYPE:Distinctions	DESC:is always within a particular group or area. On it’s own, it’s is mostly a matter of social prestige - although a few points in Authority and/or Privilege are often thrown in. Status includes military rank, being a member of the nobility, being known as THE expert in a field, knighthoods, being a celebrity - and simply being a member in good standing of one or more notable guilds or trade organizations of some type.																																																																																																																																																																																																																																																																																																																																												MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.9	BENEFIT:See Text.
Status / 3				KEY:Dist_Status_3				CATEGORY:Special Ability	TYPE:Distinctions	DESC:is always within a particular group or area. On it’s own, it’s is mostly a matter of social prestige - although a few points in Authority and/or Privilege are often thrown in. Status includes military rank, being a member of the nobility, being known as THE expert in a field, knighthoods, being a celebrity - and simply being a member in good standing of one or more notable guilds or trade organizations of some type.																																																																																																																																																																																																																																																																																																																																												MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.9	BENEFIT:See Text.
Status / 4				KEY:Dist_Status_4				CATEGORY:Special Ability	TYPE:Distinctions	DESC:is always within a particular group or area. On it’s own, it’s is mostly a matter of social prestige - although a few points in Authority and/or Privilege are often thrown in. Status includes military rank, being a member of the nobility, being known as THE expert in a field, knighthoods, being a celebrity - and simply being a member in good standing of one or more notable guilds or trade organizations of some type.																																																																																																																																																																																																																																																																																																																																												MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.9	BENEFIT:See Text.
Status / 5				KEY:Dist_Status_5				CATEGORY:Special Ability	TYPE:Distinctions	DESC:is always within a particular group or area. On it’s own, it’s is mostly a matter of social prestige - although a few points in Authority and/or Privilege are often thrown in. Status includes military rank, being a member of the nobility, being known as THE expert in a field, knighthoods, being a celebrity - and simply being a member in good standing of one or more notable guilds or trade organizations of some type.																																																																																																																																																																																																																																																																																																																																												MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:5	SOURCEPAGE:p.9	BENEFIT:See Text.
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Stunts / 0				KEY:Dist_Stunts_0				CATEGORY:Special Ability	TYPE:Distinctions	DESC:are little heroic “bits” which bend the laws of nature/rules just a little bit... Warrior-types who dive to a cliff’s edge just in time to grab the hand of someone who’s lost their grip, Magi who cast a personal spell on a friend, or otherwise stretch the spells wording, Priests who’s faith suppresses the power of a vampire just long enough to hurl it into the flames, Rogues who take an extra action to push their companion out of the way of a triggered trap, and so on. In general, pulling something like this off requires either a generous GM, or an appropriate roll (Most often a saving throw), and the possession of this distinction. Each point spent on this distinction allows a character to attempt one such stunt each game session. Trying more often then that is known as “Pushing It”, and is rarely a good idea.																																																																																																																																																																																																																																																																									MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:0	SOURCEPAGE:p.9	BENEFIT:See Text.
Stunts / 1				KEY:Dist_Stunts_1				CATEGORY:Special Ability	TYPE:Distinctions	DESC:are little heroic “bits” which bend the laws of nature/rules just a little bit... Warrior-types who dive to a cliff’s edge just in time to grab the hand of someone who’s lost their grip, Magi who cast a personal spell on a friend, or otherwise stretch the spells wording, Priests who’s faith suppresses the power of a vampire just long enough to hurl it into the flames, Rogues who take an extra action to push their companion out of the way of a triggered trap, and so on. In general, pulling something like this off requires either a generous GM, or an appropriate roll (Most often a saving throw), and the possession of this distinction. Each point spent on this distinction allows a character to attempt one such stunt each game session. Trying more often then that is known as “Pushing It”, and is rarely a good idea.																																																																																																																																																																																																																																																																									MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.9	BENEFIT:See Text.
Stunts / 2				KEY:Dist_Stunts_2				CATEGORY:Special Ability	TYPE:Distinctions	DESC:are little heroic “bits” which bend the laws of nature/rules just a little bit... Warrior-types who dive to a cliff’s edge just in time to grab the hand of someone who’s lost their grip, Magi who cast a personal spell on a friend, or otherwise stretch the spells wording, Priests who’s faith suppresses the power of a vampire just long enough to hurl it into the flames, Rogues who take an extra action to push their companion out of the way of a triggered trap, and so on. In general, pulling something like this off requires either a generous GM, or an appropriate roll (Most often a saving throw), and the possession of this distinction. Each point spent on this distinction allows a character to attempt one such stunt each game session. Trying more often then that is known as “Pushing It”, and is rarely a good idea.																																																																																																																																																																																																																																																																									MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.9	BENEFIT:See Text.
Stunts / 3				KEY:Dist_Stunts_3				CATEGORY:Special Ability	TYPE:Distinctions	DESC:are little heroic “bits” which bend the laws of nature/rules just a little bit... Warrior-types who dive to a cliff’s edge just in time to grab the hand of someone who’s lost their grip, Magi who cast a personal spell on a friend, or otherwise stretch the spells wording, Priests who’s faith suppresses the power of a vampire just long enough to hurl it into the flames, Rogues who take an extra action to push their companion out of the way of a triggered trap, and so on. In general, pulling something like this off requires either a generous GM, or an appropriate roll (Most often a saving throw), and the possession of this distinction. Each point spent on this distinction allows a character to attempt one such stunt each game session. Trying more often then that is known as “Pushing It”, and is rarely a good idea.																																																																																																																																																																																																																																																																									MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.9	BENEFIT:See Text.
Stunts / 4				KEY:Dist_Stunts_4				CATEGORY:Special Ability	TYPE:Distinctions	DESC:are little heroic “bits” which bend the laws of nature/rules just a little bit... Warrior-types who dive to a cliff’s edge just in time to grab the hand of someone who’s lost their grip, Magi who cast a personal spell on a friend, or otherwise stretch the spells wording, Priests who’s faith suppresses the power of a vampire just long enough to hurl it into the flames, Rogues who take an extra action to push their companion out of the way of a triggered trap, and so on. In general, pulling something like this off requires either a generous GM, or an appropriate roll (Most often a saving throw), and the possession of this distinction. Each point spent on this distinction allows a character to attempt one such stunt each game session. Trying more often then that is known as “Pushing It”, and is rarely a good idea.																																																																																																																																																																																																																																																																									MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.9	BENEFIT:See Text.
Stunts / 5				KEY:Dist_Stunts_5				CATEGORY:Special Ability	TYPE:Distinctions	DESC:are little heroic “bits” which bend the laws of nature/rules just a little bit... Warrior-types who dive to a cliff’s edge just in time to grab the hand of someone who’s lost their grip, Magi who cast a personal spell on a friend, or otherwise stretch the spells wording, Priests who’s faith suppresses the power of a vampire just long enough to hurl it into the flames, Rogues who take an extra action to push their companion out of the way of a triggered trap, and so on. In general, pulling something like this off requires either a generous GM, or an appropriate roll (Most often a saving throw), and the possession of this distinction. Each point spent on this distinction allows a character to attempt one such stunt each game session. Trying more often then that is known as “Pushing It”, and is rarely a good idea.																																																																																																																																																																																																																																																																									MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:5	SOURCEPAGE:p.9	BENEFIT:See Text.

# Distinctions Break Downs	SOURCEPAGE:p.	COST:0	MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	KEY:Dist_		CATEGORY:Special Ability	TYPE:Distinctions


###Block: Demerits
# Demerits List / Base Groups	SOURCEPAGE:p.	COST:0	MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	KEY:Dist_		CATEGORY:Special Ability	TYPE:Demerits

# Ability Name				Unique Key						Category of Ability		Type			Description																																																																																																																																																																																																																																							Multiple?	Choose								Cost		Source Page		Description of the Benefits
Addictions / 1				KEY:Demerit_Addictions_1			CATEGORY:Special Ability	TYPE:Demerits	DESC:range from the barely notable - you have to have coffee every morning, or you take a penalty on social- and alertness- related skills until you wake up all the way - thru alcoholism (You can expect to take a penalty most of the time you’re in town if you have any money) and onwards to dangerous drugs, power, and even murder (This could indicate a “simple” serial killer - or that if you don’t perform a regular sacrifice to some evil entity, demons will carry you off. That kind of trouble is preferably limited to evil NPC’s of course).																																																																																																																																														MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.4	BENEFIT:See Text.
Addictions / 2				KEY:Demerit_Addictions_2			CATEGORY:Special Ability	TYPE:Demerits	DESC:range from the barely notable - you have to have coffee every morning, or you take a penalty on social- and alertness- related skills until you wake up all the way - thru alcoholism (You can expect to take a penalty most of the time you’re in town if you have any money) and onwards to dangerous drugs, power, and even murder (This could indicate a “simple” serial killer - or that if you don’t perform a regular sacrifice to some evil entity, demons will carry you off. That kind of trouble is preferably limited to evil NPC’s of course).																																																																																																																																														MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.4	BENEFIT:See Text.
Addictions / 3				KEY:Demerit_Addictions_3			CATEGORY:Special Ability	TYPE:Demerits	DESC:range from the barely notable - you have to have coffee every morning, or you take a penalty on social- and alertness- related skills until you wake up all the way - thru alcoholism (You can expect to take a penalty most of the time you’re in town if you have any money) and onwards to dangerous drugs, power, and even murder (This could indicate a “simple” serial killer - or that if you don’t perform a regular sacrifice to some evil entity, demons will carry you off. That kind of trouble is preferably limited to evil NPC’s of course).																																																																																																																																														MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.4	BENEFIT:See Text.
Addictions / 4				KEY:Demerit_Addictions_4			CATEGORY:Special Ability	TYPE:Demerits	DESC:range from the barely notable - you have to have coffee every morning, or you take a penalty on social- and alertness- related skills until you wake up all the way - thru alcoholism (You can expect to take a penalty most of the time you’re in town if you have any money) and onwards to dangerous drugs, power, and even murder (This could indicate a “simple” serial killer - or that if you don’t perform a regular sacrifice to some evil entity, demons will carry you off. That kind of trouble is preferably limited to evil NPC’s of course).																																																																																																																																														MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.4	BENEFIT:See Text.
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Addictions / Dependencies / 1		KEY:Demerit_Addictions ~ Dependencies_1	CATEGORY:Special Ability	TYPE:Demerits	DESC:where you absolutely HAVE to have something or other - are a variant. If you weaken and/or might eventually die if you are not immersed in water every day, you have a dependence. In fantasy worlds full of magic and/or psychic powers, people may be dependent on very odd things indeed. More commonly, people are dependent on medications - or perhaps regular doses of the antidote to that slow poison that someone slipped them.																																																																																																																																																																	MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.4	BENEFIT:See Text.
Addictions / Dependencies / 2		KEY:Demerit_Addictions ~ Dependencies_2	CATEGORY:Special Ability	TYPE:Demerits	DESC:where you absolutely HAVE to have something or other - are a variant. If you weaken and/or might eventually die if you are not immersed in water every day, you have a dependence. In fantasy worlds full of magic and/or psychic powers, people may be dependent on very odd things indeed. More commonly, people are dependent on medications - or perhaps regular doses of the antidote to that slow poison that someone slipped them.																																																																																																																																																																	MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.4	BENEFIT:See Text.
Addictions / Dependencies / 3		KEY:Demerit_Addictions ~ Dependencies_3	CATEGORY:Special Ability	TYPE:Demerits	DESC:where you absolutely HAVE to have something or other - are a variant. If you weaken and/or might eventually die if you are not immersed in water every day, you have a dependence. In fantasy worlds full of magic and/or psychic powers, people may be dependent on very odd things indeed. More commonly, people are dependent on medications - or perhaps regular doses of the antidote to that slow poison that someone slipped them.																																																																																																																																																																	MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.4	BENEFIT:See Text.
Addictions / Dependencies / 4		KEY:Demerit_Addictions ~ Dependencies_4	CATEGORY:Special Ability	TYPE:Demerits	DESC:where you absolutely HAVE to have something or other - are a variant. If you weaken and/or might eventually die if you are not immersed in water every day, you have a dependence. In fantasy worlds full of magic and/or psychic powers, people may be dependent on very odd things indeed. More commonly, people are dependent on medications - or perhaps regular doses of the antidote to that slow poison that someone slipped them.																																																																																																																																																																	MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.4	BENEFIT:See Text.
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Allure / Demerit / 1			KEY:Demerit_Allure_1				CATEGORY:Special Ability	TYPE:Demerits	DESC:if you can’t “turn it off” - especially if “you” tend to attract obsessive or inappropriate types.																																																																																																																																																																																																																							MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.4	BENEFIT:See Text.
Allure / Demerit / 2			KEY:Demerit_Allure_2				CATEGORY:Special Ability	TYPE:Demerits	DESC:if you can’t “turn it off” - especially if “you” tend to attract obsessive or inappropriate types.																																																																																																																																																																																																																							MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.4	BENEFIT:See Text.
Allure / Demerit / 3			KEY:Demerit_Allure_3				CATEGORY:Special Ability	TYPE:Demerits	DESC:if you can’t “turn it off” - especially if “you” tend to attract obsessive or inappropriate types.																																																																																																																																																																																																																							MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.4	BENEFIT:See Text.
Allure / Demerit / 4			KEY:Demerit_Allure_4				CATEGORY:Special Ability	TYPE:Demerits	DESC:if you can’t “turn it off” - especially if “you” tend to attract obsessive or inappropriate types.																																																																																																																																																																																																																							MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.4	BENEFIT:See Text.
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Allure / Repellent / 1			KEY:Demerit_Allure ~ Repellent_1		CATEGORY:Special Ability	TYPE:Demerits	DESC:is almost always a demerit - unless something really odd is going on. It’s rarely of much importance. It might be worth more if you’re womanizer or want to found your own dynasty however.																																																																																																																																																																																																								MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.4	BENEFIT:See Text.
Allure / Repellent / 2			KEY:Demerit_Allure ~ Repellent_2		CATEGORY:Special Ability	TYPE:Demerits	DESC:is almost always a demerit - unless something really odd is going on. It’s rarely of much importance. It might be worth more if you’re womanizer or want to found your own dynasty however.																																																																																																																																																																																																								MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.4	BENEFIT:See Text.
Allure / Repellent / 3			KEY:Demerit_Allure ~ Repellent_3		CATEGORY:Special Ability	TYPE:Demerits	DESC:is almost always a demerit - unless something really odd is going on. It’s rarely of much importance. It might be worth more if you’re womanizer or want to found your own dynasty however.																																																																																																																																																																																																								MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.4	BENEFIT:See Text.
Allure / Repellent / 4			KEY:Demerit_Allure ~ Repellent_4		CATEGORY:Special Ability	TYPE:Demerits	DESC:is almost always a demerit - unless something really odd is going on. It’s rarely of much importance. It might be worth more if you’re womanizer or want to found your own dynasty however.																																																																																																																																																																																																								MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.4	BENEFIT:See Text.
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Common Sense / Delusions / 1		KEY:Demerit_Delusions_1				CATEGORY:Special Ability	TYPE:Demerits	DESC:beliefs or hallucinations which lead the character to do things which are obviously silly or unworkable - are the reversed form, but are almost invariably far more trouble then they’re worth, both for the player and for the game master. While a limited, fixed delusion can be entertaining for awhile, they don’t wear well.																																																																																																																																																																																		MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.5	BENEFIT:See Text.
Common Sense / Delusions / 2		KEY:Demerit_Delusions_2				CATEGORY:Special Ability	TYPE:Demerits	DESC:beliefs or hallucinations which lead the character to do things which are obviously silly or unworkable - are the reversed form, but are almost invariably far more trouble then they’re worth, both for the player and for the game master. While a limited, fixed delusion can be entertaining for awhile, they don’t wear well.																																																																																																																																																																																		MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.5	BENEFIT:See Text.
Common Sense / Delusions / 3		KEY:Demerit_Delusions_3				CATEGORY:Special Ability	TYPE:Demerits	DESC:beliefs or hallucinations which lead the character to do things which are obviously silly or unworkable - are the reversed form, but are almost invariably far more trouble then they’re worth, both for the player and for the game master. While a limited, fixed delusion can be entertaining for awhile, they don’t wear well.																																																																																																																																																																																		MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.5	BENEFIT:See Text.
Common Sense / Delusions / 4		KEY:Demerit_Delusions_4				CATEGORY:Special Ability	TYPE:Demerits	DESC:beliefs or hallucinations which lead the character to do things which are obviously silly or unworkable - are the reversed form, but are almost invariably far more trouble then they’re worth, both for the player and for the game master. While a limited, fixed delusion can be entertaining for awhile, they don’t wear well.																																																																																																																																																																																		MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.5	BENEFIT:See Text.
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Connections / Obstacles / 1		KEY:Demerit_Obstacles_1				CATEGORY:Special Ability	TYPE:Demerits	DESC:are negative connections - groups and organizations which simply get in your way or are abnormally unhelpful, whether due to the dictates of fate, the enmity of some minor functionary, or mere disapproval. While this can be overcome with a sufficient payment or similar means, to be worth anything obstacles must be groups that you’ll simply have to get involved with.																																																																																																																																																																										MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.5	BENEFIT:See Text.
Connections / Obstacles / 2		KEY:Demerit_Obstacles_2				CATEGORY:Special Ability	TYPE:Demerits	DESC:are negative connections - groups and organizations which simply get in your way or are abnormally unhelpful, whether due to the dictates of fate, the enmity of some minor functionary, or mere disapproval. While this can be overcome with a sufficient payment or similar means, to be worth anything obstacles must be groups that you’ll simply have to get involved with.																																																																																																																																																																										MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.5	BENEFIT:See Text.
Connections / Obstacles / 3		KEY:Demerit_Obstacles_3				CATEGORY:Special Ability	TYPE:Demerits	DESC:are negative connections - groups and organizations which simply get in your way or are abnormally unhelpful, whether due to the dictates of fate, the enmity of some minor functionary, or mere disapproval. While this can be overcome with a sufficient payment or similar means, to be worth anything obstacles must be groups that you’ll simply have to get involved with.																																																																																																																																																																										MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.5	BENEFIT:See Text.
Connections / Obstacles / 4		KEY:Demerit_Obstacles_4				CATEGORY:Special Ability	TYPE:Demerits	DESC:are negative connections - groups and organizations which simply get in your way or are abnormally unhelpful, whether due to the dictates of fate, the enmity of some minor functionary, or mere disapproval. While this can be overcome with a sufficient payment or similar means, to be worth anything obstacles must be groups that you’ll simply have to get involved with.																																																																																																																																																																										MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.5	BENEFIT:See Text.
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Curses and Taints / 1			KEY:Demerit_Curses_1				CATEGORY:Special Ability	TYPE:Demerits	DESC:are all too common. It’s a rare adventurer who doesn’t have at least a few minor curses on them - although most have no particular power. Common curses include an unnatural aura (It could be sinister, tend to frighten domestic animals, be of weird magic, attract attacks (Very dangerous), repel those who talk to you, or “detect” as something you are not), being typecast (Often more humorous then deadly - but it’s usually a pain to have everyone you meet simply assume that you’re a whatever-it-is), occasionally involuntarily broadcasting your thoughts, suffering from a strange degeneration or disease, being doomed to some horrible fate, slowly turning into some awful creature, being demon-touched (and thus affected by relevant spells), and so on.																																																																																																										MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.6	BENEFIT:See Text.
Curses and Taints / 2			KEY:Demerit_Curses_2				CATEGORY:Special Ability	TYPE:Demerits	DESC:are all too common. It’s a rare adventurer who doesn’t have at least a few minor curses on them - although most have no particular power. Common curses include an unnatural aura (It could be sinister, tend to frighten domestic animals, be of weird magic, attract attacks (Very dangerous), repel those who talk to you, or “detect” as something you are not), being typecast (Often more humorous then deadly - but it’s usually a pain to have everyone you meet simply assume that you’re a whatever-it-is), occasionally involuntarily broadcasting your thoughts, suffering from a strange degeneration or disease, being doomed to some horrible fate, slowly turning into some awful creature, being demon-touched (and thus affected by relevant spells), and so on.																																																																																																										MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.6	BENEFIT:See Text.
Curses and Taints / 3			KEY:Demerit_Curses_3				CATEGORY:Special Ability	TYPE:Demerits	DESC:are all too common. It’s a rare adventurer who doesn’t have at least a few minor curses on them - although most have no particular power. Common curses include an unnatural aura (It could be sinister, tend to frighten domestic animals, be of weird magic, attract attacks (Very dangerous), repel those who talk to you, or “detect” as something you are not), being typecast (Often more humorous then deadly - but it’s usually a pain to have everyone you meet simply assume that you’re a whatever-it-is), occasionally involuntarily broadcasting your thoughts, suffering from a strange degeneration or disease, being doomed to some horrible fate, slowly turning into some awful creature, being demon-touched (and thus affected by relevant spells), and so on.																																																																																																										MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.6	BENEFIT:See Text.
Curses and Taints / 4			KEY:Demerit_Curses_4				CATEGORY:Special Ability	TYPE:Demerits	DESC:are all too common. It’s a rare adventurer who doesn’t have at least a few minor curses on them - although most have no particular power. Common curses include an unnatural aura (It could be sinister, tend to frighten domestic animals, be of weird magic, attract attacks (Very dangerous), repel those who talk to you, or “detect” as something you are not), being typecast (Often more humorous then deadly - but it’s usually a pain to have everyone you meet simply assume that you’re a whatever-it-is), occasionally involuntarily broadcasting your thoughts, suffering from a strange degeneration or disease, being doomed to some horrible fate, slowly turning into some awful creature, being demon-touched (and thus affected by relevant spells), and so on.																																																																																																										MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.6	BENEFIT:See Text.
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Disabilities / 1				KEY:Demerit_Disabilities_1			CATEGORY:Special Ability	TYPE:Demerits	DESC:are physical or quasiphysical problems beyond the reach of ordinary magics. They include things like simply being a “deep sleeper” (and taking extra rounds to come fully awake), being easily intoxicated (A -6 penalty on relevant checks to resist), hay fever (You sneeze at inopportune moments), being subject to flashbacks, having a bad back (Doubles weight carried when calculating encumbrance), having an annoying speech impediment, daily spell failures (One of your spells will backfire once per day), being clumsy (Make an occasional Reflex roll vrs dropping, breaking or fumbling something), being colorblind (No! NO YOU IDIOT! Push the GREEN ONE!), slow healing (Halves both normal and magical healing), being deaf or blind (Normally more trouble then the points are worth, since this will not be curable by normal means), having fragile bones (Roll a reflex check vrs breaking things), having blood that bursts into flames when exposed to air (Often causing you even more damage), poor balance (Penalizes climbing, balancing, etc), obesity (Penalizes a few skills - run, etc - and makes it hard for you to squeeze into places. On the other hand it often adds a few extra HP), hemophilia (Normally taken as a vulnerability (QV) to slashing damage), incompetence (You fail skill checks on a 1, even if this would usually succeed), and a variety of other game-mechanic penalties.	MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.6	BENEFIT:See Text.
Disabilities / 2				KEY:Demerit_Disabilities_2			CATEGORY:Special Ability	TYPE:Demerits	DESC:are physical or quasiphysical problems beyond the reach of ordinary magics. They include things like simply being a “deep sleeper” (and taking extra rounds to come fully awake), being easily intoxicated (A -6 penalty on relevant checks to resist), hay fever (You sneeze at inopportune moments), being subject to flashbacks, having a bad back (Doubles weight carried when calculating encumbrance), having an annoying speech impediment, daily spell failures (One of your spells will backfire once per day), being clumsy (Make an occasional Reflex roll vrs dropping, breaking or fumbling something), being colorblind (No! NO YOU IDIOT! Push the GREEN ONE!), slow healing (Halves both normal and magical healing), being deaf or blind (Normally more trouble then the points are worth, since this will not be curable by normal means), having fragile bones (Roll a reflex check vrs breaking things), having blood that bursts into flames when exposed to air (Often causing you even more damage), poor balance (Penalizes climbing, balancing, etc), obesity (Penalizes a few skills - run, etc - and makes it hard for you to squeeze into places. On the other hand it often adds a few extra HP), hemophilia (Normally taken as a vulnerability (QV) to slashing damage), incompetence (You fail skill checks on a 1, even if this would usually succeed), and a variety of other game-mechanic penalties.	MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.6	BENEFIT:See Text.
Disabilities / 3				KEY:Demerit_Disabilities_3			CATEGORY:Special Ability	TYPE:Demerits	DESC:are physical or quasiphysical problems beyond the reach of ordinary magics. They include things like simply being a “deep sleeper” (and taking extra rounds to come fully awake), being easily intoxicated (A -6 penalty on relevant checks to resist), hay fever (You sneeze at inopportune moments), being subject to flashbacks, having a bad back (Doubles weight carried when calculating encumbrance), having an annoying speech impediment, daily spell failures (One of your spells will backfire once per day), being clumsy (Make an occasional Reflex roll vrs dropping, breaking or fumbling something), being colorblind (No! NO YOU IDIOT! Push the GREEN ONE!), slow healing (Halves both normal and magical healing), being deaf or blind (Normally more trouble then the points are worth, since this will not be curable by normal means), having fragile bones (Roll a reflex check vrs breaking things), having blood that bursts into flames when exposed to air (Often causing you even more damage), poor balance (Penalizes climbing, balancing, etc), obesity (Penalizes a few skills - run, etc - and makes it hard for you to squeeze into places. On the other hand it often adds a few extra HP), hemophilia (Normally taken as a vulnerability (QV) to slashing damage), incompetence (You fail skill checks on a 1, even if this would usually succeed), and a variety of other game-mechanic penalties.	MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.6	BENEFIT:See Text.
Disabilities / 4				KEY:Demerit_Disabilities_4			CATEGORY:Special Ability	TYPE:Demerits	DESC:are physical or quasiphysical problems beyond the reach of ordinary magics. They include things like simply being a “deep sleeper” (and taking extra rounds to come fully awake), being easily intoxicated (A -6 penalty on relevant checks to resist), hay fever (You sneeze at inopportune moments), being subject to flashbacks, having a bad back (Doubles weight carried when calculating encumbrance), having an annoying speech impediment, daily spell failures (One of your spells will backfire once per day), being clumsy (Make an occasional Reflex roll vrs dropping, breaking or fumbling something), being colorblind (No! NO YOU IDIOT! Push the GREEN ONE!), slow healing (Halves both normal and magical healing), being deaf or blind (Normally more trouble then the points are worth, since this will not be curable by normal means), having fragile bones (Roll a reflex check vrs breaking things), having blood that bursts into flames when exposed to air (Often causing you even more damage), poor balance (Penalizes climbing, balancing, etc), obesity (Penalizes a few skills - run, etc - and makes it hard for you to squeeze into places. On the other hand it often adds a few extra HP), hemophilia (Normally taken as a vulnerability (QV) to slashing damage), incompetence (You fail skill checks on a 1, even if this would usually succeed), and a variety of other game-mechanic penalties.	MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.6	BENEFIT:See Text.
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Enemies, Rivals, & Watchers / 1	KEY:Demerit_Enemies_1				CATEGORY:Special Ability	TYPE:Demerits	DESC:are, of course, just the opposite - people who are out to get you. Their value is a rough combination of their sheer power, dedication, motives, and reach. Most adventurer’s make at least a few enemies along the way, but having people spying on you, haunting you - or being romantic competition - counts too, albeit for fewer points. Simply being extremely valuable - whether by reward or nature - also appears here; if your head or other body parts are worth a fortune, you’ll have “enemies” whether you offend anyone or not.																																																																																																																																																MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.6	BENEFIT:See Text.
Enemies, Rivals, & Watchers / 2	KEY:Demerit_Enemies_2				CATEGORY:Special Ability	TYPE:Demerits	DESC:are, of course, just the opposite - people who are out to get you. Their value is a rough combination of their sheer power, dedication, motives, and reach. Most adventurer’s make at least a few enemies along the way, but having people spying on you, haunting you - or being romantic competition - counts too, albeit for fewer points. Simply being extremely valuable - whether by reward or nature - also appears here; if your head or other body parts are worth a fortune, you’ll have “enemies” whether you offend anyone or not.																																																																																																																																																MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.6	BENEFIT:See Text.
Enemies, Rivals, & Watchers / 3	KEY:Demerit_Enemies_3				CATEGORY:Special Ability	TYPE:Demerits	DESC:are, of course, just the opposite - people who are out to get you. Their value is a rough combination of their sheer power, dedication, motives, and reach. Most adventurer’s make at least a few enemies along the way, but having people spying on you, haunting you - or being romantic competition - counts too, albeit for fewer points. Simply being extremely valuable - whether by reward or nature - also appears here; if your head or other body parts are worth a fortune, you’ll have “enemies” whether you offend anyone or not.																																																																																																																																																MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.6	BENEFIT:See Text.
Enemies, Rivals, & Watchers / 4	KEY:Demerit_Enemies_4				CATEGORY:Special Ability	TYPE:Demerits	DESC:are, of course, just the opposite - people who are out to get you. Their value is a rough combination of their sheer power, dedication, motives, and reach. Most adventurer’s make at least a few enemies along the way, but having people spying on you, haunting you - or being romantic competition - counts too, albeit for fewer points. Simply being extremely valuable - whether by reward or nature - also appears here; if your head or other body parts are worth a fortune, you’ll have “enemies” whether you offend anyone or not.																																																																																																																																																MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.6	BENEFIT:See Text.
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Mutations / 1				KEY:Demerit_Mutations_1				CATEGORY:Special Ability	TYPE:Demerits	DESC:are simply gifts which involve odd physical changes; they’re rarely actually genetic. One might have gained claws (minor natural weapons), fur, or a tail (perhaps gaining a minor bonus to balance) from some beastman ancestors, have pupils which look like tiny skulls (A definite bonus on attempts to intimidate people if the target can see them, but likely to cause problems in other social situations), having an unusually tough hide (possibly equivalent to leather), be double-jointed (and thus get a bonus on escaping from bonds and such), having replacement limb(s) (These generally don’t provide bonuses, but could have claws, or a secret compartment, or some such, depending on the origin), having scars, warped, or other obvious distinguishing features, (a set of fangs, scaly patches on the skin, “anime hair”), and so on. Mutations tend to cause minor social problems, and are usually pretty distinctive, this tends to make them either cheaper, or more effective, then the nonphysical gifts.																																																																	MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.7	BENEFIT:See Text.
Mutations / 2				KEY:Demerit_Mutations_2				CATEGORY:Special Ability	TYPE:Demerits	DESC:are simply gifts which involve odd physical changes; they’re rarely actually genetic. One might have gained claws (minor natural weapons), fur, or a tail (perhaps gaining a minor bonus to balance) from some beastman ancestors, have pupils which look like tiny skulls (A definite bonus on attempts to intimidate people if the target can see them, but likely to cause problems in other social situations), having an unusually tough hide (possibly equivalent to leather), be double-jointed (and thus get a bonus on escaping from bonds and such), having replacement limb(s) (These generally don’t provide bonuses, but could have claws, or a secret compartment, or some such, depending on the origin), having scars, warped, or other obvious distinguishing features, (a set of fangs, scaly patches on the skin, “anime hair”), and so on. Mutations tend to cause minor social problems, and are usually pretty distinctive, this tends to make them either cheaper, or more effective, then the nonphysical gifts.																																																																	MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.7	BENEFIT:See Text.
Mutations / 3				KEY:Demerit_Mutations_3				CATEGORY:Special Ability	TYPE:Demerits	DESC:are simply gifts which involve odd physical changes; they’re rarely actually genetic. One might have gained claws (minor natural weapons), fur, or a tail (perhaps gaining a minor bonus to balance) from some beastman ancestors, have pupils which look like tiny skulls (A definite bonus on attempts to intimidate people if the target can see them, but likely to cause problems in other social situations), having an unusually tough hide (possibly equivalent to leather), be double-jointed (and thus get a bonus on escaping from bonds and such), having replacement limb(s) (These generally don’t provide bonuses, but could have claws, or a secret compartment, or some such, depending on the origin), having scars, warped, or other obvious distinguishing features, (a set of fangs, scaly patches on the skin, “anime hair”), and so on. Mutations tend to cause minor social problems, and are usually pretty distinctive, this tends to make them either cheaper, or more effective, then the nonphysical gifts.																																																																	MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.7	BENEFIT:See Text.
Mutations / 4				KEY:Demerit_Mutations_4				CATEGORY:Special Ability	TYPE:Demerits	DESC:are simply gifts which involve odd physical changes; they’re rarely actually genetic. One might have gained claws (minor natural weapons), fur, or a tail (perhaps gaining a minor bonus to balance) from some beastman ancestors, have pupils which look like tiny skulls (A definite bonus on attempts to intimidate people if the target can see them, but likely to cause problems in other social situations), having an unusually tough hide (possibly equivalent to leather), be double-jointed (and thus get a bonus on escaping from bonds and such), having replacement limb(s) (These generally don’t provide bonuses, but could have claws, or a secret compartment, or some such, depending on the origin), having scars, warped, or other obvious distinguishing features, (a set of fangs, scaly patches on the skin, “anime hair”), and so on. Mutations tend to cause minor social problems, and are usually pretty distinctive, this tends to make them either cheaper, or more effective, then the nonphysical gifts.																																																																	MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.7	BENEFIT:See Text.
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Senses / Poor Senses / 1		KEY:Demerit_Poor Senses_1			CATEGORY:Special Ability	TYPE:Demerits	DESC:may suffer similar penalties [-3 to select senses], but only if the GM opts to allow it; it can be quite a bother to remember when describing things.																																																																																																																																																																																																															MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.7	BENEFIT:See Text.
Senses / Poor Senses / 2		KEY:Demerit_Poor Senses_2			CATEGORY:Special Ability	TYPE:Demerits	DESC:may suffer similar penalties [-3 to select senses], but only if the GM opts to allow it; it can be quite a bother to remember when describing things.																																																																																																																																																																																																															MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.7	BENEFIT:See Text.
Senses / Poor Senses / 3		KEY:Demerit_Poor Senses_3			CATEGORY:Special Ability	TYPE:Demerits	DESC:may suffer similar penalties [-3 to select senses], but only if the GM opts to allow it; it can be quite a bother to remember when describing things.																																																																																																																																																																																																															MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.7	BENEFIT:See Text.
Senses / Poor Senses / 4		KEY:Demerit_Poor Senses_4			CATEGORY:Special Ability	TYPE:Demerits	DESC:may suffer similar penalties [-3 to select senses], but only if the GM opts to allow it; it can be quite a bother to remember when describing things.																																																																																																																																																																																																															MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.7	BENEFIT:See Text.
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Legal Problems / 1			KEY:Demerit_Legal Problems_1			CATEGORY:Special Ability	TYPE:Demerits	DESC:range from not having guild permission to practice your skills up through being a known “suspicious character” to being an outlaw or an escaped slave. Being a member of a normally nonsentient or “monstrous” race definitely counts here.																																																																																																																																																																																																MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.7	BENEFIT:See Text.
Legal Problems / 2			KEY:Demerit_Legal Problems_2			CATEGORY:Special Ability	TYPE:Demerits	DESC:range from not having guild permission to practice your skills up through being a known “suspicious character” to being an outlaw or an escaped slave. Being a member of a normally nonsentient or “monstrous” race definitely counts here.																																																																																																																																																																																																MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.7	BENEFIT:See Text.
Legal Problems / 3			KEY:Demerit_Legal Problems_3			CATEGORY:Special Ability	TYPE:Demerits	DESC:range from not having guild permission to practice your skills up through being a known “suspicious character” to being an outlaw or an escaped slave. Being a member of a normally nonsentient or “monstrous” race definitely counts here.																																																																																																																																																																																																MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.7	BENEFIT:See Text.
Legal Problems / 4			KEY:Demerit_Legal Problems_4			CATEGORY:Special Ability	TYPE:Demerits	DESC:range from not having guild permission to practice your skills up through being a known “suspicious character” to being an outlaw or an escaped slave. Being a member of a normally nonsentient or “monstrous” race definitely counts here.																																																																																																																																																																																																MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.7	BENEFIT:See Text.
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Lifestyles / 1				KEY:Demerit_Lifestyles_1			CATEGORY:Special Ability	TYPE:Demerits	DESC:indicate that the character has a default lifestyle; this may be good or bad. A character with a stipend, wealthy family, or manor, may live luxuriously without expending time, energy, or personal funds. Others may just drift “naturally” to the streets, regardless of how much money they have. Sadly, a wealthy lifestyle doesn’t necessarily imply much in the way of a cash surplus or reserve; a large house and staff costs quite a bit to keep up, and there may not be any extra cash for “adventuring” gear available.																																																																																																																																																		MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.7	BENEFIT:See Text.
Lifestyles / 2				KEY:Demerit_Lifestyles_2			CATEGORY:Special Ability	TYPE:Demerits	DESC:indicate that the character has a default lifestyle; this may be good or bad. A character with a stipend, wealthy family, or manor, may live luxuriously without expending time, energy, or personal funds. Others may just drift “naturally” to the streets, regardless of how much money they have. Sadly, a wealthy lifestyle doesn’t necessarily imply much in the way of a cash surplus or reserve; a large house and staff costs quite a bit to keep up, and there may not be any extra cash for “adventuring” gear available.																																																																																																																																																		MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.7	BENEFIT:See Text.
Lifestyles / 3				KEY:Demerit_Lifestyles_3			CATEGORY:Special Ability	TYPE:Demerits	DESC:indicate that the character has a default lifestyle; this may be good or bad. A character with a stipend, wealthy family, or manor, may live luxuriously without expending time, energy, or personal funds. Others may just drift “naturally” to the streets, regardless of how much money they have. Sadly, a wealthy lifestyle doesn’t necessarily imply much in the way of a cash surplus or reserve; a large house and staff costs quite a bit to keep up, and there may not be any extra cash for “adventuring” gear available.																																																																																																																																																		MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.7	BENEFIT:See Text.
Lifestyles / 4				KEY:Demerit_Lifestyles_4			CATEGORY:Special Ability	TYPE:Demerits	DESC:indicate that the character has a default lifestyle; this may be good or bad. A character with a stipend, wealthy family, or manor, may live luxuriously without expending time, energy, or personal funds. Others may just drift “naturally” to the streets, regardless of how much money they have. Sadly, a wealthy lifestyle doesn’t necessarily imply much in the way of a cash surplus or reserve; a large house and staff costs quite a bit to keep up, and there may not be any extra cash for “adventuring” gear available.																																																																																																																																																		MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.7	BENEFIT:See Text.
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Unlucky / 1					KEY:Demerit_Unlucky_1				CATEGORY:Special Ability	TYPE:Demerits	DESC:characters are occasionally simply in the wrong place at the wrong time (The single person they most want to avoid in a huge city bumps into them coming around a corner) - and will take a “-5" die roll penalty up to once per session per point of unluck - although these are decreed by the game master BEFORE rolling.																																																																																																																																																																																			MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.7	BENEFIT:See Text.
Unlucky / 2					KEY:Demerit_Unlucky_2				CATEGORY:Special Ability	TYPE:Demerits	DESC:characters are occasionally simply in the wrong place at the wrong time (The single person they most want to avoid in a huge city bumps into them coming around a corner) - and will take a “-5" die roll penalty up to once per session per point of unluck - although these are decreed by the game master BEFORE rolling.																																																																																																																																																																																			MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.7	BENEFIT:See Text.
Unlucky / 3					KEY:Demerit_Unlucky_3				CATEGORY:Special Ability	TYPE:Demerits	DESC:characters are occasionally simply in the wrong place at the wrong time (The single person they most want to avoid in a huge city bumps into them coming around a corner) - and will take a “-5" die roll penalty up to once per session per point of unluck - although these are decreed by the game master BEFORE rolling.																																																																																																																																																																																			MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.7	BENEFIT:See Text.
Unlucky / 4					KEY:Demerit_Unlucky_4				CATEGORY:Special Ability	TYPE:Demerits	DESC:characters are occasionally simply in the wrong place at the wrong time (The single person they most want to avoid in a huge city bumps into them coming around a corner) - and will take a “-5" die roll penalty up to once per session per point of unluck - although these are decreed by the game master BEFORE rolling.																																																																																																																																																																																			MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.7	BENEFIT:See Text.
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Obligations / 1				KEY:Demerit_Obligations_1			CATEGORY:Special Ability	TYPE:Demerits	DESC:are bothersome things that you have to spend time and resources on - dependent children and/or other relatives, being sworn to the service of some lord or group, big debts, having an arraigned marriage coming up, being on active military duty, having a “monstrous” friend about, guardianship of some gateway, and other responsibilities. An ongoing “romantic interest” also falls into this category.																																																																																																																																																																					MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.8	BENEFIT:See Text.
Obligations / 2				KEY:Demerit_Obligations_2			CATEGORY:Special Ability	TYPE:Demerits	DESC:are bothersome things that you have to spend time and resources on - dependent children and/or other relatives, being sworn to the service of some lord or group, big debts, having an arraigned marriage coming up, being on active military duty, having a “monstrous” friend about, guardianship of some gateway, and other responsibilities. An ongoing “romantic interest” also falls into this category.																																																																																																																																																																					MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.8	BENEFIT:See Text.
Obligations / 3				KEY:Demerit_Obligations_3			CATEGORY:Special Ability	TYPE:Demerits	DESC:are bothersome things that you have to spend time and resources on - dependent children and/or other relatives, being sworn to the service of some lord or group, big debts, having an arraigned marriage coming up, being on active military duty, having a “monstrous” friend about, guardianship of some gateway, and other responsibilities. An ongoing “romantic interest” also falls into this category.																																																																																																																																																																					MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.8	BENEFIT:See Text.
Obligations / 4				KEY:Demerit_Obligations_4			CATEGORY:Special Ability	TYPE:Demerits	DESC:are bothersome things that you have to spend time and resources on - dependent children and/or other relatives, being sworn to the service of some lord or group, big debts, having an arraigned marriage coming up, being on active military duty, having a “monstrous” friend about, guardianship of some gateway, and other responsibilities. An ongoing “romantic interest” also falls into this category.																																																																																																																																																																					MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.8	BENEFIT:See Text.
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Offensive / 1				KEY:Demerit_Offensive_1				CATEGORY:Special Ability	TYPE:Demerits	DESC:characters simply bother people. They may suffer from “foot-in-mouth disease”, make a poor impression, be unable to “get the hang” of personal hygiene, be coarse or rude, or simply dress outrageously. Regardless of the reason, they must often make a check to resist offending people - or use diplomacy to smooth it over. Some people have a “knack” for offending everyone, but others only annoy specific groups.																																																																																																																																																																			MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.8	BENEFIT:See Text.
Offensive / 2				KEY:Demerit_Offensive_2				CATEGORY:Special Ability	TYPE:Demerits	DESC:characters simply bother people. They may suffer from “foot-in-mouth disease”, make a poor impression, be unable to “get the hang” of personal hygiene, be coarse or rude, or simply dress outrageously. Regardless of the reason, they must often make a check to resist offending people - or use diplomacy to smooth it over. Some people have a “knack” for offending everyone, but others only annoy specific groups.																																																																																																																																																																			MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.8	BENEFIT:See Text.
Offensive / 3				KEY:Demerit_Offensive_3				CATEGORY:Special Ability	TYPE:Demerits	DESC:characters simply bother people. They may suffer from “foot-in-mouth disease”, make a poor impression, be unable to “get the hang” of personal hygiene, be coarse or rude, or simply dress outrageously. Regardless of the reason, they must often make a check to resist offending people - or use diplomacy to smooth it over. Some people have a “knack” for offending everyone, but others only annoy specific groups.																																																																																																																																																																			MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.8	BENEFIT:See Text.
Offensive / 4				KEY:Demerit_Offensive_4				CATEGORY:Special Ability	TYPE:Demerits	DESC:characters simply bother people. They may suffer from “foot-in-mouth disease”, make a poor impression, be unable to “get the hang” of personal hygiene, be coarse or rude, or simply dress outrageously. Regardless of the reason, they must often make a check to resist offending people - or use diplomacy to smooth it over. Some people have a “knack” for offending everyone, but others only annoy specific groups.																																																																																																																																																																			MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.8	BENEFIT:See Text.
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Property / 1				KEY:Demerit_Property_1				CATEGORY:Special Ability	TYPE:Demerits	DESC:ranges from the simple - owning a fine sword, a home, or some ordinary slaves (A depressingly common & accepted practice in almost every culture’s history to date) - on up through the complexities of a business, estate, or trading vessel (around which a lot of your adventuring is likely to revolve), and on to the weird stuff - being the heir to a haunted castle, owning an artifact (not necessarily a good thing AT ALL), having access to a reliable supply of poison, medicines, holy water, or whatever, or simply having some extra starting gear. Items like an indestructible costume, having really large Debts to pay off, or having gear which looks impractically odd but works perfectly well, also fall into this category. “Bonded” items - magical devices which are somehow linked to their user or which have actually become a part of him or her, and so can be upgraded by investing experience, attribute, or skill points in them, are a common variant. Property is usually a distinction, but a cursed item, inconvenient inheritance, huge debt, sought-after map, or any item which brings unwelcome attention or responsibilities, can be a demerit.																																								MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.8	BENEFIT:See Text.
Property / 2				KEY:Demerit_Property_2				CATEGORY:Special Ability	TYPE:Demerits	DESC:ranges from the simple - owning a fine sword, a home, or some ordinary slaves (A depressingly common & accepted practice in almost every culture’s history to date) - on up through the complexities of a business, estate, or trading vessel (around which a lot of your adventuring is likely to revolve), and on to the weird stuff - being the heir to a haunted castle, owning an artifact (not necessarily a good thing AT ALL), having access to a reliable supply of poison, medicines, holy water, or whatever, or simply having some extra starting gear. Items like an indestructible costume, having really large Debts to pay off, or having gear which looks impractically odd but works perfectly well, also fall into this category. “Bonded” items - magical devices which are somehow linked to their user or which have actually become a part of him or her, and so can be upgraded by investing experience, attribute, or skill points in them, are a common variant. Property is usually a distinction, but a cursed item, inconvenient inheritance, huge debt, sought-after map, or any item which brings unwelcome attention or responsibilities, can be a demerit.																																								MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.8	BENEFIT:See Text.
Property / 3				KEY:Demerit_Property_3				CATEGORY:Special Ability	TYPE:Demerits	DESC:ranges from the simple - owning a fine sword, a home, or some ordinary slaves (A depressingly common & accepted practice in almost every culture’s history to date) - on up through the complexities of a business, estate, or trading vessel (around which a lot of your adventuring is likely to revolve), and on to the weird stuff - being the heir to a haunted castle, owning an artifact (not necessarily a good thing AT ALL), having access to a reliable supply of poison, medicines, holy water, or whatever, or simply having some extra starting gear. Items like an indestructible costume, having really large Debts to pay off, or having gear which looks impractically odd but works perfectly well, also fall into this category. “Bonded” items - magical devices which are somehow linked to their user or which have actually become a part of him or her, and so can be upgraded by investing experience, attribute, or skill points in them, are a common variant. Property is usually a distinction, but a cursed item, inconvenient inheritance, huge debt, sought-after map, or any item which brings unwelcome attention or responsibilities, can be a demerit.																																								MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.8	BENEFIT:See Text.
Property / 4				KEY:Demerit_Property_4				CATEGORY:Special Ability	TYPE:Demerits	DESC:ranges from the simple - owning a fine sword, a home, or some ordinary slaves (A depressingly common & accepted practice in almost every culture’s history to date) - on up through the complexities of a business, estate, or trading vessel (around which a lot of your adventuring is likely to revolve), and on to the weird stuff - being the heir to a haunted castle, owning an artifact (not necessarily a good thing AT ALL), having access to a reliable supply of poison, medicines, holy water, or whatever, or simply having some extra starting gear. Items like an indestructible costume, having really large Debts to pay off, or having gear which looks impractically odd but works perfectly well, also fall into this category. “Bonded” items - magical devices which are somehow linked to their user or which have actually become a part of him or her, and so can be upgraded by investing experience, attribute, or skill points in them, are a common variant. Property is usually a distinction, but a cursed item, inconvenient inheritance, huge debt, sought-after map, or any item which brings unwelcome attention or responsibilities, can be a demerit.																																								MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.8	BENEFIT:See Text.
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Reputation / Infamy / 1			KEY:Demerit_Infamy_1				CATEGORY:Special Ability	TYPE:Demerits	DESC:The Infamy demerit works similarly... It should be noted that a reputation may be good with some groups and bad with others; being a known slaughterer of the heathen is great in the church, and very bad in heathen territories. Reputations may involve awards, songs, embarrassments, the rumormill - or even wanted broadsheets - depending on what they’re for, and on how they’ve been acquired.																																																																																																																																																																						MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.8	BENEFIT:See Text.
Reputation / Infamy / 2			KEY:Demerit_Infamy_2				CATEGORY:Special Ability	TYPE:Demerits	DESC:The Infamy demerit works similarly... It should be noted that a reputation may be good with some groups and bad with others; being a known slaughterer of the heathen is great in the church, and very bad in heathen territories. Reputations may involve awards, songs, embarrassments, the rumormill - or even wanted broadsheets - depending on what they’re for, and on how they’ve been acquired.																																																																																																																																																																						MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.8	BENEFIT:See Text.
Reputation / Infamy / 3			KEY:Demerit_Infamy_3				CATEGORY:Special Ability	TYPE:Demerits	DESC:The Infamy demerit works similarly... It should be noted that a reputation may be good with some groups and bad with others; being a known slaughterer of the heathen is great in the church, and very bad in heathen territories. Reputations may involve awards, songs, embarrassments, the rumormill - or even wanted broadsheets - depending on what they’re for, and on how they’ve been acquired.																																																																																																																																																																						MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.8	BENEFIT:See Text.
Reputation / Infamy / 4			KEY:Demerit_Infamy_4				CATEGORY:Special Ability	TYPE:Demerits	DESC:The Infamy demerit works similarly... It should be noted that a reputation may be good with some groups and bad with others; being a known slaughterer of the heathen is great in the church, and very bad in heathen territories. Reputations may involve awards, songs, embarrassments, the rumormill - or even wanted broadsheets - depending on what they’re for, and on how they’ve been acquired.																																																																																																																																																																						MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.8	BENEFIT:See Text.
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Secrets / Dark Secrets / 1		KEY:Demerit_Dark Secrets_1			CATEGORY:Special Ability	TYPE:Demerits	DESC:include things you’d rather not know - knowledge that’s inherently deadly or which others want removed from your head. This also includes things that YOU desperately want to keep hidden, since having them revealed would cause severe - or even lethal - trouble for you. It may be useful or even ultimately vital to know the evil lords secret weakness - even if you don’t understand the importance of whatever it is that you know - but until you’re ready to face him, her, or it, knowing it is extremely hazardous.																																																																																																																																																		MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.9	BENEFIT:See Text.
Secrets / Dark Secrets / 2		KEY:Demerit_Dark Secrets_2			CATEGORY:Special Ability	TYPE:Demerits	DESC:include things you’d rather not know - knowledge that’s inherently deadly or which others want removed from your head. This also includes things that YOU desperately want to keep hidden, since having them revealed would cause severe - or even lethal - trouble for you. It may be useful or even ultimately vital to know the evil lords secret weakness - even if you don’t understand the importance of whatever it is that you know - but until you’re ready to face him, her, or it, knowing it is extremely hazardous.																																																																																																																																																		MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.9	BENEFIT:See Text.
Secrets / Dark Secrets / 3		KEY:Demerit_Dark Secrets_3			CATEGORY:Special Ability	TYPE:Demerits	DESC:include things you’d rather not know - knowledge that’s inherently deadly or which others want removed from your head. This also includes things that YOU desperately want to keep hidden, since having them revealed would cause severe - or even lethal - trouble for you. It may be useful or even ultimately vital to know the evil lords secret weakness - even if you don’t understand the importance of whatever it is that you know - but until you’re ready to face him, her, or it, knowing it is extremely hazardous.																																																																																																																																																		MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.9	BENEFIT:See Text.
Secrets / Dark Secrets / 4		KEY:Demerit_Dark Secrets_4			CATEGORY:Special Ability	TYPE:Demerits	DESC:include things you’d rather not know - knowledge that’s inherently deadly or which others want removed from your head. This also includes things that YOU desperately want to keep hidden, since having them revealed would cause severe - or even lethal - trouble for you. It may be useful or even ultimately vital to know the evil lords secret weakness - even if you don’t understand the importance of whatever it is that you know - but until you’re ready to face him, her, or it, knowing it is extremely hazardous.																																																																																																																																																		MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.9	BENEFIT:See Text.
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Specialities / Handicaps / 1		KEY:Demerit_Handicaps_1				CATEGORY:Special Ability	TYPE:Demerits	DESC:are, of course, the opposite - but are normally a bit broader. A character might be handicapped with all fire magic, rather then with a particular spell, simply because they will - of course- try to play to their strengths and away from areas in which they have weaknesses. Hence, to have the same impact, the weaknesses must apply in far more situations.																																																																																																																																																																												MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.9	BENEFIT:See Text.
Specialities / Handicaps / 2		KEY:Demerit_Handicaps_2				CATEGORY:Special Ability	TYPE:Demerits	DESC:are, of course, the opposite - but are normally a bit broader. A character might be handicapped with all fire magic, rather then with a particular spell, simply because they will - of course- try to play to their strengths and away from areas in which they have weaknesses. Hence, to have the same impact, the weaknesses must apply in far more situations.																																																																																																																																																																												MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.9	BENEFIT:See Text.
Specialities / Handicaps / 3		KEY:Demerit_Handicaps_3				CATEGORY:Special Ability	TYPE:Demerits	DESC:are, of course, the opposite - but are normally a bit broader. A character might be handicapped with all fire magic, rather then with a particular spell, simply because they will - of course- try to play to their strengths and away from areas in which they have weaknesses. Hence, to have the same impact, the weaknesses must apply in far more situations.																																																																																																																																																																												MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.9	BENEFIT:See Text.
Specialities / Handicaps / 4		KEY:Demerit_Handicaps_4				CATEGORY:Special Ability	TYPE:Demerits	DESC:are, of course, the opposite - but are normally a bit broader. A character might be handicapped with all fire magic, rather then with a particular spell, simply because they will - of course- try to play to their strengths and away from areas in which they have weaknesses. Hence, to have the same impact, the weaknesses must apply in far more situations.																																																																																																																																																																												MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.9	BENEFIT:See Text.
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Status / Low Status / 1			KEY:Demerit_Low Status_1			CATEGORY:Special Ability	TYPE:Demerits	DESC:depends on the setting, being a member of a despised minority, a barbarian foreigner in an urban campaign, an “untouchable”, practicing a despised profession, or sometimes simply being of the wrong sex.																																																																																																																																																																																																						MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.9	BENEFIT:See Text.
Status / Low Status / 2			KEY:Demerit_Low Status_2			CATEGORY:Special Ability	TYPE:Demerits	DESC:depends on the setting, being a member of a despised minority, a barbarian foreigner in an urban campaign, an “untouchable”, practicing a despised profession, or sometimes simply being of the wrong sex.																																																																																																																																																																																																						MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.9	BENEFIT:See Text.
Status / Low Status / 3			KEY:Demerit_Low Status_3			CATEGORY:Special Ability	TYPE:Demerits	DESC:depends on the setting, being a member of a despised minority, a barbarian foreigner in an urban campaign, an “untouchable”, practicing a despised profession, or sometimes simply being of the wrong sex.																																																																																																																																																																																																						MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.9	BENEFIT:See Text.
Status / Low Status / 4			KEY:Demerit_Low Status_4			CATEGORY:Special Ability	TYPE:Demerits	DESC:depends on the setting, being a member of a despised minority, a barbarian foreigner in an urban campaign, an “untouchable”, practicing a despised profession, or sometimes simply being of the wrong sex.																																																																																																																																																																																																						MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.9	BENEFIT:See Text.
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Stunts / Failures / 1			KEY:Demerit_Stunt Failures_1			CATEGORY:Special Ability	TYPE:Demerits	DESC:are negative stunts - an allotment of automatic failures for the game master to hand out during each session. The value per failure depends on just how cruel the game master intends to be with them - but this is NOT a good place to sink all of a characters demerit points into. It’s most suitable for characters with really severe curses or lengthy histories of misfortune.																																																																																																																																																																									MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.9	BENEFIT:See Text.
Stunts / Failures / 2			KEY:Demerit_Stunt Failures_2			CATEGORY:Special Ability	TYPE:Demerits	DESC:are negative stunts - an allotment of automatic failures for the game master to hand out during each session. The value per failure depends on just how cruel the game master intends to be with them - but this is NOT a good place to sink all of a characters demerit points into. It’s most suitable for characters with really severe curses or lengthy histories of misfortune.																																																																																																																																																																									MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.9	BENEFIT:See Text.
Stunts / Failures / 3			KEY:Demerit_Stunt Failures_3			CATEGORY:Special Ability	TYPE:Demerits	DESC:are negative stunts - an allotment of automatic failures for the game master to hand out during each session. The value per failure depends on just how cruel the game master intends to be with them - but this is NOT a good place to sink all of a characters demerit points into. It’s most suitable for characters with really severe curses or lengthy histories of misfortune.																																																																																																																																																																									MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.9	BENEFIT:See Text.
Stunts / Failures / 4			KEY:Demerit_Stunt Failures_4			CATEGORY:Special Ability	TYPE:Demerits	DESC:are negative stunts - an allotment of automatic failures for the game master to hand out during each session. The value per failure depends on just how cruel the game master intends to be with them - but this is NOT a good place to sink all of a characters demerit points into. It’s most suitable for characters with really severe curses or lengthy histories of misfortune.																																																																																																																																																																									MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.9	BENEFIT:See Text.
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Vulnerabilities / 1			KEY:Demerit_Vulnerabilities_1			CATEGORY:Special Ability	TYPE:Demerits	DESC:are negative resistances - any character with a relevant vulnerability will take extra damage from such attacks. It is possible to have Allergies - vulnerabilities to things which don’t normally cause damage - like that witch who melts in water. Either form is quite dangerous.																																																																																																																																																																																									MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:1	SOURCEPAGE:p.9	BENEFIT:See Text.
Vulnerabilities / 2			KEY:Demerit_Vulnerabilities_2			CATEGORY:Special Ability	TYPE:Demerits	DESC:are negative resistances - any character with a relevant vulnerability will take extra damage from such attacks. It is possible to have Allergies - vulnerabilities to things which don’t normally cause damage - like that witch who melts in water. Either form is quite dangerous.																																																																																																																																																																																									MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:2	SOURCEPAGE:p.9	BENEFIT:See Text.
Vulnerabilities / 3			KEY:Demerit_Vulnerabilities_3			CATEGORY:Special Ability	TYPE:Demerits	DESC:are negative resistances - any character with a relevant vulnerability will take extra damage from such attacks. It is possible to have Allergies - vulnerabilities to things which don’t normally cause damage - like that witch who melts in water. Either form is quite dangerous.																																																																																																																																																																																									MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:3	SOURCEPAGE:p.9	BENEFIT:See Text.
Vulnerabilities / 4			KEY:Demerit_Vulnerabilities_4			CATEGORY:Special Ability	TYPE:Demerits	DESC:are negative resistances - any character with a relevant vulnerability will take extra damage from such attacks. It is possible to have Allergies - vulnerabilities to things which don’t normally cause damage - like that witch who melts in water. Either form is quite dangerous.																																																																																																																																																																																									MULT:YES	CHOOSE:USERINPUT|TITLE="Write-in your Selection"	COST:4	SOURCEPAGE:p.9	BENEFIT:See Text.
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