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Nightside

 

Arcana

Virtues
Hubrises

Arcana are greater-than-life traits that certain heroes may possess.  Virtues cost 10 Hero Points, and give them unique abilities activated by the use of a Drama Die.  Hubrises are tragic flaws that can get them into deep trouble and for which they receive 10 extra Hero Points; they are activated by the GM's use of one of her own Drama Dice.

Virtues

Virtue Game effect if activated using a Drama Die
Adaptable Cancel effects of Surprise on self.
Altruistic Reroll a failed test you attempted for helping someone else. Only once per test.
Comforting Cancel effects of one level of Fear on party until end of Scene.
Commanding Gain a Fear Rating equal to your lowest Trait for one Scene.
Courageous Reflect the effects of Fear back from yourself to one of your opponents.
Creative Get a hint/idea from the GM. Intended for beginner players.
Exemplary Allow the rest of your group to use one of your Knack Ranks in a shared activity.
Focused Transfer one Rank from one Trait to another for duration of Scene. Once per Scene.
Fortunate Reroll any failed test whose TN is 20 or less. Once per test.
Friendly Gain a Connection at some point within Scene. (Cost 2 Drama Dice)
Insightful Determine which Arcana another Hero or NPC possesses.
Inspirational +1 kept die to any other Hero’s action.
Intuitive Get a hint/information from the GM. (Activation is 1 XP. Activated only by GM. Get +2 XP per adventure)
Passionate Double the number of kept dice for any one Action when saving life of loved one or friend.
Perceptive Automatically succeed any Perception check
Perspicacious Predict what a Villain or Henchmen’s next Action will be.
Propitious Lucky escape from current Scene. Affects whole party. Permanently reduces Drama Dice by one.
Self-controlled Cause any use of Repartee system against you to automatically fail.
Uncanny Receive warning just before the next time your GM springs an awful surprise on you.
Victorious Automatically score a Dramatic Wound. Use after hitting, but prior to Damage roll.
Willful Prevent NPCs from using Drama dice when they are facing use in combat until end of Scene.
Worldly You have one Rank in any Knack you do not have a Rank in until end of Scene.

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Hubrises

Hubris Game effect if activated by the GM using a Drama Die
Ambitious You chase after power even if it’s risky.
Arrogant You show contempt or disdain for someone else.
Cowardly You avoid or escape from doing something dangerous.
Envious You covet something belonging to someone else and should attempt to get it.
Greedy You try to get as much money as possible when divvying up loot, getting a bribe, etc.
Hedonistic You relax your guard and have a good time.
Hot-headed You fly off the handle and lose your temper.
Inattentive You fail a Perception check, or get a –2 dice penalty to a Surprise check.
Indecisive Discard an Action die from Initiative Pool during a time-sensitive moment.
Judgmental You jump to conclusions and form an unsubstantiated opinion of someone you’ve just met.
Lecherous You give in to temptation.
Loyal You go back for a fallen comrade, or avoid leaving their side in the first place.
Misfortunate Reroll a successful test whose TN was 25 or higher. Cannot be used more than once per test.
Overconfident You don’t have any doubts about your capabilities.
Overzealous You strongly defend one or your opinions, no matter how inappropriate the time and place.
Proud You refuse an offer of aid.
Rash You investigate something unusual even if it looks dangerous.
Reckless You ignore any nagging feelings of worry or hesitation when confronted with danger.
Righteous You don’t have any doubts about the moral justifiability of your actions.
Star-crossed You are shot with Cupid’s arrow…again.
Stubborn You are prevented from changing your mind.
Trusting You lose any doubts about another person.

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