Campaign Qualities

Established Heroes (Permanent)
All Heroes start with 1/3 their Career Level (rounded down) in Renown, distributed among the tracks of their choice. Players who possess Commissioned, Glory-Bound, or Noble Blood have their Renown in the relevant track increased by 50% (rounded down).

For example: An Grizzled Dragoon, Soldier 6 will start with 2 free Renown, that can be distributed as they wish. If they allocate both these points to Military Renown they gain 2 points instead of 3 (due to Dragoon granting them Commissioned).


Psionics (Permanent)
People of the world have fantastic mental powers that manifest in a variety of ways. Players may take levels in Psionic Manifester classes and expert classes. You may tailor Psionic abilities in your campaign with these additional qualities.
Easy Manifestation (2 Action Dice): Manifesters find it easy to create and maintain their effects. A manifester may maintain a single Sustained power while still creating other, new, effects.
Exhausting Manifestation (3 Action Dice): Creating Psionic effects is physically draining, and exhausting. Each time a manifester creates a new effect they suffer 1d6 Subdual Damage. This damage can not be reduced by Damage Reduction or Subdual Resistance.
Limited Access (Permanent): The Psionic base classes are unavailable. Players may only gain Psionic Abilities through Feat and Origin choices. The GM may still allow access to some or all Expert and Master Classes.
Lost/Limited Techniques (Permanent): The technique for manifesting certain powers has been lost to time, or perhaps they are as yet undiscovered. Choose any number of powers that have been lost. You may decide that some of these can be discovered through specific means - as Prizes, of through Quest subplots for example.
Omnipresent Psionics (Permanent): Psionics are everywhere and available to everyone. Every character automatically gains one power known and may manifest this power following the normal rules. In some campaigns with truly ubiquitous psionics, the GM may grant all characters two powers known.
Potency (2 Action Dice): Due to their rare nature, or particular potency, people have a difficult time defending themselves against a Psionic assault. The DC of any Saving Throw or Skill Check to resist any Psionic Effect is increased by 5 (treat the manifester as having a +5 for any opposed skill checks).
Psi/Magic Transparency (Permanent): Magic and Psionics very closely interact with one another. In some settings Psionics may be a very specific application of magic, rather then it's own source of power. All psionic effects are treated as magic effects, and vice versa (meaning psionic powers are nullified by Anti-Magic Fields, stopped by Spell Defence, and seen through with True Seeing spells - among other effects).
Required Doodads (Permanent): Manifesters need something to create and maintain their powers. Depending on the setting this may be a kit containing psychically attuned crystals, a superscience psionic amplifier or even something wired into your brain. Without the required items, all power manifestation is considered Untrained.
Stressful Manifestation (3 Action Dice): Creating Psionic effects is mentally draining, and extremely stressful. Each time a manifester creates a new effect they suffer 1d6 Stress Damage. This damage can not be reduced by Damage Reduction or Stress Resistance.
Superior Resistance (3 Action Dice): Enemies have unassailable minds, or manifesters require superior skill, lessening Psionic effects. The DC of any Saving Throw or Skill check to resist any Psionic Effect is decreased by 5 (treat the manifester as having a -5 for any opposed skill checks).

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