Extras


Extras are unique, unusual, or special things about the character. They include abilities, aptitudes, backgrounds, and other sources of individuality. Usually, the GM and player together will determine what, if any, extras a character has. The GM will assign a cost for each of the extras and the Player can haggle and argue a little if he thinks that it is unfair, but should be willing to accept the GM's decision once the GM has heard his statements and questions. Once the price of the Extras has been set, the Player may pay for any that he wants out of the 30 points he has for Skills or Extras. The GM is free to disallow an Extras he thinks are inappropriate or that might unbalance the game. Below, I have given examples of some Extras that I commonly allow, along with point costs and some basic ruling guidelines. They are considered only a bare start, and almost unlimited number of unique or individual Extras are possible. Good luck to any GMs.

Attractiveness Cost is 3 points per level
For each level of Attractiveness, the character has a +1 to any Manipulation Tests where a handsome or beautiful face would influence the target. It also add +2 per level to any Sex Appeal Skill Test. As a general rule, most people will treat this character better and think better of them, if they aren't envious or jealous. Remember that standards of beauty are different in different times and places.

Keen Eyesight Cost is 3 points per level
This Extra is a common one with Ranger character's and archers. The effect of this Extra is to add +1 per level of the Extra to the character's Alertness attribute only for Skills, Tests, and other situations directly and intrinsically involving sight. The modifier does not apply for reaction speed (Wits) in combat or any of the other senses. Therefore, an Alertness Test to notice blood stains on the floor would have +1, but an Alertness Test to notice the smell of smoke from a burning house would not. Also, Bow and Crossbow Skills would have a +1 to them, but Tracking would not, because it involves more than just sight alone (hearing leaves crunch underfoot, smelling scat for its age, and such).

Beserker Cost is 7 points The Extra: Berserker is a mixed blessing. In combat, if the character tries to go Berserk and makes a successful Will Test, they go Berserk (for every Strain they spend on this action, they gain a +1 to going Berserk). They gain a extra action each round and a +5 to their Strength for the purposes of Base Damage, lifting things, and resisting Knockback. But they cannot make any defensive or non-combat action (will not talk, first-aid, etc...). Instead, each action each round will be spent either attacking a foe or trying to get close enough to attack a foe. The Berserker will only use a melee weapon or unarmed attack (cannot use ranged weapons or attacks or magick). The Berserker will not leave combat or flee. They must make a Wisdom Test to understand anything a friend or foe says to them. When all foes are dead, they may make a Will Test to recover. If they fail, they will not be able to control their rage and will try to attack the nearest living thing (including trees, friends, or innocent bystanders). They may make a Wisdom Test each round to realize that all foes are dead and recover. While Berserk, they recieve no negative modifiers for pain or injury, cannot be physically Stunned, and do not have to expend Strain to stay conscious until they are at their maximum amount of Wounds. Note that Berserker who is at zero Health or has Wounds will automatically fall unconscious (and/or die if he is at his maximum amount of Wounds) when he recovers or runs out of Strain to stay conscious.

Light Sleeper Cost is 2 points
The character never sleeps too deeply and as able to awaken quickly. Anytime there is motion or noise around the character (no matter how small) when they are asleep, the character gets an Alertness Test to awaken. Also, under any condition where a normal person would be awakened, the character gets a +3 to his Alertness Test to awaken. Finally, anytime the character goes unconscious, they have a +2 to any Test to awaken, and may, at the GM's discretion, start Testing to awaken up to an hour earlier than normal (minimum of 1 hour unconscious). Other than being useful if one fears having their throat cut in the night, there is no other real bonus.

Literacy Cost is 2 points
Literacy is the ability to read and write. It is reasonably rare in the game world and unless a character purchases this Extra, they are considered illiterate.

Magickal Aptitude Cost is 10 points
This Extra is very rare. Less than one in a thousand have this gift. Magickal Aptitude is the ability to perceive and manipulate the natural fields of mana. Almost anyone with sufficient intelligence and training can cast a few simple spells, but those individuals with Magickal Aptitude have access to far greater powers and magicks. The individual with Magickal Aptitude are called Magick Adepts, or simply Adepts. The abilities granted to an Adept are several fold and very helpful in the casting on working of magick. For a complete description of their powers and abilities, please see the Magick Adept discussion in the Magick Section. Beyond the abilities listed there, the GM is free to add additional benefits for more powerful sorcerers, or raise the cost of this extra for fewer and rarer magick-users.

Magick Resistance Cost is 3 points per level
This Extra is reasonably rare. It grants the character a greater ability to resist magick effects, specifically those requiring a Contest of Wills to succeed. For each level of this Extra the character has a +1 to their Will just for Testing his Will in a Contest of Wills to avoid a magickal effect. See Directed Contest of Wills for more information. Note that if a character has any level of Magick Resistance, they may never cast magick or use a magick item (obviously they may not be Magick Adepts, either).

Priest of (Blank) Cost is 10 points to be invested as a Priest
A character who is a priest of a diety gains special powers and abilities, associated with that diety. My method is that unlike wizards, the priest gains powers directly upon attainment of sufficient holiness and rank in the religious hierarchy. I assume that a beginning Priest receives three Initiate Blessings from the Diety, and that he may attain others upon progression in holiness or hierarchy in the church. The GM is free to design his own system to govern this as long as they try to keep game balance in mind. These powers may be abilities that can be exercised at will (for a Strain cost or by praying to the diety) or may be skills that can be practiced and improved (usually still costing Strain or requiring prayer). These powers are set, but may be lost if the priest acts impiously. Additional abilities may be gained if the priest if faithful and the god is generous (character points may be spend to learn new abilities (about 20 - 25 points per power) if the GM allows). For a discussion of Gods and Religions in SIMRPG, as well as an example of a partheon and its attendent dieties and powers, see the Priests and Religion section.

Sixth Sense Cost is 5 points
The character has a kind of almost supernatural and unconscious awareness. In the case of something harmful or dangerous immediately about to occur, the GM should make a secret Alertness Test for the character. If they fail, nothing happens. If they succeed, they get enough of a sense of warning that they may act first the next round or whenever the situation occurs (even if ambushed). Alternately, they have a +1 to any Skill that might take them out of harm's way. If they achieve a Critical Success, they get some idea or notion of the direction, source, or type of danger.

Example: Olaf has the Extra: Sixth Sense. He is walking on a forest path when the hairs on the back of his head start to lift. GM makes a secret Test against Olaf's Alertness and succeeds. He tells Olaf's player that he feels nervous all of a sudden. Olaf's player tells the GM that he loosens his sword in the scabbard and watches the trees on either side, but keeps going. The GM tells Olaf that as he continues to walk, suddenly the ground starts to give way under his feet, revealing a pit trap with spikes at the bottom. Olaf player says he tries to make an Acrobatics Test to see if he can try to jump to the edge or catch onto the side. The GM tells the player that since Olaf's Sixth Sense was already active, his Test has a +1. The player roles and succeeds on the Test, narrowly avoiding falling into the pit. But as he gets to his feet, he sees bandits step out of the trees and grin at him. Oh, well, out of the frying pan and into the fire; but at least he didn't fall into he pit.

Wealth Cost is 3 points per level
For each level of Wealth a character buys, they have as much money as the next higher social class (generally Wealth equals status, but not always). Most characters start off with about 200 silver marks, the average months pay for a yeomen or journeyman apprentice. With an additional Wealth level, they probably have about 3x that, or 600 silver marks, the average months pay for an established craftsmen. With two Wealth Levels, they likely have 1000 silver marks, the average months pay of a guildsman or successful merchant. Three Wealth Levels, and maybe 3000 or more silver marks, the average months pay of a guildleader, very successful merchant, or lower echelon Noble. The GM is free to adjust Wealth levels as he sees fit and as culture or background influence it.