Maksa-Jazra – Cultures

Cultures replace the more normal racial options. These are examples/ideas and by no means exhaustive. A culture provides a +1 bonus to one Stat, a -1 penalty to another and either access to a skill you would not normally be able to get (from your class) OR a +1 bonus to a skill – if it’s a basic skill or one you have access to from your class.

Plus Minus Culture Skill
Charisma Constitution Civilised Mercantile Craft
Charisma Dexterity Nomadic Herders Bushcraft
Charisma Intelligence Simple Settlers Land Lore
Charisma Strength Decadent Lore (Blank)
Charisma Wisdom Wandering Traders Bushcraft
Constitution Charisma Insular Barbarians Bushcraft
Constitution Dexterity Settled Herders Bushcraft
Constitution Intelligence Primitive Theocracy Spirituality
Constitution Strength Swamp Dweller Bushcraft
Constitution Wisdom Primitives Bushcraft
Dexterity Charisma Insular Woodsmen Bushcraft
Dexterity Constitution Hunter Gatherers Bushcraft
Dexterity Intelligence Fleet Nomads Bushcraft
Dexterity Strength Civilised Crafters Craft
Dexterity Wisdom Civilised Explorers Alchemy/Tinker
Intelligence Charisma Civilised Scholars Lore (Any)
Intelligence Constitution Cerebral Thinkers Lore (Any)
Intelligence Dexterity Philosophers Lore (Any)
Intelligence Strength Ruling Technocrats Lore (Any)
Intelligence Wisdom Scientific Elite Alchemy/Craft
Strength Charisma Bestial Raiders Deadly Strike
Strength Constitution Mudlarks & Toshers Search
Strength Dexterity Brutal Raiders Deadly Strike
Strength Intelligence Vicious Primitives Bushcraft
Strength Wisdom Piratical Raiders Search
Wisdom Charisma Theocratic Elite Spirituality
Wisdom Constitution Lonely Islanders Bushcraft
Wisdom Dexterity Decadent Religious Caste Spirituality
Wisdom Intelligence Mystic Tribe Spirituality
Wisdom Strength Lotus Eaters Spirituality


Maksa-Jazra: Mark of the Psion

All psionic characters are marked by taint. Non-Psions with taint are killed at birth within the Empire but amongst the tribes taint is more common.

When creating a free-tribe character roll d10.

1-7: No taint.
8-9: Roll one taint.
10: Roll two taints.

Psions begin play with two taints. Roll d100.

1. Always bleeding (from eyes, nose, mouth etc) -1 Con, -1 Cha.
2. Fanged – Can bite as a close combat attack for d4 damage.
3. Crab claw (roll for which hand, left or right), reduce dex by -1, can attack for D4 damage. -1 Cha.
4. Cyclops, reduce Wis by -1, -1 Cha.
5. Fungal symbiote – covered in growths and filaments, -1 Cha.
6. Insect infestation – they live inside and outside you. -1 Cha.
7. Ever-rotting, -1 Con, -1 Cha, +2 hp.
8. Slimy – You are covered with a dripping mucous that pours from your pores. +1 AC, -1 Cha.
9. Venomous – Your hand to hand attacks force a Save Vs Poison or they suffer an extra D6 damage.
10. Poisonous – Anything biting you or tasting your blood or flesh must make a Save Vs Poison or suffer d6 damage.
11. Tentacle – One arm is replaced by a tentacle. -1 Cha.
12. Psychedelic – Your skin and hair are a mass of swirling chromataphores. +1 AC.
13. Mist – You are surrounded by a mist that your body gives off and gain +1 AC vs ranged attacks.
14. Electrical – You constantly hum and crackle with power. Bare handed attacks or those with metal weapons do +1d6 damage, but anything you touch is charged/burnt/electrified.
15. Bioluminescent – You glow with a dim light. You may not use Stealth in darkness.
16. Wreathed in Shadow – Your shadows are deeper and larger than others. +1 Stealth.
17. Smoke – You are constantly surrounded by writhing, choking smoke. +2 AC vs ranged attacks.
18. Sticky – Your touch is tacky and gooey, clinging to things. +1 Climb.
19. Antennae – +1 Wisdom, -1 Charisma.
20. Unnatural beauty – +1 Charisma.
21. Extra arm – +1 Strength, +1 Dexterity, -1 Charisma.
22. Bestial appearance – +1 Strength, +1 Constitution, -2 Charisma.
23. Barkflesh – Part plant, you are tough and woody. +1 Con, +1 AC, -1 Charisma.
24. Musical – Every movement creates chimes and sounds. You may not have Stealth.
25. Claws – Your hands end in wicked talons that can attack for 1d4 damage. -1 Charisma. -1 Dexterity.
26. Third Eye. +1 Wisdom, +1 Psi Point, -1 Charisma.
27. Wet – You are always dripping wet, your skin clammy and damp. -1 Charisma.
28. Feathered – Instead of hair you have feathers like a bird. -1 Charisma.
29. Burning – You are aflame and cannot wear clothing, only metal armour. Anything hitting you takes 1hp of damage, anything you hit takes +1 hp of damage. -1 Charisma.
30. Webbed – You have webbed hands and feet. -1 Charisma.
31. Furry – You are covered in soft, downy fur. -1 Charisma.
32. Giant – You are eight feet tall (ten if you roll this twice). +1 Str, +1 Con, -1 Charisma, -1 Dexterity.
33. Symbiotic Plant – Tendrils of greenery and flowers grow through your flesh. -1 Charisma.
34. Exaggerated/missing genitals. Roll 1d6 1-3 exaggerated, 4-6 missing. -1 Charisma.
35. Horn/s – You have a sharp horn protruding from your head. d6 damage, -1 Charisma.
36. Extra leg. -1 Charisma. Somewhat clumsy and unwieldy, movement reduced to 3/4.
37. Cold – You are icy cold, your breath misting. Anything hitting you takes 1 hp of damage, any of your attacks do +1 damage. -1 Charisma.
38. Cancerous lumps – You are covered in unsightly growths. -2 Charisma.
39. Missing limb – 1-3 arm, 4-6 leg, 1-3 left, 4-6 right. -1 Dex or 1/2 movement.
40. Twisted – Your limbs and flesh are twisted and deformed. -1 to a physical stat of your choice. -2 Charisma.
41. Covered in mouths – That chatter and whisper blasphemies. -2 Charisma.
42. Maw – Your mouth is full of fangs and your jaw can detach. You can bite for 1d6 damage. Cha -1.
43. Probe – In place of a mouth you have a long proboscis, you can only feed by drinking. -2 Charisma.
44. Stony Flesh – You grind and drip dust as you move. +2 AC, -1 Charisma.
45. Scaled – You are bald and covered in tough, flexible scales. +1AC, -1 Charisma.
46. Tail – Just a floppy, wagging tail. -1 Charisma.
47. Prehensile tail – A tail that can grip and move to balance you. +1 Climb.
48. Shelled – Your back and chest are covered in a hardy shell into which you can withdraw. +2/+4 AC (withdrawn), -2 Charisma.
49. Stinking – You have a foul smell. AC +1 in close combat against enemies with a sense of smell. -1 Wisdom, -2 Charisma.
50. Weeping Sores: -2 Charisma, -1 Constitution.
51. Mirrored – You have a shiny, reflective skin.
52. Spines – You are covered in spines that do d4 damage to anyone who hits you. -1 Charisma.
53. Sting – Somewhere in your body you have a sting. It can attack for d4 damage and force a save Vs poison or inflict an extra d6 damage.
54. Striped.
55. Spotted.
56. Pure black skin.
57. Pure white skin.
58. Red skin.
59. Orange skin.
60. Yellow skin.
61. Green skin.
62. Blue skin.
63. Purple skin.
64. Living Skeleon: your skin and flesh are tight to your bones. -1 Str, -1 Con, -2 Cha.
65. Extra nipple/breast.
66. Barbed: You are covered in hooked thorns like a rose. 1 hp of damage to anyone hitting you in close combat, -1 Cha
67. Wings – Non functional but can help break your fall. -1 Cha. Roll this twice and you can glide (but still not fly).
68. Transparent flesh: -2 Cha.
69. Blurred: You are hard to see, your image a blurry smear. +2 AC, -2 Cha.
70. Diseased: Anyone you touch must make a Save Vs Poison or fall ill, losing -2 Con for a week.
71. Flaky skin: You constantly have dry flakes of skin falling from your flesh. -2 Cha.
72. Bony nubs – Your skeleton grows out in body ‘balls’ that push against the skin. +1 AC, -1 Charisma.
73. Levitate – You hover an inch about the ground.
74. Conjoined Twin – A foetus attached, prominently to your flesh. Sometimes it wakes up.
75. Glowing eyes -1 Charisma.
76. Patterned skin.
77. Covered in eyes, -2 Charisma, +2 Wisdom.
78. Swollen skull: -2 Charisma +1 Intelligence.
79. Constant pain: -2 con, +5 hp.
80. Choral voice.
81. Hunchback: -1 Cha.
82. Dwarfism: -1 Con, -1 Str, -1 Cha, considered ‘small’.
83. Rapid growing hair: At least six feet long if not cut every day.
84. Unusual hair colour: d10: 1-white, 2-black, 3-red, 4-orange, 5-yellow, 6-green, 7-blue, 8-purple, 9-transparent, 10-roll twice.
85. Glowing halo.
86. Cloven hooves: -1 Cha, no need for shoes.
87. Mute.
88. Deaf.
89. Dumb.
90. Blind.
91. Grotesquely obese. Half movement, +2 Con, +1 Strength, -2 Charisma.
92. Assymetrical: Your body is larger/different on one side than the other. Reduce Charisma by -1, reduce one physical stat by -1 and increase another by +1.
93. Pheromones: +2 Cha.
94. Bat ears: +1 Wis, -1 Cha.
95. Camouflage skin: +1 Stealth.
96. Hideous aspect: -2 Charisma.
97. Night vision: Big cat eyes, can see in low-light conditions. +1 Wisdom.
98. Metal skin: 3/4 movement, +3 AC.
99. Twisted regeneration: Wounds heal with cancerous growths. You must constantly ‘trim’ your flesh. Regeneration 1 hp per turn. -2 Charisma.
100. Perfected Gift of the Changing God: +1 to all stats.

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Silly childhood rhymes, traditions and superstitions can take on a life of their own.
Remember your training and for the love of the fuck, don’t step on the cracks.


Fistful of Fantasy: Released!

From the author of the ‘100’ series of Adventure Seeds books, a new, shorter form source of inspiration for Games Masters. They might be adventures, non-player-characters, monsters, places… all ready to be dropped into your fantasy campaign, regardless of system.

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The Dragon’s Head Inn: Augury to the masses and site of the Blue Moon Festival. A wild stopover for travelling adventurers.

The Blackberry Wilder: A different kind of dryad with a thirst for blood and the thorns to get it.

The Shrieking Tomb: Not every vampire can escape its grave to bring terror, but then again, maybe it doesn’t need to.

Fimble Finesmoke: Halfing tobacconist, herbalist and fan of experimenting with the inhalation of substances.

Elesha the Exotic: Immortal elven companion looking for interesting and exciting places to be to distract her from the boredom of centuries of life.

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