TEXT:  
   
  
  Character Builders 
   
  Credits 
  Game Design 
   
  Keith Taylor 
  Writers 
   
  Keith Taylor 
  Graphics Design 
   
  Keith Taylor 
  © 2004 by 93 Games Studio and its licensors 
  Layout 
   
  Keith Taylor 
  Special Thanks 
   
  Robin Taylor – My Lord and Master (Wife) 
  Published by 
   
  93 Games Studio 
   
  715 Williams Ave 
   
  Raceland, Ky. 41169 
   
  Further game material and free downloads available at our website. 
  Check us out at http://www.93gamesstudio.com
  Please feel free to email comments and questions to smokewolf@93gamesstudio.com  
  PAGE #1 
   
  © 2004 by 93 Games Studio. All 
  rights reserved. No part of this manual may be 
  reproduced without the written permission of 
  93 Games Studio, except for brief excerpts for 
  the purpose of reviews.  
   
  Game aids provided within this 
  manual and online may be photocopied for 
  personal use only. 
   
  Any 
  mention 
  of 
  companies, 
  organizations and products in these pages is 
  not a challenge to the trademark or copyrights 
  concerned. 
   
   
   
  
  Character Builders 
   
  Introduction 
  Character Builder provides a set of rules to aid in better defining 
  player characters (although these could also be used for NPC’s). 
  Upon first glance Gifts and Obstacles look like nothing more than 
  Feats. However, unlike Feats which give your characters new 
  abilities, Gifts and Obstacles are backgrounds which seek to 
  better define who your character is and what makes them who 
  they are.  
  Gifts are positive non-tangible aspects of characters that are 
  brought on by experience. These are the things that shape and 
  mold a person’s character and usually stay with someone for life 
  (toughness, attractiveness, bravery, etc.). 
  Obstacles are negative non-tangible aspects of characters that are 
  brought on by experience. These are the things that shape and 
  mold a person’s character and usually stay with someone for life 
  (disability, obsession, allergies, etc.). 
  Gifts and Obstacles are broken into two different power ratings 
  (Primary and Secondary). This represents the positive and 
  negative that a person takes the same incident, such as getting hit 
  by a car and becoming paralyzed, only to grow emotionally 
  stronger. The primary effect was being paralyzed; the secondary 
  effect was becoming emotionally stronger. Gifts and Obstacles 
  allow characters to gain in some areas but falter in others, thus 
  creating more believable characters. Each Gift will be balanced 
  by an opposing Obstacle and vise versa.  
  How to Use 
  There are two ways in which Gifts and Obstacles can be used. 
  Method #1 
  This method allows for characters to gain Gift/Obstacles only 
  after major events in their life. The GM and Player character 
  should pick an appropriate Gift/Obstacle that corresponds to the 
  major event that just transpired.  
  Select one Gift and one Obstacle (these should be “opposite*” 
  backgrounds). One of them will be Primary and one of them will 
  be Secondary. In this fashion, treat the Gift as Primary only if the 
  event was a positive one and the Obstacle as Primary only if it 
  was a negative event. If the Gift is Primary, record the effects 
  listed under Primary for that Gift, if the Gift was Secondary 
  record the effects listed under Secondary for that Gift, and the 
  same for the Obstacle. 
  Major events could be defeated an important NPC’s, finding a 
  powerful item, resurrection, death, loss of a loved one, marriage, 
  etc. It could also have an out-of-game context, such as finishing 
  an adventure module, changing alignment, gaining an attribute 
  point, etc. The DM should have the final say in whether an event 
  merits gaining any Gifts or Obstacles. 
  Example 
  Event: Jubar had spent years hunting down the killer or his 
  parents. It was a long, tough battle but in the end Jubar emerged 
  triumphant. 
  Gift – (Primary) Tough (Psychological) 
   
  PAGE #2 
  Obstacle – (Secondary) No Emotions 
  
  Character Builders 
   
  Method #2 
  This method uses Gifts/Obstacles at every stage of character 
  advancement. To allow players some control over the type of 
  character they will play, each character receives one Gift OR 
  Obstacle of the Player’s choice. This choice can not be negated 
  by future Gifts or Obstacles, any result that would negate this 
  choice are ignored. 
  This system does not replace Feats. Gifts do increase a 
  character’s ability, however, the requirement of Obstacles create 
  a balanced character rather than a “munchkin”. 
  At 1st level the Player rolls randomly to determine what type of 
  background will be Primary and which will be secondary (consult 
  the Backgrounds table). Each level after that the character gains a 
  new Gift/Obstacle. 
  Roll a D10: 
  On a 1, the DM chooses the Gifts/Obstacles the character 
  receives. They may choose which will be Primary and which will 
  be Secondary. 
  On a 2, 4, 6, 8 the Player chooses a Gift and applies its Primary 
  effects to the character. They then must choose an appropriate 
  (opposite*) Obstacle and apply its Secondary effects to the 
  character. 
  On a 3, 5, 7, 9 the Player chooses an Obstacle and applies its 
  Primary effects to the character. They then must choose an 
  appropriate (opposite*) Gift and apply its Secondary effects to 
  the character. 
  On a 10, the Player chooses the Gifts/Obstacles the character 
  receives. They may choose which will be Primary and which will 
  be Secondary. 
  Whichever background is listed as Primary, record the effects 
  listed under Primary for that background, if the Gift was 
  Secondary record the effects listed under Secondary for that 
  background. 
  Backgrounds 
  Dice Roll
  Result 
  1 
  DM Chooses 
  Gift and Obstacle 
  2 
  Primary - Gift 
  Secondary - Obstacle 
  3 
  Primary - Obstacle 
  Secondary - Gift 
  4 
  Primary - Gift 
  Secondary - Obstacle 
  5 
  Primary - Obstacle 
  Secondary - Gift 
  6 
  Primary - Gift 
  Secondary - Obstacle 
  7 
  Primary - Obstacle 
  Secondary - Gift 
  8 
  Primary - Gift 
  Secondary - Obstacle 
  9 
  Primary - Obstacle 
  Secondary - Gift 
  10 
  Player Chooses 
  Gift and Obstacle 
  PAGE #3 
  *see page 15 for list of examples for opposites 
  
  Character Builders 
   
  Gifts/Obstacles 
  Gifts and Obstacles are the positive and negative non-tangible 
  aspects of characters that are brought on by experience. These are 
  the things that shape and mold a person’s character and usually 
  stay with someone for life 
  Academic (Gift) 
  Primary: The character gains extra 4 skill points to send on 
  Intelligence based skills. 
  Secondary: The character gains extra 2 skill points to send 
  on Intelligence based skills. 
  Addiction (Obstacle)  
  Primary: The Player and DM choose one item, substance, 
  situation, etc. that the character becomes addicted to. Items of 
  addiction are meant to be actively sought by the character. 
  Each day the character forgoes their addiction they suffer a -1 
  penalty to all dice rolls, this is cumulative each day (after 5 
  days without the source of their addiction the character would 
  be at a -5 penalty). 
  Secondary: The Player and DM choose one item, substance, 
  situation, etc. that the character becomes addicted to. Items of 
  addiction are meant to be actively sought by the character. 
  Each week the character forgoes their addiction they suffer a -
  1 penalty to all dice rolls, this is cumulative each day (after 5 
  weeks without the source of their addiction the character 
  would be at a -5 penalty). 
  Ailment (Obstacle)  
  Primary: The Player and DM choose an illness that the 
  character suffers from. Due to a continuous sickness, the 
  character must roll a D20 everyday, on a result of 1, 2, 3 or 4 
  the character suffers from the effects of his illness. On a 3 or 
  4 the character suffers from a -1 to all dice rolls for the day, 
  on a 1 or 2 the character suffers from a -2 to all dice rolls for 
  the day. 
  Secondary: The Player and DM choose an illness that the 
  character suffers from. Due to a continuous sickness, the 
  character must roll a D20 everyday, on a result of 1 or 2 the 
  character suffers from the effects of his illness. On a 1 or 2 
  the character suffers from a -2 to all dice rolls for the day. 
  Alertness (Gift) 
  Primary: The character gains a +1 bonus to all Spot and 
  Listen checks. 
  Secondary: The character gains a +1 bonus to either Spot or 
  Listen checks (choose one). 
  Allergy (Obstacle) 
  Primary: When in the presence on a particular allergen, the 
  character suffers from ill effects, to include sneezing, 
  coughing, etc. All Move Silently, Hide and Intimidate skill 
  uses are a -2. 
  Secondary: When in the presence on a particular allergen, 
  the character suffers from ill effects, to include sneezing, 
  coughing, etc. All Move Silently, Hide and Intimidate skill 
  uses are a -1. 
  Alternate Identity (Gift) 
  Primary: Your character has another persona that they can 
  assume. This persona comes complete with ID/papers and 
  friends/associates even. 
  PAGE #4 
  Secondary: The character gets routinely mistaken for another 
  individual 
  
  Character Builders 
   
  Ambidextrous (Gift) 
  Primary: The character gains the Two Weapon Fighting 
  Feat, all requirements are waived. 
  Secondary: The character gains the Two Weapon Fighting 
  Feat, all requirements must be met. 
  Ambitious (Gift) 
  Primary: The character raises their Wisdom score by 1, and 
  gains a +1 bonus to Sense Motive, Gather Information or 
  Knowledge (choose one). 
  Secondary: The character gains a +1 bonus to Sense Motive, 
  Gather Information or Knowledge (choose one). 
  Amnesia (Obstacle) 
  Primary: There is some past event(s) that are being blocked 
  by the character. The DM replaces this character’s entire 
  character sheet with a blank one. The Player may not use any 
  skills, Feats, etc. until they are “remembered” through role-
  play. 
  Secondary: There is some past event(s) that are being 
  blocked by the character. The DM randomly removes one 
  skill, Feat, etc. from the character. The Player may not use 
  this skill, Feat, etc. until it is “remembered” through role-
  play. 
  Angry (Obstacle) 
  Primary: The character lowers their Charisma score by 1 and 
  gains a +2 bonus to all Intimidate checks. 
  Secondary: The character lowers their Charisma score by 1. 
  Arrogant (Obstacle) 
  Primary: The character lowers their Charisma score by 1, 
  however, they have become arrogant for a reason, gain a +1 
  bonus to 2 existing skills. 
  Secondary: Character lowers their Charisma score by 1. 
  Athletic (Gift) 
  Primary: The character gains a +1 bonus to all Fort saves 
  and raises either their Strength or Dexterity score by 1. 
  Secondary: The character raises either their Strength or 
  Dexterity score by 1 (choose one). 
  Attractive (Gift) 
  Primary: The character raises their Charisma score by 1 and 
  gains a +1 bonus to all Perform checks. 
  Secondary: The character gains a +1 bonus to all Perform 
  checks. 
  Balance (Gift) 
  Primary: The character gains a +2 bonus to all Balance 
  checks. 
  Secondary: The character gains a +1 bonus to all Balance 
  checks. 
  Berserker (Obstacle)  
  Primary: The character gains the Rage ability (same as 1st 
  level Barbarian) once per day. 
  PAGE #5 
  Secondary: The character gains the Rage ability (same as 1st 
  level Barbarian) once per session. 
  
  Character Builders 
   
  Blinded by love (Obstacle) 
  Primary: The Player and DM choose one item, person, 
  situation, etc. that the character loves. When confronted by 
  the object of their love, they must make a Will save DC 20 or 
  proceed to do whatever they suggested. 
  Secondary: The Player and DM choose one item, person, 
  situation, etc. that the character loves. When confronted by 
  the object of their love, they must make a Will save DC 10 or 
  proceed to do whatever they suggested. 
  Bookworm (Gift) 
  Primary: The character gains extra 4 skill points to send on 
  Knowledge skills. 
  Secondary: The character gains extra 2 skill points to send 
  on Knowledge skills. 
  Brave (Gift) 
  Primary: The character gains a +2 bonus to all Will saves. 
  Secondary: The character gains a +1 bonus to all Will saves. 
  Can not let go (Obstacle) 
  Primary: Even after resolution, a character can not let go of 
  the situation, place, person, etc. They resist all efforts to move 
  on, to change their attitude towards someone, or believe that 
  the Evil was destroyed.  
  Secondary: Even after resolution, a character can not let go 
  of the situation, place, person, etc. They resist all efforts to 
  move, to change their attitude towards someone, or believe 
  that the Evil was destroyed. They must make a Will save DC 
  10 or they fail to believe the situation has been resolved. 
  Cautious (Obstacle) 
  Primary: The character suffers a -4 to all Initiative rolls. 
  Secondary: The character suffers a -2 to all Initiative rolls. 
  Clairaudience (Gift or Obstacle) 
  If taken as an Obstacle, the character has no control of this 
  ability. 
  Primary: The character gains the ability of Clairaudience 
  (same as the 3rd level spell) once per day. 
  Secondary: The character gains the ability of Clairaudience 
  (same as the 3rd level spell) once per week. 
  Clairvoyant (Gift or Obstacle) 
  If taken as an Obstacle, the character has no control of this 
  ability. 
  Primary: The character gains the ability of Clairvoyance 
  (same as the 3rd level spell) once per day. 
  Secondary: The character gains the ability of Clairvoyance 
  (same as the 3rd level spell) once per week. 
  Clumsy (Obstacle) 
  Primary: The character suffers a -2 to all Reflex saves.  
  Secondary: The character suffers a -1 to all Reflex saves. 
  Combat Paralysis (Obstacle) 
  PAGE #6 
  Primary: The character is considered to be Panicked during 
  all combat scenes. A panicked character must drop anything it 
  holds and flee at top speed from the source of its fear, as well 
  as any other dangers it encounters, along a random path. It 
  can’t take any other actions. In addition, the character takes a 
  –2 penalty on all saving throws, skill checks, and ability 
  checks. If cornered, a panicked character cowers and does not 
  
  Character Builders 
   
  attack, typically using the total defense action in combat. A 
  panicked character can use special abilities, including spells, 
  to flee; indeed, the character must use such means if they are 
  the only way to escape. 
  Secondary: The character is considered to be Frightened 
  during all combat scenes. A frightened character flees from 
  the source of its fear as best it can. If unable to flee, it may 
  fight. A frightened character takes a –2 penalty on all attack 
  rolls, saving throws, skill checks, and ability checks. A 
  frightened character can use special abilities, including spells, 
  to flee; indeed, the character must use such means if they are 
  the only way to escape. 
  Combat Sense (Gift) 
  Primary: All attacks receive a +1 bonus to hit, damage and 
  Initiative.  
  Secondary: All attacks receive a +1 bonus to Initiative.  
  Common Sense (Gift) 
  Primary: The character raises their Wisdom score by +1 and 
  gains a +1 bonus to all Sense Motive checks. 
  Secondary: The character gains a +1 bonus to all Sense 
  Motive checks.  
  Companion is Lucky (Gift) 
  Primary: One of the character’s companions receives a +1 
  bonus for all non-combat skill checks. The Player chooses 
  only one companion to receive this. This companion can not 
  change, however, this Gift can be selected multiple times, and 
  each time a new companion must be selected. 
  Secondary: If the character’s companions fails any roll that 
  will be detrimental to their health (i.e.; failing a save that will 
  results in their death) then they are allowed one re-roll. The 
  Player chooses only one companion to receive this. This 
  companion can not change, however, this Gift can be selected 
  multiple times, and each time a new companion must be 
  selected. 
  Companion is Unlucky (Obstacle) 
  Primary: One of the character’s companions receives a -1 
  bonus for all non-combat skill checks. The Player chooses 
  only one companion to receive this. This companion can not 
  change, however, this Obstacle can be selected multiple 
  times, and each time a new companion must be selected. 
  Secondary: If the character’s companion succeeds any roll 
  that will saves them from death (i.e.; succeeding at a save that 
  would have otherwise resulted in their death) then they must 
  re-roll (only 1 re-roll allowed). The Player chooses only one 
  companion to receive this. This companion can not change, 
  however, this Obstacle can be selected multiple times, and 
  each time a new companion must be selected. 
  Confidence (Gift) 
  Primary: The character raises their Charisma score by 1 and 
  gains a +1 bonus to all Bluff checks. 
  Secondary: The character gains a +1 bonus to all Bluff 
  checks.  
  Cultured (Gift) 
  Primary: The character gains 3 Languages (Choose, must be 
  living) and gains a +1 bonus to all Knowledge checks.  
  PAGE #7 
  Secondary: The character gains a +1 bonus to all Knowledge 
  checks.  
  
  Character Builders 
   
  Disabled (Obstacle) 
  Primary: The character loses the ability to use two body 
  parts. This has to be at least one body part of major use. The 
  DM should be the judge on whether or not the parts in 
  questions meet this description. Fighters need their hands; 
  Thieves need their eyes, etc. 
  Secondary: The character loses the ability to use one body 
  part. This has to be a body part of major use. The DM should 
  be the judge on whether or not the part in question meets this 
  description. Fighters need their hands; Thieves need their 
  eyes, etc. 
  Don’t Speak (Obstacle) 
  Primary: The character suffers a -1 to all Diplomacy, 
  Perform and Bluff skill checks. 
  Secondary: The character suffers a -1 to Diplomacy, Perform 
  or Bluff skill checks (choose one). 
  Don’t Touch (Obstacle) 
  Primary: The character suffers a -1 to all Use Magical 
  Device, Craft and Open Lock skill checks. 
  Secondary: The character suffers a -1 to Use Magical 
  Device, Craft or Open Lock skill checks (choose one). 
  Does well alone (Gift) 
  Primary: When alone, the character receives a +1 bonus to 
  all skill checks. 
  Secondary: When alone, the character receives a +1 bonus to 
  one skill of the characters choice. 
  Drops things (Obstacle) 
  Primary: This character should not be trusted with the 
  party’s valuable artifacts. The DM should make random 
  Dexterity checks to determine if the character drops some 
  item that is being carried.  
  Secondary: This character should not be trusted with the 
  party’s valuable artifacts. The DM should make random 
  Dexterity checks to determine if the character drops some 
  item that is being carried.  
  Emotion Disability (Obstacle) 
  Primary: This is a role-playing obstacle. The character has a 
  hard time understanding and dealing with emotions. These 
  problems exist in their emotions, as well as, dealing with the 
  emotions of others.  
  Secondary: This is a role-playing obstacle. The character has 
  a hard time understanding and dealing with emotions. These 
  problems exist in their emotions, as well as, dealing with the 
  emotions of others. 
  Experience (Gift) 
  Primary: The character gains enough experience to raise 
  their level by 1 (i.e.; if their character level is 7, then they 
  gain enough XP to bring the Experience Points total to 28,001 
  to bring them to 8th level). 
  Secondary: The character gains 500 XP. 
  Fast Healer (Gift) 
  Primary: The character heals at 3 times the normal rate. 
  PAGE #8 
  Secondary: The character heals at twice the normal rate. 
  
  Character Builders 
   
  Fear (Obstacle) 
  Primary: The character selects a single item, person, place, 
  situation, etc. While in the presence of the feared item the 
  character is considered to be Frightened (see Combat 
  Paralysis).  
  Secondary: The character selects a single item, person, place, 
  situation, etc. While in the presence of the feared item the 
  character is considered to be Shaken. A shaken character 
  takes a –2 penalty on attack rolls, saving throws, skill checks, 
  and ability checks. 
  Gifted (Gift) 
  Primary: The character raises their Intelligence score by 1 
  and picks a skill they already possess at least one rank in, the 
  character gains a +2 bonus with that skill. 
  Secondary: The character picks a skill they already possess 
  at least one rank in, the character gains a +2 bonus with that 
  skill. 
  Good Listener (Gift) 
  Primary: The character raises their Charisma score by 1 and 
  gains a +1 bonus to all Diplomacy checks. 
  Secondary: The character gains a +1 bonus to all Diplomacy 
  checks. 
  Guilt (Obstacle) 
  Primary: This is a role-playing Obstacle. The character is 
  guilty about something and seeks to atone for their 
  transgression. They refuse to defend themselves against any 
  form of aggression until they have atoned. 
  Secondary: This is a role-playing Obstacle. The character is 
  guilty about something and seeks to atone for their 
  transgression. They refuse to defend themselves unless it is a 
  life or death situation until they have atoned. 
  Heightened Attribute (Gift) 
  Primary: The character picks one attribute; all of the 
  character’s skills based on that attribute receive a +1 bonus to 
  all skill checks. 
  Secondary: The character picks one attribute and raises its 
  ability score by 1. 
  Honest (Gift) 
  Primary: The character raises their Charisma score by 1, 
  gains a +1 bonus to all Diplomacy and a -1 to all Bluff skill 
  checks. 
  Secondary: The character gains a +1 bonus to all Diplomacy 
  and a -1 to all Bluff skill checks  
  Honest (Obstacle) 
  Primary: The character lowers their Charisma score by 1, 
  gains a +2 bonus to all Diplomacy and a -2 to all Bluff skill 
  checks. 
  Secondary: The character gains a +2 bonus to all Diplomacy 
  and a -2 to all Bluff skill checks  
  Impulsive (Obstacle) 
  Primary: The character lacks the ability to think a situation 
  through. The character must always announce his actions 
  during combat prior to everyone else and prior to rolling 
  Initiative. 
  PAGE #9 
  Secondary: The character lacks the ability to think a situation 
  through. The character must always announce his actions 
  during combat prior to rolling Initiative. 
  
  Character Builders 
   
  Increased Will (Gift) 
  Primary: The character gains a +2 bonus to all WILL saves. 
  Secondary: The character gains a +2 bonus to all WILL 
  saves. 
  Introvert (Obstacle) 
  Primary: The character lowers their Charisma score by 2. 
  Secondary: The character lowers their Charisma score by 1. 
  Lack of Social Sense (Obstacle) 
  Primary: The character suffers a -2 to all Diplomacy, Gather 
  Information and Bluff skill checks. 
  Secondary: The character suffers a -1 to all Diplomacy, 
  Gather Information and Bluff skill checks.  
  Leadership (Gift) 
  Primary: The character is a natural born leader. The 
  character gains the Leadership Feat. All requirements must be 
  met. 
  Secondary: The character gains a +2 bonus to all Diplomacy 
  skill checks. 
  Liar (Obstacle) 
  Primary: The character is a born liar, to his enemies and his 
  friends. When determining or influencing the attitude of 
  NPC’s, the DC for the skill check is always 5 higher than 
  listed. Also all player characters must make a Will Save DC 
  15 in order to believe anything the character says (as they are 
  used to his lies).  
  Secondary: The character is a born liar, to his enemies and 
  his friends. When determining or influencing the attitude of 
  NPC’s, the DC for the skill check is always 5 higher than 
  listed. 
  Light Sensitive (Obstacle) 
  Primary: In bright situations, including daylight outdoors, 
  the character suffers a -2 to all dice rolls. 
  Secondary: In bright situations, including daylight outdoors, 
  the character suffers a -1 to all dice rolls. 
  Lost Love (Obstacle) 
  Primary: The character can never love another individual; 
  the character gains a +2 bonus to resist all seduction attempts 
  (including charms). If the character is successfully seduced, 
  they gain the Guilt Obstacle. 
  Secondary: The character can never love another individual; 
  the character gains a +1 bonus to resist all seduction attempts 
  (including charms). 
  Love (Gift) 
  Primary: The Character has found the love of his life, be it a 
  person, place, object or job. A characters actions. which are 
  directed at this Love are at a +2 bonus. However, this can be 
  used against the character. 
  Secondary: The Character has found the love of his life, be it 
  a person, place, object or job. A characters actions. which are 
  directed at this Love are at a +1 bonus. However, this can be 
  used against the character. 
  Low Self Esteem (Obstacle) 
  PAGE #10 
  Primary: The character lowers their Charisma score by 1 and 
  all Intimidation attempts against the character are at a +2 
  bonus. 
  
  Character Builders 
   
  Secondary: All Intimidation attempts against the character 
  are at a +2 bonus. 
  Lucky (Gift) 
  Primary: The character receives a +1 bonus for all non-
  combat rolls. 
  Secondary: If the character fails any saving throw that will 
  be detrimental to their health, then they get to re-roll. This is 
  invoked for once each such incident. 
  Magic (Gift) 
  Primary: The character gains a spell like ability equivalent to 
  a Level 1 or Level 2 Wizard spell. 
  Secondary: The character gains a spell like ability equivalent 
  to a Level 1 Wizard spell. 
  Mentally Challenged (Obstacle) 
  Primary: The character lowers both their Intelligence and 
  Wisdom scores by 1. 
  Secondary: The character suffers a -1 to all Intelligence 
  based skills. 
  Musician (Gift) 
  Primary: The character gains a +2 bonus to all Perform skill 
  checks. 
  Secondary: The character gains a +1 bonus to all Perform 
  skill checks. 
  Night Blindness (Obstacle) 
  Primary: In Low light situation, including nighttime, the 
  character suffers a -2 to all non-combat skill rolls. 
  Secondary: In Low light situation, including nighttime, the 
  character suffers a -1 to all dice rolls. 
  Night Vision (Gift) 
  Primary: The character gains the Blind Fight Feat. 
  Secondary: The character gains the Blind Fight Feat. 
  No Emotions (Obstacle) 
  Primary: The character lowers their Charisma score by 1, 
  and may not have any ranks in the Perform skill. 
  Secondary: The character may not have any ranks in the 
  Perform skill. 
  No Sense of Humor (Obstacle) 
  Primary: The character lowers both their Charisma and 
  Wisdom scores by 1. 
  Secondary: The character suffers a -1 to all Charisma based 
  skills. 
  Obese (Obstacle) 
  Primary: The character lowers their Dexterity score by 2 but 
  gains 4 Hit Points. 
  Secondary: The character lowers their Dexterity score by 1. 
  Obsession (Obstacle) 
  Primary: Like the One Temptation Obstacle, except the 
  character actively seeks it. 
  PAGE #11 
  Secondary: Like One Temptation Obstacle, except the 
  character actively seeks it. 
  
  Character Builders 
   
  One Bad Sense (Obstacle) 
  Primary: The character picks one sense (sight, sound, touch, 
  etc.); all actions based on that sense are at a -2 to all skill 
  checks. 
  Secondary: The character picks one sense (sight, sound, 
  touch, etc.); all actions based on that sense are at a -1 to all 
  skill checks. 
  One Good Sense (Gift) 
  Primary: The character picks one sense (sight, sound, touch, 
  etc.); all actions based on that sense are at a +2 bonus to all 
  skill checks. 
  Secondary: The character picks one sense (sight, sound, 
  touch, etc.); all actions based on that sense are at a +1 bonus 
  to all skill checks. 
  One Single Fear (Obstacle) 
  Primary: The character gains a single, horrible fear. While in 
  the presence of this fear the character is considered to be 
  Panicked (see Combat Paralysis).  
  Secondary: The character gains a horrible single fear. While 
  in the presence of this fear the character is considered to be 
  Frightened (see Combat Paralysis). 
  One Temptation (Obstacle) 
  Primary: This is a role-playing obstacle. The character and 
  DM choose one item, person, situation, etc. that the character 
  can not ignore. The character suffers a -4 to all Will saves to 
  avoid this temptation. 
  Secondary: This is a role-playing obstacle. The character and 
  DM choose one item, person, situation, etc. that the character 
  can not ignore, except in life and death matters. The character 
  suffers a -2 to all Will saves to avoid this temptation. 
  Overconfident (Obstacle) 
  Primary: The character suffers a -4 to AC. 
  Secondary: The character suffers a -2 to AC. 
  Paranoid (Obstacle) 
  Primary: This is a role-playing obstacle. The character gains 
  a strong distrust for an entire agency. They believe that 
  agency is either out for them or behind all the worlds’ 
  problems. 
  Secondary: This is a role-playing obstacle. The character 
  gains a strong distrust for a single branch of some agency or 
  person. They believe that agency is either out for them. 
  People's Envy (Obstacle) 
  Primary: The character suffers a -2 to all Charisma based 
  skills. 
  Secondary: The character suffers a -1 to all Charisma based 
  skills. 
  People's Pity (Gift) 
  Primary: The character gains a +2 bonus to all Charisma 
  based skills. 
  Secondary: The character gains a +1 bonus to all Charisma 
  based skills. 
  Refuses Help (Obstacle) 
  PAGE #12 
  Primary: This is a role-playing obstacle. The character 
  refuses to accept help at all times. The character will even go 
  
  Character Builders 
   
  out of his way to avoid assistance, often causing the situation 
  to worsen. 
  Secondary: This is a role-playing obstacle. Only in life and 
  death situations will the character accept assistance 
  Resistance to something (Gift) 
  (Such as to alcohol, poison, tear gas, etc.) 
  Primary: The character gains a +2 bonus to all saving throws 
  against one substance. 
  Secondary: The character gains a +1 bonus to all saving 
  throws against one substance. 
  Secret Past (Obstacle) 
  Primary: This is a role-playing obstacle. The character gains 
  a secret about their past. This secret is known to the character 
  and can be used for his benefit, such as for blackmail 
  material. 
  Secondary: This is a role-playing obstacle. The character 
  gains a secret about their past. This secret is not known to the 
  character at the beginning of play; however, it should come 
  out through role play. 
  Seductive (Gift) 
  Primary: The character raises their Charisma score by 2. 
  Secondary: The character raises their Charisma score by 1. 
  Self Sacrificing (Obstacle) 
  Primary: The character’s Alignment must Lawful-Good, 
  Chaotic-Good or Neutral-Good. The character must make 
  every opportunity to save others, including taking the bullet 
  for others. If the character should fail in saving a life, they 
  gain the Guilt Obstacle. 
  Secondary: The character’s Alignment must Lawful-Good, 
  Chaotic-Good or Neutral-Good. The character must make 
  every opportunity to save others, including taking the bullet 
  for others. 
  Self Sufficient (Gift) 
  Primary: The character gains the Self Sufficient Feat. 
  Secondary: The character gains the Self Sufficient Feat, but 
  receives a +1 bonus instead of a +2 bonus. 
  Shallow (Obstacle) 
  Primary: The character lowers both their Charisma and 
  Wisdom scores by 1. 
  Secondary: The character suffers a -1 to all Wisdom based 
  skills. 
  Show Off (Obstacle) 
  Primary: The character can not resist an opportunity to show 
  off. Rather it be a skill or just in general. The character lowers 
  their Charisma score by 1 and suffers a -1 to all Will saves. 
  Secondary: The character can not resist an opportunity to 
  show off. Rather it be a skill or just in general.  The character 
  suffers a -1 to all Will saves. 
  Slow (Obstacle) 
  Primary: The character lowers both their Intelligence and 
  Wisdom scores by 1. 
  PAGE #13 
  Secondary: The character lowers either their Intelligence or 
  Wisdom score by 1 (choose one). 
  
  Character Builders 
   
  Smooth Talker (Gift) 
  Primary: The character gains a +2 bonus to all Diplomacy 
  skill checks. 
  Secondary: The character gains a +1 bonus to all Diplomacy 
  skill checks. 
  Superstitious (Gift) 
  Primary: The character gains WILL +2; however, they are at 
  a -4 FEAR when dealing with folklore and legends. 
  Secondary: The character gains WILL +1; however, they are 
  at a -2 FEAR when dealing with folklore and legends. 
  The Touch (Gift) 
  Primary: The character gains a +1 bonus to all Use Magical 
  Device, Craft and Open Lock skill checks. 
  Secondary: The character gains a +1 bonus to Use Magical 
  Device, Craft or Open Lock skill checks (choose one). 
  The Voice (Gift) 
  Primary: The character gains a +1 bonus to all Diplomacy, 
  Perform and Bluff skill checks. 
  Secondary: The character gains a +1 bonus to Diplomacy, 
  Perform or Bluff skill checks (choose one). 
  Tough (Physical) (Gift) 
  Primary: The character gains 2 extra hit points. 
  Secondary: The character gains 1 extra hit point. 
  Tough (Psychological) (Gift) 
  Primary: The character receives a +2 bonus to resist all 
  Intimidation attempts.  
  Secondary: The character receives a +1 bonus to resist all 
  Intimidation attempts. 
  Trim (Gift) 
  Primary: The character raises their Dexterity score by 1 and 
  gains a +1 bonus to all Escape Artist checks. 
  Secondary: The character gains a +1 bonus to all Escape 
  Artist checks. 
  Unattractive (Obstacle) 
  Primary: The character lowers both their Charisma and 
  Constitution scores by 1. 
  Secondary: The character lowers either their Charisma or 
  Constitution score by 1 (choose one). 
  Unfocused (Obstacle) 
  Primary: The character suffers a -2 to all Initiative rolls and 
  any action which requires multiple turns to complete are at a -
  2 to the skill check. 
  Secondary: The character suffers a -2 to all Initiative rolls. 
  Unlucky (Obstacle) 
  Primary: The character suffers a -1 to all non-combat skill 
  checks. 
  Secondary: If the character succeeds at any Will, Fort or 
  Reflex save roll, then they must re-roll it. This is invoked 
  only once for each such incident. 
  Weakness (Obstacle) 
  PAGE #14 
  Primary: When dealing with checks against temptations 
  (except the Background: One Temptation), the character 
  
  Character Builders 
   
  suffers a -2 to Will saves. Example temptations are seduction 
  attempts, debates, intimidation attempts, etc. 
  Secondary: When dealing with checks against temptations 
  (except the Background: One Temptation), the character 
  suffers a -1 to Will saves. Example temptations are seduction 
  attempts, debates, intimidation attempts, etc. 
  Wild Thing (Gift) 
  Primary: The character raises their Charisma score by 1 and 
  gains a +1 bonus to all Will saves. 
  Secondary: The character gains a +1 bonus to all Will saves. 
  Willpower (Gift) 
  Primary: When dealing with checks against temptations 
  (except the Background: One Temptation), the character 
  receives a +2 bonus to Will saves. Example temptations are 
  seduction attempts, debates, intimidation attempts, etc. 
  Secondary: When dealing with checks against temptations 
  (except the Background: One Temptation), the character 
  receives a +1 bonus to Will saves. Example temptations are 
  seduction attempts, debates, intimidation attempts, etc. 
  Example Opposites 
  Gifts 
  Obstacles 
  Academic 
  Unattractive 
  Academic 
  Don’t Touch 
  Alertness 
  Obsession 
  Alternate Identity 
  Paranoid 
  Ambidextrous 
  Show Off 
  Ambitious 
  Cannot Let Go 
  Athletic 
  Slow 
  Attractive 
  People's Envy 
  Attractive 
  Shallow 
  Attractive 
  Don’t Speak 
  Balance 
  Drops Things 
  Bookworm 
  Obese 
  Bookworm 
  No Sense of Humor 
  Brave 
  Self Sacrificing 
  Clairaudience 
  One Bad Sense - Hearing 
  Clairvoyant 
  One Bad Sense - Touch 
  Combat Sense 
  Lack of Social Sense 
  Common Sense 
  Cautious 
  Companion is Lucky 
  Unlucky 
  Confidence 
  One Single Fear 
  Cultured 
  Arrogant 
  Does Well Alone 
  Low Self Esteem 
  Experience 
  Combat Paralysis 
  Experience 
  Guilt 
  Fast Healer 
  Impulsive 
  Gifted 
  Emotional Disability 
  Good Listener 
  Introvert 
  Heightened Attribute 
  Addiction 
  Honest 
  Honest 
  Increased Will 
  Clairsentient 
  Leadership 
  Overconfident 
  Love 
  Blinded by Love 
  Lucky 
  Companion is Unlucky 
  Magic 
  Arrogant 
  Musician 
  Unfocused 
  Night Vision 
  Light Sensitive 
  One Good Sense 
  One Bad Sense 
  Pity 
  Clumsy 
  Pity 
  Mentally Challenged 
  Resistance to something 
  Allergy 
  PAGE #15 
  Secret Past 
  Amnesia 
  
  Character Builders 
   
  Seductive 
  Obsession 
  Self Sufficient 
  Angry 
  Self Sufficient 
  Disabled 
  Self Sufficient 
  Refuses Help 
  Smooth Talker 
  Liar 
  Superstitious 
  Fear 
  The Touch 
  Lack Social Sense 
  The Voice 
  Arrogant 
  Tough (Physical) 
  Ailment 
  Tough (Physical) 
  Weakness 
  Tough (Psychological) 
  Berserker 
  Tough (Psychological) 
  Lost Love 
  Tough (Psychological) 
  No Emotions 
  Trim 
  Obsessive 
  Wild Thing 
  One Temptation 
  Willpower 
  One Temptation 
  PAGE #16 
  This is an example of how Gifts and Obstacles may act in 
  opposition. However, each Gift and Obstacle can have multiple 
  "opposites"; their combination is only dependant upon the 
  description of the background event and what it is that the Player 
  wants their character to learn from it. 
  
  Character Builders 
   
  Gifts and Obstacles are an idea originally from another 93 Games Studio product, The Swing. 
   
  In 1904 the last of the Enlightened Masters, immortal beings who assisted mankind, left this 
  world. It is now January 1st, 2000 and they have returned. 
  The Swing is set in the modern world, with real world agencies using real world Magick 
  (such as Wicca and Voodoo) and real world mechanics. But reality in The Swing is a 
  pendulum: sometimes it moves in one direction, sometimes in the other. A character’s WILL 
  can shape reality within the game world, affecting all those within. One day, reality could be 
  filled with dragons and faeries, the next it could be lasers and computers.  
  The Swing uses the highly realistic Step System, which provides a high level of detail 
  throughout the game. Character Creation is focused on defining well-rounded, believable 
  characters. Combat is deadly, scary and dangerous, as in real life. The freeform Magick 
  system is based on the Thelemic principles of WILL and Love, derived from Aleister 
  Crowley's vision of Magick as "the Science and Art of causing Change to occur in conformity 
  with Will." The system encourages players to use out-of-game "real-world" information to 
  shape the game world. 
  Join the Ordo Templi Orientis, the Men in Black or another real 
  faction in aiding mankind along its path to enlightenment and 
  evolution. Will you invent new technology, discover new drugs and 
  therapies, and enjoy capitalism to its fullest? Or will you choose to 
  seek out hidden civilizations, unlock ancient secrets, and discover 
  what resides inside all mankind?  
   
  The Swing is available in both print and pdf formats. Check it out today at 
  http://www.93gamesstudio.com. 
  PAGE #17 
  Also available from 93 Games Studio: 
       
   
  
  Character Builders 
   
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of 
  the Coast, Inc ("Wizards"). All Rights Reserved. 
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b)"Derivative Material" means copyrighted material including 
  derivative works and translations (including into other computer languages), potation, 
  modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or 
  other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" 
  means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d)"Open Game Content" means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not embody the Product 
  Identity and is an enhancement over the prior art and any additional content clearly identified as 
  Open Game Content by the Contributor, and means any work covered by this License, including 
  translations and derivative works under copyright law, but specifically excludes Product Identity. 
  (e) "Product Identity" means product and product line names, logos and identifying marks 
  including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other visual or audio representations; names and 
  descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and 
  special abilities; places, locations, environments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered 
  trademark clearly identified as Product identity by the owner of the Product Identity, and which 
  specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, 
  sign, motto, designs that are used by a Contributor to identify itself or its products or the 
  associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" 
  or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of 
  this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice indicating 
  that the Open Game Content may only be Used under and in terms of this License. You must affix 
  such a notice to any Open Game Content that you Use. No terms may be added to or subtracted 
  from this License except as described by the License itself. No other terms or conditions may be 
  applied to any Open Game Content distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the 
  terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors 
  grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are contributing original material as Open 
  Game Content, You represent that Your Contributions are Your original creation and/or You have 
  sufficient rights to grant the rights conveyed by this License. 
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You 
  are copying, modifying or distributing, and You must add the title, the copyright date, and the 
  copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you 
  Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication 
  as to compatibility, except as expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not to indicate compatibility or co-
  adaptability with any Trademark or Registered Trademark in conjunction with a work containing 
  Open Game Content except as expressly licensed in another, independent Agreement with the 
  owner of such Trademark or Registered Trademark. The use of any Product Identity in Open 
  Game Content does not constitute a challenge to the ownership of that Product Identity. The 
  owner of any Product Identity used in Open Game Content shall retain all rights, title and interest 
  in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions 
  of the work that you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this 
  License. You may use any authorized version of this License to copy, modify and distribute any 
  Open Game Content originally distributed under any version of this License. 
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open 
  Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using 
  the name of any Contributor unless You have written permission from the Contributor to do so. 
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License 
  with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected. 
  13 Termination: This License will terminate automatically if You fail to comply with all terms 
  herein and fail to cure such breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License. 
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall 
  be reformed only to the extent necessary to make it enforceable. 
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. Copyright 2004, 93 Games 
  Studio 
   
  Character Builders, Copyright 2004, 93 Games Studio, Keith Taylor 
   
   
   
  Designation of Open Gaming Content: The following 
  sections of Character Builders are designated as open gaming 
  content except for terms defined as product identity: all Gifts 
  and Obstacles. 
   
  PAGE #18 
  Designation of Product Identity: The following terms are 
  designated as product identity as outlined in section 1(a) of 
  the Open Gaming License: The Swing. 
  
SOURCE: textdata/thevault/_GM Books/World Building & Game Design/ Misc #, A/93 Games Studio - Character Builders.pdf