Overview
Expanding Universe Design Theory
Character Creation
Skill Lists
Trait Lists
How You Perform Actions
How Combat Works
About Arms & Armor
Damage & Healing
Invention Design
How Magic Works
Spell Design
Spell Klutz Table
Character Growth
Fear
Penalties List
Alien Presences
Five Inhabited Worlds
Maps
Outer Dimensions
Sentient Inhabitants
Technology
World Of Jarro
World Of Drallion
World Of Kamande
World Of Latoura
World Of Ornico
Action Table (PDF) rev.4
Basic Character Sheet (PDF) pg.1
Basic Character Sheet (PDF) pg.2-3
Basic Character Sheet (WP) pg.1
Basic Character Sheet (WP) pg.2-3
Blank Experience Sheet (PDF)
Shopping List (PDF)
GM Expectations
Legacy
Silver Spider
Sinister Academics
Personalities
Rumors
Timeline
Contributing Authors
Inspirations For Zamani
The Pulp Avengers
Wiki Style Info
Advanced Wiki Style
General Research Wiki For RPGs

This work is licensed under a Creative Commons
Attribution-NonCommercial
-ShareAlike2.5 License.
It is copyright 2006 By Joseph Teller unquietsoul@gmail.com & Kiralee Mccauley dancingkiralee@gmail.com.
A character with this trait finds themselves called against their will and at times under the control of spellcasters, being yanked away from their life to distant places to do their bidding.
Usually this is associated with a Mystic Heritage, but it may be the result of a curse, divine irritation, a magical accident or as a price of a specific ability or magical item that they possess.
The GM can use this as the lead into a plot/storyline if they choose, or it could explain a character suddenly disappearing in the middle of a current plot when the player is unable to attend (with weird repurcussions when they return to the game group) or it might lead to other complications along the way.
It also means that an antagonist might find out how to use this against you and turn you against your own goals, friends or desires.
Be careful before choosing to take this as it can and will make life a bit rough for your character, to say the least.
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