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Distinctions Rules

In the Perilous Adventures Warbands Guide (PAWG), distinctions are your character’s standout traits—special talents, quirks, or skills that make you unique in a rugged world. Whether you’re new to tabletop roleplaying or a seasoned player, distinctions give your warband that extra spark, from slashing with fury to vanishing in shadows. We use the d100 system: roll two ten-sided dice (one for tens, one for units) under your skill or target—lower is better—and distinctions can boost those rolls or add special effects. With our example characters—Torren, Lira, Eryn, Kael, and Veyra—we’ll show how they work with examples and math. No combat play-by-play here—just the tools to make your hero shine. Pick your distinctions, and let’s carve your legend!


How Distinctions Work

  • Starting Out: You get two distinctions at creation, plus one from your species (e.g., Torren’s Adaptable Spirit). Choose from the list below or craft your own with your Game Master (GM).
  • Effects: Most grant a +20 bonus to a skill in specific situations, or a unique perk like extra HP or a reroll—balanced so every warband member matters.
  • Narrative Hook: Each comes with a story seed—why you’ve got this gift—to spark your character’s tale.
  • Math: Bonuses stack with skills (capped at 100 at start), affecting rolls and Margin of Success—key for combat or checks.

Newbie Tip: Distinctions are your special tricks—grab ones that fit your style, like Lira’s stealth or Kael’s healing!


Distinctions List

Berserker Rage

  • Effect: Once per fight, gain +20 to Melee Weapons and +10 temporary HP for 3 rounds, but take -20 to all defensive rolls during this time.
  • Hook: You unleash a primal fury, honed from battles where survival trumped finesse.
  • Math Example: Torren (Melee Weapons 100) activates Rage—target 120 (capped 100 at start), rolls 40 (Margin 60). Damage: 22 (STR/10) + 15 (sword) + 60 = 97, HP 180 to 190, but Acrobatics 50 drops to 30.

Shield Bearer

  • Effect: When using a shield, reduce incoming damage by 10 (minimum 1) if you succeed on a CON + Endurance roll.
  • Hook: You trained with a shield strapped to your arm, turning it into an extension of your will.
  • Math Example: Torren (Endurance 90) takes 80 damage with a wooden shield (+5 DR). Rolls 50 (success)—80 - 10 (Bearer) - 5 (shield) = 65 damage, HP 180 to 115.

Deadeye

  • Effect: +20 to Ranged Weapons when aiming at a stationary target (takes 1 round to aim).
  • Hook: Your steady hand once felled a foe from a hundred paces, earning you a reputation.
  • Math Example: Veyra (Ranged Weapons 100) aims—target 120 (capped 100), rolls 40 (Margin 60). Damage: 17 (DEX/20) + 15 (Windreaver Bow) + 60 = 92.

Duelist’s Stance

  • Effect: +20 to Melee Weapons against a single opponent if no other enemies are within 10 feet.
  • Hook: You studied a fencing master’s art, perfecting one-on-one precision.
  • Math Example: Torren (Melee Weapons 100) duels—target 120 (capped 100), rolls 50 (Margin 50). Damage: 22 + 15 + 50 = 87.

Tough as Nails

  • Effect: Ignore the first Fatigue level or 10 HP damage once per day.
  • Hook: A brutal upbringing left you shrugging off wounds others would crumple under.
  • Math Example: Torren takes 80 damage (HP 180 to 100), uses Tough—ignores 10, HP to 110 instead.

Knife in the Dark

  • Effect: +20 to Melee Weapons and double damage when attacking an unaware target with a small weapon (e.g., dagger).
  • Hook: You’ve ended many fights before they began, a shadow with a blade.
  • Math Example: Lira (Melee Weapons 60) ambushes—target 80, rolls 20 (Margin 60). Damage: 20 (DEX/20) + 10 (Shadowsting) + 60 = 90, doubled = 180.

Slippery

  • Effect: +20 to Acrobatics or Stealth to escape restraints or grapples.
  • Hook: No rope or jail cell has ever held you for long—you’re a greased eel in human form.
  • Math Example: Lira (Acrobatics 90) escapes—target 110 (capped 100), rolls 40 (Margin 60)—slips free, no difficulty roll needed.

Pickpocket’s Touch

  • Effect: +20 to Sleight of Hand when stealing small objects; foes roll Perception at -20 to notice.
  • Hook: Your fingers dance through pockets like a thief’s ballad.
  • Math Example: Lira (Sleight of Hand 100) steals—target 120 (capped 100), rolls 30 (Margin 70). Foe’s Perception 60 - 20 = 40, rolls 50—unnoticed.

Cat’s Grace

  • Effect: Reduce falling damage by 20 HP and land on your feet if you succeed on a DEX + Acrobatics roll.
  • Hook: A childhood of climbing rooftops gave you a feline knack for survival.
  • Math Example: Lira falls 50 ft (50 damage), Acrobatics 90, rolls 40—damage 50 - 20 = 30, HP 100 to 70, lands upright.

False Face

  • Effect: +20 to Deception when impersonating someone specific; lasts until contradicted by hard evidence.
  • Hook: You’ve worn a dozen masks, each more convincing than the last.
  • Math Example: Lira (Deception 70) impersonates—target 90, rolls 30 (Margin 60)—fools all until proven wrong.

Field Expert

  • Effect: +20 to one Knowledge skill (e.g., Arcana); once per session, auto-succeed on a related check.
  • Hook: Years poring over dusty tomes made you a walking archive on one subject.
  • Math Example: Eryn (Knowledge: Arcana 100 + 20 = 120, capped 100), rolls 40 (Margin 60)—deciphers runes, or auto-succeeds once.

Inventor’s Spark

  • Effect: +20 to Craft when creating or repairing gadgets; halve time with a successful INT + Craft roll (Difficulty 40).
  • Hook: Your hands itch to tinker, turning scrap into tools of wonder.
  • Math Example: Eryn (Craft 90 + 20 = 110, capped 100), rolls 30—sword in 30 minutes, not 1 hour.

Keen Mind

  • Effect: Recall any detail seen/heard with a successful INT roll (base Difficulty 30, modified by time).
  • Hook: Your memory is a steel trap, catching every whisper and glance.
  • Math Example: Eryn (INT 90), Difficulty 30, rolls 40—recalls a clue from days ago.

Alchemical Dabbler

  • Effect: Craft minor potions (e.g., +10 HP) with INT + Craft (Difficulty 50); 1 hour, basic materials.
  • Hook: You mixed your first brew in a back-alley lab, chasing forbidden recipes.
  • Math Example: Eryn (Craft 90), target 40, rolls 30—potion heals 10 HP.

Puzzlebreaker

  • Effect: +20 to Investigation for riddles/traps/codes; halve time needed.
  • Hook: A childhood obsession with locks and ciphers sharpened your wits.
  • Math Example: Eryn (Investigation 100 + 20 = 120, capped 100), rolls 40—solves trap in 5 minutes.

Channeler’s Focus

  • Effect: Reduce one spell’s Difficulty by 10 (chosen at selection).
  • Hook: You’ve meditated under stars or storms, mastering one arcane trick.
  • Math Example: Kael (Spellcasting 100) picks Fire Bolt (Difficulty 40 - 10 = 30), target 70, rolls 40—20 damage, Mana to 140.

Spirit Ward

  • Effect: +20 to resist magical effects (WIS + Spellcasting); negate 10 damage from magic once/day.
  • Hook: A near-death encounter with a spirit left you hardened against their ilk.
  • Math Example: Kael (Spellcasting 100 + 20 = 120, capped 100), rolls 40—resists spell, negates 10 damage once.

Mana Surge

  • Effect: Once/day, cast a spell without Mana, take 1 Fatigue after (-10 rolls).
  • Hook: You’ve tapped a raw vein of power, though it leaves you trembling.
  • Math Example: Kael casts Healing Touch (15 Mana, target 50), rolls 30—40 HP, Mana stays 150, Fatigue 1.

Ritualist

  • Effect: 1-hour ritual enhances a spell (e.g., double duration) at half Mana Cost; WIS + Spellcasting (Difficulty 60).
  • Hook: You learned ancient rites from a crumbling grimoire, binding magic to time.
  • Math Example: Eryn (Spellcasting 90), target 30, rolls 20—Light Orb (5 Mana halved to 2.5, rounds to 3) lasts 20 minutes.

Elemental Affinity

  • Effect: +20 to Spellcasting for one element (e.g., fire); reduce Mana Cost by 5 (min 1).
  • Hook: A brush with an elemental force attuned your soul to its essence.
  • Math Example: Eryn (Spellcasting 90 + 20 = 110, capped 100) casts Fire Bolt (10 - 5 = 5 Mana), rolls 40—20 damage, Mana to 165.

Rallying Cry

  • Effect: Once/scene, grant allies in earshot +20 to their next roll with CHA + Leadership (Difficulty 40).
  • Hook: Your voice once turned a rout into a stand, echoing in your warband’s hearts.
  • Math Example: Veyra (Leadership 100), target 60, rolls 30—Torren’s Melee 100 becomes 120 next roll.

Negotiator

  • Effect: +20 to Persuasion when bartering/de-escalating; foes resist at -10.
  • Hook: You talked a bandit chief into sparing your life—and joining your cause.
  • Math Example: Veyra (Persuasion 100 + 20 = 120, capped 100), rolls 40—foe’s WIS 50 - 10 = 40, rolls 50—talked down.

Command Presence

  • Effect: +20 to Intimidation/Leadership when ordering; allies gain +10 to follow once/fight.
  • Hook: Your bearing demands obedience, forged in moments of crisis.
  • Math Example: Veyra (Leadership 100 + 20 = 120, capped 100), rolls 30—Lira’s Stealth 70 hits 80.

Loyal Companion

  • Effect: Gain a small NPC ally (e.g., hawk, 30 HP, Perception 60); acts on your turn.
  • Hook: A bond with a creature saved you when humans failed.
  • Math Example: Veyra’s hawk spots—Perception 60, rolls 20—warns of ambush.

Inspiring Sacrifice

  • Effect: Take 20 HP damage to grant an ally +30 to a roll or restore 20 HP (once/day).
  • Hook: You’ve bled for others, and they’ll never forget it.
  • Math Example: Veyra (HP 180) sacrifices—HP to 160, Torren’s Melee 100 rolls 40 (Margin 90 with +30), 107 damage.

For Experienced Players

  • Tactics: Stack bonuses—Lira’s Knife in the Dark + Stealth = 180 damage ambushes. Kael’s Channeler’s Focus + staff = Fire Bolt target 80—reliable power.
  • Synergy: Torren’s Shield Bearer + Stonekin’s Rocksteady = 20 DR—unbreakable. Eryn’s Elemental Affinity + Flameheart = fire dominance.
  • Growth: Epic Mode (450 points) amplifies—Berserker Rage +30 Melee, +15 HP—Torren’s a titan!

That’s distinctions in PAWG! Simple boosts for newbies, rich depth for pros—pick your flair, roll that d100, and make your mark. Tweak with your GM!