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Traits

Traits are natural abilities that a character has that extend their basic statistics in a specific but limited way. Traits may not be trained in to increase their effectiveness. Traits may be asstes or complications. Traits may only be gained at the start of a characters career.

Traits are Major, Minor or Free. Characters must balance the number of assets and complications. A Major trait is worth 2 Minors and a Minor worth 2 Free. Characters may have one free "Free" trait

If a character takes a greater number of complications than advantages each excess minor may be retained as 2 Hero Points. Characters may not use their spare hero points to gain assets. Characters may design their own traits.

Any trait not marked is considered a minor trait

Assets Complications
Trait Cost Trait Cost
Ambidexterity Major Affected by cold  
Animal Empathy Free Affected by heat  
Climate sense Free Alcoholic  
Double jointed   Allergy mild  
Eidetic memory   Compulsive honesty  
Fast healer Major Deep sleeper Major
Impersonation Free Diseased / Disability Depends
Immune to cold   Fanaticism Major
Immune to heat   Long sleeper  
Immune to disease Free Monster bane Depends
Immune to poison Major Dull Senses  
Internal compass   Phobia Depends
Keen sense Free Powerful enemy Major
Knack Depends Unlucky Major
Light sleeper   Chip on the Shoulder  
Lucky Major Credo  
Short sleeper Free Coward Major
Allure Free Dead Broke  
Athlete   Filcher  
Born on a horse   Forked Tongue  
Fighting type Major Hero Worship  
Friends in high/low places   Overconfident Major
Good Name Free Prejudice  
Healthy as a Horse Major Sadistic  
Heavy Tolerance   Stingy  
Intimidating Manner      
Lightning Reflexes Major    
Natural Linguist      
Nature Lover Free    
Nose for Trouble      
Steady & Calm      
Tough as Nails Major    
Trustworthy Gut      
Sweet and Cheerful      
Intuition Major    
Adreneline Major    
Superstitious - Neither asset nor complication

Difficulty

In order to perform a feat or avoid an effect a difficulty of 11 must be rolled. If the save is made the effect is halved (round beneficially).

Stacking

Any trait which has a positive or negative modifier may be stacked. Thus Keen hearing may be taken twice to give a +4 bonus. When saving against the effects a save is required for each level stacked. 2nd and subsequent levels may have their effects removed entirely, however the primary level may only be halved as normal. When a save is failed no further attempts may be made on the lower levels.

Assets

Complications

Adreneline

Enables a character to ignore pain and exhaustion and carry on fighting right up until they keel over dead. Instead of dropping out of combat at 1/2 wound points they carry on nut maintain the normal exhaustion modifiers.

Ambidexterity

An ambidextrous character may fight equally well with either hand. If learning to fight with a second weapon it is easier to learn requiring 1 fewer hero points.

Animal Empathy

The character possesses an inherent ability to relate to animals. They will generally receive a positive reaction from domesticated animals. Cats will jump up onto laps, dogs will sit at their feet. With a successful check they may calm tame animals such as horses and soothe the fears of others to prevent attacks.

Climate sense

A successful check enables a character to determine the weather for the rest of the day and an impending sense of sudden changes like just before a storm or an earthquake.

Double jointed.

This gives the ability to twist limbs beyond the norm. It gives +2 in an attempt to escape bonds.

Eidetic memory

A character with eidetic memory may recall any map, writing or scene that they have seen.

Fast healer

A fast healer heals all wounds at twice the normal rate.

Impersonation

This represents an acting talent and the ability to sound like another specific person. The person being imitated must have been studied to produce a realistic copy.

Immune to disease

This gives a natural resistance to all diseases, + 3is gained on all saving throws. Any damage is reduced by 1 point and duration is reduced by 1 day per week.

Immune to poison

This gives a natural resistance to some poisons, + 3 is gained on all saving throws. Damage is reduced by 1 point and any paralytic forms are reduced in duration by 1 minute or 10% whichever is greater.

Resistant to disease

This gives a natural resistance to all diseases, + 1 is gained on all saving throws. Any damage is reduced by 1 point and duration is reduced by 1 day per week.

Immune to cold

This gives a natural resistance to cold, + 3 is gained on all saving throws. Any damage is reduced by 1 point. In addition characters can reduce their level of encumbrance by wearing thinner clothes in cold climes.

Immune to heat

This gives a natural resistance to all heat, + 3 is gained on all saving throws. Any damage from heat is reduced by 1 point to a minimum of 1.

Internal compass

With a successful check the character will have kept track of their current direction +/- 15 degrees. If the roll is failed a random direction is given and further directions are relative to the last direction.

Keen sense

Eagle eyes means that a character can perceive details at twice the normal distance. This does not help with distant objects when the weather conditions determine visibility. The character gains +1 to hit at over 50 yards.

Owl ears gives a character + 2 on any hearing attempt. In addition they gain +2 in detection of ambushes. They will have noticeably large ears.

Super smell enables a character to distinguish the faintest of smells. This helps when tracking monsters who've recently passed. It may enable the location of an exit from a dungeon to be determined by the faint waft of fresh air or the determination of the type of creature that inhabits an area from its odour. They will have a noticeably large nose.

They will all help in discovering illusions.

Knack

A knack means that a character has a particular ability with a given weapon/spell type or other specialisation. The effect is that they operate that specialisation at one level higher than their training should indicate.

The cost depends upon the specialisation, a spell type would have a cost of about 8 whereas a main weapon would be only 5. Sub-specialisations such as illusions or secondary weapons have a typical cost of 3.

Light sleeper

This enables a character to become instantly awake at the first sound of any danger. It works on a sixth sense of danger as well as sound. The character will be able to dodge by rolling whilst asleep against any melee attack by performing a dodge save (12) becoming fully awake and able to fight for the second round.

If woken by noise or a friend then they are active very quickly. becoming fully active in the second round

Round Seg Effect
1 1-3 Noise / Shaken
1 4-10 May dodge
2 - Attack normally

Lucky

A lucky character is blessed in many ways. It does not affect any die rolls directly. Rather they have the knack for being in the right place at the right time.

If looking for a way to cross a river they may stumble across a boat...

Short sleeper

This enables a character to survive on only 6 hours sleep each night without suffering ill effects.

Steady and Calm

This enables a character to be calm in the face of danger and resist the urge to throw up at gruesome scenes. They gain +2 save in fear or horror conditions.

Affected by cold

The character cannot stand cold conditions and suffers -2 to all skill attempts in near freezing conditions. They must also wear cumbersome warm clothes as in chilly conditions.

Affected by heat

The character cannot stand hot conditions. Even during a warm summer they suffer -1 to all skill rolls During really hot summers they lose 1 SP every two hours even if resting.

Alcoholic

A mild alcoholic will always get drunk after returning from an adventure to a place of supposed safety. If they fail a save they will become paralytic.

A severe alcoholic will smuggle drink with them on an adventure and always become paralytic after an adventure. On any given day they must make a save to see if their wits have been dulled by drink. -1 to all actions.

Allergy

The character suffers from hay fever or some other type of allergy. If the allergy surfaces they suffer a 1-3 penalty to all rolls that day for a moderate attack and a 1-6 penalty for a severe attack.

The allergy can be for anything from cats to mould to bee stings. The HP suffered depend upon the specific allergy.

Compulsive honesty

These characters find it extremely difficult to lie and when they do it is normally self-evident from their body language and voice. They tend to be blunt rather than tactful.

Deep sleeper

A deep sleeper would sleep through the end of the world. Only a full round of hard physical shaking will wake a character. Even then they will require 2 rounds before they are awake enough to defend themselves and another 2 before they may attack..

Round Effect
1 Shaken
2 AC 6
3 Roll to defend
4 Defend normally
5 Defend normally
6 Attack

Diseased / disabled

The character suffers from some debilitating disease, such as arthritis in cold weather or back ache when its raining. The character would then typically suffer -2 to all physical skill attempts.

Fanaticism

These characters have a goal in life from which they won't be dissuaded. They will gladly die for their beliefs (and frequently will). Any code of behaviour or goals will always override any goals of the party.

Long sleeper

These characters require 10 hours of sleep instead of the normal 8. If they don't get this they suffer -1 on all skills for that day.

Monster bane

The character hates a particular type of monster and must save or attack them in an all out attack.

Dull Senses

You are nearsighted, have a poor sense of smell and don't notice that the pub grub was made from last weeks rat. Nearsighted creatures suffer a penalty of -1 at targets of 20' or more away and -3 at targets 30' or more away. Severe cases suffer -1 at 5', -3 at 10' and cannot work effectively at all 30'.

Phobia (Minor to Major)

A phobia may be partially overcome in the face of physical danger if a save is made. All phobias mean the character suffers a -4 penalty to all actions for an attack or -2 if the save is made..

Powerful enemy

The character has angered a powerful person at some time in the past. This person will have access to substantial wealth, influence and personnel. The particular results of the anger depend upon the initial reason.

 

Unlucky

A character who is unlucky has a problem. It does not affect any die rolls but if there is one person in a city they do not want to meet they will probably bump into them rounding a corner. If one person's tent leaks, you know who's it will be.

 

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