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 assets 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 a Training Point. 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.

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.

Decriptions

Assets

Complications

Superstitious

Pick two omens, one good and one bad for +d8 / -d8 to the next skill roll

Adreneline

Enables a character to ignore pain and exhaustion (wound points) suffered during that encounter. When the encounter ends the normal negative modifiers are suffered until the wound heals. Adreneline will still count for WP lost in further encounters.

Allure

Men just want to be with you, buy you pretty things and treat you well in the hope of stealing a kiss

Ambidexterity

An ambidextrous character may fight equally well with either hand. This also removes the off hand penalty for two weapon fighting so both hands work at the same penalty.

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.

Born on a Horse

You make all riding checks at +2

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.

Fiddler

You tend to touch everything, run your hands along walls and fiddle absent mindedly twiddling sconces and anything else that comes to hand. This gives you a chance to stumble upon secret doors and compartments without really looking.

Fighting Type

Pick up any weapon and you know how to use it without penalty at skill level 1

Friends in High / Low places

You have a contact either in the government / aristocracy or the underworld

Good Name

You did something in the past that made people remember you for all the right reasons, saved a drowning woman, rescued a princess or helped the poor.

Grim Determination

When you have lost all your breather points your determination grants you +1 to hit.

Heavy Tolerance

You don't get drunk until at least the 18th pint

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, + 3 is 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.

Immune to cold

This gives a natural resistance to all cold (including magic), + 2 is gained on all saving throws. Even if a save is failed 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 (including magic), +2 is gained on all saving throws. Even if a save is failed any damage 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.

Intuition

Do you turn left or right, is he trustworthy. You seem to get the answer right more times than by chance (6-8 depending upon the circumstances)

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 specialisation. The effect is that they can train as if the level they are training to is one lower than it is.

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 possibly able to fight for the second round.

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

Round Seg Effect
1 1-3 Noise / Shaken
1 4-10 Rise
2 - +5 initiative

Lightning Reflexes

You make all reflex (dodge) checks and initiative at +1

Luck of Heroes

When there is a flamboyant and dangerous way of performing a simple action and a Hero point is used the character may reroll a selection or all of the dice used (once per session/adventure). e.g. rappelling down instead of walking in the door.

May not be combined with "Do it with Style" or "Lucky"

Lucky

A lucky character is blessed in many ways. You may reroll 1 die per session/adventure. 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...

Natural Linguist

You know 3 extra languages and seem to be able to communicate at least rudimentarily using words and signs with almost anything.

Nature Lover

You are naturally in tune with the world and understand how natural animals work. You do not appear threatening, given a choice a natural animal will attack another character.

Nose for trouble

When you stop to think about something you absorb all the little clues and get a good idea if there is unseen trouble ahead, you cannot place your finger on why and will not know what the trouble is (7).

Short sleeper

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

Sprinter

You are naturally fast, when moving at 3x or more speed you only use stamina for the next lower speed. In addition you may move at 5x speed. The maximum sprinting distance is 200 yards.

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.

Stingy

Why buy a nice new cloak when the old one will do fine, OK it looks a bit tatty but it doesn't let the water in (much). Stingy characters have only half the upkeep costs of normal characters.

Sweet and Cheerful

You are always sweet and cheerful, even in dire circumstances. Others will look on you more favourably during interactions

Tough as nails

You have 4 extra wound points (2 life + 2 wound) & corresponding starting stamina.

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 hot summer they suffer -1 to all skill rolls During really hot summers they lose two hour SP, these cannot be healed (even by magic).

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.

Coward

There is nothing wrong with hanging around at the back out of danger, that wizard probably has far more stamina than you and isn't encumbered but all that armour. Yes - he should be in the front, after all that Goblin could be dangerous.

Credo

You live by a rule, defend the weak, protect women or something else noble.

Dead Broke

Minor (Boke)

You always find something to spend your money on, frittering it away on wine, women and song; gambling, baubles and fancy goods which never last. Saving up for something is almost impossible, if you don't have the money now you'll simply spend it on something else.

Unless you have less than 50 gold you will lead a good lifestyle with appropriate costs. You stay at good inns and eat good food. When broke you will follow an average lifestyle.

You may keep:

  • a mount
  • armour
  • 2 weapons
  • magical items
  • 2 treasured items
  • Standard adventuring kit

anything else will be happily sold/pawned to keep your lifestyle going.

Major (Dead broke)

You had it all and will again one day, the best weapon, the finest clothes and a mount that rides like the wind. You are from a wealthy background, used to a lavish lifestyle a spendaholic but no longer have the access to any funds and have racked up serious debts to keep your lifestyle going. However much you try though you cannot break the habit of spending. As soon as you get money you seem to spend it.

There is someone in every town you owe money to. Each major town you enter each month you have to spend 10% of your current wealth (each month) just to keep the moneylenders and debtors prison off you back.

Unless you have less than 100 gold you will lead a luxurious lifestyle with appropriate costs. You stay at the best inns and eat the best food. When <100 gold and excess equipment has been sold you act as Broke

You may keep:

  • a mount
  • armour
  • 2 weapons
  • major magical items (not amulets/potions)
  • 1 treasured item
  • Standard adventuring kit

anything else will be happily sold/pawned to keep your lifestyle going.

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.

Do it with Style

When there is an option to be flamboyant you will take it, especially if it makes the action harder.

Erratic

You fumble on a natural 3 but critical on a natural 15

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.

Filcher

You can't help but help yourself to things which aren't yours. If somebody leaves something around they obviously meant for you to have it. If they nailed it down they were just giving you a challenge

Forked Tongue

What is a lie any way, you wouldn't know any more than you knew the truth. You say whatever is most convenient and if there is a choice between truth and untruth then make something up, it will be far more exciting.

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'.

Grumpy

People take a dislike to you. You find yourself drinking alone and always being given the worse jobs.

Ooh, Shiny !

Easily distracted by shiny and valuable objects

Overconfident

Of course the plan will work, you have no qualms about climbing that 1000 foot cliff, overpowering the giant and sneaking past the dragon. You'll try anything once as only other people die.

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.

Prejudice

You don't like a particular class of people of things, no real reason except that they are all obviously evil.

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. If the Rhino charges it's you it's heading for.

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