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 2 Training 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.
Any trait which has a positive or negative modifier may be stacked but the effect is halved for each subsequent one. Thus Keen Hearing may be taken twice to give a +3 bonus.
Pick two omens, one good and one bad for +d8 / -d8 to the next skill roll
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.
Men just want to be with you, buy you pretty things and treat you well in the hope of stealing a kiss
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.
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.
You are extremely unremarkable in every regard, and others have a diff cult time recognizing you unless you deliberately draw attention to your identity or affiliations.
You make all riding checks at +2
Some have a natural talent for unarmed combat, and you are
You possess a sharp mind and keen powers of perception, making it very diffi cult for others to deceive you. Whenever you make a Contested Roll against someone who is attempting to confuse or manipulate you in any way, you gain a +2 bonus to the total of your roll
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.
You have a knack for and hobby (not a profession), it can be any normal craft such as cooking, drawing, sculpting, cartography, you may specialise in portraits, landscapes, bronzes or anything you can think of.
Pre-requiseite for the forgery feat.
You have a natural fl air for athleticism and a complete lack of self-preservation when it comes to physical danger. Whenever you spend a Hero Point to enhance an Athletics skill roll, you gain advantage on the roll.
This gives the ability to twist limbs beyond the norm. It gives +2 in an attempt to escape bonds.
A character with eidetic memory may recall any map, writing or scene that they have seen.
A fast healer heals all wounds (not stamina) at twice the normal rate.
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.
Pick up any weapon and you know how to use it without penalty at skill level 1 (Not sure this is valid/how it would work in new combat system)
You have a contact either in the government / aristocracy or the underworld
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.
When you have lost all your breather points your determination grants you +1 to hit.
You don't get drunk until at least the 18th pint
Your maximum hero points is increased by 1.
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.
This gives a natural resistance to some poisons, + 2 is gained on all saving throws. The time between checks when getting worse (not better) is doubled.
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.
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.
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.
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)
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.
A knack means that a character has a particular ability with a given specialisation. The effect is that they require 1 fewer training point.
Note: This equals out at 5th level as a Major trait therefore when a high level character is generated there are restrictions to prevent it becoming free training points.
Either the knacked skill may not be above level 2
You must have the full compliment of complications
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
You make all reflex (dodge) checks and initiative at +1
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"
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...
You know 3 extra languages and seem to be able to communicate at least rudimentarily using words and signs with almost anything.
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.
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).
This enables a character to be be able to read, not only pictures on pub signs but even understand letters. It even gives the ability to read prayer scrolls but not wizard ones (the words are too hard).
This enables a character to survive on only 6 hours sleep each night without suffering ill effects.
You are naturally fast, when running for 2 or more actions, the second and subsequent additional moves purchased with stamina cost at 1 level lower than normal (i.e instead of 1,4,10 SP they cost 1,1,4)
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.
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 spending money costs of normal characters.
You are always sweet and cheerful, even in dire circumstances. Others will look on you more favourably during interactions
You have 4 extra wound points (2 life + 2 wound) & corresponding starting stamina.
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.
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).
There is some activity in which you are hopelessly compelled
to partake. It is a ritual that is so ingrained in your behavior
that it requires a feat of will to forsake it, even in dire circumstances.
Resisting your compulsion requires a Willpower roll DC 10/12/14 (for Free/Minor/Major).
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.
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.
You find the presence of others uncomfortable, so much so that it is immediately obvious to those around you. Your preference for solitude causes you to behave in a manner that might best be described as rude. You suffer -1 to all social skill rolls.
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.
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 ~10 gold per level (highest training level) 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.
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 ~20 gold per level (highest training level) you will lead a luxurious lifestyle with appropriate costs. You stay at the best inns and eat the best food. When broke you will follow an average lifestyle.
You may keep:
anything else will be happily sold/pawned to keep your lifestyle going.
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..
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.
When there is an option to be flamboyant you will take it, especially if it makes the action harder.
You are possessed by some goal, and will sacrifice almost anything to accomplish it. Family, friends, material possessions all mean nothing compared to the potential completion of this goal, whatever it may be.
e.g. defend the weak, protect women discover the Dragonstone.
You fumble on a natural 3 but critical on a natural 15
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.
You are completely fascinated by some subject, and will go to great lengths to learn more about it or to experience it in new ways. Typical subjects of fascination include music, horses, poetry, and history. This fascination badly impedes your judgment, and you will take even dishonorable actions to learn more.
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
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.
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.
Your ability to focus in the face of pain is less than that of others. When wounded you suffer an additional -1 penalty to all skills.
The character hates a particular type of monster and must save or attack them in an all out attack.
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 10' 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 at 30'.
People take a dislike to you. You find yourself drinking alone and always being given the worse jobs. -2 on any influence based skills.
Easily distracted by shiny and valuable objects
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.
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..
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.
You don't like a particular class of people of things, no real reason except that they are all obviously evil.
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.