Chapter 4: Traits and Foibles Edit
The traits and foibles are properties of your character that don't particularly fall under usable skills. They may enhance skills or characteristics, they may enhance your character's presence in the game world, or they may be quirks that have a negative impact on your character. Whichever of the following you choose for your character to have, they are all to further the uniqueness of your character.
Traits are enhancements to your character that are intended to boost the character in ways that don't make sense for skills. Traits are typically selected at character creation, though some can be picked up over the course of the character's life based on storyline. Traits cannot be purchased for BP, though some may provide or simulate BP. Additional traits may be acquired at character creation by taking Foibles (see below).
Characters begin the game with 10 trait slots. Each trait costs a certain number of slots. Foibles indicate how many additional slots are added under each foible listing. Once a trait or foible is taken and play begins, traits and foibles may not be returned or exchanged without major storyline reasons for doing so.
Agile Fighter Edit
Agile Fighter is a trait that indicates the character fights melee battles with more finesse than with power. The Agile Fighter trait allows a character to use AGL as the Primary Characteristic instead of STR for Melee Combat and Specialized Melee Combat skills other than those that explicitly prohibit it.
A character with this trait is capable of using either hand equally well and has no 'off-hand' penalties, including those for two-weapon fighting.
A character with this trait does not provoke attacks of opportunity. Also cancels Opportunistic Fighter.
Mutually Exclusive With: Living Target Foible
Blind Fighting Edit
Character is adept at fighting without sight. Any attack that misses due to inability to see may be rerolled once, keeping the second roll.
Characters who are brave are not only immune to fear (even the magical kind), they exude such an extreme aura of bravery that all those around them are capable of shrugging off fear and its effects. All allies within 30 feet (or 10 meters) gain a bonus to checks against fear equal to the SPI score of the character with the Brave Trait.
Mutually exclusive with Coward.
Characters with this talent have a flawless internal clock and have no need of the sun, the moon, or any other natural or artificial time-keeping systems. They always know what time it is, how much time has passed -- even if rendered unconscious for long periods of time -- and have perfect timing when actively thinking about it.
Danger Sense Edit
Slots: 10 or 20
10 - Characters with this talent cannot be surprised in combat and is able to negate any bonuses for sneak attacks. GM also rolls a 1d10 before the character enters any potential hostile situation. An 8 or better indicates that the character gets a bad feeling about what they are about to do or where they are about to go.
20 - Characters with this talent are unconsciously prescient about dangers. In addition to the above abilities, they are aware of impending dangers to themselves, their traveling companions, or family (who may be anywhere) anywhere from minutes to months ahead of time. GM should use this ability as a plot device to enhance the story, not as a crutch for the player to breeze through all encounters.
Defensive Fighter Stance Edit
A character may trade bonus points in specialized melee attacks for temporary bonus points in any one specialized melee defense. This trade-off is 2 attack for 1 defense except for hand to hand which is 1 for 1. Defensive fighting is a shift in mindset and must be declared at the beginning of the round and lasts the whole round.
For example, Spenciel chooses to take a Defensive Fighter Stance trading +4 Bonus Points for every type of melee attack. He gains +2 Bonus Points for any specialized defense skills he may use. If he is fighting hand to hand, he would get +4 for any defense skills instead, but he can only use the hand to hand defensive skills. Since Spenciel has an effective speed of 4 this round, he will fight in this defensive stance for four turns.
Eidetic Memory Edit
Characters with this trait who actively attempt to memorize things they sense do so with complete perfection. This includes recipes, spell formulas, maps, and the like.
Even Tempered Edit
Characters with this trait are impossible to provoke emotionally. Skills such as the Provoke Specialized skill do not work on an Even Tempered individual.
Mutually exclusive with Bad Tempered.
Greater Critical Roll Edit
Greater Critical Roll pertains to a particular category or set of skills. With this trait, all die that roll a 9 are counted toward the total and the rolled again just like 10's. The following set of skills are included:
Physical Attacks, Physical and Mental Defense, Combat Spells, Non-combat Spells, Combat Powers, Non-combat Powers, Crafting Skills, Knowledge Skills, Social Skills, or Movement Skills.
To take more than one category, the trait must be taken again as a separate trait for that category.
Characters with an immunity suffer no negative effects from whatever they are immune to. It may be an element, poison, aging, bluffs, or disease. If taken multiple times, a new immunity is granted each time, and each immunity costs double the number of slots of the last one.
For example, Ethaniel Phorj is immune to voidmancy (6 slots) and mind control effects (12 slots).
Independently Wealthy Edit
A character with this trait is more financially well off than their peers. Either through family, friends, or hard work, they have amassed a significant personal stash that they can draw upon in normal circumstances. Depending on the amount of slots taken, this wealth may be a fixed pool or a continual residual income.
2 - Character had 1d10 times the amount of starting wealth.
4 - Character was left a small inheritance including property. They begin with either a small villa in the city or a 20 acre farmstead out in the country as well as 1d10 times the amount of starting wealth.
6 - Character owns a small business (their choice) with 1d10/2 employees. Business requires some oversight, but one employee is a manager and is loyal. Provides a monthly income of 10d10 chrusil rolled at character creation. Player may actively expand the business to increase this amount.
8 - Character was the sole beneficiary of a large estate. This may include property, liquid assets, and equipment beneficial to the character's chosen skillset of masterwork quality. GM and player decide composition of this fortune. Total assets is not to exceed 100,000d10 chrusil.
10 - Character is a wily entrepreneur and owns a business that spans several towns/cities with a headquarters in a major city. GM and player decide the nature of the company, but the residual income is equal to the number of branches (1d10) x 100 chrusil each month. As the player actively grows the business, this number can grow as well.
If this trait is taken, it is encouraged that the GM and players actively engage in strong economic aspects to their story.
Initiative increases the turn in which a character acts within a given round by 1. For a character with a speed of 2, this would mean they act in phases 5 and 11 instead of 6 and 12. May be taken multiple times.
Inner Compass Edit
A character with this trait is in tune with the planet's magnetic field, the arrangement of the stars, and other natural clues so that they always know which direction is North. This does not allow them to navigate mazes or cavern systems flawlessly, though it helps.
Keen Sense Edit
Characters with this trait have better than normal senses. This might be anywhere from the ability to sense small temperature changes or differences (1 Slot) to the ability to see many times farther than the normal vision for that character's kind (2 Slots per doubling of vision range). GM decides how many Slots are required for the advantage given by the trait chosen. May be taken multiple times.
Mutually Esclusive With: Opposed Poor Sense (i.e. Keen Vision and Blind).
Last Battle Edit
When the character is brought to 0 Life, they may choose not to swoon. Instead, they activate the Last Battle, a calling upon the soul to put forth a final effort striving for the goal. All debuffs are removed and they get one final round of action as if uninjured. All 1's rolled are rerolled.
Characters with this trait are exceptionally lucky. All 1s are tallied in a special Luck Pool and then rerolled. A character may then draw from the Luck Pool to add to any die roll they choose immediately after a roll, though 10's and higher do not get rolled again.
Mutually Exclusive With: Unlucky
Magic Prism Edit
Characters with this slot are adept at mastering new spectra for spells.
Normal: To gain access to a new spectrum, the spell caster must roll a Magecraft roll against a Total DS equal to 10 + the DS of the spectrum times the total DS of spectra already known. If the spellcaster chooses to learn an opposition spectra to one already known, the Total DS is doubled.
Trait Boon: To gain access to a new spectrum, the spell caster must roll a Magecraft roll against a Total DS equal to 10 + the DS of the spectrum plus the total DS of spectra already known. If the spellcaster chooses to learn an opposition spectra to one already known, the Total DS is doubled.
Mutually Exclusive With: Magic Blind
Characters with this trait are capable of complex mathematical calculations in mere seconds. They intuitively understand numbers, their relationships, and their context. Problems that take others years they can solve in weeks. Problems that take others weeks they can solve in minutes. Everything else can be solved in one round or less (GMs discretion).
Characters with the Mazecrawler trait are geniuses when it comes to making their way through any kind of maze, tunnel system, labyrinth, mansions, or other convoluted systems of passages. When moving through such systems, they will always pick the right fork to get to their goal. This trait does not give the character trap sensing abilities, alerts to maze denizens, or the like. However, it will help them avoid collapsed passages or other blockages.
The melee fighter is good at fighting multiple enemies at once. They are aware of how many (if normally sensed), where they are, and what they are doing at all times while engaged. Opponents gain no advantages for ganging up against a character with this trait.
Opportunistic Fighter Edit
A character with this trait may make additional attacks per turn up to their Perception score without penalty against characters who draw an attack of opportunity. Does not work against characters with the Avoidance trait.
This person is exceptional at picking up new specialized skills within a smaller group in one of the following areas: Physical Combat Skills, Magic, Crafting, Knowledge, or Social Skills. This trait does not make them an expert in the skill. What it does is allow them to add one TP in a skill that they don't have but spend a day learning. Prodigy may be taken multiple times. GM and player should work together to define the limitations and inclusions of the group of skills included in any prodigy portfolio.
For example, Ethaniel Phorj is a prodigy when it comes to languages. He is able to understand and speak languages after being immersed in them for a day. Spenciel Lagrotto is a prodigy when it comes to being a monk. He is able to acquire new skills that fit under the monk designation after training in the skill only one day.
Characters with this trait are capable of sizing up an enemy, opponent, or obstacle within seconds to find a weakness. This talent takes one round of concentration while observing the target. At the end of the round, the GM reveals one weakness in the target that the character can exploit (and through roleplay reveal to others). This might be a particular fighting pattern, an elemental weakness, a psychological flaw in a negotiator's tactic, or a crack in an otherwise impassable door.
While concentrating, the character may either move or defend themselves, but not both. They may not make any active rolls during this time. A successful attack disrupts the concentration and the trait cannot be used again until the beginning of the next round.
Whether being part troll, suffering from some magical or chemical tragedy, or just good genes, a character with this trait is able to regenerate Life at an exceptional rate. For every 2 slots, the character is able to regenerate 1 Life/round. This regeneration can eventually include reattaching or regrowing severed limbs. Certain elements, usually fire and acid, will prevent this regeneration. GM and player need to pick two common substances or elements that prevent the character's regeneration.
A character who has lost enough Life to be considered 'dead', no longer has the spirit or animating force within them that fuels the regeneration so death causes regeneration to cease.
Self Controlled Edit
A self-controlled person is immune to natural hypnotism and other compulsions. For them, the roll to resist any hypnotism, compulsion, or other temptation gains 1d10 per slot taken.
Mutually Exclusive With: Any specific Addiction. Meaning Self Controlled does not apply to that Addiction, though it does still apply to all other compulsions.
Foibles are properties that are disadvantageous to your character. They hinder their effectiveness in ways that range from small bad habits to major problems. Each Foible comes with a Slot Cost to it that allows the player to add more beneficial Traits from the list above. Foibles and Traits are generally selected at character creation and only major storyline can add Traits or remove Foibles. Removing a Foible does not remove the Slot Cost benefit from the character (they don't have to give up traits gained by having Foibles.
Addictions are controlling compulsions and sometimes can be fatal. Mild addictions (1 Slot) can be having to collect rocks, coppers, or other harmless things that a character just has to do. These are annoying, but are more of a personality quirk than a true disadvantage. Heavy addictions (5 Slots) can be to alcohol, food, drugs, sex, or other such things that can ultimately lead to the destruction of a person's life if not dealt with. 1d10 per slot taken is rolled to determine the strength of the compulsion each time it is encountered. The compulsion is then resisted by a basic Mental Defense Skill roll.
Mutually Exclusive With: Self Controlled
Characters with this foible have another form that they sometimes spontaneously morph into. Whenever a character rolls a 1 on a skill check, they roll again to check for their automorph trigger. If they roll a 1-3, their other form manifests. This manifestation lasts for 1d10 rounds after which a WIS check vs a SPI check needs to be made to transform back.
A secondary set of characteristics needs to be selected at character creation (or later if this foible is acquired through storyline), but the skill set remains the same as only the body has changed. Some skills may not be usable in the secondary form. GM and player must decide together what happens to equipment during the morph. Options include but are not limited to: the equipment is absorbed into the morph and unusable, is phased into a pocket dimension and is unusable, morphs into a form usable by the new form, is destroyed (add 5 slots), or falls off. Either of the first two options mean that the equipment returns once the original form returns.
For example, Quelbos is a were-kin with an alternate form of mordwolf. He is able to shapeshift at will between his two forms. However, in stressful times, sometimes the mordwolf takes control and he is unable to shift back for a time. During such time, his equipment becomes part of him and is unuseable until he transforms back.
Bad Temper Edit
Social situations often times set of your character when things don't go the way they want. Whenever an opposed social skill check is failed by your character, roll a 1d10. On a 6 or less, your character get's angry and must do something socially detrimental to alleviate the anger. Until such time as this anger is alleviated, all rolls get a -2.
Mutually Exclusive with Even Tempered.
Slots: 3 or 6
For 3 slots, a character with the Bloodlust foible finds it difficult to stop once the killing starts. Even when the enemies surrender or there is a need to keep a bad guy alive, your character will likely kill them anyway. For every kill during combat that a character makes, add 1 to the DS to come out of the Bloodlust when combat is ended. The DS to stop fighting against enemies is 6 + the number of kills personally made or assisted in during the fight. The check to stop fighting is 1d10 + WIS.
For 6 slots, a character with the Bloodlust foible cannot stop killing and is unable to distinguish friend from foe. Once the first kill is made, the character will attack the next closest target, even if they are an ally. To attack a target that is an enemy instead, they have to roll 1d10 + WIS versus a DS of 8 + the number of kills or assisted kills they have made during the battle.
For both versions of Bloodlust, the character adds the number of kills to all damage rolls.
For either version, once the DS passes the capacity of the character to control themself through a WIS check, the only thing that ends the Bloodlust is if the character is rendered unconscious or killed.
For example, Juddu enters into battle and suffers from the greater version of the Bloodlust. He makes a kill and the next closest target is a friend. He rolls a 7 and adds 3 for a total of 10. The DS is only 9 so he recognizes his ally and moves on to the next enemy. He kills four more enemies and is about to kill the person they have come to arrest. He rolls a 6 and adds 3 for a total of 9, but now the DS is 13 so he attacks. Instead of arresting him and bringing him to trial, Juddu kills the person they were hunting. Also, since that brings his kill total to 6, the DS is 14, which is more than Juddu can possibly defeat to come out of the Bloodlust. Fhubassa is forced to wrap him up in a cocoon of air until Juddu passes out else the rest of the mercenary group face the ogre's wrath.
Mutually exclusive with Self-Controlled
Chaos Beacon Edit
The universe has an odd sense of humor and finds you extremely funny. For you, the laws of probability have been warped so that random, odd things happen to you with frightening frequency. Sometimes the event is small and inconvenient. Sometimes it is a major setback. The only thing the Chaos Beacon doesn't ever try to do is kill you.
The GM will roll Percentile Dice once per gaming session to determine how intense the Chaos Beacon affects you.
0-10% means nothing happens that session.
11-25% means something mild happens. Roll 1d10. If greater than 6, then chaos favors you and whatever happens is mildly beneficial to your character.
26-70% means something significant happens. Roll 1d10. If greater than 8, then chaos favors you and whatever happens is significantly beneficial to your character.
71-98% means something major happens. Roll 1d10. If a 10 (0) shows up, then chaos favors you and whatever happens benefits your character in a colossal manner.
99% could mean something on a cataclysmic scale happens. Roll percentile dice again. If 90-100% is rolled, then chaos favors you and something life-changing even happens to your character that benefits them and everyone around them.
Compulsions are similar to addictions in that they demand the character act a certain way. However, the compulsion may not be something that is actually harmful to the character. The compulsion may be something as simple as collecting every blue rock they see or as intense as the need to jump from every cliff the character encounters to see if they survive. The DS to resist a compulsion is 2d10 + the number of slots granted by the foible. The check to resist is 1d10 + WIS.
Characters who are cowards fear confrontation and that fear leads them to avoid or flee such confrontations. The character is a coward with regard to one general class of confrontation (e.g. combat, religious, relationship political, etc.). Whenever presented with the confrontation specified, they will immediately attempt to flee. If the confrontation is known ahead of time, they will attempt to rationalize their way out of participating. There is no check that will overcome this cowardice. Only a story-based event can change them.
Mutually exclusive with Brave.
Dependent NPC Edit
Characters with a dependent NPC have someone who relies on them on a regular basis for their survival. This might be a grandmother who needs income assistance every month (1 slot) or a non-adventuring spouse at home (5 slots) or a child with a disability that requires constant care (10 slots). GM and player decide the nature of the dependent NPC and how many slots are granted based on their need and how that affects the game. Failure to take care of the dependent NPC can lead to them getting into trouble or even dying which will seriously affect the character. If a dependent NPC gets into trouble, the character suffers a -2 distraction modifier to all rolls until their NPC is safe again. If the dependent NPC dies, the character suffers a permanent minus to all checks equal to the number of slots granted until an event occurs (agreed upon by the GM and player) that atones for, or alleviates the guilt for allowing the Dependent NPC to die.
Encumbered Caster Edit
An encumbered caster is a mage or spiritualist who has trouble wearing armor when using magic. The more encumbering the armor is, the more likely the spellcasting will go awry. For every point of armor mundane armor provides, there is a 1% chance of spell failure. If the spell fails, roll a 1d10 to determine failure effect.
5-10 - spell fails, no other effect.
2-4 - spell misfires, depending on the nature of the spell it can have an opposite effect, hit the wrong target, or cause random issues for the caster (e.g. grows warts all over their face for days).
1 - catastrophic failure, either the spellcaster has what this is already listed in their spellbook, or an agreed upon major issue arises when the spell fails. The more powerful the spell, the more catastrophic the failure.
Slots: 2 or 4
Greedy characters crave wealth and personal belongings. Whenever there is opportunity, no matter the moral context, a greedy character will desire to take advantage. To resist the lure of greed, a player must make a basic Mental Defense Skill roll vs. a DS equal to 1d10 for every 5% of their current wealth may be gained by the venture.
Greedy characters may also be Miserly for an additional 2 Slots. Miserly characters must roll a Mental Defense Skill roll vs. a DS equal to 1d10 for every 5% of their wealth they are required to spend.
A character with this foible tends to act first and ask questions later. They must roll 1d10 + WIS vs. a DS equal to 1d10 + SPI + 2 to resist the impulse to act. Roleplay it out!
Mutually exclusive with Self Controlled.
A character with the jealous trait has a particular focus for their jealousy. This may be a particular person they are enamored with that when others even speak to them of the opposite gender, the character get's angry and attempts to interfere with the interaction. It could also be a jealousy toward others who have a particular skill that they are better at than the character. Typically this jealousy would compel the character to show off or to challenge the other person to contests to show superiority (which will likely annoy the other person).
Mutually exclusive with Self Control.
Living Target Edit
Attacks of opportunity against this character gain 1d10 to attack rolls.
Mutually Exclusive With: Avoidance
Magic Blind Edit
Normal: Spellcasters can learn new spectra of spells though at an ever increasing difficulty.
Foible: Spellcasters are limited to only one spectrum of spells.
Mutually Exclusive With: Magic Prism
No Sense of Humor Edit
The character with no sense of humor does not find anything funny. That doesn't mean they don't get jokes, but they won't laugh at them. Pranks annoy them. They are simply no fun. A character who demonstrates this lack of humor in a social setting suffers a -1 to their next 3 social interaction checks within a single setting.
No Sense of Honor Edit
A character with no sense of honor could not care less about doing the right thing or other people. They may not be exactly evil, but they are downright selfish and often cowardly.
A character with this foible must roll 1d10 + WIS when they make any choice that requires self-sacrifice or choosing between doing right and serving self. The DS for this check is dependent on how honorable the act required of them is.
To one degree or another, the pacifist is against violence. They will refuse to do violence against anyone, even an enemy, except in certain cases. There are three types of pacifists:
- Self Defense Only (5 Slots): This type of pacifist will never initiate violence against another unless their life or the life of someone under their protection is threatened with violence first. Once the pacifist believe a legitimate threat has been initiated, all bets are off.
- Cannot Kill (10 Slots): This type of pacifist refuses to kill even the most vile enemy, though violence may be uses as necessary. Instead, they will attempt to neutralize them some other way, even to the point of taking additional harm to themselves to avoid killing. The unwillingness to kill extends to passive acts such as leaving an enemy to die. Any act that purposefully can lead to the death of another must be avoided. Failure to follow this personal code will turn the Pacifist into an Ultimate Pacifist for a number of days equal to 1d10 times their Spirit or until some ritual of attonement is completed as required by their character or religion.
- Ultimate Pacifist (20 Slots): This type of pacifist refuses to do violence at all. They also do their best to prevent violence happening to others, including their enemies.
A character with a phobia has an over-riding fear of something particular. This could be heights, water, spiders, or the like. Characters suffer a -5/slot granted by the Phobia to all checks when encountering the object of their fear. Phobias are not the same as the Coward trait because characters with a phobia may attempt to function in the face of their fear whereas a coward refuses.
Poor Sense Edit
Characters with this foible have one or more senses impaired. It might be something as simple as inability to taste certain foods (1 Slot) or complete Blindness (10 Slots). This foible may be taken multiple times. GM determines amount of slots gained by the severity of the sense loss.
Mutually Exclusive With: Opposed Keen Senses Trait (e.g. Blind and Keen Eyesight).
Sense of Duty Edit
A character with a sense of duty will see certain things as morally or socially required of them. Any action that requires them to act contrary to what they see as their duty suffers a -5. This may be as simple as attempting to chose to prioritize something else over the object of their duty, or it may be an entire quest that is contrary to their duty (e.g. kidnapping the princess of the king to which a character has sworn an oath of allegiance).
Sense of Honor Edit
A character with this foible is honorable to a fault. They will tell the truth, obey the law, follow the king, or do what they perceive to be the right thing regardless of consequences. No logic is able to convince them otherwise. To do that which they perceive as dishonorable requires a roll of 1d10 + PRS versus 1d10 + SPI + 2. If they succeed, they suffer a -1 penalty to all rolls for a number of days equal to the difference in the opposed checks.
Slots 2 or 5
A person who is mildly squeamish (2 slots) struggles with things considered gross or gorey. Any time they encounter blood, gore, or anything that typically leads to such things, they must make a 1d10 + CON check versus a DS anywhere from 4 to 16 based on the level of the gore (determined by the GM). Failure means the character has to look away or continue making the roll each turn at a cumulative -1 penalty for every phase they have made the roll.
A person who is extremely squeamish (5 slots) must make a 1d10 + CON check versus the same DS to resist vomitting and a 1d10 + WIS check versus the same DS to resist passing out.
Characters with this trait are exceptionally unlucky. Whenever a 1 is rolled, the dice is rolled again. If the second roll is a 5 or less, then the attempt is a critical failure. The table below uses the second roll to determine the nature of the critical failure. Table is cumulative (i.e. rolling a 3 means 4 and 5 are true also, rolling a 1 means all of them are true):
- 5 - automatic failure
- 4 - equipment involved in the skill check is broken or lost, whichever makes more sense
- 3 - opponent involved in opposing skill check gains double benefit from success
- 2 - a friend, ally, or self suffers harm
- 1 - permanent scar or hit to reputation
Mutually Exclusive With: Lucky
A character with a vow is morally compelled to fulfill that vow to the best of their ability until released from it. This may be a vow of poverty, a vow of silence, a vow to abstain from something, etc. Failure to abide by the vow results in suffering from a penalty to all rolls equal to the number of slots granted by the vow until atonement can be made for breaking the vow.
GM, make sure you provide opportunities for the character to break the vow.