TRAITS
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or - The ABC's of me, baby!
Racial
Bonuses
Different
races are given different specific bonuses. Consider these carefully before
choosing a race/nationality for your character. I am honestly not completely
sure what each of these bonuses entails but I gather that some will only
be completely effective in the near future (?). Other, such as the Tuchean
trident bonus, are fairly obvious. I will post what details I can when
I get them.
Tucheans
- Tridents
Iridine
- Iridine citizenship
Cinera
- Blade Mastery
Parcine
- Parcine Battle Cry
Aestivia
- Natural builder
Altene
- Altene Ways and Staves (rank: 1)
Remath
- Iridine, Cinera, and 1 extra language
Safelands
- Outdoor basics and Aversion to Violence
Gadaen
- Unpredictability and Smooth Tongue
Sostarean
- Disciplined Mind and Anonimity
Windward
- Language and Metal Affinity
Character
Generation Traits:
During
Character Generation you may choose as many positive traits as you like
(?), but you must have a total Value of 0 or less before you can finish
the character. In other words, the total Values of your Negative Traits
must equal or exceed the total Values of you Positive Traits.
Neutral
Traits don't cost you anything or effect the Positive/Negative Values at
all, but you are limited to only one per character.
You
may, if you wish, simply choose not to take any traits for you character
at all. They are not required.
Positive
Traits:
1. Night
Vision (Value: 2): character receives reduced darkness penalties, and
is able to see in all but pitch darkness. Mutually exclusive with ‘Fear
of the Dark’.
2.
Iron Will (Value: 4): Bonus to willpower. Character can stand damage
down to –20 HP before falling unconscious. Mutually exclusive with “Frail
Sensibility’.
3.
Nimble Feet (Value: 3): Bonus to speed and agility.
4.
Mule’s Back (Value: 2): Strength is increased when calculating the
load a character can carry. Does not affect encumbrance penalties.
5.
Steady Hands (Value: 3): Significant bonus to dexterity. Mutually
exclusive with ‘Shaky Hands’.
6.
Athletic (Value: 3): Reduced fatigue drain.
7.
Presence of Mind (Value: 2): Halves the time a character is stunned
for any reason.
8.
Natural Understanding (Value: 4): Significant bonus to charm and
empathy. Character has improved control over pets and trained animals.
9.
Hunter’s Eye (Value: 2): Doubles the range of ‘scan’. Allows scanning
in darkness when combined with ‘Night Vision’. Mutually exclusive with
‘Near-Sighted’.
10.
Dursc Constitution (Value: 4): Increases HP recovery rate. Mutually
exclusive with ‘Weak Constitution’.
11.
Mountain Lungs (Value: 4): Increases Fatigue recovery rate.
12.
Pack Rat (Value: 2): Character can fit more volume into a given
sack or container.
13.
Innate Charm (Value: 3): Bonus to appearance and charm. Mutually
exclusive with ‘Introverted’.
14.
Merchant’s Eye (Value: 1): Character can tell the approximate value
of an item with the ‘inspect’ command.
15.
Iron Gut (Value: 2): Character has increased resistance against
poison and disease and improved recovery time.
16.
Trader’s Tongue (Value: 4): Bonus to the price of items a character
sells to NPC merchants, as well as better prices when buying from NPC shops.
17.
Luminescent (Value: 2): Character has increased magical potential.
18.
Focus (Value: 4): Significant bonus to Willpower. Character has
improved magical resistance.
19.
Worldly Knowledge (Value: 4): Significant bonus to Perception. Character
begins with two extra languages of his choosing.
20.
Vitality (Value: 2): Character has a higher threshold of damage
before death occurs.
21.
Adrenaline Rush (Value: 2): Character has a bonus to combat when
his health runs low.
22.
Natural Climber (Value: 1): Character has improved climbing ability,
as well as reduced damage when falling from a climb.
23.
Absolute Time Sense (Value: 1): The Character has the innate ability
to tell time. Looking at the sky yields more accurate time estimates and
the character can guess at the time regardless of whether he or she can
see the sky.
24.
Weather Prediction (Value: 2): The character has an innate sense
of what kind of weather will show up in the near future.Looking at the
sky will give rudimentary weather predictions.
25.
Enhanced Hearing (Value: 2): The character has a bonus to perception
when detecting whispers, voices, and discreet sounds. Can hear distant
sounds (such as yelling) from a longer distance.
26.
Lucky (Value: 1): This trait can be used in place of a luck point in
reviving a deceased character. Usable only once.
27.
Self-Taught (Value: 3): Self-training costs 1.5x the normal skill
points instead of the usual 2x the normal skill points.
Negative
Traits
1. Shaky
Hands (Value: -2): Significant penalty to dexterity. Mutually exclusive
with ‘Steady Hands’.
2.
Bleeder (Value: -1): Increased HP loss from bleeding wounds.
3.
Lack of Concentration (Value: -2): Increased stun time. Character is
more vulnerable to magic.
4.
Near-Sighted (Value: -3): Reduced scanning range. Penalty to perception.
Mutually exclusive with ‘Hunter’s Eye’.
5.
Provincial Attitude (Value: -3): Major penalty to empathy. Significant
penalty to charm. Penalty to reasoning. Mutually exclusive with ‘Worldly
Knowledge’ and ‘Natural Understanding’.
6.
Jinxed (Value: -2): Enemies have an increased chance of scoring
critical hits.
7.
All Thumbs (Value: -): Increased frequency of fumbling and critical
failures.
8.
Frail Build (Value: -2): Penalty to endurance and strength.
9.
Aversion to Pain (Value: -3): Increased HP loss due to wounds.
10.
Aversion to Violence (Value: -3): Character suffers a general combat
penalty.
11.
Uncontrollable Anxiety (Value: -1): Character has a chance of fainting
when HP goes below 40.
Character has a chance of passing out when HP goes below 20.
12.
Fear of the Dark (Value: -2): Character has increased darkness penalties
and cannot move from
his or her location if unable to see. Mutually exclusive with ‘Night Vision’
and ‘Night
Owl’.
13.
Superstitious Fears (Value: -3): Character has a major vulnerability
to magic. Character cannot
use any items with magical properties, including cadaes.
14.
Phobia-Arachnids (Value: -1): Character suffers a general combat
penalty when fighting spiders
and other arachnids. You may only pick one creature phobia.
15.
Phobia-Snakes (Value: -1): Character suffers a general combat penalty
when fighting snakes
and serpent-like creatures. You may only pick one creature phobia.
16.
Phobia-Insects (Value: -1): Character suffers a general combat penalty
when fighting insects
of any variety. You may only pick one creature phobia.
17.
Phobia-Bat (Value: -1): Character suffers a general combat penalty
when fighting bats or creatures
resembling bats. You may only pick one creature phobia.
18.
Stutterer (Value: -1): Major penalty to charm. Character’s speech
pattern is affected.
19.
Gullible (Value: -2): Greatly reduces bartering ability with NPC
merchants. Mutually exclusive
with ‘Trader’s Tongue’.
20.
Illiterate (Value: -3): Character cannot read or write. Mutually
exclusive with ‘Educated’.
21.
Frail Sensibility (Value: -3): Major penalty to willpower. Mutually
exclusive with ‘Iron Will’.
22.
Weak Constitution (Value: -3): Reduced HP recovery. Penalty to Endurance.
Mutually exclusive
with ‘Dursc Constitution’.
23.
Frail Lungs (Value: -3): Reduced fatigue recovery and increased
fatigue drain. Mutually exclusive
with ‘Mountain Lungs’.
24.
Introverted (Value: -2): Major penalty to charm. Mutually exclusive
with ‘Innate Charm’.
25.
Squeamish (Value: -1): Chance to faint at the sight of bleeding
wounds.
26.
Weak Stomach (Value: -1): Character more susceptible to poison and
nausea. Mutually exclusive
with ‘Iron Gut’.
27.
Sickly (Value: -1): Character more susceptible to disease. Disease
symptoms may be amplified,
to the point that non-fatal diseases can become deadly.
28.
Intense Nightmares (Value: -3): Character recovers fatigue at a reduced
rate when asleep. Penalty
to willpower. Character more susceptible to magic.
Neutral Traits
1. Hand of Fate: Both
you and your opponents have an additional chance of scoring critical hits.
2. Light Sleeper:
Reduced roundtime for standing up. Reduced fatigue recovery benefits for
sitting or laying down.
3. Night Owl: Increased
perception and general bonus during night hours. Reduced perception and
general penalty during day hours. Mutually exclusive with ‘Fear of the
Dark’.
4. Ox’s Grace: Significant
bonus to strength. Penalty to dexterity and speed.
5. Finesse: Significant
bonus to dexterity. Improved critical hits. Significant penalty to strength.
6. Berserker: Damage
done to the character is increased by 10%. Damage done by the character
is increased by 20%. Character cannot willingly assume defensive, wary,
or normal stances.
7. Peaceful Spirit:
Reduced SP gain for combat skills. Increased SP gain for non-combat skills.
8. Increased Metabolism:
Food demand doubled. Increased HP and fatigue recovery when full. No HP
or fatigue recovery when even slightly hungry.
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