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| chargen:traits [2026/09/15 18:20] – [Street Rat: 0] vondor | chargen:traits [2026/09/19 02:49] (current) – [Heirloom Item: 0-5] elfinlocks | ||
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| Traits are selected at character creation. All Traits have a value, positive or negative. You may only select 4 traits in total and you must have a score of zero. You must have at least one Trait | Traits are selected at character creation. All Traits have a value, positive or negative. You may only select 4 traits in total and you must have a score of zero. You must have at least one Trait | ||
| + | |||
| + | ===== Abused: -5 ===== | ||
| + | <WRAP round box> | ||
| + | |||
| + | //Either in childhood or later in life, you were subject to physical abuse. This has left you flinching at the slightest aggressive movement.// | ||
| + | |||
| + | **Effect:** Once per session, during combat, the GM may have you flip a coin, if tails you gain Impaired for 1d4 rounds and a Hero Point. If Tails nothing happens. | ||
| + | |||
| + | |||
| + | </ | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Academic: 5 ===== | ||
| + | <WRAP round box> | ||
| + | |||
| + | //You spend much of your times researching and learning, contributing to the larger academic community.// | ||
| + | |||
| + | **Effect:** You gain 5 Skill ranks in any Knowledge Skill or Research, this can not exceed 20 ranks. You are also a member of a university, college, mage academy or other kind of academic circle. You gain access to their libraries and scribes. However you are expected to contribute research, 40 hours a month or pay a due of 40 Lifestyle Points a month. | ||
| + | |||
| + | |||
| + | </ | ||
| + | |||
| + | ---- | ||
| ===== Addiction: -5 or -10 ===== | ===== Addiction: -5 or -10 ===== | ||
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| **Effect:** Whenever you try to remember something important Flip a coin, On heads you remember it fine on Tails you remember it wrong or not at all. | **Effect:** Whenever you try to remember something important Flip a coin, On heads you remember it fine on Tails you remember it wrong or not at all. | ||
| - | You gain a +4 on saves versus any memory targeting spells. | + | Whenever |
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| **Effect:** Characters with Albinism suffer from Light Sensitivity, | **Effect:** Characters with Albinism suffer from Light Sensitivity, | ||
| </ | </ | ||
| + | |||
| + | ---- | ||
| ===== Bland: 0 ===== | ===== Bland: 0 ===== | ||
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| **Effect: | **Effect: | ||
| Any checks made to identify you on looks alone take a -10 check. Any checks made to spot you in a crowd take the same penalty. You also have a hard time building any kind of strong reputation thanks to your generic looks, you gain the same penalty on any checks to use your reputation. | Any checks made to identify you on looks alone take a -10 check. Any checks made to spot you in a crowd take the same penalty. You also have a hard time building any kind of strong reputation thanks to your generic looks, you gain the same penalty on any checks to use your reputation. | ||
| + | |||
| + | </ | ||
| + | |||
| + | ---- | ||
| + | ===== Built to Destroy: 0 ===== | ||
| + | <WRAP round box> | ||
| + | |||
| + | //Your weapons are very lethal, but you tend to be a bit rough with them.// | ||
| + | |||
| + | **Effect: | ||
| + | Any attacks you make with a weapon gain an additional Felling (4). However on the roll of a natural 1 they gain the Broken condition, if already Broken they are Destroyed. If used with Natural Weapons or Spell Attacks you instead take 4 Wounds (ignoring DR) damage to which ever limb was used | ||
| </ | </ | ||
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| ---- | ---- | ||
| + | |||
| + | ===== Domestic Life: 5 to -5 ===== | ||
| + | <WRAP round box> | ||
| + | |||
| + | //You have a family, that can be the best and worst thing in the world.// | ||
| + | |||
| + | **Effect:** You have a family. This can be a romantic partner, children, adopted family or some combination of it all. Depending on their capability this trait has different values. | ||
| + | |||
| + | **5 Points:** Your family is happy to take care of you and provide you a safe place to stay. You may have some obligations, | ||
| + | |||
| + | **0 Points:** You contribute to your family' | ||
| + | |||
| + | **-5 Points:** You are responsible for your families well being and are the only breadwinner. You must build a lifestyle worth at least 110 points for your family. You are responsible for all of it. You likely will have many domestic duties as well. | ||
| + | |||
| + | |||
| + | |||
| + | </ | ||
| ===== Double-Jointed: | ===== Double-Jointed: | ||
| <WRAP round box> | <WRAP round box> | ||
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| ---- | ---- | ||
| - | ===== Heirloom Item: 0-5 ===== | + | ===== Heirloom Item: 0 to 5 ===== |
| <WRAP round box> | <WRAP round box> | ||
| //You wield the blade of your father’s, father’s, father’s, father’s…// | //You wield the blade of your father’s, father’s, father’s, father’s…// | ||
| - | **Effect: | + | **Effect: |
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| **Effect:** You must frequently take medicine or risk falling ill. Each month you must spend an additional 30 Lifestyle points in medicine or 20 SP. This medicine is easy to transport and take. However if for some reason you can not take it, after one week you become Fatigued, after two weeks Exhausted and after a month you fall into a coma. Medicine can also be made with Alchemic parts, 20 a month. | **Effect:** You must frequently take medicine or risk falling ill. Each month you must spend an additional 30 Lifestyle points in medicine or 20 SP. This medicine is easy to transport and take. However if for some reason you can not take it, after one week you become Fatigued, after two weeks Exhausted and after a month you fall into a coma. Medicine can also be made with Alchemic parts, 20 a month. | ||
| + | |||
| + | </ | ||
| + | |||
| + | ===== Mercenary: 0 ===== | ||
| + | <WRAP round box> | ||
| + | //You fight for coin and know how to get the most out of a contract.// | ||
| + | |||
| + | **Effect:** When Negotiating pay for a job, you may use Intimidate and suffer no opinion penalty for using it. When using it in place of any other social checks the opinion penalty still applies like normal. | ||
| </ | </ | ||
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| **Special: | **Special: | ||
| + | </ | ||
| + | |||
| + | ---- | ||
| + | ===== Nemesis: 0 to -10 ===== | ||
| + | <WRAP round box> | ||
| + | |||
| + | //There is someone out there who wants to see you fail.// | ||
| + | |||
| + | **Effect:** You've made an enemy in the world and they are trying to get you now. This can either be an individual or an organization. Depending on how much is spent on the trait it changes how dangerous they are. Whenever you defeat your Nemesis or out play them, you gain a temporary Hero Point that remains until spent. Your Nemesis is a Prime Adventurer and can not be killed normally as they can burn hero points like a PC can. This talent can be taken twice if you want your Nemesis to also have access to a large force of allies. | ||
| + | |||
| + | **0 Points:** Your Nemesis is a small time rival or insignificant organization.If its an individual they have 50% of your total experience. If its an organization they have very limited resources and power. Likely having less then a dozen capable members. Example of organizations of this scale are street gangs, a single military squad or a minor noble. | ||
| + | |||
| + | **-5 Points:** Your Nemesis is a proper threat to you or an organization with considerable pull. If it is an individual they have 150% of your experience total experience. If it is an organization they have a large power base and can have dozens of capable members to dispatch against you. Example of organizations of this scale are, criminal organizations, | ||
| + | |||
| + | **-10 Points:** Your Nemesis is a terrifying force to you or an organization capable of mobilizing large forces against you. If it is an individual they have 250% of your total experience. If it is an organization they have a national power base and can have hundreds of members to use against you. Examples of organizations this scale are, international criminal syndicates, a metropolis' | ||
| + | |||
| </ | </ | ||
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| ===== Noncombatant: | ===== Noncombatant: | ||
| <WRAP round box> | <WRAP round box> | ||
| - | //You are completely inept at melee combat.// | + | //You are completely inept at combat.// |
| **Effect:** You can not start with any Weapon Skills, any Weapon skills acquired after character creation costs are doubled | **Effect:** You can not start with any Weapon Skills, any Weapon skills acquired after character creation costs are doubled | ||
| + | </ | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Obsessive Behavior: 0 to -5 ===== | ||
| + | <WRAP round box> | ||
| + | //You have an obsession you can't help but indulge, and its not always productive.// | ||
| + | |||
| + | **Effect:** You choose an obsessive behavior that you must spend considerable time indulging in, normally 40 hours of productive time a week. If this behavior involves a productive skill check such as Craft, Perform, Profession or Research this Trait costs 0. If its truly a wasteful obsession such as counting stones or playing dice it gives -5. | ||
| + | |||
| + | Each week you fail to indulge in your obsession gives you a -1 on all checks. If your obsession is related to a Skill check you gain a free specialization, | ||
| </ | </ | ||
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| **Effect:** You gain the special, " | **Effect:** You gain the special, " | ||
| + | </ | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Striking Looks: 0 ===== | ||
| + | <WRAP round box> | ||
| + | //You stand out in a crowd.// | ||
| + | |||
| + | **Effect:** You are incredibly distinct, either very conveniently attractive or very, very ugly. Your looks mean it is very easy to remember you, giving anyone recalling details about you a +4 on the check. Its also to build a reputation being so memorable. If you are very attractive, NPCs who find that appealing start off on a better foot. If you are incredibly ugly, they may start off worse. If you are ugly you instead are far more intimidating, | ||
| </ | </ | ||
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| //You are skilled in a trade and have connections within the industry.// | //You are skilled in a trade and have connections within the industry.// | ||
| - | **Effect:** You begin play with 5 Extra skill points in a single Harvest or Craft Skill. In addition you are a member of a guild or trade association of some kind. This gives you access to a Workshop (II) or a reliable Harvesting node. As long as you are in good standing with the guild you may use it freely. The guild requires either 40 hours a month of labor committed to guild activities or 40 Lifestyle points. Each month you fail to meet these requirements the GM rolls a D6, on a 1 you are kicked out. Each month missed the failure number increases by 1 until after Six months you are instantly removed. | + | **Effect:** You begin play with 5 Extra skill points in a single Harvest, Profession |
| </ | </ | ||
