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chargen:traits [2026/09/15 19:30] – [Tradesman: 5] vondorchargen: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.
 +
 +
 +</WRAP>
 +
 +----
  
 ===== Academic: 5 ===== ===== Academic: 5 =====
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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 a spell or ability target your surface thoughts flip a coin, on heads there is nothing there to read. On tails its normal thoughts. 
  
  
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 **Effect:** Characters with Albinism suffer from Light Sensitivity, which causes them to be [[game_systems:combat:status_conditions#impaired|Impaired]] in natural or magical sunlight (such as from a [[priority:magic:spells:tier3:daylight|]] spell). This can be mitigated by wearing dark lens in goggles or glasses (Costing 5 TU). In addition if they are not wearing heavy clothing in direct sunlight after 1 hour they are Fatigued for the reminder of the day. **Effect:** Characters with Albinism suffer from Light Sensitivity, which causes them to be [[game_systems:combat:status_conditions#impaired|Impaired]] in natural or magical sunlight (such as from a [[priority:magic:spells:tier3:daylight|]] spell). This can be mitigated by wearing dark lens in goggles or glasses (Costing 5 TU). In addition if they are not wearing heavy clothing in direct sunlight after 1 hour they are Fatigued for the reminder of the day.
 </WRAP> </WRAP>
 +
 +----
  
 ===== 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. 
 +
 +</WRAP>
 +
 +----
 +===== 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
  
 </WRAP> </WRAP>
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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:** You may ignore the standard 25% limit on a single item for starting resources for 5 trait points, or for 0 you may increase this to 50%. This is your Heirloom Item. If you lose this item or if has the Broken/Destroyed condition you take a -2 on all checks until its restored or recovered.  You may select this Trait multiple times for multiple heirlooms, the drawbacks stack.+**Effect:** For 5 Trait Points, you may ignore the standard value limit of 25% of your starting wealth for a single specific item. Alternatively, for 0 Trait Points, the 25% limit is raised to 50% of your starting wealth instead. This is your Heirloom Item. If you lose this item, or if has the Broken/Destroyed condition, you take a -2 on all checks until its restored or recovered.  You may select this Trait multiple times for multiple heirlooms, the drawbacks stack.
  
  
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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.
 +
 +</WRAP>
 +
 +===== 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.   
  
 </WRAP> </WRAP>
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 **Special:** You may only select this Boon at [[:chargen|]]. **Special:** You may only select this Boon at [[:chargen|]].
 +</WRAP>
 +
 +----
 +===== 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, a towns entire guard, a mercenary company, a guild or a well connected noble.  
 +
 +**-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' guard force, an entire military battalion or even a small country. 
 +   
 </WRAP> </WRAP>
  
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 ===== Noncombatant: -5 ===== ===== Noncombatant: -5 =====
 <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
 +</WRAP>
 +
 +----
 +
 +===== 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, if its not and somehow it comes up as a relevant roll in game you treat that roll as if you spent a hero point on it. This can only happen once a session.  
 </WRAP> </WRAP>
  
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 **Effect:** You gain the special, "Street Rat" lifestyle for free. This package is the following: Enough Food,Sketchy, Central, A room. As long as you are in an urban area you can sustain this lifestyle. Living this way leaves a mark on a person and as long as you are living this lifestyle people of higher class may look down on you. Any social test made with higher class people, or those who dislike "the poors", you roll twice and take the lower result.   **Effect:** You gain the special, "Street Rat" lifestyle for free. This package is the following: Enough Food,Sketchy, Central, A room. As long as you are in an urban area you can sustain this lifestyle. Living this way leaves a mark on a person and as long as you are living this lifestyle people of higher class may look down on you. Any social test made with higher class people, or those who dislike "the poors", you roll twice and take the lower result.  
 +</WRAP>
 +
 +----
 +
 +===== 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, getting a +4 on all intimidate checks. 
 </WRAP> </WRAP>