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User:Askewnotion/FistFulla6/Traits

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Revision as of 12:39, 25 September 2008 by >Askewnotion (→‎CHARACTER TRAITS)

Traits point values are bought cumulatively. For example, a 5 point trait bought to level 3 would cost 30 points (5 for 1st, 10 for 2nd, and 15 for 3rd).

Table: Combat Traits

Name Description Cost/Levels Available
Ambidexterity Ignore split dice pool for attacking same person by +1 in each pool/lvl 10/1-5
Blind Fighting Ignore a -1 point of penality caused from vision or concealment/lvl 5/1-5
Combat Reflexes +1 AP/lvl 30/1-5
Hunter +1 on all rolls vs. a specific creature type/lvl 8/1-5
Iron Guard Gain +1 to defense rolls and saves; -1 to all other rolls/lvl 5/1-5
Opportunist When enemy is unaware, deal an additional +2 damage/lvl 8/1-5
Pain Resistance Reduce the penality of one of your damage tracks by 1 20/1-5
Quick Draw +1 initiative/lvl. Can draw following weapons as free actions depending on level. Light 1, Ammo 2, One-handed 3, Shield 4, Two-handed 5 8/1-5
Rage -1 to mental stats, +1 to build stats, +2 mental saves/lvl. Useable lvl/day 8/1-5
Sound Footing +1 vs knockdown, +1 gymnastics/lvl 5/1-5
Superb Parry +1 parry/lvl. At lvl 3, parry projectiles. At lvl 5, parry touch attacks. 5/1-5
Toughness Reduce all damage recieved by 1/lvl 20/1-5
Unarmed Combatant Your unarmed attacks are +1 hit, parry, and damage/lvl 5/1-5
Uncanny Aim Aiming adds one additional dice per aim action/lvl 8/1-5
Wild Swing Trade accuracy for more damage depending on the level of the trait 10/1-5

Table: Character Traits

Name Description Cost/Levels Available
Attentiveness +1 Perception checks, +1 Initiative, +1 to resist social influance/lvl 10/1-5
Attractive +1 to influance those that would find your race/sex attractive/lvl 5/1-5
Authority Authority in either atown, country, or continent 10/1,3,5
Double Jointed +1 to escape checks and resist grapples/lvl 5/1-5
Endowed +1 to racial stat max/lvl 25/1-5
Familiar Small animal serves you and gaines special abilities 8/1-5
Gifted +1 to skill max/lvl 15/1-5
Good Reputation Gain bonuses on those that respect your reputation across a town, country, or continent 8/1,3,5
Resilliant +1 vs. poison and disease/lvl 5/1-5
Lasting Presence Performance and leadership last an additional round/lvl after performance ends 8/1-5
Literacy Learn to read/write a language 5/1
Pack Mule Carry an extra 10%/lvl 5/1-5
Quickness +1 speed/lvl 5/1-5
Religiosity Gain abilities based on faith 10/2,4
Sixth Sense +1 on checks to avoid surprise or ambush/lvl 5/1-5
Speak Language Speak a language 5/1
Steady Calm +1 to resist influance, vs. surprise, and maintain concentration/lvl 10/1-5
Technomancer +1 to pilot and checks to repair MagiTek devices/lvl 8/1-5
Total Recall +1 to knowledge and memory checks/lvl 8/1-5
Will to Live +1 to damage overflow, +1 to stabilization checks/lvl 5/1-5
Expert Healer +1 to healing checks and extra healing attempt/lvl 8/1-5

Table: Magic Traits

Name Description Cost/Levels Available
Blast Sanctuary Create holes that are unaffected by your magical blast 5/1-5
Blasting Spell Pushes those that fail their save against a area effect spell away from the spell origin 5/1-5
Chain Spell Spell affects one adjacent target/lvl until a save is made 15/1-5
Elemental Mastery Elemental damage has a secondary effect 30/1
Incarnate You lose the vocal, somatic, or mark aspect of casting/lvl 20/1,3,5
Magic Resist +3 to resist spells/lvl. Can't not resist. -1 Essence to use magic items/lvl 8/1-5
Magician Cost to buy spheres, shards, and MP is reduced. Also gain various special abilities. 10/1-5
Quicken Spell Spells with mana cost = lvl and casting time = FR are now cast as a 1AP action 15/1-5
Spell Shape Mastery Target augmentation cost one less total mana/lvl 10/1-5
Spell Shard Gain a spell shard. Spell of the shard cost 1 less total MP for every level past 1st. 10/1-5
Spell Sphere Gain a spell shard. Spells of the sphere cost 1 less total MP for every level past 1st. 40/1-5
Striking Spell Spell with MP cost = 2xlvl can be placed into a weapon 8/1-5

COMBAT TRAITS

  • Ambidexterity (Levels 1-5) 10pts/lvl – For every level you have in ambidexterity you gain +1 to each split dice pool when splitting your dice to attack an opponent with two weapons. You may not exceed your maximum dice pool before splitting dice with a single weapon. A character with level 3 or above in ambidexterity may choose which hand is their main hand at the beginning of their turn and may do any task with their off hand as easily as with their main hand.
  • Blind Fighting (Levels 1-5) 5pts/lvl – For every level you have in blind fighting you may reduce the penalty cause by an inability to see clearly by one. If you have blind fighting at level 5 you can automatically detect which hex/square an invisible opponent is in if they are within your natural reach.
  • Combat Reflexes (Level 1-5) 30pts/lvl – You gain +1 AP for every level of this trait.
  • Hunter (Level 1-5) 8pts/lvl – Choose a creature type. Against that creature type you gain +1 to all rolls. If you choose humanoid you must choose a specific type of humanoid, such as human or elf.
  • Iron Guard (Level 1-5) 5pts/lvl – At the beginning of your turn you may choose to give yourself +1 to defense rolls and saves up to a number of times equal to your level in this trait. For every bonus you choose to give yourself you take a like penalty to all other rolls in that round.
  • Opportunist (Level 1-5) 8pts/lvl – You deal +2 damage for every level of this trait whenever you catch an opponent unaware.
  • Pain Resistance (Level 1-5) 20pts/lvl – Choose one of your damage tracks. The penalty associated with that damage track is reduced by 1. You may choose the same damage track multiple times with this trait. The penalty may not be reduced below 0 with this trait.
  • Quick Draw (Level 1-5) 8pts/lvl – For every level you have in quick draw you gain +1 to initiative. Also, depending on the level of the quick draw trait the character has they can draw certain weapons and items as a free action according to the chart below;
Level Item Quick-drawed
1 Light Weapons, Potions
2 Ammunition, Scrolls
3 One-handed Weapons
4 Shields
5 Two-handed Weapons
  • Rage (Level 1-5) 8pts/lvl – For every level in the rage trait the character has, the character gains +1 to all build traits and -1 to all mental traits to a minimum of 1. The rage last a number of rounds equal to the characters new constitution score. At the end of the rage the character is exhausted. The character can enter a rage a number of times a day equal to their level in this trait.
  • Sound Footing (Level 1-5) 5pts/lvl – For every level in this trait the character gains a +1 bonus to resist being knocked down of moved from their square. They also gain a +1 to all gymnastics checks to move through enemy squares for every level in this trait.
  • Superb Parry (Level 1-5) 5pts/lvl – You gain a +1 to parry for every level you have in this trait. If you reach the 3rd level of this trait you are able to parry ranged weapons. If you reach the 5th level of this trait you are able to parry touch attacks.
  • Toughness (Level 1-5) 20pts/lvl – For every level you have in this trait you are able to ignore 1 damage when you are injured.
  • Unarmed Combatant (Level 1-5) 5pts/lvl – Your unarmed attacks are +1 to accuracy, defense, and damage for every level of this trait. This also applies to claw and bite attacks.
  • Uncanny Aim (Level 1-5) 8pts/lvl – When you aim you gain one additional dice per level of this trait. You are still limited to the maximum number of bonus dice you can get from aiming being limited to your skill level.
  • Wild Swing (Level 1-5) 10pts/lvl – This trait lets you sacrifice accuracy to be able to hit your opponent harder. You can take the penalty to hit multiple times. The amount of penalty you wish to take must be declared at the beginning of your turn. The maximum bonus you can gain to damage is equal to your strength score.
Level Hit penality Damage bonus
1 -3 +1
2 -5 +2
3 -2 +1
4 -3 +2
5 -1 +1

CHARACTER TRAITS

  • Attentiveness (Level 1-5) 10pts/lvl – You are unnaturally aware of your surroundings. For every level you have in this trait you gain a +1 bonus to perception checks, initiative, and when resisting social coercion.
  • Attractive (Level 1-5) 5pts/lvl – You gain a +1 bonus to all social situations with others who would find your sex and race attractive.
  • Authority (Level 1,3,5) 10pts/lvl – You are considered an authority in some form or another. The exact nature of your authority should be discussed between you and the GM.
As a 1st level trait you are considered an authority in a town or city. As a 3rd level trait your authority is recognized in an entire country or providence. As a 5th level trait your authority is recognized over an entire continent.
Note that although your authority may be recognized, you will need to keep proof of authority on you and even then recognition does not always lead to respect.
  • Double Jointed (Level 1-5) 5pts/lvl – For every level in this trait you gain a +1 to escape artist attempts and a +1 bonus to escape from a grapple.
  • Endowed (Level 1-5) 25pts/lvl – Your racial and modified stat maximums increases by +1 per level.
  • Expert Healer (Level 1-5) 8pts/lvl - You gain +1 dice for each level of this trait when using skills such as first aid, medicine, and surgery. Also, you may use first aid on the same person one additional time each day for each level you have in this trait.
  • Familiar (Level 1-5) 8pts/lvl – You may choose an animal of size tiny or smaller. It serves you faithfully and knows 2 tricks as per the animal handling skill. Every additional level lets your familiar know 2 more tricks, gains 3 HP and 3 MP, and you may spend 25 XP on increasing the familiar’s skills, abilities, and traits. At 3rd level you are able to speak with your familiar. At 5th level you are able to draw upon your familiars MP and spend it as your own as long as you are in contact with it.
  • Gifted (Level 1-5) 15pts/lvl – The maximum level you can have in a skill increase by +1 per level.
  • Good Reputation (Level 1,3,5) 8pts/lvl – Those who know of your good reputation treat you better than others. If someone knows of your reputation and would respect it, you gain a +2 bonus to all social interaction with those individuals.
As a 1st level trait your reputation encompasses a town or city. As a 3rd level trait your reputation is recognized in an entire country or providence. As a 5th level trait your reputation is recognized over an entire continent.
The nature of your good reputation should be discussed between you and the GM.
  • Resilliant (Level 1-5) 5pts/lvl – For every level in this trait you gain a +1 bonus on build saves to resist poison and disease.
  • Lasting Presence (Level 1-5) 8pts/lvl – For every level you have in this trait the bonuses provided by the performance and leadership skill and the instigation caused by bluff and intimidation last an additional after the skill is performed. Also, you can retry performance and leadership checks once every combat per level of this trait.
  • Literacy (Level 1) 5pts – You become literate in a language.
Language Alphabet
Broca Common
Celestial Celestial
Deepspeak Ur-bog
Draconic Draconic
Dungur Dwarven
Faristan Dwarven
Infernal Infernal
Lull Lull
Mazuir Common
Muirachai Elven
Orgg Dwarven
Pao Lull
Sapirra Common
Saryssel Elven
Tamil Dwarven
Terra Elven
Common Common
Other Often race or timeline specific.
  • Pack Mule (Level 1-5) 5pts/lvl – For every level of this trait the character is able to lift and carry an additional 10% more than usual.
  • Quickness (Level 1-5) 5pts/lvl – Your speed increases by +1 for every level of this trait.
  • Religiosity (Level 2,4) 10pts/lvl – You gain special traits depending on the pantheon you choose to worship. If you have religiosity at level 4 you are considered to be a priest or the equivalent. IF you are level 4 you also maintain the ability gained at level 2. See the chart below for the listed abilities;
Religion/Level Benefit
Ancestors 2 You can ask your ancestors for their knowledge, gaining to any skill roll once a day equal to your charisma score. This is a FA.
Ancestors 4 Once per session you are able to peer into the future, asking the DM to gleam some details of the future to you. Most often this insight is cryptic, though not false.
Azhar 2 You can channel a holy fury, adding 1 holy or unholy damage to your attacks. This damage last a number of rounds equal to your charisma score. Activating this ability is a FR.
Azhar 4 Once per day you are able to smite your enemy. This attack is a FR and is rolled normally. All of your damage on this attack is converted to holy or unholy damage.
Caste 2 You may choose to lose 1 HP to regain 2 MP. Doing this is a FA.
Caste 4 The limit to the amount of MP you can spend each round is increased by 1.
Drugnor 2 Once per day you are able to remove poison or disease from yourself or an individual by touch. Doing this is a FR.
Drugnor 4 You are able to move through stone. You can move through 1 hex/square a round, and can go though a total number of hexes/squares equal to you charisma score.
Geim 2 Once per session you can reroll any roll you make.
Geim 4 You can make a reroll one additional time per session. You also gain +1 to all saves.
Great Mother 2 You gain the ability to speak with plant life. You can ask a number of questions equal to your charisma score each day.
Great Mother 4 You are able to enter the ethereal plane. You can only transport yourself and up to your heavy load in equipment. You can stay in the ethereal plane a number of minutes equal to your charisma score each day.
Grey Court 2 You gain a +5 bonus to your rolls when trying to detect if someone is lying.
Grey Court 4 You can read the thoughts of someone you are touching. You are able to do this for a number of rounds equal to your charisma score each day. Your target is not able to save against this ability. Maintaining this ability it a FR.
Illumintari 2 Once per day you are able to reduce the damage you would take from one attack by ½.
Illumintari 4 Once per day you are able to reduce the damage you would take from one attack to 0.
Sealei 2 You and all allies within 5 hexes/squares are considered one size larger for the purpose of resisting the effects of wind. If you are on a ship this affects everyone on the ship.
Sealei 4 Once a day you can double your magic score. This effect last for one round and is a FA to activate.
  • Sixth Sense (Level 1-5) 5pts/lvl – You have the ability to detect danger before it reaches you. You gain +1/lvl to all checks to resist being surprised.
  • Speak Language (Level 1) 5pts – You gain the ability to speak a language.
Language Race Real World Equivalency
Broca Human English
Celestial Celestials None
Deepspeak Ur-bog None
Draconic Draconic None
Dungur Dwarven Russian
Faristan Kai'Vair Persian
Infernal Infernal None
Lull Permenex Japanese
Mazuir Human Polish
Muirachai Sea Elves Spanish
Orgg Goblins and Ogres Native American
Pao Human Mandarin Chinese
Sapirra Human Slovak
Saryssel Elves French
Tamil Human German
Terra Faries, Fey, and Elementals Latin
Common All major races None
Other Often race or timeline specific Ususally none
  • Steady Calm (Level 1-5) 10pts/lvl – You have an unnatural calm, granting you +1 bonus to resist social rolls to influence you, rolls to resist being surprised, and rolls to concentrate on maintaining a spell per level.
  • Technomancer (Level 1-5) 8pts/lvl – Your affinity with magitek vehicles grants you a +1 bonus on all rolls to pilot and repair magitek vehicles.
  • Total Recall (Level 1-5) 8pts/lvl – You gain a +1 bonus to all knowledge checks and all checks involving remembering information per level of this trait.
  • Will to Live (Level 1-5) 5pts/lvl – Your damage overflow increases by 1 and you gain +1 on stabilization checks for every level of this trait.

MAGICAL TRAITS

  • Blast Sanctuary (Level 1-5) 5pts/lvl – When you cast a spell with an area that is a blast effect you may exclude 1 hex/square from the blast zone for every level you have in the trait.
  • Blasting Spell (Level 1-5) 10pts/lvl – When you cast a spell with an area effect, it pushes those damaged by the spell 1 hex/square away from the center of the burst per level. The maximum number of squares the character can be pushed is equal to either the level of this trait, the damage taken by the spell, or to 1 hex/square beyond the area of the spell; whichever is less.
  • Chain Spell (Level 1-5) 15pts/lvl – If the target of your spell fails against a targeted spell, the spell will also affect an adjacent creature. The spell continues to affect 1 adjacent creature until a number of additional creatures are affected equal to the level of this trait or a creature successfully makes it’s save.
  • Elemental Mastery (Level 1) 30pts – When you choose this trait you may choose either acid, cold, electricity, or fire. When a target is damaged by a spell you cast that is of this element and has a duration of instantanious, it incurs a secondary effect as below;
ACID – The targets affected by an acid spell takes the same amount of acid damage it did from the attack 1 round later and is reduced by making a build save.
COLD – The target’s speed is reduced by the amount of damage it took by the spell. This penalty last for 1 round.
ELECTRICITY – For every 3 damage the target takes, they also incur 1 stun.
FIRE – The targets affected by an fire spell takes the same amount of fire damage it did from the attack 1 round later and is reduced by making an agility save.
  • Incarnate (Level 1,3,5) 20pts/lvl – For each level you have in this trait you can choose to either; not make somatic components when casting spells, not make vocal components when casting spells, or have spell shards or spheres not appear on your body.
  • Magic Resistance (Level 1-5) 5pts/lvl – For every level you have in this trait you gain +3 to all saves vs. magical effects. Having any levels in this trait prevents you from having the choice to fail a spell. Also, your essence is considered 1 lower for the purpose of using magical items per level of this trait.
  • Magician (Level 1-5) 10pts/lvl – Every level you have in this trait lets you purchase spell shards and spheres at a 10% discount, as shown below. You also get additional abilities based on the chart below;
Level Abilites gained
1 10% discount, Ethersight
2 20% discount, -1XP per MP bought
3 30% discount, Ability to create magic items
4 40% discount, -1XP per MP bought
5 50% discount, Overcast - You gain the ability to spend up to twice your magic score in MP on a spell. For every extra MP spent above your magic score you also lose 1 HP.
  • Quicken Spell (Level 1-5) 15pts/lvl – Spells that you cast with a casting time of FR and a MP cost equal to or less than the level of this trait now only takes a SA to cast.
  • Spell Shape Mastery (Level 1-5) 10pts/lvl – The total MP cost of adding and increasing area effects of you spells is decreased by the level of this trait.
  • Spell Shard (Level 1-5) 10pts/lvl – You gain the ability to cast 1 spell from a sphere of your choice. The spell cost 1 MP less to cast for every level of this trait beyond the first.
  • Spell Sphere (Level 1-5) 10pts/lvl – You gain the ability to cast all the spells from a sphere of your choice. The spells cost 1 MP less to cast for every level of this trait beyond the first.
  • Striking Spell (Level 1-5) 8pts/lvl – You may cast a spell onto a weapon with a MP cost equal to or less than twice your level in this trait. The spell stays on the weapon until the weapon strikes an opponent. The target saves vs. the spell normally.