User:Askewnotion/FistFulla6/Traits
From Drinking and Dragons
< User:Askewnotion | FistFulla6
Revision as of 11:34, 5 September 2008 by >Askewnotion (New page: 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 === {| w...)
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 |
Sexth 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 |
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. | 20/1-5 |
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 |