A trait is a descriptive character element that allows for character customization outside the more structured system domains of Aspects, Skills, and Callings.
Advantages: Positive traits are known as Advantages. These enable special actions or grant bonuses. Many Advantages have prerequisites that must be met before they can be purchased, but unless otherwise specified they can be bought at any time using XP. Acquiring an Advantage should make some narrative sense for the character; a reedy bookworm is unlikely to suddenly gain the Bar Fighter trait unless there’s a good narrative reason (such as having been in several rowdy tavern tussles).
Disadvantages: Negative traits are known as Flaws or Disadvantages. These restrict otherwise normal actions or impose penalties. A character can have up to two Disadvantages at character creation in exchange for either receiving the amount of XP in brackets or the gaining 200g in additional starting funds per Flaw.
Some Disadvantages must be ‘bought off’ to remove. The player must spend 20 XP and provide a reasonable narrative explanation for the change. For example a Foolish character spends months tutoring under a more intelligent character. Other Disadvantages such as debts only require the character to pay their due. Finally, some Disadvantages such as Nemesis can be obtained during play and do not confer an experience bonus.
Traits are grouped or categorized as follows:
Character Traits: These are traits that are held by the character. This list of traits is available to all players when creating their character (though not all will make sense for every character). Character traits represent fundamental elements of a person that help to distinguish them from others. Unless specified a Character trait is kept regardless of what Corpus the character is using.
Body Traits: [See Corpus System / WIP] These are traits that are specific to a given body a character might ‘inhabit’ and are distinct from them as an entity. Corpus traits are usually only relevant for player characters with a Corpus and only accessible while the character is inhabiting that corpus.
Artefact Traits: These traits are specific to gear, equipment, and vehicles. These traits are typically accessible to anyone who has access and control over the artefact in question.
Players can pick from the traits below but should not consider them limiting; they are meant to provide inspiration and demonstrate possibilities. Players are encouraged to submit ideas for other traits based on their character concept to the Storyteller and work together to devise the effects.
Due to the flexible and character-specific nature of Traits it’s recommended Advantages be designed to encourage active rather than passive engagement from the player; the player must ‘invoke’ the advantage to see a benefit. This places responsibility for using an advantages on the player rather than the Storyteller. The Storyteller does have a greater responsibility for tracking (and exploiting) Disadvantages, but players are encouraged to play all character traits, including their flaws. To this end, whenever a player meaningfully portrays a characters Disadvantage, the cost of buying off the Disadvantage is reduced by 1 to a minimum of 1 XP. If the character *keeps* the Disadvantage they thereafter gain +1 XP for each session in which they portray the Disadvantage.
- Trait Types
- Customizing Traits
- In Play
- Combat Traits
- Archer’s Jab
- Bar Fighter
- Bellatori Grace
- Bloody Momentum
- Careless Attack
- Close Quarters
- Crowd fighter
- Dead On
- Deadly Improvisation
- Defensive Fighter
- Expertise, Weapon
- First Strike
- Fortunes Defense
- Graceful Strike
- Hard Hitter
- Impressive Reflexes
- Knockout 2: The Tollam Tap
- Lethal Grace
- Lightning Reaction
- Maim Enemy
- Overpowering Strike
- Practiced Throw
- Practiced Trip
- Quick Draw
- Reactive Disarm
- Reflexive Reload
- Scything Blow
- Sneak Attack
- Stone Hand
- Stunning Blow
- Terrifying Visage
- Too Pretty to Hit
- Will to Survive
- Stress Recovery Traits
- Legacy Traits
- Kaeki Flesh
- Oneiri Blood
- Progenitor Blood, Eternal
- Progenitor Blood, Immune
- Progenitor Blood, Regenerator
- Progenitor Blood, Resilient
- Royal Blood
- Endurance Traits
- Social Traits
- Animal Friend
- Code of Honour
- Health & Healing Traits
- Gear Traits
- Travel and Movement Traits
- Other Traits
- Behaviour Blind
- Poor Aspect
- Stress Disposition
- Terrible Secret
- Trait Creation
The character demonstrates equal agility with two hands. When making a multi-attack the penalty is reduced by 1. For example, if the character makes 3 attacks the penalty is 2. This can be paired with the dual-wielding Fighting Style, reducing the penalty further.
(Prerequisite: Ranged Focus 2)
The character knows how to handle a ranged weapon, even when their enemies are breathing down their throat. This trait can be invoked once per combat to make an unopposed ranged attack against a target in point-blank range. The ranged attack roll must still exceed the difficulty of the shot.
The character is gifted in the burly brawl of a tavern tussle. This trait can be invoked to obtain the one of the following benefits for the duration of a barfight: double non-lethal damage or 1/2 damage soak.
(Prerequisite: Grace 1)
The character has the preternatural Grace of Oto’s Chosen. This trait can be invoked to double ones Grace bonus for one action per game.
(Prerequisite: Combat 2)
The character gains martial momentum from defeating their foes. Once per combat this trait can be invoked upon killing or disabling an enemy to make an additional attack on an adjacent or nearby enemy.
(Prerequisite: Grace or Power 2)
The character knows how to turn a vulnerable position into an opportunity to strike an enemy. Once per combat the character can sacrifice up to 4 points of their defense for a bonus to attack.
(Prerequisite: Animal Handling 2, Combat 1)
The character is a skilled rider, gifted in the saddle and adept at handling all manner of riding animal, even in combat. In addition to being able to make attacks from horseback without penalty, this trait can be invoked once per combat to either make an attack with the characters mount or redirect incoming damage from the character to their mount.
(Prerequisite: Combat 1)
The character knows how to exploit the tight confines of caves, corridors, and castle halls. In addition to being able to fight in such conditions without penalty, this trait can be invoked once per game to gain a free attack in such a situation.
(Prerequisite: Combat 2)
The character knows how to handle more than one opponent at a time. This trait can be invoked once per combat to gain a full defense against up to 2 attacks per round, rather than only one.
(Prerequisite: Ranged Focus 2)
The character has the self-control and steady hands necessary to hit a target at any distance. This trait can be invoked once per combat to roll 3d10 on a ranged attack and take the two highest values.
(Prerequisite: Combat 2)
Everything is a weapon in this characters hands. In addition to being able to use improvised weapons without a penalty this trait can be invoked once per game to do 2-5 damage depending on the item.
(Prerequisite: Combat 1)
The character knows that sometimes its better to let their enemies act first. This trait can be invoked once per combat to either sacrifice an attack for a round to double the bonus to defensive checks *or* riposte at a spread of 4 rather than the regular 10.
(Prerequisite: Grace 3, Weapon Focus 2)
The characters reflexes and training allows them to do the seemingly impossible and parry an arrow in flight. This trait can be invoked to roll a Parry against a ranged attack involving arrows, bolts, or thrown weapons. This defensive check is treated as any other defense check and multiple checks in the same round impose an increasing penalty for each subsequent check. This trait cannot be used against firearms attacks.
(Prerequisite: Combat 2)
The character has studied the art of single combat and has come away with an understanding of its subtleties. The character can invoke this trait once during a duel (and only during a duel) to gain one of the following benefits; automatically succeed at a defense roll against an opponent; reroll one failed attack; ignore a point of the opponents armour. To use this trait the duelist must focus on a single combatant entirely and this trait only applies to 1:1 combat where all the Duelists attention can be reasonably focused on the enemy with no risk of intercession or interruption by additional forces. This makes it best suited for formal duels. Squaring off against 1 enemy in a larger melee is not considered a duel (in a melee the character must be aware of all actors and actions occurring around them). This trait cannot used in surprise attacks.
(Prerequisite: Defense Focus 1)
The character knows how to use cover and irregular movement to make them difficult to hit at range. This trait can be invoked once per combat to increase the difficulty of a ranged attack against them by 3.
(Prerequisite: Weapon Focus 3)
The character has trained with and become an expert in the use of a particular weapon. This trait can be invoked once per combat to re-roll an attack and take the higher roll.
The character knows how to make their first attack count. This trait can be invoked once per combat on the characters first turn to roll 3d10 for the attack and take the two highest values.
The character is lucky or the Ayr Oto is looking out for them. This trait can be invoked once per combat to reroll a defense check.
(Prerequisite: Grace 2)
The character is frighteningly skilled at using their grace against enemies. This trait can be invoked once per combat to force an enemy to reroll their Dodge defense.
(Prerequisite: Canna or Longarm Focus 2)
The character is gifted at identifying and understanding the quirks of a given firearm. Whereas most characters require time to become familiar with a canna and take a -3 penalty to its use until they have done so, this character does not suffer such a penalty.
(Prerequisite: Power 2)
The character has learned how to deliver a powerful strike. This trait can be invoked once per combat to double the power bonus for an attack. This trait can only be used with the following fighting styles: Unarmed, One-Handed, Weapon and Shield, and Two-Handed.
The character is adept at identifying the weaknesses in objects and obstacles and making full use of them. This trait can be invoked at any time to inflict double damage against an inanimate object.
(Prerequisite: Reaction 2)
The character has the reflexes of a Faeles. This trait can be invoked once per game to roll 2d10 on an Initiative check and take the highest value. This can be used in combination with Lightning Reaction.
(Prerequisite: Deflection, Intuition 2, Weapon Focus Unarmed)
The characters reflexes allow them to not merely deflect but *catch* an arrow in flight. This trait can be invoked once per game in the case of a successful Deflection. If the character has an open hand they catch the arrow, bolt, or thrown weapon and can use it themselves.
(Prerequisite: Intuition 2)
The character has a keen intuition and is adept at assessing opponents. This trait can be invoked once per game to get a general sense of the combat ability of any enemy. The ST will indicate the enemies combat abilities are inferior, equal, superior, or considerably superior based on their core combat bonus, health pool, and number/scale of combat abilities.
(Prerequisite: Power 1)
The character knows just where to hit someone to make them topple. This trait can be invoked once per combat on a successful blunt attack. The character and opponent make an opposed Power check. If the character exceeds their opponent on this check the opponent is knocked unconscious for 2 rounds (12 seconds) If the character does not exceed their opponent the enemy shakes off the blow. In either case the damage of the attack is reduced by half.
Knockout 2: The Tollam Tap
*Previously ‘Hits like a Tollam’
(Prerequisite: Power 3, Unarmed Focus 2)
As with knockout but opponent is knocked out for 2 rounds plus a number of rounds equal to the spread of the Power check.
(Prerequisite: Grace 4)
The character is adept at using their agility and dexterity to land blows from afar. This trait can be invoked once per combat to add 1/2 of a characters Grace to ranged damage.
(Prerequisite: Reaction 1)
The characters grace and intuition are keenly aligned. This trait can be invoked once per game to double their Reaction for one roll. This can be used in combination with Impressive Reflexes.
(Prerequisite: Weapon Focus 3)
The character knows how to make enemies hurt. This trait can be invoked once per combat prior to making an attack. This attack sacrifices damage in favour of inflicting a penalty equal to the level of this trait on the enemy for the remainder of combat.
(Prerequisite: Bellator or Tamaa, Ambidextrous Trait)
The character demonstrates equal agility with all hands and has learned to use their natural advantages to great use, particularly in combat. The character gains one additional standard attack per combat round.
(Prerequisite: Power 2)
The character is unnervingly skilled at using their power against enemies. This trait can be invoked once per combat to force an enemy to reroll their Parry defense.
(Prerequisite: Power 4)
The character is adept at causing harm through the use of sheer overwhelming force. This trait can be invoked once per combat to add 1/2 of a characters Power to melee damage.
The character has is well practiced in the art of enemy tossing. This trait can be invoked once per combat to force an enemy to use the lower of their Power (Parry) or Grace (Dodge) defense against a characters throw.
The character knows how to sweep an enemy off their feet. This trait can be invoked once per combat to force an enemy to use the lower of their Power (Parry) or Grace (Dodge) defense against the characters trips.
The character has worked to minimize the time it takes them to go from unarmed to armed. The character can invoke this trait to draw their weapon or switch weapons and attack in the same round without penalty. (Normally characters must sacrifice movement or take a penalty to attack and defense when drawing a weapon in the same round)
(Prerequisite: Disarm Focus 1)
The character has learned how to turn an enemies missed attacks against them. This trait can be invoked once per combat on a successful parry to do an immediate disarm check against the attacker.
(Prerequisite: Weapon Focus 2)
The character has practiced reloading their weapon, making it a reflexive action. The character can invoke this trait to reduce the reload time for weapons they are familiar by 1 round. For example Hand Canna reload is instant and Longonn reload takes 1 round rather than 2, etc.
(Prerequisite: Combat 3)
The character has learned the timing, coordination, and control necessary to carry a blow across multiple enemies. This trait can be invoked once per combat to make a melee attack on 2 different enemies with 1 attack roll. The targets need to both be within melee range. The use of this trait in conjunction with other combat traits is at the discretion of the storyteller.
(Prerequisite: Combat 2)
The character employs a hit and run combat technique that works well in asymmetric combat. This trait can be invoked once per game, for the duration of a combat encounter to gain a +2 bonus to attack for each round where the character attacks a different enemy than the previous round. Maintaining this state requires momentum and the bonus ends if a character does not attack in any round.
(Prerequisite: Stealth 3, Combat 2)
The character knows just how to hit someone when they’re not looking which, pragmatically speaking, is usually the best time to do so. This trait can be invoked once per game to do automatic base weapon damage against an opponent who is engaged in fighting with another character and fails on an opposed sneak vs perception check with the sneak attacker. Using this trait takes the characters entire turn and no attack roll is necessary.
(Prerequisite: Unarmed Focus 2)
The characters hands are particularly good for hurting people. The character can choose to inflict +1 bashing damage when fighting unarmed.
(Prerequisite: Intellect 2)
If the character has a chance to prepare for a battle they can formulate a strategy with their allies that improves their chance of victory. This trait can be invoked once per game to make an Intellect + Combat check prior to and outside of combat. The strategist designates who is benefiting from the check, up to a maximum of their Combat rank x5. Any designated character gains a bonus of +1 for every 5 points over a result of 10 on the strategists check. The bonus only applies in the first round (no plan survives an encounter with the enemy) and a new check must be made before each battle.
(Prerequisite: Combat 2)
The character knows how to level a blow that leaves enemies reeling. This trait can be invoked once per combat after succeeding in an attack. Doing so sacrifices normal damage in place of a -2 to all of the targets actions for a number of rounds equal to the spread between the attack and defense values.
(Prerequisite: Power 2)
The character is made of sterner stuff than most. This trait can be invoked once per game to reduce the damage from an attack by 1.
(Prerequisite: Will 2)
The character has a tenacious grip on consciousness, even when they’ve suffered grievous injuries. This trait can be invoked once per game when the character reaches zero hit points to reduce the base difficulty of Persist checks to 16 (normally 18) and the penalty for actions while Persisting to -3 (normally -5). Subsequent checks to persist still increase in difficulty by 1 point each round but from the base of 16 rather than 18.
The character knows just how to leverage their attack to cause fear in the enemy. This trait can be invoked once per combat after a successful attack and causes a targets allies to take stress equal to 1/2 the total damage of the attack. This trait does not work on creatures with stress resistance and the targets allies must be able to see the attack to be impacted by it.
Too Pretty to Hit
(Prerequisite: Appearance 3)
It’s difficult to hit a character this pretty. This trait can be invoked once per combat to add a characters Appearance to a defense roll.
(Prerequisite: Combat 1)
The character is resistant to stress caused by combat or violent situations. This trait can be invoked once per game to ignore all combat stress for an entire battle. This trait does not mitigate supernatural stress, only the stress of entering battle, being injured, or losing allies
Will to Survive
(Prerequisite: Will 1)
The characters health is more mind than matter. The character doubles their will bonus for the purpose of determining their health pool.
Stress Recovery Traits
The character is most at home in the bustle of major settlements. When in the city they can use this trait to regain 3 additional stress. Can be used 1 per game session.
The character is most at home outside of large cities. When outside of a large city they can use this trait to regain 3 additional stress. Can be used 1 per game session.
The character derives comfort from rare, exotic, or expensive food. For each 10 g worth of fine food they consume they regain 1 point of stress to a maximum of 10. Can be used 1 per game session.
(Prerequisite: Intellect 1)
The character has a highly logical and analytical mind and is more adept at shrugging off the stress generated when encountering dangerous alien or unknown species. Invoke this trait to ignore any stress the character might normally take from encountering an unknown or alien species. Can be used 1 per game session.
The character can invoke the following traits in any session where they spend at least an hour indulging in their preferred activity to regain 3 additional stress. Can be used 1 per game session.
- Bon Vivant: The character derives great comfort from their leisure activities. Select one of the following: Plays, Poems, Music, Dance, Storytelling.
- Creator: The character finds the act of creation deeply satisfying. Select a craft such as drawing, tinkering, blacksmithing, writing, or something else for which they have a focus skill.
- Meditative: The character is adept at using meditation to mitigate stress.
- Playful: The character revels in child-like play, from making useless trinkets, to make believe, or just running about like a maniac.
- Serenity: The character finds solace in their spiritual or religious beliefs such as prayer or rituals of worship.
The character finds pranks and practical jokes a good form of relaxation…even if others might not. Once per day the character can play a practical joke on another. For each point of stress inflicted on someone else the character recovers a point of their own stress.
The character has some portion of Kaeki lineage and as a result may develop an Kaeki Ayrskin.
The character bears some hint of Oneiri blood and is able to control their dreams. This trait can be invoked to gain a reflexive bonus of +3 to defend against attempts to shape a characters dreams without their consent.
Progenitor Blood, Eternal
The character is descended from a progenitor line that was modified for longevity. As a result they are ageless; they reach maturity and cease aging afterwards. They can only die due to disease, accident, or intentional harm.
Progenitor Blood, Immune
The character is descended from a progenitor line that was modified to be resistant to disease. The character can recover from all but the rarest diseases by way of a potent immune system. In addition to common illnesses they are immune to the rarer illnesses of Flux, Grot-worm, Indomire, Dytheas, Hurt Hunger, and HeartRing.
Progenitor Blood, Regenerator
The character is descended from a progenitor line that was modified to rapidly regenerate wounds and is able to consciously access this lineage to heal themselves. In addition to being able to heal normally permanent wounds such as amputations this trait can be invoked once per game to heal 1 damage immediately.
Progenitor Blood, Resilient
The character is descended from a progenitor line that was modified to survive in less hospitable environments. The character gains special adaptations that benefit them in a particular environment. When taking this trait select one of the following: Badlands, Chillwaste, Desert, Subterranean, or Valley. This trait can be invoked once per game to ignore the normal environmental penalties and stress from exposure to the specified environment. At the players discretion this trait can represent observable physical features like second eyelids, thicker skin, larger eyes, or dense fur-like hair, or they can be less obvious features such as a higher or lower core body temperature, and a modified circulatory system. Alternately these features may only appear once exposed to the environment in question.
The character is descended from or directly related to a major noble figure of some sort. They could be a scion of one of the Lords of Victra, beloved sibling of a Mujinese Yunfa, relative of the Ducs of Granden, direct descendant of a powerful Ossandrian Patrician, or child of a Vandaran Warlord or Svertan Thane. This relation in combination with their cultures traditions mean that the character has a claim to hereditary rights and power not available to others, but this power often comes with some obligations as well. The specifics will vary according to the culture, the relationship, and whether or not the character is even aware of or open about their royal blood and the player should work with the storyteller to determine the details before taking this trait. Examples of rights might include access to goods or services that are restricted elsewhere and authority over guards or other public figures, while obligations might include maintaining the families honour by avoiding interacting with figures of ill repute, answering official calls to duel, and attending court regularly.
The character can invoke this trait to ignore penalties normally inflicted by harsh weather.
The character is at no risk of becoming addicted to a specified drug and is immune to the Addict stress break.
The character is gifted with an exceptional resilience to all forms of stress, able to push further than most. Once per day the character can call on this ability to instantly regain 3+ the ability level in points of stress. This trait cannot be used again until the character has regained stress through regular rest.
The character has a powerful will and is able to push themselves further and harder than most. Once per game they can invoke this trait to reroll a will check.
The character has a group of allies they can call upon when necessary. These allies have a better than normal disposition towards the character, and are perhaps better inclined to help them than others might normally be. Allies are always a group of some sort such as a gang, a guard patrol, an adventuring cadre, a group of barflies, a work crew, etc. The specifics will vary according to the group and the player should work with the storyteller to determine the details before taking this trait. The number and quality of a set of allies can be improved by taking a higher level of this trait. Unlike many traits this one can be both acquired and lost through in-game events without the need to expend experience. Helping a group with a strong sense of duty for example might lead them to become allies, while treating existing allies poorly can lead to them reconsidering their commitment.
Normal animals are well disposed to the character. The character can invoke this trait to positively alter the starting disposition of an animal towards them by one degree automatically or to double the movement of an Animal Handling check. This can be used to make a passive or fearful species less skittish or to calm or distract an aggressive or predatory species. This trait does not apply to monstrosities such as Sucha, first age creations, or mutations.
The scale for animal disposition is:
Enamoured | Trusting | Friendly | Calm | Unfriendly | Hostile | Enraged
The storyteller determines where an animal starts on this scale.
Code of Honour
The character follows a defined code. This could be a personal code derived from their beliefs or the code of an organization such as a monastery, honour society, or martial order. The articles of the code should be defined with the storyteller when taking this trait and there should be at least 3 tenets. Taking this trait represents both the code itself and the characters reputation for holding too it. The character gains a +1 bonus to actions when invoking the code or its tenets. Conversely, if the storyteller determines that the character is betraying their code in some way they suffer 2 points of unrecoverable stress until reparations or atonement are made for the violation.
Example Tenets: Never kill an unarmed individual, never engage an unaware enemy, never lie to a member of your order, kill all abominations, free all slaves, never steal from a fellow thief, anyone who hurts a child must be paid in kind, defend the defenseless.
The character has a stalwart companion who follows and serves them directly. This can be a human, animal, machine, or other creature and the relationship could range from a sibling or close friend to a subordinate in a shared organization. The specifics will vary according to the companion and the player should work with the storyteller to determine the details before taking this trait. A companion is effectively an NPC in the ST’s control, with equipment and traits defined by the Storyteller. The quality of the companion can be increased by spending additional experience when purchasing this trait. Unlike many traits this one can be both acquired and lost through in-game events without the need to expend experience. Developing a friendly relationship with an NPC for example might lead them to become a Companion. Conversely, while companions start out trusting the character and inclined to follow their wishes and desires (even those not in the companions best interests), this trust does have limits and a player character who regularly violates this trust or threatens the well-being of their companion is not immune from losing them. [Companion disposition starts at Trusting]
The character has a network of contacts and connections they can call upon when necessary. These connections are of a specific type that is determined when the trait is taken. Example connections include, traders, thieves, the guard, bartenders, or sailors. Once per game the character can invoke this trait to do one of the following: seek out a piece of information that the connections might reasonably know; get a discount on a piece of gear the connections might have access to; get a bonus on a social check involving the connections; or spread a rumour through the connections.
The character is a well practiced liar. Invoke this trait to reroll a lie check once per game. The result of the reroll must be taken (not the higher of the two rolls)
The character is an active member of a major organization such as the city guard, a major underworld gang, a religious institution, a military, or a private company. The characters rank, role, obligations, rewards and other specifics for being a member will vary according to the organization and the player should work with the storyteller to determine the details before taking this trait.
Examples Phrasing for a membership concept: The character is a <rank> <role> in <organization>. They are obligated to <obligation 1> and <obligation 2> and in return they are rewarded with <reward 1>, <reward 2>, <reward 3>.
- The character is a <low level> <runner> in a <major criminal organization>. They are obligated to <deliver packages and messages whenever asked> and <report any activity they see involving opposing gangs> and in return they are rewarded with <payment for each package>, <a network of underworld contacts>, and <easy access to loans>.
- The character is an <infantry> <sergeant> in <the armed forces>. They are obligated to <oversee the actions of their unit> and <answer summons from their superiors> and <refrain from engaging in violence with fellow members> and in return they are rewarded with <a monthly stipend>, <access to the barracks and armoury>, and <official recognition of rank from other soldiers>.
Unlike many traits this one can be both acquired and lost through in-game events without the need to expend experience. Violating obligations is a very good way to lose this trait.
The character has a mentor or patron with their best interests at heart. This figure provides guidance, assistance, and aid as able. This could be a noble who has taken a liking to the character, a high ranking officer in a military order who sees their potential, a high priest seeking to train their replacement, or a powerful occultist with a mysterious interest in the characters success. The specifics will vary according to the mentor and the player should work with the storyteller to determine the details before taking this trait. A mentor is effectively an NPC in the ST’s control, defined by the Storyteller. The quality of the mentor or patron can be increased by spending additional experience when purchasing this trait. Unlike many traits this one can be both acquired and lost through in-game events without the need to expend experience. Unlike many traits this one can be both acquired and lost through in-game events without the need to expend experience. Serving a powerful NPC for example might lead them to take on the role of patron while working against the interests of an existing patron might cause them to cease support for the character.
Merchants Bane: The character knows how to haggle, harangue, and intimidate merchants in just the right manner to get discounts. Invoke this trait to get a 10% off purchases. Can be used once per game.
The character or their family has sworn an oath to a god, ruler, or cause. This could be a general oath of fealty or service or an oath with a specific goal or intent and they gain both benefits and obligations as a result. The specifics of the oath should be defined with the storyteller when taking this trait and there should be at least 1 benefit and 1 obligation as a result. The character gains a +1 bonus to actions when invoking the oath. Conversely, fi the storyteller determines the character is violating their obligation they suffer 2 points of unrecoverable stress until reparations or atonement are made for the violation.
The character knows how to use their charisma to inspire others. Invoke this ability to add 1/2 the characters personality to an allies roll. Can be used 1 per game session.
Player can try an alternate lie if the first one does not work and the target will react only to the second lie. Can be used 1 per game session.
People struggle to recall details about this characters appearance and mannerisms and find it quite difficult to describe them accurately. The character can invoke this trait on a specific NPC to make them forget the precise details of their appearance. This trait does not work on entities with perfect recall such as Artilects and Heliar. Can be used 1 per game
This trait is available only at character creation. The character is possessed of wealth, earned, inherited, or stolen. The character starts with an additional 300 gelt.
Health & Healing Traits
Expert First Aid
(Prerequisite: Medicine 1)
The character has a gift for keeping people from dying. This trait can be invoked once per game to reroll a failed stabilization check.
The character heals more quickly than others. They heal +1 health per week per level of this trait.
The character can eat food and drink that would make others sick with no issue. This trait can be invoked once per scene to reroll a checks to resist the effects of drunkenness or ingested poisons.
The character is more physically durable than others. They gain a +2 to their health pool
(Prerequisite: Medicine 2)
Unlike most medics and surgeons you have made it a point to study non-human anatomies as well or, if you are a quasihuman vice versa. The character suffers no penalty to their roll to attempt to heal creatures from another species (Normally they would suffer a -3 penalty to the check unless they had a relevant focus skill)
The character knows how to carry more gear than most. The character gains +5 to their Carry. This trait can only be taken once.
The character is adept at identifying and reclaiming components from ruins and artefacts. This trait can be invoked once per game where the player has access to a ruin or first age artefact. The player rolls an Intuition + Technology check and finds +10g worth of salvage per point on the result (10’s explode). An area can be exhausted of salvage.
(Prerequisite: Available at character creation only)
The character possesses some form of first age relic technology. The condition of this relic is dependent on the item and level of the trait.
- Level 1 Trait (5xp): The item is inoperative.
- Level 2 Trait (15xp): The item is broken but works occasionally
- Level 3 Trait (35xp): The item works but well below its optimum
Relic tech items include: Arcbows, Hand Canna, Longonn, Sandblades, Folding Armour, Mendikits, Selenian Prosthesis, Folding Weapons. The specifics of this trait will vary according to the object and the player should work with the storyteller to determine the details before taking this trait.
The character has an item of particular value; a family sword passed down for generations, an arcsteel pocket-watch crafted by the finest tinker in Selene, a cloak once owned by a legendary Oneiri, or something else exotic and unique. Whatever it is, the item must be important to the character. The value and specifics will vary according to the object and the player should work with the storyteller to determine the details before taking this trait. Possible benefits include reputation or disposition boosts from those who are familiar with the object or specific special abilities of the object itself.
Travel and Movement Traits
The character has considerable stamina. This trait can be invoked once per game to automatically succeed at a Fortitude challenge for fatigue, dehydration, or starvation.
The character is quick on their feet. This trait can be invoked once per game to double the distance they can move in an action. (Moving between Close and Long instead of Close and Medium range for example)
The character isn’t impeded by poor terrain. This trait can be invoked once per game to ignore any penalties from moving on difficult terrain such as deep snow, mud, or in shallow water.
The character is a skilled tumbler and knows how best to land to avoid injury. This trait can be invoked to treat any falls as if the character were prepared for them and use the highest of their Power, Grace, or Athletics to mitigate the fall damage.
The character can walk through a hailstorm with a smile on their face. This trait can be invoked to ignore any penalties normally associated with traveling or camping in inclement weather such storms.
The character is brilliant, able to work their way through any issue with sufficient time. This trait can be invoked once per game to reroll a lore checks or do an additional lore check on an extended roll.
The character knows how to get someones attention pointing in the wrong direction. This trait can be invoked once per game to force an enemy to re-roll a perception check and take the lower result.
(Prerequisite: Will 3, Focus 3)
The character has developed a fearsome focus on a specific ability. When taking this trait the player must specify one Focus skill which they have at least +3 in. When using this skill this trait can be invoked to ignore penalties normally imposed by environment, stress, and wounds.
Some folk are born with a thin and silent shadow of fate, a mutable future that is difficult to parse by those with the capacity to do so. These individuals act like wedges in the events of the world. The character imposes a -5 to Kaeki abilities used on them and all Prognostication and Psychometry checks fail where they are involved. Additionally, books written by Fateless are impossible for Kaeki to read. Finally, Fateless gain a +3 bonus against Kaeki in combat.
The character always seems to find a little extra coin. This trait can be invoked once per scene to increase the amount of loot found by 10%
(Prerequisite: 3 in chosen Aspect)
The character is particularly gifted in a single aspect. When taking this trait the player must choose an eligible Aspect (Power, Grace, Intuition, Intellect, Personality, Appearance, Will). This trait can be invoked once per game to expand the critical range on rolls related to that aspect from 20 to 18. This can be invoked after a roll has been made.
The characters uses their instinct more readily than education. This trait can be invoked once per game to swaps their intuition for their intellect when making a roll.
Oftentimes better than master of one. This trait can be invoked once per game to roll a skill check where training would normally be required or reroll a skill check for a skill in which which the character has no points.
The character has studied the laws of many lands and knows just enough to be useful. This trait can be invoked to re-roll related rolls relating to the reading, interpretation, or description of the law.
The character is at least partially aware of their surroundings, even when asleep. This trait can be invoked to gain a perception check at 1/2 awareness, even when sleeping.
The character is adept at learning new languages. The learning period is reduced from 2 months to 1 and the character gains double their language rank as a bonus to understanding any language they are currently learning.
(Pre-requisite 3 in specified skill)
The character has a talent for one particular skill that translates into consistent results with it. This trait can be invoked once per game to skip the relevant skill roll and instead take their modifier x2 as a result. For example, once per day a character with this trait and a +8 in Lockpicking (Grace 2 + Larceny 2 + Lockpicking 4) can choose to skip the roll to open a lock and instead submit a skill check of 16 (8×2). This trait cannot be taken with a combat skill.
No secret is safe from the character. This trait can be invoked once per game to reroll an investigation check.
(5xp) The character has a particular addiction to a drug or problematic habit. The exact addition must be selected when taking this limit and the character cannot recover stress on any day where they do not indulge in their addiction. Example Addictions: Alcohol, Gambling, Ketha, Sex
(10xp) The character is hyper-allergic, meaning their body exhibits an inappropriate immune response to any number of benign triggers. They have 3 or more of the following allergic features; eczema, hay fever, asthma, conjunctivitis, food allergies and others (does not have to be specified which). The combination of allergies makes life difficult and can be potentially terminal as they are at regular risk of anaphylaxis brought on by one or more of their allergies. The condition is hereditary and possibly related to maternal trauma during pregnancy. The character suffers -3 to rolls while experiencing a reaction and this trait can be invoked at any time by the storyteller.
(5xp) The character is oblivious to social signals and cues. The storyteller can invoke this trait at any time to trigger a reroll on a social check and the player must take the lower of the two results.
(5xp) The character is deeply disliked by an individual or group of people who will go out of their way to cause the character harm. When taking this Disadvantage the player should work with the Storyteller to integrate the enemy into their backstory and the campaign. An enemy or enemies are typically mundane and their animosity is passive in nature, meaning they’ll take any opportunity to harm the character but they don’t generally focus their efforts on the characters downfall. It might be a mercenary crewe or gang which the character has slighted in the past, a former comrade or partner with which they had a nasty falling out, or a vengeful family member seeking to repay a characters cruelty or negligence. Whatever the case, an Enemy is a minor to modest threat. For more significant figures please see the Nemesis trait.
(5xp) The character owes a significant sum of coin to someone. This loan might be static, or it might have some interest tied to it, the details will depend on the lender. Regardless of the amount the lender expects repayment in coin or service and has the means to seek it, legal or otherwise. As a rule of thumb, the loan should be at least 100g for each point of XP gained. This Disadvantage can be paid off in game and does not require an XP expenditure.
(5xp) The character is not comfortable outside their own domain and suffers in social situations outside their chosen dominion. This trait can represents a criminal who has no social awareness outside a seedy dive bar, an aristocrats whose manner marks them for derision outside social clubs, or a craftsmen who is only comfortable in their workshop, and finds the chaos of the wider world makes him as acidic as any industrial solvent. When taking this trait the player must choose a domain or set of domains where the character is comfortable; Everywhere outside this domain, the character takes -3 to Personality and Socialize checks.
(5xp) The character only knows one language, either their cultural language or common. They also demonstrate a poor aptitude for learning new languages. The cost to improve the Language skill is increased by one multiplier level (new level x5)
(10xp) The character has a powerful and intractable antagonist who actively seeks to harm them, and possesses the means to do so. When taking this Disadvantage the player should work with the Storyteller to integrate the nemesis into their backstory and the campaign. Unlike enemies a Nemesis actively pursues the characters downfall, at least some of the time, using their skills and resources to complicate life. Further, a nemesis is a singular figure, superior to the player character in capacity and abilities, and as the player character grows so too does the Nemesis, making them a difficult opponent to defeat. A nemesis might be a noble lord or crime boss intent on the destruction of a rising star, an arcane linguist with an enduring grudge, a former friend turned enemy by betrayal, or a mercenary or soldier in service to a competing ideology or faction who has come to hate what the character stands for.
(5xp) The character is infamous for some reason. They may be known for negative character traits, wanted by the authorities for a crime, or simply a laughing stock among the general public. Whatever the specifics, there is a significant chance that they will be recognized by NPCS with negative consequences. Example consequences include the storyteller invoking this trait on a Disposition check to reduce the result or having an NPC opponent exploit one of the characters limits or reputation. This Disadvantage can be paid off in game through acts which counter the characters notoriety and does not require an XP expenditure.
(5xp) The character has an extreme stress reaction to particular stimulus. They take 3 stress each round they are exposed to the stimulus. Example Stimuli: Insects, Canids, Felines, Horses, Rats, Grots, a specific species of quasi-human, Water, Mirrors, Darkness, Filth, Confined spaces, Crowds, Heights, Blood, Clatterjacks, First Age Tech.
(15xp) The character is significantly below the human average in an Aspect. All rolls involving this Aspect are done on 1d10 rather than 2d10 as normal.
- Weak: The character rolls 1d10 on any check involving Power
- Clumsy: The character rolls 1d10 on any check involving Grace
- Foolish: The character rolls 1d10 on any check involving Intellect
- Oblivious: The character rolls 1d10 on any check involving Intuition
- Unattractive: The character rolls 1d10 on any check involving Appearance
- Unlikeable: The character rolls 1d10 on any check involving Personality
- Pliant: The character rolls 1d10 on any check involving Will
(5xp) The character can only derive stress relief from the suffering of others. The character can only regain stress on days when they inflict at least one point of damage on another person.
(10xp) The character has a psychological flaw that drives their reactions to, and/or recovery from stress. When taking this trait the player must specify a broad *Condition* and a *Response Type*. Under the chosen condition the character loses any stress soak they might normally have and when the character reaches full stress they must make an unmodified Will check to avoid having the associated response.
Fatigue, Horror, Violence, Pain, Social Pressure
Cowardly: The character flees on a stress break.
Berserk: The character becomes violent on a stress break.
Fugue: The character becomes torpid on a stress break.
Hysteric: The character has an emotional breakdown on a stress break.
Flashback: The character diassociates with current events on a stress break.
(5xp) The character has a secret which would, if revealed, cause them significant difficulty. Maybe they aren’t who they appear to be, or did something horrible and covered it up. Whatever the secret is it must be approved by the storyteller and should be integrated into the story.
(10xp) The character has bad fortune. Critical failures occur on any roll of 2-4 and whenever an opposed roll results in a tie the success goes to their opponent.
Concept: Traits marked as ‘multi-level’ (in progress) can be upgraded at an increasing cost of new level x base XP cost. At each new level the player can choose to improve one of the following by 1 step.
Use Frequency: N times per game, or N times per combat.
Use Time or Duration: N rounds or N time scale (minute, hour, 6 hour, 12 hour, 24 hour)
Impact: N impact level
Scale: N targets
Distance: N distance scale (Close, Near, Moderate, Far, Extreme)
Other: These are just examples; if a player can come up with a good idea use it.
Some Traits only have one dimension on which they can be improved.
Raw Mechanical Effects
Reroll but keep lowest
Single die for rolls
Tie always goes to opponent
Increase damage/stress accumulation
Susceptible to injury
Permanent cap on ability or skill
Negative social/resource (e.g. enemy, debt)
Negate critical success
Increased critical failure consequence
Increased xp multiplier cost for skill increase