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Skill Forum (Minor Trait)

oman1666 Mar '14  /  edited Mar '14
===Acrobat===

Acrobat Vaulter: TRAIT: Acrobat: 1 - Balance, jumping, tumbling
COST: free
Acrobat Trapezist: TRAIT: Acrobat: 2 - Balance, jumping, tumbling
COST: 15xp, requires Acrobat Vaulter
Acrobat Gymnast: TRAIT: Acrobat: 3 - Balance, jumping, tumbling
POWER: Back-Flip: This power costs two power points to activate. It doesn't require any form of roll. When activated it instantly nullifies up to 8 damage from an attacker.
COST: 25xp, requires Acrobat Gymnast

Acrobatic Poise(1): STAT: Maximum power increases by 1
COST: 11 xp
Acrobatic Poise(2): STAT: Maximum power increases by 1
COST: 12 xp, requires Acrobatic Poise (1)
Acrobatic Poise(3): STAT: Maximum power increases by 1
COST: 12 xp, requires Acrobatic Poise (2)

Athlete: TRAIT: Athlete: 1 - Stamina, athletics, speed
COST: 20xp
Master Athlete: TRAIT: Athlete: 3 - Stamina, athletics, speed OR TRAIT: Athlete: 2 - Stamina, athletics, speed, strength (this extends the trait's area of influence, it doesn't add a new trait.) STAT: Maximum life increases by 1.
COST: 35xp, requires Athlete

Safe Falling: PASSIVE: The player is never damaged or hit with a status effect directly from falling but can still be harmed by additional environmental hazards (such as spikes) and will be removed from the run if they are unable to return from the bottom of the pit.
COST: 10xp

The Drop: POWER: The Drop: When attacking from above and using melee, the player can roll for combat and 1 additional die for every 5 feet in the air they are (ask the GM.) dealing 1 damage per star. If the attack deals at least 3 damage, the target will also be knocked prone.
COST: 10xp
oman1666 Mar '14  /  edited Mar '14
===Holy===

Religious: TRAIT: Holy 1 – enemy of evil, religious vow
POWER: Smite: The player rolls for combat as normal, and adds their holy trait. The stars rolled from the holy trait dice each count as 2 stars. (To make this easier for the GM, please roll holy LAST when stacking traits for a smite attack.)
COST: free
Pious: TRAIT: Holy 2 – enemy of evil, religious vow
POWER: Anoint: An ally is selected and the player makes a wisdom + holy roll. the selected ally then gains +15% attack damage per star on their next attack, after attacking this resets to 0. If they are anointed but don't attack, the buff is halved.
COST: 30xp
Devout: TRAIT: Holy 3 – enemy of evil, religious vow
POWER: Holy Flash: A roll is made for magic attacks, and an enemy hit for damage as per normal rules. The target is also blinded, if the enemy is associated with evil or darkness (GM's discretion.) the target takes 50% more damage.
COST: 30xp

Blessed Body(1): STAT: Maximum life increases by 1
COST: 10xp
Blessed Body(2): STAT: Maximum life increases by 1
COST: 15xp, requires Blessed Body(1)

Holy Spirit(1): STAT: Maximum power increases by 1
COST: 10xp
Holy Spirit(2): STAT: Maximum power increases by 1
COST 15 xp, requires Blessed Body

Healer: POWER: Healing Light: A selected ally is healed for 2 life per star on a wisdom _ holy roll. If the player rolls more than is needed for a full heal, the healing bleeds over to the closest ally, but looses 2 potential healing points on the way. i.e. 4 stars = 8 life healed. Player 1 gains 4 life then hits full health. The remaining 4 life points are decreased by 2 (to 2) and Player 2 gains 2 life.
POWER: Purify: One player per star rolled on a wisdom + holy roll is cleared of all harmful status effects. Excess stars then provide 1 life each to the party members nearest the player.
COST: 30xp

Blessing of Peace: PASSIVE: The player gains a permanent 20% DR from the start of the game that is, and can only be, removed when the player makes a killing blow to an enemy
COST: 10xp
oman1666 Mar '14  /  edited Apr '14
===Nature===

Outdoorsman: TRAIT: Nature: 1 - Tracking, forest survival, wildlife
COST: free
Woodsman: TRAIT: Nature: 2 - Tracking, forest survival, wildlife
COST: 15xp, requires Outdoorsman
Forester: TRAIT: Nature: 3 - Tracking, forest survival, wildlife
COST: 15xp, requires Woodsman

Weathering: TRAIT: Weathering: 2 – Stamina, perception, reaction
COST: 35xp

Natural Endurance (1): STAT: Maximum life increases by 1
COST: 11xp
Natural Endurance (2): STAT: Maximum life increases by 1
COST: 12xp, requires Natural Endurance (1)
Natural Endurance (3): STAT: Maximum life increases by 1
COST: 12xp, requires Natural Endurance (2)

Nature's Focus: STAT: Maximum power increases by 1
COST: 15xp

Herbal Healing: POWER: Herbal Healing: An intelligence roll is made and a single selected ally gains 2 health per star. A regain effect is then applied. Per excess star rolled, the player healed regains 1 life per turn per that many turns.
COST: 15xp

Animal Lover: PASSIVE: Animals will not attack the player as long as the player doesn't attack them. They will still be aggressive to other party members.
COST: 10xp
Animal Master: POWER: Tame Animal: The player may select an enemy NPC that is an animal and roll intelligence to try and tame it. The player difficulty of this is equal to half of the enemy's attack dice rounded down. Animals will stick with the party until their death or the death of the player who used this power. A player may only have one tamed animal in their control at a time.
COST: 10xp
oman1666 Mar '14
===Influence===

Influential: TRAIT: Influence: 1 - Persuasion, etiquette
COST: free
Socialite: TRAIT: Influence: 2 - Persuasion, etiquette
COST: 15xp, requires Influential
Famous: TRAIT: Influence: 3 - Persuasion, etiquette
COST: 20xp, requires Socialite

Investments(1): STAT: Maximum life and Maximum power each increase by 1
COST: 25xp
Investments(2): STAT: Maximum life and Maximum power each increase by 1
COST: 25xpm requires Investments(1)

Negotiation: POWER: Negotiation: This power costs 2 power points and requires no kind of roll. When activated a single non-boss combat encounter can be automatically avoided completely
COST: 25xp

Bribe: POWER: Bribe: The player makes a persuasion check against a selected enemy NPC, the enemy then rolls bravery, intelligence or magic resistance against it and needs to get only half the number of stars the player rolled. If it fails, the NPC becomes friendly. This only works for characters who may desire money, for example, a wild animal could NOT be bribed.
COST: 10xp

Best Gear: TRAIT: Best Gear: 1 – Combat, lock picking, use of all tools, gear and equipment
COST: 30xp
oman1666 Mar '14  /  edited Apr '14
===Mystic===

Mystic Man: TRAIT: Mystic: 1 – Sixth sense, resists magic
POWER: Sixth Sense: A sixth sense roll is made (wisdom) and the GM reveals information to the player concerning the next scene or scenes and the potential dangers ahead. In addition, if five or more stars are rolled, any and all secret levels within three scenes forwards or backwards of the party will be revealed.
COST: free
Mystic Missionary: TRAIT: Mystic: 2 – Sixth sense, resists magic
COST: 20xp
Mystic Master: TRAIT: Mystic: 3 – Sixth sense, resists magic
COST: 20xp

Mystical Energies(1): STAT: Maximum power increases by 1
COST: 10xp
Mystical Energies(2): STAT: Maximum power increases by 1
COST: 12xp, requires Mystical Energies (1)
Mystical Energies(3): STAT: Maximum power increases by 1
COST: 13xp, requires Mystical Energies (2)
Mystical Energies(4): STAT: Maximum power increases by 1
COST: 15xp, requires Mystical Energies (3)

Equilibrioception: TRAIT: Equilibrium: 2 – balance
COST: 25xp

Phantom Senses: PASSIVE: The player can see in total darkness and is unaffected by blindness. This effect applies in a similar way to touch, taste, hearing and smell though this is much less common.
COST: 20xp

Kinaesthetic Sense : PASSIVE: The player is never ambushed or snuck up on, they always know when someone is behind them, about to strike.
POWER: Focus Dodging: The player selects 1 target, and is able to make mobility checks to dodge attacks from that foe. If the player rolls equal or more stars from attacks from this enemy, the attack deals no damage, if they roll less stars, damage is applied by normal rules.
COST: 15xp
oman1666 Mar '14  /  edited Apr '14
===Performance===

Performing Hobbyist: TRAIT: Performance: 1 – Music, story telling, entertainment
POWER: Distract: An entertainment roll is made by the player, with a difficulty of a 1/4 of the combined attack dice of all enemies in the area. If this check is failed, there is no effect, if it is passed, all enemies become distracted by the player, allowing other party members improved chances of sneaking and delaying combat.
COST: free
Performing Practitioner: TRAIT: Performance: 2 – Music, story telling, entertainment
POWER: Inspiring Tale: The player makes a story-telling roll and 1 ally per star is inspired gaining an attack buff of 10% per star. This effect stars with the closest ally and works outwards.
COST: 20xp
Performing Artist: TRAIT: Performance: 3 – Music, story telling, entertainment
POWER: Fancy Strike: An enemy is attacked and hit for 1 damage per star, the performance trait stacks onto this power and the attack also deals 0, 1 or 2 more damage depending on how well the GM deems it was described.
COST: 25xp

Give it Heart!: STAT: Maximum life increases by 1.
COST: 14xp

Give it Soul!(1): STAT: Maximum power increases by 1.
COST: 12xp
Give it Soul!(2): STAT: Maximum power increases by 1.
COST: 12xp, requires Give it Soul (1)
Give it Soul!(3): STAT: Maximum power increases by 1.
COST: 12xp, requires Give it Soul (2)

Painter: TRAIT: Painter: 2 – Perception, dexterity
COST: 30xp, requires having NO other performance discipline
Juggler: TRAIT: Juggler: 2 – Reactions, throwing weapons
COST: 30xp, requires having NO other performance discipline
Musician: TRAIT: Musician: 2 – Music, sense of hearing
COST: 30xp, requires having NO other performance discipline
Actor: TRAIT: Actor: 2 – Persuasion, self-discipline
COST: 30xp, requires having NO other performance discipline
Dancer: TRAIT: Dancer: 2 – Speed, mobility
COST: 30xp, requires having NO other performance discipline

Master Artist: STAT: The player's performance discipline trait rises to +3
COST: 25xp, requires having a performance discipline
oman1666 Mar '14  /  edited Mar '14
===Dwarf===

Dwarf Hall-Dweller: TRAIT: Dwarf: 1 - Underground lore, extra stamina
COST: free
Dwarven Ironbeard: TRAIT: Dwarf: 2 - Underground lore, extra stamina
COST: 15xp, requires Dwarf Hall-Dweller
Dwarf Lord: TRAIT: Dwarf: 3 - Underground lore, extra stamina
COST: 20xp, requires Dwarven Ironbeard

Dwarf Guardian: TRAIT: D Guardian: 2 – Melee combat, defensive action
COST: 30xp, requires no other Dwarven job
Dwarf Worker: TRAIT: D Worker: 2 – Mining, smithing, smelting, using machinery, knowledge of gems and metals.
COST: 30xp, requires no other Dwarven job
Dwarf Mountain Scout: TRAIT: D Scout: 2 – Climbing, perception
COST: 30xp, requires no other Dwarven job
Dwarf Drunkard: TRAIT: D Drunkard: 2 – Stamina, brewing, resistance to poison and disease
COST: 30xp, requires no other Dwarven job

Dwarven Hardiness(1): STAT: Maximum life increases by 1.
COST: 10xp
Dwarven Hardiness(2): STAT: Maximum life increases by 1.
COST: 10xp, requires Dwarven Hardiness(1)
Dwarven Hardiness(3): STAT: Maximum life increases by 1.
COST: 15xp, requires Dwarven Hardiness(2)
Dwarven Hardiness(4): STAT: Maximum life increases by 1.
COST: 15xp, requires Dwarven Hardiness(3)

Dwarf Ale: PASSIVE: Once per session, the player may drink dwarf ale or give their cask of dwarf ale to an ally. This ale restores 50% of their life, but they are tagged as 'drunk'. Drunk players have a star deducted from everything they attempt after every roll. If this tag is removed, the player instantly looses all their power, and takes up to 5 damage, rolling stamina to resist this.
COST: 25xp

Underground Race: PASSIVE: The player may see perfectly without any light.
COST: 10xp
oman1666 Apr '14
===Elf===

Elven Youth: TRAIT: Elf: 1 - keen senses, resist magic
COST: free
Elf Wanderer: TRAIT: Elf: 1 - keen senses, resist magic, intelligence, disease resistance (NOTE: This increases the range of influence the Elf trait has, it is NOT a new trait.)
COST: 20xp, requires Elf Wanderer
Master Elf: TRAIT: Elf 1 - keen senses, resist magic, intelligence, disease resistance, balance, mobility, dexterity
(NOTE: This increases the range of influence the Elf trait has, it is NOT a new trait.)
COST: 35xp, requires Elf Wanderer
High Elf: TRAIT: Elf 2 - keen senses, resist magic, intelligence, disease resistance, balance, mobility, dexterity
COST: 40xp, requires Master Elf

Immortals' Blood: STAT: Maximum life increases by 1 and maximum power increases by 3.
COST: 50xp

Elf Blade: PASSIVE: The player may select one race when they purchase this skill. Throughout the game their weapon will glow and tell them when a member of that race is near.
COST: 5xp
oman1666 Apr '14
===Halfling===

Halfing Homestayer: TRAIT: Halfing: 1 – Stealth, resist magic
COST: free
Halfling Strider: TRAIT: Halfling: 2 – Stealth, resist magic
COST: 20xp, Requires Halfling Homestayer
Halfling Explorer: TRAIT: Halfling: 3 – Stealth, resist magic
COST: 25xp, requires Halfling Strider

Hearty Constitution(1): STAT: Maximum life increases by 1
COST: 12xp
Hearty Constitution(1): STAT: Maximum life increases by 1
COST: 12xp
Hearty Constitution(1): STAT: Maximum life increases by 1
PASSIVE: Hearty Feast: If the player eats a considerable amount of food of decent quality in a single sitting (GM's Desecration), they regain 1 lost life
COST: 20xp

Unlikely Heroics: STAT: Maximum power increases by 1
COST: 16xp

Hairfoot: TRAIT: Hairfoot: 1 – Stamina
COST: 15xp, requires NOT having another sub-race trait
Tallfellow: TRAIT: Tellfellow: 1 – Woodland survival, climbing
COST: 15xp, requires NOT having another sub-race trait
Lightfoot: TRAIT: Lightfoot: 1 – Mobility
COST: 15xp, requires NOT having another sub-race trait

Sleight of Foot: PASSIVE: The player may use either of their feet as if it were a hand, coming in handy if they are bound or their hands are wounded.
COST: 10xp
oman1666 Apr '14
b]Dabbler[/b]: TRAIT: Gnome: 1 - Devices, resist magic
COST: free
Tinkerer: TRAIT: Gnome: 2 - Devices, resist magic
POWER: Flash Powder: A dexterity roll is made and 1 enemy per 2 stars is blinded, loosing attack dice. In addition, all blinded enemies roll for stamina and must roll more than half of the dexterity roll, if they fail they are stunned.
COST: 25xp, requires Dabbler
Artisan: TRAIT: Gnome: 3 - Devices, resist magic
POWER: Quick Wall: A devices roll is made and per star, 2 squares of the player's choice become a wooden wall, A wall blocks any behind it from melee and provides 1DR from ranged attacks (both physical and magical) Walls are treated as 1 health minis.
COST: 35xp, requires Tinkerer

Tree Gnome: TRAIT: Tree Gnome: 2 – Climbing, mobility, speed
COST: 40xp, requires NOT being a City Gnome
City Gnome: TRAIT: City Gnome: 2 – Influence, devices
COST: 40xp, requires NOT being a Tree Gnome

Gnomish Body: STAT: Maximum life increases by 1
COST: 15xp

Gnomish Mind(1): STAT: Maximum power increases by 1
COST: 11xp
Gnomish Mind(2): STAT: Maximum power increases by 1
COST: 12xp
Gnomish Mind(3): STAT: Maximum power increases by 1
COST: 12xp

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