Latest Posts | Skill Forum (Minor Trait)
===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
===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
===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
===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
===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
===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
===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
===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
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 Please log in to add a comment. |
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