Mid-Game Traits

You may take up to 4 points of additional positive traits but must balance them with an equal number of negative traits.

New Negative Traits

What could possibly go wrong? (-3)

Once per game, at a time decided by the GMs, you make the mistake of proclaiming “What could possibly go wrong?” At which point it does. It will be big, it will be important and it will cause you to fail dramatically with resulting Consequences…

Expect to suffer either a calamitous setback to your plans or permanent injury and loss.

Phobia (-2)

You have a phobia of something in particular. This must be something you might potentially encounter that is likely to severely impair your function.

Your Greatest Fan (-2)

Your heroic exploits have spread far and wide in your homeland and across Djemity. This has resulted in a group of excited and enthusiastic followers, who wish not only to show their appreciation for what you do, but be involved and witness all the great adventures you are sure to have!

They will be annoying and get in the way at every turn. You go to assault the fortress of an enemy? They are there, in the firing line, waiting to see what you do. You attempt to sneak into secret archives to learn of hidden truths? Your fans crowd around you making an awful noise.

Is there no escape from your loyal groupies?

Villified (-2)

Your actions, whether misconstrued or genuinely unpleasant, have gained you a dark reputation across the the continent of Djemity. Wherever you go people are distrustful, fearing the evil or misfortune you are likely to bring upon them.

Dead Comrades (-1)

Many of your friends back home have been slain by the rising dead. You don't know what happened to them, but you can suspect that since you have not found their bodies, they may be back!

Niggling Injury (-1)

One of your old injuries hasn't healed as completely as you'd like. Its occasional flare ups can happen at the worst moment.

Unknown Emnity (-1)

Sometime in the past two years you've managed to make a personal enemy out of someone or something. Unfortunately, the first you'll know about this is when they strike…

New Positive Traits

Enchanter (4)

You have the ability to work your Race's magic into an item. See the Enchantment page for more details.

Personal Trick (4)

You have developed a technique that lets you expand beyond the normal range of your Magic. Pick a Specialisation in a skill not associated with your Magic branch - you are able to use your magic when that specialisation applies.

For Example:

  • A Sylphim Water Channeller could take Personal Trick - Strategist: Naval Battles to represent smashing an opposing fleet with tidal waves.
  • A Teklo practitioner of the Words on the Page could take Personal Trick - Master of Shadows: False Papers to represent stripping words from a document to create a perfect forgery.
  • A Kirlsa using the Beast Forms might take Personal Trick - Ranger: Freezing Weather, as he is able to sprout the thick furs of a Great Ice Bear.

Specialist (3)

You have a specialisation in one of your skills. This must be a narrow area of specific expertise - when operating within this area your skill counts as one level higher.

Examples:
Weaponmaster: Against Wyrms, In the Desert, Bodyguarding
Master of Shadows: Opening Vaults, In a Poleis, Picking Pockets
Dungeoneer: Spotting Traps, Ancient Tombs, Ruined Temples
Strategist: Ambushes, Against Kirlsa raiders, Naval battles
Ranger: Navigating Ice Floes, Predicting Storms, Tracking Animals
Researcher: Codebreaking, Spyhunting, Ancient Myths
Healer: Curing Poisons, Creating Poisons, Battlefield Surgery
Craftsman: Shields, Jewellery, Prosthetics
Organiser: Trade Deals, Supply Lines, Civic Projects
Diplomat: Impersonation, Rousing Speeches, Offering Bribes

Many Bothans (2)

You have a small army of intelligence agents working for you. Unfortunately they are either utterly talentless or intensely unfortunate; either way when you send them out into the big wide world they normally come back in pieces.

Every turn you may specify an area of interest in your Housekeeping section and your agents will endeavour to investigate. They will normally return with some information of use, even if it's only in the manner of their unfortunate demise.

Inheritance (1 to 2)

You may take this trait multiple times

With so many people dying across Djemity recently, you have come in to some useful inheritance. In practice, this will work just like Personal Holdings, except there is the “small” chance that the person you have inherited this from might be just as dead as expected, but not quite as immobile as you would like.

Artist (1)

You are able to create works of art using either the Craftsman or Diplomat skills.

Dead Ally (1)

A friend of yours has died. But with the advent of the strange purple light sweeping across Djemity, this has ceased to be the problem it once was. You now have an ally with all the advantages of being dead, and none of the disadvantages of being alive.

Relic (1)

You have a special doohickey, well it's special to you anyhow. Perhaps it's your father's sword or the family's ancestral banner; maybe it's the lucky charm your sweetheart gave you when you first parted. In any case it is of personal value to you quite aside from any utility it may possess.

Relics may be Enchanted and are granted limited plot protection.

traits_new.txt · Last modified: 2011/01/10 00:17 by rob
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