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Traits are beneficial and harmful features that can help make your character unique. They can give your character a new ability, improve or diminish an existing one, or take away an ability that he would otherwise possess. Beneficial traits are often called advantages, while harmful ones are called disadvantages. Advantages cost creation points, while disadvantages make more CPs available to spend elsewhere on a character. Some traits are only available to members of a particular race or someone descended from that race. If you can't find a trait that fits your character concept, speak with the narrator. (These traits have been modified from those found in the GURPS core book and compendium.)
The following categories are available:
Advantages - Magic, Resources, Social, Physical, and Miscellaneous. Disadvantages - Magic, Resources, Social, Physical, and Miscellaneous. Racial Traits - Dwarven, Elven, Kindar, and Orcish. NPC Traits - Strikers and Miscellaneous.
- Arcane Gift - Gain a spell as an innate ability, learned as a MA skill. It requires no spoken words
or gestures to cast. Its mana cost is reduced by 50% (round up); this may also reduce its casting time.
The spell cannot be critically failed, costs no extra mana if failed, and cannot be used in a cooperative
casting. This does not grant access to the spell's path. Available to all classes.
Minor (3) - A single Low Path spell.
Lesser (6) - A single High Path spell.
Greater (9) - A single Pure Magic spell.
- Hedge Mage (5) - Ability to learn and cast sells from one low path. However, the spellcaster must declare the desired range and duration before the spell is cast. If insufficient successes are achieved, the spell fails. All spells count as trademark skills of another class. Available to Rangers, Rogues and Warriors.
- Magician - Gain access to a package of paths at a discount, instead of purchasing Path Access.
Available only to spellcaster classes.
Enchanter (7) - Ability to learn and cast spells from two adjacent low paths, the high path related to them and the path of pure magic, but never from other paths.
Thaumaturge (8) - Ability to learn and cast spells from any low magic path, but never from other paths.
Mage Prodigy (20) - Ability to learn and cast spells from all magic paths.
- Magic Sense - Greater is available only to spellcaster classes.
Minor (5) - Ability to sense the general strength and type of magic in a place (3 hex radius, line of sight) or in an object (by touch); requires successful Will roll.
Lesser (10) - Ability to sense the general strength and type of magic in a place or object within line of sight; grants +1 Thaumaturgy.
Greater (15) - Ability to sense the strength and type of magic in a place, object or living being within line of sight; ability to see the basic structure of active or stored magic and use Spell Lore to determine the specific spells in place; grants +2 Thaumaturgy.
- Path Access - Ability to learn and cast spells from a specific magic path. Available only to spellcaster classes.
Low Path (2) - Physical (red), Healing (yellow), Shaping (green), Kinetic (cyan), Mental (blue), or Sensing (magenta).
High Path (3) - Shifting (orange), Creating (teal), or Spirit (purple).
Pure Magic Path (4) - Arcane (white).
- Untalented Mage (5) - Ability to learn and cast spells from one low path. Available only to bards.
- Heir (2) - You have been named the heir of your family's estate when the current head of household dies. The estate may include property, goods and money. This advantage allows you to spend CPs on the Money trait during the campaign.
- Money - You have an allowance, investment, business, part-time job, or other form of income that requires little of your free time to maintain.
Lucky (1) - Income of 500 cp per month, and an extra 1,000 cp at character generation.
Comfortable (5) - Income of 1,000 cp per month, and an extra 2,000 cp at character generation.
Prosperous (10) - Income of 2,500 cp per month, and an extra 5,000 cp at character generation.
Affluent (15) - Income of 5,000 cp per month, and an extra 10,000 cp at character generation.
Wealthy (20) - Income of 10,000 cp per month, an extra 20,000 cp at character generation, and +1 social status.
Very Wealthy (25) - Income of 25,000 cp per month, an extra 50,000 cp at character generation, +1 social status, and +1 reputation with anyone who benefits from your wealth.
- Starting Wealth (1/lvl) - Adds 3,000 copper pieces to the amount of money you start with at character generation (as a one time bonus).
- Ally - You have built a relationship with someone who feels a sense of loyalty or obligation toward you, and is willing to help you when asked. This person does not expect to be rewarded for his aid. The Special Alliance trait can be purchased to improve this one.
Friend (1) - 100 points, has no special abilities.
Shopkeep (2) - 125 points, has access to unusual gear and offers good deals.
Craftsman (3) - 150 points, master of one skill (rank 16).
Merchant (4) - 150 points, can acquire rare gear and magic items.
Hedge Mage (5) - 175 points, knows 3 low paths.
Traveler (5) - 175 points, knows several adventuring skills.
Spellcaster (10) - 200 points, knows 3 low paths and 1 high path.
Enchanter (15) - 200 points, knows 3 low paths, 1 high path, and the path of pure magic.
Guardian (15) - 225 points, master of one weapon skill (rank 16) and several adventuring skills.
Hero (20) - 250 points, master of many adventuring skills (rank 16).
- Alternate Identity (5) - You have an alternate identity which seems complete and legal. You have two names, birth certificates, licenses, passports, and so forth. Extra identities are usually illegal. A determined investigation by law enforcement will uncover them.
Attractive (4) - Your appearance is above average, giving you a +1 reaction roll with your own race.
Beautiful/Handsome (7) - Your good looks get noticed, giving you a +2 reaction roll with your own race, or +4 from eligible members of the appropriate gender.
Radiant (10) - You easily win beauty contests, modifying reaction rolls with your own race by up to +4. Whether the reaction is more positive or negative depends on the situation, gender, jealousy and other factors. Your memorable looks make you easy to identify.
- Charisma (5/lvl) - Natural ability to impress and lead others, independent of appearance. You gain a +1 bonus to reaction rolls against intelligent creatures per level, adjusted by roleplay.
- Claim to Hospitality: You are a member of a social group which encourages its members to assist one another with food, shelter and basic aid. If it's very important, they may also be willing to loan equipment or a small sum of money. Members of the group are easy to contact (14 or less) and you have a +3 reaction bonus when dealing with them. You must provide the same benefits when called upon by another member.
Friend (1) - A single friend with a house in another city.
Social Group (2) - A small family, immediate relatives or co-workers.
Alliance (3) - A large group of affiliated people. IE: Fellow blacksmiths.
Society (5) - A very large group of associates. IE: All merchants along an important trade route.
Guild (10) - A far-reaching network of associates. IE: All merchants in the country.
- Contact - You know someone willing to provide information. He will usually react favorably toward you, but must be compensated for his help so that he'll be cooperative on future encounters. He has an effective skill level to represent his access to appropriate information. The Special Alliance trait can be purchased to improve this one.
An independent contact is a street thug, new military recruit, beat cop, private security officer, town gossip, corporate mail boy, secretary, or other person with limited access to an organization.
An affiliated contact is a minor criminal, gang member, small-time fence, corporate officer's secretary, non-commissioned officer, detective, record clerk, federal agent, or other person with solid connections to an organization.
A connected contact is a gang leader, corporate accountant, military officer, police captain lieutenant or captain, special agent, head of departmental security, or other person with access to sensitive information.
An inner circle contact is a mafia don, chairman of the board, member of the Joint Chiefs, district superintendent, chief of police, or other person with access to organizational secrets.
Minor (1) - An independent contact with a skill of 10.
Helpful (2) - An independent contact with a skill of 12.
Substantial (3) - An affiliated contact with a skill of 12.
Influential (4) - An affiliated contact with a skill of 14.
Valuable (5) - A connected contact with a skill of 14.
Outstanding (10) - A connected contact with a skill of 16.
Essential (15) - An inner circle contact with a skill of 18.
- Courtesy Rank (1/lvl) - You formerly held a government, law enforcement, military or other administrative rank. You can still use the title with "retired" appended, and it may affect reactions in social situations.
- Empathy (5) - You have a feeling for people's emotions and motivations; +1 to sense lies and determine motivations or loyalties; +2 to detect imposters, possession, narcotic influence, mind control and other external behavior influences.
- Favor - You performed a major boon for someone, who now owes you. He acts like an Ally until he no longer feels indebted to you. When you want to call in the favor, roll their availability to see if you could contact them in time, and if they were able to come through for you. If not, the favor remains outstanding. The Special Alliance trait can be purchased to improve this one.
Minor (1) - A significant individual (150 pts).
Helpful (2) - An important individual or a minor group (200 pts).
Significant (3) - A powerful individual or a group (200 pts), with access to special equipment or spellcasting abilities.
Substantial (4) - A very powerful individual (250 pts) or a small organization with significant wealth.
Major (5) - An extremely powerful individual (250 pts) or an organization with great wealth, access to special equipment or spellcasting abilities.
Outstanding (10) - A powerful organization with vast resources.
- Good Reputation - You have a reputation which affects how other people react to you, once they know who you are. The reaction bonus is +1 per level. The cost can be modified by how easily you are recognized, and how likely someone is to have heard of your deeds. By default, you are recognized by name, on a roll of 12 or less. If you are recognized on sight, the cost is +2 per level. If you are identified on a roll of 10 or less, the cost is -1 per level; on a roll of 8 or less, the cost is -2 per level.
A small group, IE: all patrons of a specific tavern. (1/lvl)
An association people, IE: all priests of a specific deity. (2/lvl)
An organization of people, IE: all merchants, or all followers of a deity. (3/lvl)
A large class of people, IE: all elves. (4/lvl)
A massive population of people, IE: everyone in the entire region. (5/lvl)
- Noble Lineage (2) - You are in the direct line of succession for an administrative, merchant, or clerical title. This advantage allows you to spend CPs on the Rank trait during the campaign.
- Patron - Someone acts as your advisor, mentor, employer, or protector. He is willing to help you when asked, and occasionally asks for something in return. The generosity of his aid depends upon the quality of your service. The Special Alliance trait can be purchased to improve this one.
Connected (5) - An important individual with access to wealth, unusual skills, special equipment, or spellcasting abilities.
Powerful (10) - A wealthy individual with a high social or political rank, or access to rare and magic items.
Organization (15) - A group with wealth, access to equipment and information, and spellcasting abilities.
Academic - School (1), craft hall (2), academy (3), college (4), or university instructor (5).
Squire, tax collector, village elder, or city councilman. (5)
Small town mayor, judge, or lesser noble. (10)
Guild master, large city mayor or lord. (15)
Regional governor, ranking noble, or diplomat. (20)
Clerical (3/lvl) - Investment as a cleric of a specific religion, allowing status and influence within the church, and the right to perform specific rituals; each rank grants a +1 reaction bonus from followers.
Law Enforcement -
Local (5) - able to arrest suspected criminals, perform searches with warrant, carry concealed weapons, use constables facilities, borrow law enforcement gear, and so forth.
Regional (10) - in addition to local powers, able to detain suspicious foreigners, search or seize with reasonable suspicion of a felony, engage in covert investigations, enlist the aid of local law enforcers, expense purchases related to the job, and so forth.
Merchant - Shop owner (1), businessman (2), caravan leader (3), marketplace master (4), house patron (5), or lord/lady of a guild (6).
Corporal - Non-commissioned officer, in charge of a team of 4-6 enlisted men. (2)
Sergeant - Non-commissioned officer, in charge of a squad of 8-12 soldiers. (5)
Lieutenant - Officer, in charge of a platoon of 16-48 soldiers. (10)
Captain - Officer, in charge of a company of 32-384 soldiers. (15)
- Special Alliance
The Ally, Contact, Favor, and Patron advantages can be enhanced. Normally, such an individual can be contacted rarely, or seldom has the resources necessary to help with a specific request. At the listed price, the NPC can help on a roll of 6 or less, or about 9% of the time. For additional points, he can be helpful and available more often.
Sometimes - +1 point cost, 8 or less.
Fairly Often - +2 point cost, 10 or less.
Quite Often - +3 point cost, 12 or less.
Almost Always - +5 point cost, 14 or less.
- Voice (10) - You have a distinctive, clear, and resonant voice. This gives you a +2 bonus to the Storytelling and Singing skills, and a +1 bonus to the Carousing, Diplomacy, and Leadership skills.
- Alcohol Tolerance (5) - You metabolize alcohol very efficiently, and can drink steadily with no major detrimental effects. You will not go beyond Intoxication level 5 (pgC2-136) unless drinking rapidly and heavily.
Common (5) - You can use both hands with equal skill out of combat.
Full (10) - You can use both hands with equal skill and no -4 off-hand DX penalty. You can use both hands at once in an All Out Attack.
- Combat Reflexes (15) - You never freeze in combat. You receive a +1 Active Defense in combat, +1 to Fast Draw, a +2 fright check bonus, +1 to avoid surprise or +2 if leading the party, and +6 to recover from mental surprise or stun.
- Disease Resistant (5) - You can ward off most diseases, giving a +8 HT bonus to resist them.
- Double-Jointed (5) - Body is unusually flexible; +1 to climbing and mechanic rolls, +3 to escapism rolls.
- Fit (5) - You spend fatigue at the normal rate, but recover it at twice the normal rate.
- High Pain Threshold (10) - Able to tolerate extreme pain, not stunned and no DX penalty in combat due to pain except for head blows or critical wounds, +3 to resist torture or pain in other situations.
- Less Sleep (2/lvl) - You require one hour less sleep per level, up to four levels.
- Light Hangover (2) - Your hangovers are never horrible. You don't suffer from sensitivity to bright lights and loud noises. The normal hangover penalties are reduced to -1 DX and -1 IQ.
- Manual Dexterity (4/lvl) - You gain a +1 bonus to fine motor skill checks, Lockpicking, Clockmaker, Jeweler, Scrivener, Tailor, and Weaver skills.
- Poison Resistant (5) - You gain a +3 bonus to HT rolls when resisting poison.
- Rapid Healing (5) - You gain a +5 bonus to HT rolls when checking for healing after a day of rest.
- Temperature Tolerance (1/lvl) - Ability to withstand extreme temperatures, expanding the comfort zone by +HT versus heat and -HT versus cold.
- Toughness (10) - Your body is especially resilient to damage caused by blunt weapons. You have an effective Damage Resistance of 1 against Crushing attacks.
- Absolute Direction (5) - You always know which way is north. You can retrace a path you have followed within the last week, no matter how faint or confusing it is. This doesn't work in spirit realms, but does work underground or underwater.
- Absolute Timing (3) - You have an accurate mental clock. Unless knocked out, hypnotized, or otherwise mentally incapacitated, you always know what time it is and can measure elapsed time. Sleep doesn't interfere with this, and you can wake up at a predetermined time.
- Animal Companion (5) - You own a natural animal of exceptional breeding, training, and loyalty. It has the best possible attributes and skills available to its species.
- Collected (1/lvl) - You rarely panic in the face of sudden and unexpected danger. You receive a bonus to Will rolls when making a fright check, equal to +1 per level.
- Deep Sleeper (3) - You can fall asleep quickly in all but the worst conditions and will continue sleeping through most disturbances. You never suffer penalties for poor quality sleep. You can choose one event to easily wake up for, such as the sound of your watch alarm. Otherwise, you only awaken early if you miss an IQ roll. If you also have Combat Reflexes, you will wake up for unfamiliar sounds, but will immediately fall back asleep if there is no danger.
- Eidetic Memory
Lesser (10) - Roll IQ+5 to remember something obvious that you saw or heard, IQ+3 to remember a casual sight or sound, or IQ to recall obscure details.
Greater (25) - Roll IQ+5 to recall anything that you saw or heard, reduce the learning time of IQ-based skills by 50%, and roll IQ to learn any spell you see being cast if you also have Lesser or Greater Magic Sense.
- Fearless (2/lvl) - You seldom panic and keep calm under pressure. You receive a bonus to Will rolls when resisting intimidation or fear, or making a fright check, equal to +1 per level.
- Higher Purpose (5) - You have an essential goal in life, which you are driven to pursue. For example, to bring members of a particular criminal organization to justice. You are willing to make great personal sacrifices to achieve it. This goal must not clash with your alignment, and you can only have one higher purpose. You gain a +1 bonus to all dice rolls made specifically to achieve this goal.
- Language Talent (2/lvl) - +1 bonus to all language and linguistics skills per level.
- Lightning Calculator (3) - Able to do math in your head and answer simple math problems instantly.
- Musical Talent (2/lvl) - +1 bonus to all Music Instruments skills per level.
- Single-minded (5) - When you concentrate on a specific task, you can tune out all distractions. While making a skill check, you suffer no penalties due to noise, fear, and so forth. However, your Perception suffers a -5 penalty toward noticing anything beyond the task at hand. This can be very dangerous in combat situations.
- Versatile (5/lvl) - You have a creative, imaginative mind. You receive a +1 bonus on crafting and artistic skills per level, whenever you are inventing something or applying the skill to a new situation.
- Mana Block (-5) - You are unable to channel mana from yourself into magical items to power them.
- Spectrum Blind (-2) - Requires Magic Sense; you are unable to distinguish between the types of magic.
- Money - You have bills, family obligations, a loan, a gambling IOU, or other debts which cut into your income. A portion of your monthly income must be set aside to cover it.
Indebted (-5) - You pay a quarter of your monthly income, and receive only 2,250 cp at character generation.
Poor (-10) - You pay half of you monthly income, and receive only 1,500 cp at character generation.
Struggling (-15) - You pay three-quarters of your monthly income, and receive only 750 cp at character generation.
Dead Broke (-25) - You are forced to give up all of your income, save a few copper for poor quality food and clothing. You receive no money at character generation.
- Semi-Reclusive (-5) - You tend toward being a recluse. You must roll IQ each day to avoid being anti-social, earning a -2 reaction from friends and a -4 reaction from everyone else.
- Starting Debt (-1/lvl) - Subtract 2,000 copper pieces from the amount of money you have at the start of the game (as a one time debt).
Unattractive (-5) - Your appearance is below average, giving you a -1 reaction roll with your own race.
Ugly (-10) - Your ill-favored looks get noticed, giving you a -2 reaction roll with your own race, or -4 from eligible members of the appropriate gender.
Repulsive (-15) - The sight of you disturbs others, modifying reaction rolls with your own race by up to -6. Your memorable looks make you easy to identify.
- Bad Reputation - You have a reputation which affects how other people react to you, once they know who you are.
The reaction penalty is -1 per level. The cost can be modified by how easily you are recognized, and how likely
someone is to have heard of your deeds. By default, you are recognized by name, on a roll of 12 or less. If you
are recognized on sight, the point value is +2 per level. If you are identified on a roll of 10 or less,
adjust the value by -1 per level; on a roll of 8 or less, adjust the value by -2 per level.
A small group, IE: all patrons of a specific tavern. (1/lvl)
An association people, IE: all priests of a specific deity. (2/lvl)
An organization of people, IE: all merchants, or all followers of a deity. (3/lvl)
A large class of people, IE: all elves. (4/lvl)
A massive population of people, IE: everyone in the entire region. (5/lvl)
- Barbarian (-3) - Your appearance clearly marks you as a member of the northern barbarian tribes. You have a -1 reaction penalty from civilized humans. However, you receive more respect from orcs than other humans do.
- Bully (-3) - You push people around whenever you can get away with it, unless they are respected companions or prove themselves to be strong and worthy in your eyes. You suffer a -1 reaction penalty from those who don't consider bravery and toughness to be extremely important.
- Chummy (-5) You work well in a team and prefer companionship. You get a +1 reaction bonus in social situations, because you seem so approachable, but receive a -1 skill penalty to rolls when you are alone for more than 12 hours at a stretch.
- Disowned (-5) - You won't inherit any money, titles or land. This is socially embarrassing.
- Easy to Read (-5) - Your body language betrays your real intentions and reveals lies. All attempts by others to detect your lies, emotions and motivations are made at a +2 bonus.
- Enemy - A one or more people dislike you and plan to do you harm. For some reason, they intend to ruin your plans and make your life miserable in some non-lethal fashion.
GNR (-10) - A medium group of normal people who rarely show up.
SAR (-3) - A single, above-average individual who rarely shows up.
SFR (-5) - A single, formidable individual or a small group of normal people who rarely show up.
- Excommunicated (-5) - You were kicked out of religious society and suffer a -3 reaction penalty from members of that faith who know of this.
- Greed (-5) - You are more covetous of some type of wealth than the average person. This drives you to take risks or exploit situations you otherwise wouldn't.
- Jealousy (-5) - You are jealous of NPCs who are better in the same class, and suffer a -2 reaction penalty with those who notice.
- Mistaken Identity (-5) - You strongly resemble someone with a bad reputation, and suffer a -2 reaction penalty from people who mistake you for him. You can prove your true identity to the authorities, or others if given a chance.
- Odious Personal Habit (-5) - One aspect of your behavior or appearance is repugnant to others, giving you a -1 reaction penalty. For example, foul body odor, constant humming, zit popping, muttering to yourself, drooling, halitosis, or ugly warts.
- Outsider (-5) - You were raised in the culture of another race. You don't know the accepted dress, behavior or urban lore of your own kind.
- Primitive (-5) - You were raised in a village, tribe, or other small community with less technology than is average for your race. Your tech level is one less; this can affect your skill selection at character creation.
- Secret - There is something about you that other people don't know. You take measures to make sure they never find out.
Rejection (-10) - You would lose your job, suffer harassment, be rejected by your family, and lose rank if your secret were discovered.
Serious Embarrassment (-5) - You would be ineligible for promotion, unable to maintain a high rank, rejected by prime marriage prospects, and suffer from jibes if your secret got out.
- Racial Intolerance (-5) - You are prejudiced against and believe a negative stereotype of a specific race. Members of that race must go out of their way to prove they're as good as members of your own race.
- Social Stigma - Due to your racial heritage, you are the target of social discrimination.
Mixed Blood (-5) - You can't pass yourself off as a pure blood. You suffer a -2 reaction penalty from members of your non-human race, -1 penalty from humans, and an additional -1 penalty from nobles and members of the upper class.
Orcish Blood (-10) - You look more like an orc than a human. You're seen as a second class citizen. You suffer a -1 reaction penalty from orcs and -3 penalty from humans, and an additional -1 penalty from nobles and members of the upper class.
- Stuttering (-10) - Skill and reaction penalty of -2 when related to speech.
- Uneducated (-5) - You were raised in a survival-oriented family or culture, where literacy and other skills were not taught. You cannot buy any MH, MVH, spells, or non-survival oriented skills at character creation.
- Wanted Criminal - You have been officially accused of one or more crimes, but have not been captured or brought before a magister. The cost can be modified by how easily you are recognized, and how likely someone is to know there is a warrant out on you.
By default, you are recognized on a roll of 10 or less. If you are recognized on a roll of 12 or less, the point value is +2; it is -2 for 8 or less, -4 for 6 or less.
If it can be proven to the court that you are innocent, the value is halved (round down). The minimum point value is 1.
Misdemeanor, IE: drunken brawling, tripping. You will have to pay a fine, perhaps do public service. (2)
First degree felony, IE: pimping, non-violent rape, robbery, perjury, bribery, possessing drugs. Imprisonment or corporal punishment, plus probation. (4)
Second degree felony, IE: involuntary manslaughter, kidnapping, dealing drugs, obstruction of justice. Imprisonment followed by probation. (6)
Third degree felony, IE: assault with a deadly weapon, attempted murder. Imprisonment at hard labor, followed by probation. (8)
Fourth degree felony, IE: murder, treason, espionage, war crimes. If convicted, you will be executed. (10)
- Bad Hearing (-10) - Your hearing perception is at a -5 penalty.
- Bad Sight (-10) - Your visual perception is at a -5 penalty.
- Color Blindness - You lack the normal capacity to perceive colors. This can be a problem when identifying gems, heraldry, chemicals, or camouflage.
Partial (-5) - One of your three basic color receptors doesn't work. You are either red-green or blue-yellow color blind.
Total (-10) - You see entirely in black and white.
- Extra Sleep (-3/hr) - You need one hour of extra sleep per level, each night, to avoid suffering penalties due to lack of sufficient sleep.
- Klutz (-5) - You tend to stumble, knock things over, break fragile items, spill your drink, or otherwise suffer a bout of cluminess every day. This usually results in embarassment, never more than a minor hazard.
- Light Sleeper (-5) - You don't sleep as deeply as others. Even mild discomfort and average noises tend to wake you up. Roll Will to fall asleep again; a failed roll indicates an hour of sleep is lost.
- Manual Ineptitude (-3/lvl) - You suffer a -1 penalty per level to fine motor skill checks, Lockpicking, Clockmaker, Jeweler, Scrivener, Tailor, and Weaver skills.
- Night Blindness (-10) - You suffer double the normal penalties for poor lighting. You cannot take this trait if you have Lowlight Vision or Night Vision.
- No Sense of Smell/Taste (-5) - You have anosmia. You can't detect scent or taste related clues or warnings.
- Overweight (-5) - You weight 30% more than the average person of your race and gender. You get a +2 Swimming bonus, -0.25 basic speed, and a -1 reaction penalty with people who are health or beauty conscious.
- Post-Combat Shakes (-5) - After combat ends, you are physically shaken and mentally drained. You suffer a -1 DX penalty for 10 minutes, minus the number of successes on a Will roll.
- Sleepwalker (-5) - You sleepwalk any night the GM rolls 8 or less. This is usually annoying or embarassing, but can be hazardous if you're camped in a dangerous area and don't take precautions.
- Stocky (-2) - Your compact, stout build doesn't allow you to bend your body with normal human flexibility.
- Susceptible to Poison (-5) - You suffer a -3 penalty on HT rolls against ingested poison, a -2 HT penalty against other poisons, or a -1 HT penalty if given an antidote.
- Unfit (-5) - You lose fatigue points as twice the normal rate, but recover them at the normal rate.
- Addiction: Minor (-5) - You are addicted to a drug. You must have a daily dose or suffer from withdrawl, a -1 penalty to all rolls due to jitters and distraction. The drug costs $20 or less per dose and is not totally addictive, incapacitating or hallucinogenic.
- Attentive (-1) - You focus on one task until it's finished, gaining +1 bonus on task rolls but a -1 penalty on Perception rolls.
- Code of Honor
Mercenary (0) - You might keep your word. You lie and cheat if it seems necessary. You aren't likely to kill an unarmed foe, but will attack him, beat him up, or knock him out. You won't kill innocents, but may harm or kidnap them. You aren't likely to help someone without an ulterior motive, even if it's just to show off. You seldom kill for pleasure. You will use torture to extract information but not for enjoyment. You often don't work well in groups, and may be the stereotypical cocky loudmouth who does as he pleases. You have little respect for authority. You will sometimes betray friends.
Steady (-5) - You have a high regard for life and freedom, and help friends in need. You keep your word of honor. You will lie and cheat only when necessary, especially to anarchists and evil people. You won't kill an unarmed foe, but will take advantage of one. You don't torture for pleasure, but may extract information from criminals and evil men. You work well in groups, especially if it is beneficial or profitable. You don't harm innocents, kill for pleasure, or betray friends. You dislike authority.
Dependable (-7) - You keep your word to any good person, help others, and will lie only to selfish or evil people. You will never attack or kill an unarmed foe, harm an innocent, or betray a friend. You won't torture unless absolutely necessary. You won't kill for pleasure, and will always try to bring a villain in alive no matter how vile. You attempt to work within the law whenever possible, occasionally bending or breaking the law only when you deem it necessary. You will use strong-arm techniques, harassment, breaking and entering, and theft if necessary for the greater good. You distrust authority. You work well in groups, but dislike red tape and bureaucracy.
Honorable (-10) - You always keep your word. You avoid lying, never attack or kill an unarmed foe, and never harm an innocent person. You won't torture for any reason and don't kill for pleasure. You're always willing to help others. You work well in groups, respect authority, and obey the law. You believe in self-discipline and honor. You will never betray a friend. You won't break the law unless the situation is desperate. Theft, breaking and entering, and assault are out of the question unless someone is in peril and there are no other options.
- Compulsive Behavior (-5) - You have a habit (often a vice) which you feel compelled to indulge every day. Roll Will to avoid the compulsion in a specific situation.
Compulsive Carousing (-5)
Compulsive Gambling (-5)
Compulsive Generosity (-5)
Compulsive Spending (-5)
- Curious (-5) - When presented with an interesting item, person or situation, you must roll Will to avoid investigating or examining it, even if you realize it might be dangerous. This does not apply to clearly life-threatening situations.
- Dignity (-2) - You take your life and behavior seriously, and strive to display quiet dignity. You don't engage in or enjoy crude humor, embarassing behaviors, juvenile pranks, or general silliness. You keep your distance from these types of situations.
- Distractible (-1) - You are distracted easily, and suffer a -1 roll penalty when attempting extended tasks.
- Dull (-3) - You prefer to stick with traditional, tried and true methods of resolving situations, and must roll IQ to try something innovative.
- Impulsiveness (-5) - Must roll Will if alone, Will+2 in a group to wait and think before taking action.
- Incurious (-5) - You don't tend to notice things that don't apply to the task at hand. You roll IQ to avoid ignoring something strange or apparently unrelated.
- Magic Resistance (2/lvl) - resistant to magical energy, both beneficial and harmful; this trait is readily apparent to someone with Greater Magic Sense, anyone who casts a spell on you can roll IQ to notice the resistance and estimate its strength.
- Overconfident (-5) - You think you're more powerful, intelligent or competant than you really are. Whenever caution is called for, you must roll IQ to avoid underestimating the difficulty of the situation.
- Phobia - You are afraid of something that doesn't bother most people. It could be a creature, substance, type of person, or situation. You suffer attribute penalties while confronted with it, unless you succeed on a Will check. If the source of your phobia is actually threatening you, the roll is made at a -4 penalty.
Mild (-5) - You are afraid of something that is uncommon or avoidable, such as large crowds or big spiders. -1 IQ and -1 DX.
Minor (-5) - You are very afraid of something that is rarely encountered or easily avoided, such as such as corpses or monsters. -2 IQ and -2 DX.
Average (-10) - You are afraid of something that is common or difficult to avoid, such as trash, enclosed spaces, heights or darkness. -1 IQ and -1 DX.
Severe (-10) - You are very afraid of something that is uncommon or avoidable, such as ponds or reptiles. -2 IQ and -2 DX.
- Sense of Duty - You have a sincere and steadfast obligation towards someone. You won't betray them, abandon them when they're in trouble, or let them suffer if you can help it. You gain a +2 reaction bonus from this person or group.
Family & Companions (-5)
Mild (-5) - You are uncomfortable around strangers. You suffer a -1 penalty to all social skills that require you to deal with the public.
Strong (-10) - You are uncomfortable around people. You suffer a -1 penalty on all social skills, and a -2 penalty when dealing with someone you perceive as better looking, more important, or otherwise superior to you.
- Truthfulness (-5) - You hate to lie and you're not good at lying. You must succeed on a Will check to tell a falsehood without being obvious about it. On a critical failure, you blurt out the truth. You don't need to roll when lying by omission.
- Uneducated (-5) - You were raised by a social class or culture that lacks formal schooling. You begin the game with no more than 5 points in skills that don't relate directly to survival.
- Vow - You have sworn an oath to do (or not do) something. Whatever you have promised, you take it seriously.
Lifestyle (-5) - Your oath affects your daily life in obvious ways. For example, you never lie to friends or allies, protect children in danger, or show mercy to the weak and defenseless.
Significant (-3) - Your oath is something that people notice. For example, you are celebate and chaste, eat vegetarian, always sleep outdoors, or donate 10% of your income.
Trivial (-1) - Your oath is only a minor inconvenience. For example, you never drink alcohol, never wear red, won't dance, never use profanity, or avoid eating pork.
- Weak Sense of Mortality (-5) - The character believes beyond a doubt that a rewarding afterlife awaits him or that he will somehow be resurrected. In combat, he must roll IQ each round to avoid attacking (or directly hindering) a foe which jeopardizes life or essential property.
- Workaholic (-5) - You find it very hard to relax when there is work to be done. You have few (if any) hobbies that don't relate to your profession. You sometimes get caught up in your work, doing overtime or missing sleep.
- Age: Youth (-3) - You are underage by your culture's standards, by 1-3 years. You suffer a -1 reaction roll when trying to deal with adults on mature topics. You are also barred from guild memberships, military service, and certain establishments because you are not a legal adult. You must buy this disadvantage off when you come of age.
- Cast Iron Stomach (10) - You can eat almost anything (gristle, spoiled milk, grain with mildew, half-rotten vegetables), however you get a -3 reaction from anyone watching you eat such thing.
- Extra Encumbrance (5) - Increases your load bearing capacity by 50%.
- Heterochromia: Eyes (-2) - Your irises are different colors.
- Longevity (1) - You stay in your prime until you reach Old age. Aging rolls are skipped until then.
- Magic Sense: Minor (5) - Ability to sense the general strength and type of magic in a place (3 hex radius, line of sight) or in an object (by touch); requires successful Will roll.
- Night Vision (10) - You can see in complete darkness, but only in monochrome if there is not weak light available.
- No Hangover (3) - You never get a hangover; this does not prevent intoxication, but does eliminate all unpleasant aftereffects and penalties.
- Non-Buoyant (5) - You have a dense, bulky form that doesn't move through the water or float well. Swimming skill checks are at a -2 penalty.
- Polarized Eyes (3) - Your eyes adjust instantly to changing light conditions, flash blinding lasts a maximum of 2 rounds.
- Stubborn (-3) - You always want your own way, unless there's a clear reason why the other person's way is better. You have a -1 reaction penalty with anyone who expects to have a say in the matter.
- Temperature Tolerance: Cold (1/lvl) - Ability to withstand extreme low temperatures, expanding the comfort zone by 2xHT.
- Deep Insight (10) - You can sense people's emotions and motivations; +2 to detect lies, determine motivations or loyalties, and tell what someone is feeling; +4 to detect imposters, possession, narcotic influence, mind control and other external behavior influences.
- Heterochromia: Hair (-2) - Your hair grows in with two different colors.
- Infravision (15) - [Rusharan elves only] You can see in the infrared spectrum, perceiving varying degrees of heat. You can see in total darkness if the temperature is above 70°. You never suffer more than a -1 darkness penalty in combat if your opponent gives off heat. Add +3 to tracking if there is a heat trail to follow. You have a +2 bonus to spot hidden things or creatures that aren't the same as the ambient temperature. Flashes of intense heat can blind this sense temporarily.
- Lowlight Vision (5) - Only half of the normal -1 to -9 darkness vision penalty applies, however the character cannot see in complete darkness.
- Nictating Membrane (2) - You have a transparent inner eyelid that can be raised to protect your eyes from sand, water, gas and other irritants. Your membrane has an effective PD 2/DR 1 for resisting them.
- Perfect Balance (15) - You have no trouble keeping your footing, no matter how narrow or high the walking surface, under normal conditions no DX roll is required. If the surface is wet or unstable, +6 on DX rolls to maintain footing. +4 DX in combat to avoid being knocked down. +1 to Acrobatics and Climbing skills.
- Spirit Sense (5) - Ability to see and hear spirits with normal PER rolls.
- Sense of Heights (7) - Ability to walk on wet or narrow anchored surfaces with confidence, including tree limbs and ledges. The surface must be at least as wide as the character's foot. DX penalty reduced by 3.
- Silence (5/lvl) - You can move and breathe quietly, even in armor. +2 Stealth if motionless, +1 if moving, when being detected by sound.
- Supersensitive (-5/lvl) - You are sensitive to magic and feel a strong, uncomfortable tingling sensation when it is nearby. -1 DX, IQ, and Will per active magic source within range. It can be tuned out each minute with a Will roll. The sensitivity range is based on the level - 2 yards, 4 yards, 8 yards, 16 yards.
- Telescopic Vision (5/lvl) - You can see things clearly at great distances; x2 sight range per level. Due to curvature of the earth, you cannot see farther than 3 miles.
- Albino (-10) - You have very pale skin, light hair, pinkish eyes, and can never blend in. You sunburn extremely easily. You suffer a -2 vision penalty and take 1 hp of damage per hour in direct sunlight.
- Animal Empathy (5) - You understand animals. They like you and vice versa. You will not kill animals for no reason but will hunt for supplies. You get a reaction roll bonus of +2 for wild animals and +4 for tame animals; +3 bonus to animal-related skills such as Riding and Animal Handling, +3 to find game.
- Beast Kin (10) - You will never kill an animal unless it directly threatens someone's life. You are a vegetarian, but will eat the eggs of tame fowl and drink milk. You get a reaction roll bonus of +4 for wild animals and +6 for tame animals; +4 bonus to animal-related skills such as Riding and Animal Handling.
- Breath Holding (2/lvl) - You can hold your breath longer than average, x2 per level (see B48).
- Catfall (5) - Subtract five yards from the distance of a fall and halve any remaining damage, as long as you are free to twist during the drop.
- Code of Honor: Hospitality (-5) - You are expected to provide basic food and shelter to anyone with the same social rank, unless they are a known rival or cause great disruption to your household.
- Enhanced Jump (4/lvl) - Each level increases leaping distance by 50% and allows landings up to maximum vertical leap height without damage.
- Enhanced Swimming (3/lvl) - Each level increases swimming speed by 50%.
- Familiar (15) - An animal spirit has bonded with you. It serves you by possessing a natural animal with the best possible attributes for its species, and travels with you as a companion. If it is killed, it returns in a new body as soon as another prime animal can be found. Except in extreme circumstances, the familiar always chooses the same species of animal to possess. This familiar is susceptible to spirit magic.
- Glamour Sense (5) - Ability to see the reality beneath the glamour, within a 3 hex radius and line of sight.
- Mimicry (15) - You are able to duplicate any familiar sound, after listening for 5 minutes and succeeding on an IQ check. To reproduce a specific voice, you must spend at least an hour listening to that person speak.
- Racial Veneration (-5) - You have reverence for the ancient races, especially the gods who uplifted your race. You have an attitude of deep respect and awe. Their relics and ruins are sacred to you.
- Shapeshifter (5) - Ability to be the target of shapeshifting magic without losing Will over time.
- Unnatural Feature (-5) - Something about the person is obviously different and unnatural. For example; bizarre hair color, strange irises, creepy voice, odd ear shape, unusual skin color, or large birthmarks.
- Early Maturation (5) - It took only half the time for you to grow into physical and mental maturity. Your culture believes that you may be some kind of prodigy. You receive a +1 reaction bonus from adults of your race, but a -1 reaction bonus from others in your age group.
- Temperature Tolerance: Heat (1/lvl) - Ability to withstand extreme high temperatures, expanding the comfort zone by 2xHT.
- Very Fit (10) - You spend fatigue at half the normal rate (round down, minimum 1), and recover it at twice the normal rate.
- Very Rapid Healing (15) - You gain a +5 bonus to HT rolls when checking for healing after a day of rest, and heal 2 hp on a success.
The following traits cannot be taken by player characters.
- Blunt Teeth (1) - Herbivore teeth that do half ST crushing damage.
- Claws (7) - Short claws which do Swing-4 cutting damage.
- Fangs (10) - Long carnivore teeth that do Thrust impaling damage.
- Long Horns (25) - Large, pointed horns that can do Thrust impaling or Swing cutting damage.
- Long Talons (40) - Sword-sized claws which do Swing+2 cutting and Thrust+2 impaling damage.
- Rending Claws (20) - 6" claws which do Swing-2 cutting and Thrust-1 impaling damage.
- Rending Teeth (20) - Sharp carnivore teeth that do Swing cutting damage.
- Sharp Claws (10) - Razor-edged, 3" claws which do Swing-3 cutting damage.
- Sharp Teeth (5) - Carnivore teeth that do Thrust cutting damage.
- Small Claws (5) - Small blunt claws which do Swing-4 crushing damage.
- Talons (30) - Wicked 12" claws which do Swing cutting and Thrust impaling damage.
- Absorptive Change (.5/form) - Allows a character with multiple forms to absorb clothing and equipment during shapeshifting, the current gear vanishes and the items carried by the new form appear
- Filthy Rich (50) - Has investments and businesses that provide income, requiring little of his free time to maintain, equal to 250 gp per month. He also has +2 social status, +2 reputation with anyone who benefits from his wealth, and -1 reputation from competitors and the poor. He gets 28,000 cp at start of game.
- Multiple Forms (*) - Ability to take one or more additional forms, each with its own attributes, advantages, disadvantages, and skills; mental skills are bought for the primary form and shared across all forms; if one form is damaged, they are all damaged by the same amount, thus a character may not be able to shift into a form with fewer hit points until some of his injuries are healed; the primary form must have the most character points; for one additional form, the maximum number of points that can be set aside for the second form is equal to Total Character Points x .09; additional forms cost 10% of their actual value; each form must be improved with XP separately, XP improvements may cause a secondary form to become worth more than the primary form; costs 5 pts. to shift in 1 round, 4 pts. to shift in 1 minute, 3 pts. to shift in 1 hour, 2 pts. to shift in one day.
- No Sense of Mortality (10) - The character believes beyond a doubt that a rewarding afterlife awaits him or that he will somehow be resurrected. In combat, he must roll IQ each round to avoid attacking or directly hindering a foe.