𧬠Character Traits
These are examples of what character traits can look like. You can always come up with new and unique ones for your characters. Just make sure to discuss them with the GM / table.
β Positiveβ
Quick Footed
Grants +1m Speed
Healthy Physique
Grants x1.5 HP
Firm Guard
Grants x1.5 FHP
Specific Knowledge
Grants a +10 to any check that requires specialized knowledge about a topic you specialized in. (Like Clothing, Music, Archeology, Survival, ...)
Particular Skill
Grants a +10 to any check that uses a particular skill you have mastered. (Like Lock Picking, Fast Talking, Intimidation, Climbing, ...)
Special Connection
Access to another character or group that can aid in specific situations. (Like Potion Maker, Underground Contact, Familiar, ...)
Weapon Proficiency
Allows the normal usage of another weapon type of your choice.
Vast Experience
Grants an additional dice roll to a check, where the highest counts, for a specific task you have practiced for a long time. (Like Healing, Lock Picking, Diving, ...)
Unique Item
Gives the character a unique item that they can use in their adventure. (Like an artifact, book, gadget, ...)
β Negativeβ
Particular Weakness
Forces a -10 to any check that uses a particular skill you are awful at.
Mental Trigger
Forces a disadvantages on all rolls of a category, after some trigger or while in some situation. (Like Phobias, Traumas, Freezing Weather, Being Annoyed by People, ...)
Involuntary Action
Forces a possibly negative action after some trigger. (Like screaming after being startled, forcing a pushed roll on particular attributes, running forwards when discussing too long, ...)
Unique Flaw
Permanently blocks or hinders a normal action. (Like blocking a wound slot, cannot push particular attributes, extortion rolls costs twice as much, ...)