Traits

Each trait represents a cornerstone of your character’s heritage, lineage, and upbringing. No matter what your upbringing or racial ancestry, all traits are available to you. You can pick up to 3 traits, and each trait can only be chosen once.

There are several categories of traits. Only one trait from each category can be selected. The exception is the General Traits category; there is no limit to the number of General Traits that can be selected (up to the maximum of 3 total traits).

 


General Traits

Choose as many General Traits as you’d like, up to the maximum of three total traits.

General Traits Details
Affinity Choose Holy of Shadow. Gain +5 to that Resistance, but -2 to the other.
Dexterous Gain +3 to Evasion and Accuracy, but -1 to Health.
Dilettante When you choose two Core Stats to increase to 1 at level 1, choose a third Core Stat to increase to 1. You do not gain a Skill Point at level 1.
Fast Gain +1 to Speed, but -2 to Armor.
Focused Choose Body or Mind. Gain +2 to chosen Defense, -1 to the other.
Ironhide Gain +3 to Armor, but -1 to Speed.
Resistant Choose Fire, Ice, or Lightning. Gain +5 to the chosen Resistance, but -1 the other two.
Skilled Gain an additional skill point. When you choose two core Stats to increase to 1 at level 1, choose one Core Stat to increase to 1 instead.
Vitality Gain +1 Health, but -2 to Evasion and Accuracy.

 


Natural Weapon Traits

Natural weapons allow for attacks that don’t require equipment. Gaining a Natural Weapon Trait also grants Training in the associated weapon, allowing access to Weapon Perks once you meet the requirements. Like General Traits, there is no limit on how many Natural Weapon Traits you can select (up to the maximum of three total traits).

Natural Weapon Traits Details
Bite Gain training with the Bite natural weapon, allowing the use of a mouth, fangs, teeth, or similar orifice to inflict harm.
Buck Gain training with the Buck natural weapon, allowing kicks with powerful legs to smash foes.
Claw Gain training with the Claw natural weapon, using sharp talons or pincers to eviscerate sans bladed weapons.
Gore Gain training with the Gore natural weapon, using horns or tusks to impale.
Tail Gain training with the Tail natural weapon, allowing attacks with powerful tail swings to bludgeon or slice.

 


Physicality Traits

These traits influence or change your physical properties. Each of these traits increases in power as your Vigor increases. Limit 1.

Physicality Traits Details
Amphibious Amphibian gills allow you to breathe while submerged underwater.

  • At Vigor 2: While underwater, your Speed and your Armor are increased by 2.
Furred A thick coat of fur covers your body, granting some meager protection. You are insulated from the elements, gaining +1 Resistance to Fire, Ice, and Lightning.

  • At Vigor 2: When you roll to endure the elements, you can roll again and take the best result.
Large Stature Your size is increased due to your parentage or another reason. You could be particularly tall for your kind, be lineage to a race of hulking creatures, or have extremely long limbs. Your carry weight increases by 10.

  • At Vigor 2: Your range with all melee weapons increases by 1.
Reptilian A reptilian ancestry grants you surprising regeneration, allowing you to restore a dismembered limb after resting for ten days. Additionally, submerging yourself in water for one minute or spending an hour in an area of high humidity hydrates you for one day.

  • At Vigor 2: You can hold your breath for up to 1 hour. You restore severed limbs after resting for one night.
Rigid Mind Your mind is particularly resistant to coercive and deleterious effects, either resulting from your lineage, advanced training early in life, or simple stubbornness. You have a +1 bonus to Mind Defense and Grit Defense.

  • At Vigor 2: When you would remove a Charm, Fear, or Sleep counter at the end of your turn, remove 2 counters instead.
Small Stature Your size is reduced by virtue of your parentage or another reason. This might manifest in your height or weight, or you may be particularly lithe. You gain a +1 bonus to Evasion and Accuracy.

  • At Vigor 2: When you would remove a Slow or Immobilize counter at the end of your turn, remove 2 counters instead.
Stone Physique Your ancestry includes hardy folk inured to many forms of harm. You have a +1 bonus to Body Defense and Grit Defense.

  • At Vigor 2: When you roll against poison, disease, or bleed effects, you can roll again and take the best result.
Winged Wings or winged arms allow you to glide a short distance when falling. You can move a number of spaces up to your speed laterally each round when falling, and you slow your descent enough to land without taking damage. This trait fails to function while carrying a load greater than 10.

  • At Vigor 2: You can spend 1 Stamina as a Move action to fly upward a number of spaces equal to your Speed.

 


Sensory Traits

These traits affect your character’s senses in passive ways. Limit 1.

Sensory Traits Details
Darksight The pupils of your eyes are particularly sensitive, taking in nearly all light. You can see in areas of darkness out to a range of 10 spaces, although only shades of gray are visible.
Hyperscent Your sense of smell is considered among the best in the natural world. You can identify the precise location of units within 5 spaces even if you can’t see them. You are aware when a unit within 5 spaces is disguising itself as a member of a different species or ancestry than it appears. When you make a roll in which your sense of smell has a tangible effect on the outcome, roll with a +5 bonus. These benefits come at the cost of weak eyesight. Rolls which rely on eyesight are made at a -2 penalty.
Infrasight You can see temperatures, allowing you to discern warm bodies and areas of extreme hot and cold while in darkness or dim light out to a range of 10 spaces. This functionality wanes in bright light.
Magisense Magical waves and auras appear in your eyesight as distinguishable lights, buzzing, or other sensations that you can identify. If you have training in the source of a magical effect that you can see, you know which source it is.
Telepathy You’re able to sense the minds of units within 10 spaces and perform basic communication. If you share a language, you can send out thought-speech to any number of units in the area. You can read surface emotions of intelligent beings in range, determining whether and to what degree a unit is any of the following: angry, afraid, happy, sad, or content.
Tremorsense You can feel tremors much more keenly than other beings. The slightest disturbance within 5 spaces of you on a surface that you’re touching is noticeable. You can freely tune out disturbances below a certain magnitude for purposes such as sleeping.
Worldsight* You have a connection with other planes of existence, allowing you to catch brief glimpses of beings and higher or lower dimensions. Through training or birth, you can see those invisible entities that are never seen by normal people — demons, devils, dragons, and other mysterious entities.

 

*This is a rare trait. Clear it with your Dragonmaster before choosing it.

 


Expertise Traits

These traits represent special training that your character underwent earlier in life. Limit 1.

Expertise Traits Details
Armor Proficiency Strength requirements for heavy armor are reduced by 1 for you.
Heavy Weapon Proficiency Reduces the Strength requirements of weapons by 1.
Finesse Weapon Proficiency Reduces the Agility requirements of weapons by 1.
Scout Training Gain the Scout Training ability.
Soldier Training Gain the Soldier Training ability.
Weapon Expertise Choose a class of weapons (such as axes, blades, etc.). Weapon Perks for that class of weapon have their Strength or Agility requirements reduced by 1.
Weapon Training Gain the Weapon Training ability.