Traits in Trees
Alertness† : ◊
Prerequisite: Must not have acquired any other Trait that increases any of your Base Features while at your current level
*Your base Notice Feature is increase by 2.Prone Evasion† : ◊ ◊
Prerequisite: Evasion Feature of 18+, and must have acquired the “Alertness” Trait at a previous level
*While you are prone, you are able to make Evasion Feature checks, using 1/2 your current Evasion Feature to the roll.Agile : ◊ ◊ ◊
Prerequisite: Must have acquired the “Prone Evasion” Trait at a previous level
*Limit (3): You take no damage on a successful Evasion Feature check.Armor Proficiency† : ◊
Prerequisite: Defense Stat of 150+
*+1 Defense die per 150 Defense. Reduce all spell casting penalties while wearing armor by 1.Armor Professional† : ◊ ◊
Prerequisite: Defense Stat of 300+, and must have acquired the “Armor Proficiency” Trait at a previous level
*+1 Defense die per 150 Defense. Reduce all spell casting penalties while wearing armor by 1.Armor Master : ◊ ◊ ◊ ◊
Prerequisite: Defense Stat of 450+, and must have acquired the “Armor Professional” Trait at a previous level
*Whenever you recieve critical damage, you may reduce that damage by an amount equal the number of defense die you normal roll against an incoming attack. Reduce all spell casting penalties while wearing armor by 2.Armor Smithing : ◊ ◊ ◊
Prerequisite: Must have acquire the “Armor Professional” Trait at a previous level
*Reduce the RR for all skill checks associated with crafting and repairing armor and shields by 4. Successfully crafting armor with a d20 result of 19 or 20 will result in the armor being masterwork quality, reducing all penalties associated with the armor (not including spell casting penalties) by 2, and increasing the defense bonus from the shield by 1 per die rolled (for the shields defense bonus only).Athletic† : ◊
Prerequisites: Must not have acquired any other Trait that increases any of your Base Features while at your current level
*Your base Athleticism Feature is increased by 2Power Attack† : ◊ ◊
Prerequisite: Athleticism Feature of 20+, and must have acquired the “Athletic” Trait at a previous level
*You are given 3 Strike counters, which are recovered whenever you complete a full rest. Whenever you hit a target with a melee attack, you can choose to spend 1 Strike counter to add 2 additional damage die to that attacks damage. If your Athleticism Feature is 23+, you will instead add 4 damage die. If your Athleticism Feature is 28+, you will instead add 6 damage die.Cleave† : ◊ ◊ ◊
Prerequisite: Must have acquired the “Power Attack” Trait at a previous level
*Whenever you use a Strike counter while attacking a target, you may immediately attack a different target, within range, with a -3 RTH. -6 RTH if this is the 2nd Strike counter you have used this round, and a -9 RTH if this is the 3rd Strike counter you have used this round.Great Cleave : ◊ ◊ ◊ ◊
Prerequisite: Must have acquired the “Cleave” Trait at a previous
*Whenever you use the “Cleave” Trait, you may instead attack ALL other targets within range with a -3 RTH. If one or more entities dies or becomes unconscious from using your “Cleave” Trait, then you recover 1 Strike counter. Strike counters gained this way cannot be used until your next turn.Melee Precision : ◊ ◊
Prerequisite: Must have acquired the “Power Attack” Trait at a previous level
*Whenever you roll damage for a melee attack, you may re-roll any number of dice, once.Danger Sense† : ◊
Prerequisite: None
*Limit (3): Focus your senses to determine whether or not you are in danger. Declare that you are “Danger Sense”, and ask your Game Master if you are in danger. If your character is currently in imminent danger, your Game Master must say “yes”, and give YOU one full turn to respond. If your character is not in imminent danger, your Game Master may simply answer “no”.Blind Fighting : ◊ ◊ ◊
Prerequisite: Battle Caliber of 4+, and must have acquired the “Danger Sense” Trait at a previous level
*You do not suffer RTH penalties when attacking a target you cannot see, as long as that target is within melee range. Being unseen by you does not give attackers a bonus to hit you, as long as they are within melee range. Entities attempting a Sneak Attack against you, while within 10 meters of you, will have a -5 RTH modifier.Inner Bravery : ◊ ◊
Prerequisite: Scared Natural Resistance of 10+, and must have acquire the “Danger Sense” Trait at a previous level
*If your character is currenty suffering from the “Scared” status effect, then you can use 3 Phases of your turn to relax yourself, and remove that status effect. You will then become immune to the “Scared” status effect for 10 minutes.Fast Hands† : ◊
Prerequisite: Dexterity Feature of 18+
*You gain a +6 modifier to either your “Sleight of Hand” skill, or your “Unarmed Fighting” skillAcrobatic† : ◊ ◊
Prerequisite: +6 modifier to your “Sleight of Hand” skill gained from the “Fast Hands” Trait at a previous level
*Your base Dexterity Feature is increase by 2. Anytime you would take fall damage, you may attempt a Dexterity Feature check where the RR is equal to 1/2 the number of meter you fell, reducing the fall damage by 1/2 on a success.Endurance† : ◊ ◊
Prerequisite: Must have acquired the “Acrobatic” Trait at a previous level
*Your Movement stat cannot be hindered. If the only thing you are doing during your turn is moving, your Movement stat is tripled until the start of your next turn.Mobility : ◊ ◊ ◊
Prerequisite: Must have acquired the “Endurance” Trait at a previous level
*After completing a full rest, roll 1d4 and multiply the result by 2. The result will be a modifier to your Movement stat until you complete a full rest. Your movement is not reduced while traverse rough or harsh terrain. You gain a +2 modifier to your “Stealth” and “Lock Picking” skills.Unarmed Proficiency† : ◊ ◊
Prerequisite: +6 modifier to your “Unarmed Fighting” skill gained from the “Fast Hands” Trait at a previous level
*You are now skilled in hand to hand combat. You are able to add your Battle Caliber to your Unarmed Fighting RTH.Unarmed Precision† : ◊ ◊
Prerequisite: 8+ skill points in your “Unarmed Fighting” skill, and must have acquired the “Unarmed Proficiency” Trait at a previous level
*Whenever you attack using your Unarmed Fighting skill, you may choose to apply any number of -2 modifiers to your RTH. For each -2 modifier applied, increase your critical range for the attack by 1. Limit (2): If you miss an Unarmed Fighting attack, you may re-roll your RTH.Binding Strike† : ◊ ◊
Prerequisite: Must have acquired the “Unarmed Precision” Trait at a previous level
*If you hit an entity with an Unarmed Fighting attack, as an attack of opportunity, then they must attempt a “Stun” Resistance check. The RR for this Resistance check will be equal to your RTH result for the attack. If the target fails their Resistance check, then their Movement stat will become zero, and they will gain a -2 modifier to their Dodging Ability, until the start of their next turn.Martial Prodigy : ◊ ◊ ◊ ◊
Prerequisite: 14+ skill points in your “Unarmed Fighting” skill, and must have acquired the “Unarmed Precision” Trait at a previous level
*While you have no weapons, shields, or armor equipped, you gain the following; All attack against you have a -2 RTH | If a melee attack misses you, you may spend 1 AC to make a single attack against a target within range, without consuming your Reaction for the round | If a ranged attack hits you, that is not a fire-arm or a critical hit, you may attempt to grab it. Roll 1d20 + your Battle Caliber. If the result is greater than the attackers RTH result, then you grab it, and the attack misses. You may then use your Reaction for the round to throw that projectile at a target within 10 meters. This attack will deal Unarmed Fighting damage, but of the damage type appropriate to the ammunition used.Hardy† : ◊ ◊
Prerequisite: None
*Whenever your Race level increases, increase your base Life stat by 1Durable† : ◊ ◊
Prerequisite: Constitution Feature of 20+, and must have acquired the “Hardy” Trait at a previous level
*After completing a full rest, you will automatically succeed your next Constitution Feature check against dying or becoming unconcious.Second Chance† : ◊ ◊
Prerequisite: Must have acquired the “Durable” Trait at a previous level
*Unless your current Life is 1, you will retain 1 Life after taking any bludgeoning, piercing, slashing, elemental, spell, or impact damage (not from falling). This effect will only trigger once per full rest.Strong Will† : ◊ ◊ ◊
Prerequisite: Must have acquired the “Second Chance” Trait at a previous level
*Once per full rest, if your Life would be reduced to an amount that could kill you, a successful Constitution Feature check will allow you to remain concious, while a failed Constitution Feature check will cause you to become unconscious. If this Constitution Feature check is a success, then you will enter Lingering Will for 20 seconds. During Lingering Will, you will have 1 additional Action Phase each turn, and any time you are prompted to make a d20 roll, you will roll twice and take the higher. If your Life is not increased to a value that is greater than 0, before your Lingering Will expires, then you will die.Last Stand : ◊ ◊ ◊ ◊
Prerequisite: Must have acquired the “Strong Will” Trait at a previous level
*Your Lingering Will last for 30 seconds, instead of 20 seconds. During your Lingering Will, you are immune to bludgeoning, slashing, piercing, impact (not from falling), elemental, and spell damage, as well as damage over time effects.Magical Aptitude† : ◊
Prerequisite: Magic stat of 250+
*You are knowledgeable in the ways of magic. Whenever you see a spell being cast, or an active spell effect, you will automatically know what type of spell it is. You can take 1 minute to analyze an item, and learn all of its magical properties. You have a +3 modifier to your “Mystic” skill.Magic Defense : ◊ ◊ ◊
Prerequisite: 0 levels as a Brawler, and must have acquired the “Magical Aptitude” Trait at a previous level
*You are able to defend yourself against the forces of magic. Whenever you would take elemental damage, or damage from a spell, reduce that damage by 1d10 per 100 points you have in your Magic stat.Enchant Items† : ◊ ◊ ◊
Prerequisite: 10+ skill points in your “Mystic” skill, 0 levels as a Brawler, and must have acquired the “Magical Aptitude” Trait at a previous level
*You are able to use an enchanting table to enchant items. Refer to the normal information about item enchanting. You are able to create basic loot by enchanting an item with no specified enchantment. Normal Basic Loot generation rules apply. Basic Loot items created this way will have 1 attribute per enchantment slot used.Advanced Enchanting : ◊ ◊ ◊
Prerequisite: Magic stat of 500+, and must have acquired the “Enchant Items” Trait at a previous level
*Enchanting an item takes 3 hours of time per enchantment slot, instead of 5. You are able to create basic loot by enchanting an item with no specified enchantment. Normal Basic Loot generation rules apply. Basic Loot items created this way will have 1 attribute per enchantment slot used.Scroll Craft† : ◊ ◊
Prerequisite: Must have at least 1 level as spell caster, and must have acquired the “Enchant Items” Trait at a previous level
*You are able to imbue scrolls with spells. This process can only be done with spell that you know, will take 1 total hour of time per Tier the spell is cast, as well as a blank scroll, 1 bottle of enchanted ink, and a fresh quill. This process will also consume an amount of spell power equal to 1/2 the amount of spell power that you would normally use to cast the spell. Spell scrolls cannot contain effects applied via spell link Traits, or spells that require a material component that is NOT consumed by the spell. Using a spell scroll is done on your Perform Phase, follows normal spell casting rules, and will require a successful Mystic skill check, where the RR is eqaul to 7x the Tier of the spell that is on the scroll. The user of the spell scroll will automatically succeed this Mystic skill check if the spell is one that the already knows.Spell Book Enchanter : ◊ ◊
Prerequisite: Must have acquired the “Scroll Craft” Trait at a previous level
*You are able to create your own spell books, using an empty grimoire, bottle of enchanted ink, and a fresh quil. This process is different depending on they type of spell book you are creating, and will take 10 minutes of uninterupted time to create one page. To determine how much spell power is recovered refer to the normal recovery information for spell books, and how many skill points you have in your Mystic skill.
>Mystic skill 8-12 = Beginner spell book
>Mystic skill 13-15 = Intermediate spell book
>Msytic skill 16-18 = Advanced spell book
>Mystic skill 19-20 = Expert spell book
*Creating 1 page in a spell book takes concentration and effort, and has a different process depending on the school of magic.
>Spatial Magic = You must concentrate in an open area for 10 consecutive minutes, while infusing the residual magic into the book.
>Radiant Magic = You must pray to a deity before concentrating in a place of worship for 10 consecutive minutes, while infusing divine energy into the book.
>Dark Magic = You must concentrate while next to the body of something that has died within the past hour for 10 consecutive minutes, while infusing the negative energy into the book. This cannot be done for more than 1 hour per dead body.Perfect Memory† : ◊
Prerequisite: Must not have acquired any other Trait that increases any of your Base Features while at your current level
*Your base Intellect Feature is increased by 1. You can no longer fail any checks made to recall information from the past 3 days. You can also recall these memories vividly, identifying every detail from these events perfectly.Spell Focus† : ◊ ◊
Prerequisite: Must know at least 1 spell
*You are able to enhance your spell casting through the use of spell links. Establishing new spell links takes 10 minutes of concentration, and you can have up to 3 spells linked to Spell Focus at any given time. Spells you have linked with spell focus can then be Focus Cast, as long as that spell has a cast time of 1 round or less. Focus Casting a spell will take 10 minutes of uninterrupted time, will consume no spell power, and will be cast at its bast Tier. Each spell linked with spell focus can only be cast this way once per full rest.
*Spells linked with spell focus can also be linked to “spell link traits(‡)”. Spell Link Traits change how a spell works, or is cast, and are ALWAYS applied to the spell it is linked to. Each spell link Trait can only be attached to one spell at a time, but you are able to acquire spell link Trait multiple times to apply to other spells. Linking Spell Link Traits to spells is done as part of the 10 minutes of uninterrupted concentration used to link spells to spell focus.Telepathy : ◊ ◊ ◊
Prerequisite: Magic stat of 400+, and must have acquired the “Perfect Memory” Trait, and the “Spell Focus” Trait at a previous level
*Limit (5): You are able to establish telepathic communication with any entity you are familiar with, as long as they are within 1 kilometer of you. Once this connection is established, you and the target can speak freely, into each other minds, for up to 1 hour. This connection is broken if you and the target move further than 1 kilometer apart, if you or the target become immune to mental effects, if you become unconscious, or if the target chooses to end the connection.Greater Spell Focus† : ◊ ◊ ◊
Prerequisite: Must know at least 1 Tier 3 spell, and must have acquired the “Spell Focus” Trait at a previous level
*When linking spells with spell link Traits, you are able to link up to 2 Traits to each spell linked to Spell Focus. This will apply all changed to from both spell link Traits. For any questions on overlap, or how the spell will work, ask your Game Master. You are able to link up to 4 spells with Spell Focus instead of 3.Spell Tactician : ◊ ◊ ◊
Prerequisite: Must have acquire the “Greater Spell Focus” Trait at a previous level
*If you cast one or more spells during your turn, you will gain an additional Action Phase for that turn.Critical Spell‡ : ◊
Prerequisite: Must not have acquired more than one other Spell Link Trait while at your current level, and must have acquired the “Spell Focus” Trait at a previous level
*This Trait can only be linked to a spell that is a targeted attack spell. The spell must be cast at an increased Tier. The critical range for this spell is increased by 1 per Tier it is cast above its base Tier.Expand Spell‡ : ◊
Prerequisite: Must not have acquired more than one other Spell Link Trait while at your current level, and must have acquired the “Spell Focus” Trait at a previous level
*This Trait can only be linked to spell that has an “AoE” in its range. The spell now requires a Pixie Wing as a material component, in additional to any other material components called for by the spell. This Pixie Wing is consumed by the spell, and the spell now has a physical component, if it didnt already. The size of all AoE’s of the spell are doubled.Extend Spell‡ : ◊
Prerequisite: Must not have acquired more than one other Spell Link Trait while at your current level, and must have acquired the “Spell Focus” Trait at a previous level
*This Trait can only be linked to a spell that has a specified range that is not an AoE. You will have no Reaction during the turn you cast this spell. The range of this spell is doubled. If the spell normally has a range of “Touch”, its range is increased to “10 meters”.Instant Summon‡ : ◊
Prerequisite: Must not have acquired more than one other Spell Link Trait while at your current level, and must have acquired the “Spell Focus” Trait at a previous level
*This Trait can only be linked to a “Summon” type spell. The spell will also consume 1 Focus Point when cast, per Tier of the spell. The cast time of this spell is reduced to 1 Phase.Lingering Spell‡ : ◊
Prerequisite: Must not have acquired more than one other Spell Link Trait while at your current level, and must have acquired the “Spell Focus” Trait at a previous level
*This Trait can only be linked to a spell that has a specified duration that is not “Instant”. The cast time and duration of this spell is doubled.Natural Spell‡ : ◊
Prerequisite: Must not have acquired more than one other Spell Link Trait while at your current level, and must have acquired the “Spell Focus” Trait at a previous level
*This Trait can only be linked to a spell that does not require concentration, does not require a material component with a base value greater than 10 Skring, and is not any form of Resurrection spell. You must be able to see the target of this spell clearly. This spell has no casting components.Power Spell‡ : ◊
Prerequisite: Must not have acquired more than one other Spell Link Trait while at your current level, and must have acquired the “Spell Focus” Trait at a previous level
*This Trait can only be linked to a spell that deals damage or restores Life. This spell consumes 2x the amount of spell power normal used to cast it. This spell deals 2x as much damage, and restores 2x as much Life.Quick Spell‡ : ◊
Prerequisite: Must not have acquired more than one other Spell Link Trait while at your current level, and must have acquired the “Spell Focus” Trait at a previous level
*This Trait can only be linked to a spell that has a cast time of 1 round or less, that is not a “Summon” type spell. This spell also consumes 1 Aura counter when cast. This spell can be cast during any Phase of your turn. You are able to cast this spell, and 1 other spell during turn.Quicken† : ◊ ◊
Prerequisite: None
*You are able to use an Action Phase as your Reaction for the round.Rapid Reload† : ◊
Prerequisite: Ranged Attack stat of 200+, and must have acquired the “Quicken” Trait at a previous level
*You are able to load a ranged weapon during any Phase of your turn, with the exception of a Marksmen Rifle.Point-blank Shot : ◊ ◊
Prerequisite: Battle Caliber of 4+, and must have acquired the “Rapid Reload” Trait at a previous level
*Whenever you hit a target with a ranged attack, while within 4 meters of that target, increase your damage for that attack by 2 per damage die rolled.Many Shot† : ◊ ◊ ◊
Prerequisite: Dexterity Feature of 20+, and must have acquired the “Rapid Reload” Trait at a previous level
*While using a short bow, composite short bow, long bow, or composite long bow, you can shoot up to 4 arrows per attack. You gain a -2 modifier to your RTH for each additional arrow you shoot. While using this Trait, you can only hit a target that is within your accurate range, and the range of your attack will be reduced by 6 meters per additional arrow you shoot (range cannot be reduced this way to less than 4 meters). You will roll 1 RTH to represent all of your arrows. If the attack hits, you will roll damage for one arrow, and multiply it by the number of arrows that were shot. This attack can only result as a critical hit with a natural 20 on the dice. This is considered as a combo attack, meaning that the target will only roll their defense once, against the combined damage of all arrows. This will consume your Perform Phase and your attack Phase.Split Shot : ◊ ◊ ◊
Prerequisite: Must have acquired the “Many Shot” Trait at a previous level
*Whenever you use the “Many Shot” Trait, you can distribute the attack unto multiple targets. When doing so, all chosen targets must be within 4 meters of your primary target. Your RTH result will be against each targets Dodging Ability independently. Each target will get one defense roll against the combined damage of all arrows that hit them. The number of arrows you are able to shoot while using Many Shot is increased to 6. All other rules for Many Shot apply when using the effects of this Trait.Sage† : ◊ ◊
Prerequisite: Must not have acquired any other Trait that increases any of your Base Features while at your current level
*Your base Wisdom Feature is increased by 2.Combat Expertise† : ◊
Prerequisite: Wisdom Feature of 18+, and must have acquired the “Sage” Trait at a previous level
*You may use an Attack Phase to take up a defensive stance, making it harder to be hit. Until the start of your next turn, you gain a +2 modifier to your Evasion Feature, and a +4 modifier to your Dodging Ability.Combat Reflexes† : ◊ ◊ ◊
Prerequisite: Battle Caliber of 5+, and must have acquired the “Combat Expertise” Trait at a previous level
*Any time a targeted attack misses you, you may move up to 2 meters, in any direction, without invoking an attack of opportunity. Limit (2): After an attack misses you, make a melee attack against a single target within range. This does not count as your Reaction for the round.Dodge : ◊ ◊ ◊ ◊
Prerequisite: Must have acquired the “Combat Reflexes” Trait at a previous level
*Limit (4): Instead of making an Evasion Feature check, declare that you succeed, and take no damage | If an entity hits you with a targeted attack, that does not result as a critical hit, the attack instead misses.Tactician : ◊ ◊ ◊ ◊ ◊
Prerequisite: Must have acquired the “Combat Reflexes” Trait at a previous level
*You may re-arrange the order of all Phase of your turn.Experienced Healer† : ◊ ◊
Prerequisite: Must know at least 1 Tier 2 healing spell, and must have acquired the “Sage” Trait at a previous level
*Increase the amount of Life restored by all “Healing” type spells cast by you, that do not have a durational effect, by an amount equal to your spell casting Feature.Expert Healer† : ◊ ◊ ◊ ◊
Prerequisite: Must have acquired the “Experienced Healer” Trait at a previous level
*Increase the amount of Life restored by all “Healing” type spells cast by you, that have a duration effect, by an amount equal to your spell casting Feature.Weapon Finesse† : ◊ ◊ ◊ ◊
Prerequisite: Cannot have acquired the “Weapon Focus” Trait
*+3 Battle Caliber. Choose any one weapon that you are efficient with (you cannot change this later). You gain the following benefits with that weapon:
+3 Critical range
+1 damage die per 150 m-atk/r-atk
+1 critical damage per die rolled
*If the chosen weapon is a melee weapon, its range increases by 2 meters. You have a +5 modifier to all skill checks associated with this weapon.Dual Wielding : ◊ ◊ ◊ ◊
Prerequisite: Battle Caliber of 5+, and must have acquired the “Weapon Finesse” Trait at a previous level
*While dual wielding with the weapon chosen with your Weapon Finesse Trait, you will add your full Battle Caliber to your RTH instead of 1/2, your critical range is not reduced, and your damage is not reduced.Weapon Smithing : ◊ ◊ ◊
Prerequisite: 8+ skill points in your “Crafting” skill, and must have acquire the “Weapon Finesse” Trait at a previous level
*Reduce the RR for all skill checks associated with crafting and repairing your chosen weapon by 4. Successfully crafting the chosen weapon with a d20 result of 19 or 20 will result in the weapon being masterwork quality, increasing its durabilty by 10, and its damage die value by stage (1d4 > 1d6 > 1d8 > 1d10 > 1d12 > 1d20). No weapon can have a damage die value greater than 1d20.Weapon Focus† : ◊
Prerequisite: Cannot have acquired the “Weapon Finesse” Trait
*+1 Battle Caliber. You can link up to 3 different weapons to this Trait. These can be linked at any time, and cannot be changed once selected. You will have a +1 modifier to your RTH when attacking a target with a linked weapon.Improved Critical : ◊ ◊
Prerequisite: Must have acquired the “Weapon Focus” Trait at a previous level
*Weapons linked with Weapon Focus have the following bonuses when wielded by you:
+1 Critical Range
+1 Critical damage per damage die rolledGreater Weapon Focus† : ◊ ◊
Prerequisite: Battle Caliber 2+, and must have acquire the “Weapon Focus” Trait at a previous level
*+1 Battle Caliber. Weapons linked with Weapon Focus have the following bonuses when wielded by you:
+1 damage die per 150 m-atk / r-atk
+1 critical damage per die rolledFar Shot† : ◊
Prerequisite: Must have acquired the “Greater Weapon Focus” Trait at a previous level, and must have a ranged weapon linked with Weapon Focus
*While using a ranged weapon you have linked with Weapon Focus, you suffer no RTH penalties for attacking a target that is within the “Far Range”, of your weapon. When attacking a target that is within your “Absolute Range”, while using a ranged weapon you have linked with Weapon Focus, you will roll 2d20 instead of 1d20 for your RTH, taking the higher value as your RTH result.Sniper† : ◊ ◊
Prerequisite: Ranged Attack stat 400+, and must have acquired the “Far Shot” Trait at a previous level
*You ignore all RTH penalties caused by partial cover or from an entity being obscured, while using a ranged weapon that you have linked with Weapon Focus, as long as the target is within your weapons accurate range.Improved Precision : ◊ ◊ ◊ ◊
Prerequisite: Must have acquired the “Sniper” Trait at a previous level
*Whenever you make a ranged attack using a ranged weapon you have linked with Weapon Focus, you may apply one of the following benefits, as long as the target is within your weapons accurate range or far range.
+3 Critical Range
Double all critical damageWeapon Specialization† : ◊ ◊ ◊
Prerequisite: Battle Caliber 4+, and must have acquired the “Greater Weapon Focus” Trait at a previous level
*+1 Battle Caliber. Weapons linked with Weapon Focus have the following bonuses when wielded by you:
+1 damage die per 150 m-atk / r-atk
+1 critical damage per die rolledGreater Weapon Specialization : ◊ ◊ ◊
Prerequisite: Must have acquired the “Weapon Specialization” Trait at a previous level
*+1 Battle Caliber. Weapons linked with Weapon Focus have the following bonuses when wielded by you:
+1 damage die per 150 m-atk / r-atk
+1 critical damage per die rolled
+1 critical range
Stand Alone Traits
Alchemist : ◊ ◊
Prerequisite: 10+ skill points in your “Brewing” skill
*You are well practiced in how to get the most out of your brewing materials. While brewing, you may substitute a basic brewing material for a quality brewing material, and a quality brewing material for a rare brewing material. You can substitute any number of materials this way. Doing so will increase the RR of the brew by the indicated amount, per substituted material:
Basic > Quality = +2
Quality > Rare = +5Antagonizing Presence : ◊ ◊
Prerequisite: None
*While in combat, you may use your Perform Phase to do something antagonizing to attract the attention of hostile entities. Make an “Intimidation” skill check. All hostile entities who can see and hear your clearly must then make a Charm Resistance check, where the RR is equal to your Intimidation skill check. Entities who fail will become “Antagonized” until combat has ended, you become unconcious, or until you use this Trait again; whichever happens first.
*An entity who is Antagonized by you must roll 1d20 at the start of their turn. If the result is 1-12, then they must attempt to harm you at least once this turn. If the result is 13-20, then they may go about their turn however they please.Determination : ◊ ◊ ◊ ◊
Prerequisite: None
*Limit (2): Re-roll a Feature or skill check with a +2. You must keep the new result. You can do this after seeing the result, but before knowing the outcome.Greater Initiative : ◊ ◊
Prerequisite: None
*Add your Battle Caliber to all Initiative RollsLucky : ◊ ◊ ◊ ◊
Prerequisite: Must be Race level 1
*Any time you make a Luck check, you will roll 2d20 instead of 1d20, taking the higher value as your result. Limit (2): Re-roll a Natural Resistance check with a +3 modifier. You must keep the new result. You can do this after seeing the result, but before knowing the outcome.Modify Ammunition : ◊
Prerequisite: 10+ skill points in your “Crafting” skill
*You are able to create unique ammunition for ranged weapons. Doing so will require a crafting kit as well as materials and time. Ammunition created this way can only be used once. When using this Trait, decide what you want to make, and explain it to your Game Master. They will then determine the RR for the skill check, and how many of what materials are required. If your skill check is successful, your Game Master may either explain to you how the ammunition will work, or explain how your character THINKS it will work, and keep its actual details a secret until it is used.Multi-Lingual : ◊
Prerequisite: None
*Choose one more language for your character to have learned. This Trait may be acquired multiple timesResistance : ◊
Prerequisite: None
*Choose any 3 Natural Resistance, and increase each of them by 1. This Trait may be acquired up to 5 times, but no more than once per levelSkill Focus : ◊
Prerequisite: None
*Gain a +2 modifier to any 2 of your skills. This Trait may be acquired up to 4 times, but no more than once per levelStory Teller : ◊ ◊
Prerequisite: None
*You are good at telling stories. You have a +5 modifier to all skill checks made when talking to people, as long as who you are talking to can hear and understand you.Light Weapon Proficiency : ◊
Prerequisite: Battle Caliber of 2+
*Choose any weapon listed below. You are efficient with that weapon. This Trait can be acquired multiple times to become efficient with additional weapons.
>Dagger
>Kunai
>Hand Axe
>Shuriken
>Throwing NeedleOne-Handed Weapon Proficiency : ◊
Prerequisite: Battle Caliber of 2+
*Choose any weapon listed below. You are efficient with that weapon. This Trait can be acquired multiple times to become efficient with additional weapons.
>Short Spear
>Light Mace
>Laser Sword
>Heavy Mace
>Battle Axe
>Long Sword
>Bastard Sword
>War HammerRanged Weapon Proficiency : ◊
Prerequisite: Battle Caliber of 2+
*Choose any weapon listed below. You are efficient with that weapon. This Trait can be acquired multiple times to become efficient with additional weapons.
>Crossbow
>Short Bow
>Repeating Crossbow
>Long Bow
>Composite Short Bow
>Composite Long BowTwo-Handed Weapon Proficiency : ◊
Prerequisite: Battle Caliber of 2+
*Choose any weapon listed below. You are efficient with that weapon. This Trait can be acquired multiple times to become efficient with additional weapons.
>Quarter Staff
>Halberd
>Scythe
>Twin Sword(s)
>Long Spear
>Great Axe
>Great Sword
>Yarnin AxeFire-Arm Proficiency : ◊ ◊
Prerequisite: Battle Caliber of 2+
*Choose any weapon listed below. You are efficient with that weapon. This Trait can be acquired multiple times to become efficient with additional weapons.
>Pistol
>Assault Rifle
>Bolt Action Rifle
>Beam Rifle
>Marksmen Rifle
>Shotgun