[center][b][i]Traits[/b][/i][/center] The second thing you can spend XP upon are Traits. Traits are special abilities and passive qualities that your character possesses. You may choose Traits from the lists below or you may create your own. Just either PM me your idea or put it in the OOC and I will see if the idea can first be even possible, second, if your chara meets the requirements for it, and third if you currently have enough XP for it (if its at Character Creation then you definitely will). If you do not see any Traits you want and do not know any ideas for Traits to create then you can ask me for a certain type of Trait and I will give you a few recommendations for ideas either from the lists here or something that I create on the spot. Note that it is possible to acquire Traits for free sometimes in game and some Traits, whether created or from these lists, can only be purchased before game or maybe during time skips. Any Trait that has a * next to its name can only be purchased during Character Creation or during a time skip (with GM permission and an explanation on how you would have acquired it). Note that for Traits that let you choose different Talents to meet the requirements you cannot use or gain the benefit of the Trait for the other Talent(s) unless you have enough Ranks in the other Talent(s) meet the requirements. For instance for the Proximity Shot Battle Trait you need either Projectile Weaponry or Thrown Weaponry Rank 7. If you learn the Trait and meet the Projectile Weaponry requirement but not Thrown Weaponry then you cannot get the benefits of the Trait for Thrown Weaponry until you achieve Rank 7 in Thrown Weaponry. You don't need to purchase the Trait twice, you just need to meet both Talent requirements if you want to use the Trait for both Talents. [hider=General Traits] These are just basic Traits that can fit really anywhere. You are allowed up to five of these at Character Creation. If you have any ideas for Traits or see these, but have an idea for a change, don't be afraid to ask me. [b][i]Affiliation (3 XP):[/i][/b] You somehow have a connection to an order of some sort. If you meet the requirements needed for joining that order you will automatically do so and can join them at character creation if you meet them at character creation. If you have an idea for an order you would wish to join just tell me, or you can join one from the list below (the ones on the list being ones a bit more well known or higher in influence, but there could be more secretive or less known ones out there). [b][i]Agile Climber (2 XP):[/i][/b] You rely on speed and grace to climb instead of just size and strength. Instead of your Might Score you can use your Dexterity Score for the Climbing Talent. Requires Dexterity 6 and Climbing Rank 3. [b][i]Ally (2 to 3 XP):[/i][/b] You have an ally somewhere in the world and if you can communicate with them then you can ask for favors from them (which requires a DL 20 Negotiation Roll). For 2 XP can be with an individual of somewhat influential or skilled individual. For 3 XP it can be someone who is a bit more influential or skilled or it could even be a small group or organization. Requires 5 Charisma or a Positive or Negative Reputation of 7 or higher. [b][i]Animal Magnetism (3 XP):[/b][/i] You have a natural knack for befriending animals. You get +2 on all Riding and Animal Handling Rolls. Furthermore you may attempt Negotiation Rolls on animals (at a -5) in an attempt to befriend, soothe, or otherwise 'negotiate' with them. Requires: Charisma 4 and Animal Handling Rank 1. [b][i]Apprentice* (3 XP):[/i][/b] You had a teacher at some point in your life for a number of years who taught you a good number of things. For 3 XP you get a +2 bonus on all Rolls with a Talent of your choice (except for Sorcery, Arcane Craft, Alchemy, Hardiness, or Concentration). Your option is to be able to instead learn and use either Alchemy, Arcane Craft or Sorcery (you can purchase this Trait twice to get Alchemy and Arcane Craft or Sorcery if you want). Requires: Aptitude or Willpower 5 [b][i]Beastial Companion (2 XP to 4 XP):[/b][/i] You have a beast companion that is quite loyal to you and travels with you. This creature knows one trick (attack, sit, follow, fetch, carry, guard, pilfer, etc) for every Rank you have in Animal Handling at character creation after the first Rank (so number of ranks minus one). For 2 XP it is a common creature. For 3 XP the creature is somewhat uncommon. For 4 XP it is a bit more exotic creature. Requirements: Animal Magnetism or Rank 5 Animal Handling. [b][i]Cache (2 to 4 XP):[/b][/i] Perhaps someone gave it to you as a gift or maybe you found it somewhere. Regardless, you have a small cache of coins and maybe small jewels. For 2 XP you start off with an additional 30 iL. For 3 XP its 65 iL. And for 4 XP its 100 iL. [b][i]Cat-Like Reflexes (3 XP):[/b][/i] You have incredible reflexes and reaction time to where you can quickly react to any ambush. If Off Guard, you may add your Dexterity to your Off Guard Defense (which is just a flat rate of 10). Requirements: Dexterity 5 and either Acrobatics Rank 11 or have the Swift Actions Trait. [b][i]Clue to Discovery (2 to 4 XP):[/i][/b] You possess a clue of some sort. Maybe an old map, a strange tome with pages missing, or other such item that is a clue to some incredible secret or discovery. The amount of XP spent will determine the greatness of the discovery and/or the preciseness of the clue. [b][i]Comeliness* (3 XP):[/b][/i] You are quite attractive looking. +2 to Negotiation and Performance Rolls. +1 to Reputation for your good looks. Requirements: Charisma 5. [b][i]Destiny* (4 XP):[/b][/i] You are destined for some great or incredible fate. You can tell me what you wish for this incredible fate to be. While this provides you with no special bonuses or protection, you do gain an additional Luck. [b][i]Durable (3 XP):[/b][/i] You are able to take more punishment than most. Thus when you succeed on a DL 20 Concentration or Hardiness Roll you negate Vitality loss Roll penalties. Furthermore you get a +5 on the Roll to resist falling unconscious when your Vitality hits 0 or lower. Requirements: Endurance 6 or Hardiness Rank 5. [b][i]Educated* (3 XP):[/b][/i] Something that isn't too common in these more archaic times, but you have had tutors, scholars, or other such types teach you. You get +2 on all Knowledge and Linguistics Rolls and may find certain Knowledge Rolls a bit easier. Requirements: Apt 4 and be of a civilized upbringing. [b][i]Famed* (2 XP):[/i][/b] You are quite well known for something you did in your past and are a bit famous in your own home region. Maybe its some incredible deed you performed or some special title or job you have held for a bit of time. Regardless, you are a bit renowned for this. You get +1 to your Reputation and +5 to all Negotiation and Performance Rolls while among your tribe/clan or in your home city/town/region/village. Requirements: Positive Reputation, Charisma 4. [b][i]Fast Healer (3 XP):[/b][/i] You have always recovered from injury faster than others, letting you regain 2 additional Vitality per day. Furthermore anyone who attempts to use First Aid or some other form of healing gets a +2 on their Roll to do so, and anything else that has a healing affect on you (that requires no roll, like a potion or something) heals an additional 2 Vitality. Requirements: Endurance 6 [b][i]Heirloom (2 to 4 XP):[/b][/i] Either one was bequeathed upon you by a parent, other relative, or even a friend or mentor or you found one. Regardless of the special circumstances, you are in possession of a rare item of some sort. For 2 XP it could be something a bit more simple like a Master Crafted Light or Medium Weapon, an old scroll containing a small bit of knowledge, a strange potion, small rune stone, or some other minor mystical object with a small bit of power, or some other rare and special trinket. For 3 XP its something with a little more rarity and value like a master crafted Chain Shirt, a few scrolls containing some special knowledge, and etcetera.. For 4 XP its something quite rare and valuable, even something that may be considered something that is a bit on the side of extraordinary (with GM approval). [b][i]Henchman (2 or 4 XP):[/b][/i] You have a loyal companion who follows you around for one reason or another. They require no charge except for paying for their food, lodging, and other travel expenses. For 2 XP they start off with 3 less Stat Points with no Stat being higher than 7 or lower than 2 at Character Creation (after Modifiers) and start off with 15 less XP than their normal racial amount and they only get 50 iL for equipment. For 4 XP they start off with standard Stat Points, with no stat being higher than 8 or lower than 2, and only 8 XP than their normal racial amount. They also get 75 iL for equipment. Requirements: Charisma 5 or Reputation 5. [b][i]Intelligent Bluffer (2 XP):[/b][/i] Instead of trying to use charm and social grace to bluff and lie, you use your wit to fool people instead. Whenever you are Bluffing someone you can use your Aptitude for the Negotiation Roll instead of your Charisma. Requirements: Aptitude 5 and Negotiation Rank 5. [b][i]Intimidating Physique (2 XP):[/b][/i] You have quite the incredible bulk and know how to throw it around or just display it to intimidate people. Whenever you are using Negotiation to Intimidate someone you may use your Might Score instead of your Charisma Score. Requirements: 6 Might [b][i]Invoke Thy Name (2 XP):[/b][/i] You have been growing more known and your name carries weight. Depending upon the state of your reputation and just who you are in general when you invoke your name you may get certain bonuses to the current Negotiation attempt depending upon the situation (the best bonus being half of your Reputation). If they do not recognize you though then they will assume you aren't that well known and you get a -2 to the Negotiation Roll. This Trait doesn't work if they already know who you are. Requirements: Charisma 5, Negotiation Rank 3, and Reputation 11. [b][i]Light Sleeper (3 XP):[/b][/i] You are a light sleeper than most. You only need 6 hours of sleep to be fully rested and can wake up quicker as a Simple Action instead of a Major Action. Not only that, but you get only -5 on all Observation Rolls while asleep and get a +2 on all Concentration or Hardiness Rolls against any sleep affect. Requirements: Endurance or Will 6. [b][i]Mentor (2 XP):[/b][/i] You are quite the skilled teacher, perhaps having taught someone else before. Regardless by instructing them in either a Talent or any Trait that you possess for four hours a day for a week you can give them an XP towards said thing. To do so, you must make a Charisma Roll that has DL 15 - Student's Aptitude. When you succeed, they gain an XP towards the Talent or Trait you are teaching them. Requirements: Aptitude or Charisma 5. [b][i]Night Sighted (2 XP):[/b][/i] You are good at seeing in the dark. You no longer suffer a -5 penalty to Sight based Observation Rolls in low light or at night. This does not work if it is pitch black though. [b][i]Nobility* (6 XP):[/b][/i] You are born to a somewhat influential or noble family (noble being somewhat definitive in some more rougher areas, which is many places in these starting times). You start off with +2 to your Reputation, 100 extra iL (plus an additional 10 for the amount of Reputation you possess), some noble clothes, and a 2 XP Heirloom. Not only that, but once a year the money that you get as this talent is actually a stipend you get from your family as long as you are still communicating with them. [b][i]Powerful Voice* (2 XP):[/b][/i] You have a voice that can most likely take command of a room in one way or another. You get +1 to your Reputation as well as +1 to all Performance and Negotiation Rolls that involve speaking. Furthermore you pay 1 XP less for vocal based Traits (like Words of Power). Requirements: Charisma 5 or Bard Profession. [b][i]Profession (2 to 4 XP):[/i][/b] You are somewhat skilled in a certain skill set or 'job'. A few examples are Artisan, Bard, Assassin, Gladiator, Hunter, Merchant, and etcetera. When you purchase this Trait you get a few bonuses based upon what you have chosen. Certain 'jobs' for this Trait cost more than others in terms of XP. For some of these you may be able to only get them during Character Creation as well. Requirements: Varies [b][i]Profession Mastery (8 XP):[/b][/i] You are even greater at a profession than normal, either due to having been at it for a long time or just having gotten very good at it recently. You gain bonuses for your 'Profession' that are a bit better than normal. The Bonus is a bit better though if you get both Profession and Profession Mastery. Requirements: Have Profession and having gotten quite good at everything it entails or the Veteran Trait. [b][i]Rare Discovery (5 or 7 XP):[/b][/i] You have discovered something incredible already or perhaps know someone who did and they passed it on to you. For 5 XP its a pretty extraordinary discovery. For 7 XP this Discovery can be magical or supernatural. [b][i]Task Focus (2 or 3 XP):[/b][/i] You are good at a specific form of task. You can choose a specific form of task (bluffing, repairing, grappling, punching, navigation, empathy, sight, and etc), a specific something (specific kind of weapon, horses, roots, shields, mountains, and etc), or even something for a specific Trait you possess (that gives you an ability). You get a +2 on all Rolls related to said task (like for bluffing you would get +2 to Bluff and to spot bluffs or for a specific type of weapon you would get +2 on all Rolls to attack with, parry with, make, repair, examine, or other rolls relating to said kind of weapon). Not only that, but if you get a Critical on said Roll then something better than a normal Critical can happen. For 3 XP getting a 19 on the die lets you also Roll for a Critical for the task you select only. Requirements: Rank 4 in the Talent primarily related to the task you are selecting. [b][i]Tireless (3 XP):[/b][/i] You are a hard worker and not easy to tire. You get a DL 15 Concentration or Hardiness Roll to negate the Roll penalty that comes with low Energy. Furthermore if you succeed on the roll to resist Fatigue then the penalty is only -2. Requirements: Either Endurance or Willpower 5, or Hardiness or Concentration Rank 4. [b][i]Veteran (Special)*:[/b][/i] You are quite old, having experienced a lot more in your long life. You start off with an additional 50 XP, plus an additional amount equal to a fifth of your age (max 70, you would have to be part of a race that can live for 100 years for this much). This XP counts towards your Earned XP though and thus your Character Growths (but you do not get the Character Growth bonuses). You get also get +2 Reputation, 50 additional iL, and either a Master Crafted Item or two Exceptional Quality Items. You does suffer a -2 to Might and a -1 to Dex, Vitality, and Energy due to your body declining over time from years of adventuring. Also you can have up to Rank 8 on Talents that can only have Rank 5 at Character Creation and you can have 3 Traits above the max for each type of Trait (excluding Bloodline, only 1 extra for Extraordinary). Also due to how long you have lived you do not learn as quickly as you used to as other members of your Race do. Not everything gives you XP, and whenever you do gain XP you gain 1 less. Requirement: Must be an age that is considered Elderly for your Race. You may also start off with 3 additional XP worth of Flaws than whatever your racial normal is. [/hider] [hider=Battle Traits] These are all traits having to do with the field of battle including just knacks to make you better or special battle techniques or tactics to attack foes or dominate the field of battle with with. You can start with up to four of these. Note that I got out the main ones, if there are special things you think would be cool combat techniques or abilities, tell me. You can have up to 3 of these. [b][i]Ambidexterity (3 XP):[/b][/i] You know how to fight somewhat effectively while wielding a weapon in each hand. As long as you are wielding a Light Weapon in your off hand you can wield another one in your main hand (Medium or Light Weapon). You can also get a second attack with this other weapon, at a -5 to the roll. This also includes a fist as your other Weapon. Can use this with just both fists if you get Fisticuffs Rank 4. Requirements: Dexterity 6 and either Melee Weaponry or Fisticuffs Rank 4. [b][i]Armor Proficiency (2 XP):[/b][/i] You are quite accustomed to wearing and moving in a certain kind of Armor. Select one Armor Type (chain, leather, padded, plate, scale, etc). Your Armor Penalty while wearing that Armor type is reduced by 1. Also when sleeping in any armor you only lose half of the Energy that you would normally lose. This can be purchased multiple times to get the -1 Armor Penalty bonus for different kinds of armor. Requirements: Endurance or Will 4. [b][i]Arc of Death (4 XP):[/b][/i] You create a spinning arc, wall, or circle of steel or wood by spinning your weapon (Medium or Heavy) about you in a vicious arc or circle. For every round you do this you get +5 to your Parry Defense as well as letting you make a Negotiation (Intimidation) Roll for all of those close by (as this act is very intimidating). Furthermore you also get one Free Strike per round as your weapon moves about you. This rare combat technique uses 1 Energy per round and is a Major Action that cannot be used while moving more than half speed. Requirements: Melee Weaponry Rank 6 and either Dexterity 6 or Might 6 and Dexterity 4. [b][i]Bashing Blow (3 XP):[/b][/i] You strike hard at your foe to try and get through their armor and shear it away with brute force, spending 1 Energy to do so. If you hit you ignore half of the opponent's Armor Rating. If you get a Critical you permanently damage their armor, meaning the foe's Armor Rating is reduced by half for rest of the combat. Requirements: Improved Shattering Blow. [b][i]Berserker Rage (3 XP):[/b][/i] You can enter a complete frenzy, using your incredible rage, by spending 1 Energy per round. While in this state, you get +5 to all Melee Weaponry, Fisticuffs, and Concentration Rolls. Furthermore, you ignore all Energy and Health penalties while in this state, but the moment you leave it you feel these penalties. Requirements: Endurance 5 and be of a more barbaric disposition. [b][i]Careful Aim (2 XP):[/b][/i] With your skill in using ranged weaponry you can concentrate and take aim carefully, able to fire at a target who is fighting another target in melee without penalty or fear of hitting an unintended target. This costs 2 Energy though. Requirements: Dexterity 6 and either Projectile or Thrown Weaponry Rank 3. [b][i]Cleave (2 XP):[/b][/i] When wielding either a Heavy slashing weapon or a Medium one in two hands you can cleave through your foes. If you attack a foe and take them down (as in, knocking them to 0 Vitality or lower), you then can follow up this mighty slash into the next opponent, getting a Free Strike against any opponent within range of your blade (as all Free Strikes, this has a -5 penalty). You can spend 1 point of Energy to eliminate this penalty though. Requirements: Might 6, Melee Weaponry Rank 1. [b][i]Dual Wielding (2 XP):[/b][/i] You are a bit more skilled in dual wielding now. You can wield two medium weapons without penalty (although you still get a -5 penalty on the offhand second attack). You can opt to spend a point of Energy to eliminate the -5 penalty though for your attack. Requirements: Need the Ambidexterity Trait and Rank 5 Melee Weaponry. [b][i]Feint (3 XP):[/b][/i] You are skilled enough in combat and the art of bluffing to where you can mislead an opponent in combat to throw them off guard. You may make a Negotiation (Bluffing) Attempt (or Performance if you have 3 Ranks in it) against your opponent's Concentration or Observation Roll. If your roll beats theirs they become Off Guard against your next attack, which can either be a Free Strike or another form of followup attack (like a Shield Bash, Pugilistic Extra, Swift Actions, or Swift Strike). Using this takes 1 Energy. If you get a Critical (or they Fumble) then you can do this and a regular attack all as one action. Requirements: Melee Weaponry Rank 3 and either Task Focus (Bluffing) or Performance Rank 5. [b][i]Fell Swing (2 XP):[/b][/i] You have learned to swing your weapons with either more power from a heavy hand or just dead on accuracy. For any Medium or Heavy Weapons you wield two handed their Damage increases by 1 and the Max Damage they can deal increases by 5. Requirements: Dexterity or Might 6 and Melee Weaponry 5. [b][i]Harrowing Presence (3 XP):[/b][/i] As the Inspiring Presence Battle Trait, but instead you cause fear to your enemies, giving them a -2 on all Combat Rolls. Costs 1 Stamina and lasts one minute. If you do have Inspiring Presence then both of these affects can be active at the same time for just one Energy per minute. Requirements: Charisma 7 and Reputation 15 (Negative or Neutral). [b][i]Heavy Hitter (2 XP):[/b][/i] You are quite the heavy puncher. The maximum damage for all Unarmed Strikes raises up to 15. Not only that, but you only get -2 when attacking or parrying armed opponents while unarmed instead of a -5. Requirements: Fisticuffs 5, Might 6. [b][i]Hefty Slugger (2 XP):[/b][/i] You prefer just pure brute force in a punch or even a pure unarmed brawl to give accuracy rather than speed, and know how to do such. You may use Might for Fisticuffs instead of Dexterity. Requirements: Fisticuffs Rank 3, Might 6 [b][i]Impale (2 XP):[/b][/i] You are so strong and skilled with a weapon that with any piercing weapon (spear, polearm, longsword, etc) you may impale a foe upon it if you score a 10 over their Defense. If your Might is equal to or higher than theirs, then they are stuck upon your weapon. They may attempt to free themselves on their turn (Might or Fisticuffs Roll opposing your own), but if they fail then they are stuck to the weapon and suffer Vitality Damage equal to the difference between Rolls. Upon successful impalement a point of Energy is used. Requirements: Might 7, Melee Weaponry Rank 3. [b][i]Improved Disarm (3 XP):[/b][/i] When attempting to Disarm the penalties you suffer are halved (-2 for disarming Light or Medium Weapons, -5 for disarming Heavy Weapons instead of -5 and -10). A Disarm is a Melee Attack (and thus a Primary Action). By spending 1 Energy for Light/Medium Weapons or 2 Energy for Heavy you may eliminate the penalties. Requirements: Dexterity 6 and Melee Weaponry Rank 5. [b][i]Improved Shattering Blow (3 XP):[/b][/i] You are much better at using your own brute strength and weapon skill to break an opponent's weapon, armor, or shield. Instead of needing a 10 over their defense you only need a 5 over their defense. If you succeed you either destroy (if its damaged or wooden) or damage (if its metal or wooden master crafted) the targeted object. Master crafted steel weapons or heroic/legendary weapons can only be damaged or destroyed if attacking with a weapon of equivalent craft or strength. Using this maneuver costs 1 Energy and requires either a Heavy Weapon or Medium Weapon wielded with two hands. Requirements: Might 7 and Melee Weaponry Rank 5. [b][i]Improved Shield Bash (3 XP):[/b][/i] You may now attack with a Shield as a Primary Action with no -5 to your Roll or by spending one point of Energy you may make a shield attack as a Free Strike, which like all Free Strikes has a -5 to the Roll. Normal shield attacks are primary actions with a -5 to their Roll. Requirements: Fisticuffs or Melee Weaponry Rank 3. [b][i]Improved Trip (3 XP):[/b][/i] You can use a staff, spear, polearm, greatsword, greataxe, greatflail, maul, or other similar weapon to attempt to trip an opponent. You do not get the usual -5 penalty for Trip Attacks (unless the creature has more than two legs). If you get a Critical you Trip and deal damage (and a Fumble causes you to fall Prone). This costs 1 Energy and may not work on larger creatures or those with strange anatomies. Requirements: Melee Weaponry Rank 5. [b][i]Inspiring Presence (3 XP):[/b][/i] Your presence inspires all allies around you, allowing them to do much better in battle. By spending a point of Energy you grant +2 to all Combat based Rolls to all allies within a number of yards equal to your Charisma (so just... people within basic movement distance of you somewhat) if they can see or hear you. It is twice the distance if you have a banner or shield regalia, something to identify you. This effect lasts for one minute (10 Rounds). Requirements: Charisma 7 and Reputation 15 (Positive or Neutral) [b][i]Mighty Weaponry (3 XP):[/b][/i] Instead of relying on speed and finesse when using heavy weapons you can rely on their weight and your own physical might to power their swings to hit targets with great speed and power. Instead of using your Dex for Melee Weaponry when wielding Heavy Weapons you may use your Might Score. Requires: 6 Might and Melee Weaponry Rank 3. [b][i]Mounted Archery (2 XP):[/b][/i] You are an experienced rider and user of ranged weapons. You get a +5 on your Riding Roll to attempt to use a Ranged Weapon while moving while mounted (normal DLs are 15 for half speed, 25 for full). Requirements: Riding Rank 7 and either Projectile Weaponry or Thrown Weaponry Rank 5. [b][i]Mounted Charge (2 XP):[/b][/i] You plow into a target the size of your horse or smaller to either try and knock them back or deal additional damage with an attack. For knocking them back you make a Riding Roll verse their Defense and knock them back a yard, plus an extra yard equal to 1/5th your success over their Defense. If you choose additional damage you make an attack, dealing additional damage equal to 1/5th of your success over the Roll. If you have a Lance or Spear you get +2 on this Melee Weaponry Roll. This maneuver costs 1 Energy to use. If you get a Critical you perform both affects. Requirements: Riding Rank 3. [b][i]Power Shot (2 XP):[/b][/i] You are strong enough to fire projectiles with even greater strength and power, increasing the damage modifier of all Projectile and Thrown Weapons (excluding Crossbows) by 1 point. Requirements: Might and Dexterity 5 and either Projectile or Thrown Weaponry Rank 5. [b][i]Precision Shot (3 XP):[/b][/i] Your ability to take steady aim and focus allows you to try and locate and shoot for weak points in a foe's armor. By spending 2 Energy when you make an attack with a ranged weapon you can ignore the Foe's armor if you hit them. This only works for Projectile Weaponry. Requirements: Careful Aim [b][i]Precision Strike (3 XP):[/b][/i] You can spend 1 Energy to focus and concentrate, trying to strike an unarmored point on a foe with a -5 to the Roll. If you hit then you ignore the Foe's Armor Rating. You can spend an additional point of Energy to eliminate the -5 penalty for this maneuver. Requirements: Dexterity 7 or Melee Weaponry 8. [b][i]Proximity Shot (2 XP):[/b][/i] You are so good with ranged weapons that you are capable of even firing at point blank range without incuring a penalty. The foe still gets a Free Strike against you, but you suffer no penalty. If you manage to avoid the Free Strike (or make a DL 5 + Damage taken Concentration/Hardiness Roll if hit) then you can fire your weapon at the foe at point blank with a +5 to your Roll. Also when firing at a foe from close range you get a +2. Requirements: Either Projectile Weaponry or Thrown Weaponry Rank 7 and Dexterity 6. [b][i]Pugilistic Extra (3 XP):[/b][/i] As a follow up to any Major Action melee attack (meaning not a part of a Free Strike), you may make another unarmed strike at a foe as a Free Strike (-5 to Roll) that round. Doesn't use Energy. Requirements: Fisticuffs Rank 3 and Melee Weaponry Rank 3. [b][i]Riposte (3 XP):[/b][/i] You are skilled enough and quick enough to react to the flow of battle to where you can attack immediately after you are attacked. By spending 1 Energy you can immediately make a Free Attack at an opponent who attacked you (regardless of whether or not they missed). If you have 4 Ranks in Fisticuffs you can use this Trait with Fisticuffs as well. Requirements: either Swift Actions or Dex 7 and Melee Rank 8. [b][i]Rushing Attack (3 XP):[/b][/i] You are skilled enough at moving through the field of battle to where you can make a free attack as a part of your movement (meaning as a Simple Action) as long as you run for a few yards (meaning if you want to move and attack, you could get two attacks out of this). This attack has a -5 penalty like all other Free Attacks. By spending 2 Energy though you can eliminate this penalty. If you have Riding Rank 3 then you may use this Trait while mounted. Requirements: Rank 3 Melee Weaponry and either Might 5 and Dex 4 or Might 4 and Dex 5. [B][I]Sneak Attack: (3 XP):[/b][/i] If you manage to sneak up behind someone, aside from catching them off guard, you get a +5 to your Attack Roll when attacking an opponent with a sneak attack if you are wielding a Light or Medium Weapon. If you have five ranks in Projectile or Thrown Weaponry then you can use this Trait with those Talents as well (but you must be within close range for the +5 to count). Requirements: Dexterity 7, Melee Weaponry 4, Stealth 4. [b][i]Sweeping Strike (4 XP):[/b][/i] If you use a weapon capable of performing a Trip (staff, spear, polearm, greatsword, greataxe, greatflail, maul, and etc) you may make an attack against all opponents around you. Upon a successful hit you not only deal damage to all targets within reach of your weapon, but you also trip them. If anyone has 6 or more Might than you do then this Trait doesn't work. The target also must be capable of being tripped. Requirements: Melee Weaponry Rank 7 and Might 4. [b][i]Swift Actions: (4 XP):[/b][/i] You are swift enough to where you can act twice in a single short period. By spending a point of Energy you can perform an additional Primary Action. Note that you cannot use magic or any other special power twice in a round without the Swift Cast Trait as well as this one. Requirements: Dex 8, Will 5 [b][i]Unite and Conquer (3 XP):[/b][/i] You are good at working with others. When you and other allies outnumber a foe on multiple sides your Flanking bonus doubles. So instead of +1 to Attack for each person Flanking a foe, you get +2 to your Attacks Rolls for each person. Requirements: Dexterity 6 and Observation Rank 3. [/hider] [hider2=Bloodline Traits] These are special Traits that show uniqueness about your bloodline. I am not going to write any of these down since there are so many potential possibilities due to all of the different kinds of beings, creatures, and even entities that exist in this world (Well, I might put a few down here and there). These Traits can include having their blood in your bloodline, being a direct child of some being, or even just having some kind of blessing (or curse, depending upon how you look at it) that affects you immensely. You may only have one Bloodline Trait, and they can only be purchased at Character Creation, no exceptions. They also usually cost alot of XP (the cheapest possible ones probably being 4 XP with the most expensive being around 8 XP). [/hider2] [hider2=Extraordinary Traits] These are traits that depict the supernatural, magical, or just above the ordinary abilities. You may have only three of these at Character Creation. Note that these Traits can either be related to magic or even grant you other special supernatural powers (within reason). Ask me if you have any special ideas. [b][i]Arcane Sense (2 XP):[/i][/b] You know how to use magic to sense magical powers and forces. By spending 1 Energy you may try and sense for magical power in the area. When you do this you make an Arcane Craft or Sorcery Roll, the higher the roll the more you can intuit about powers you detect or you can detect things that might be harder to detect in an area. Requirements: Arcane Craft or Sorcery Rank 3, Observation Rank 3, and Willpower 5. [b][i]Blood Magic (3 XP):[/b][/i] By pouring a bit of your own blood onto the symbols you draw you effectively use your own life force to increase their power. For each point of Vitality you spend (up to your Endurance Score), as this represents you cutting yourself either a little or alot to get your own blood onto it, you get a +1 on your Sorcery Roll (if you have a powerful or evil bloodline you get +2 for each point of Vitality spent instead). Furthermore, for more ritualistic magical attempts, sacrificing an animal gives you a +2 and sacrificing a person gives you a +5 and the Energy Cost is halved. Note though that repeatedly cutting yourself is not only seen as bizarre and strange (if someone sees the cuts), but it can also lead to infection. Requirements: Endurance 5 and Sorcery Rank 5. [b][i]Beyond Sight* (4 XP):[/b][/i] You have the mysterious gift, or curse depending upon how you look at it, known as Beyond Sight, which lets you see things others cannot. There will be times when you will be plagued with very vague visions, a DL 15 Apt or Will Roll being required to be able to interpret these visions. Not only that, but you can spend 1 Energy to force a vision about something to try and intuit more information about it, this requiring a DL 15 Will Roll to force it and then a DL 15 Apt roll to interpret it. Requirements: Will 6 or Observation Rank 6 [b][i]Counterspell (3 XP):[/i][/b] You can use magic to negate and resist other magic by uttering the appropriate words of power and essentially just knowing how to turn back other magic. This is done as a Simple Action outside of your turn and is done using the Words of Power Trait. It costs 1 Energy every time you do this, but it essentially allows you to defend against magic with either Arcane Craft or Sorcery instead of the normal skill. Getting a Critical will allow you to turn the magic back upon the user. Requirements: Words of Power, Linguistics Rank 6 [b][i]Dark Contract: (6 XP):[/i][/b] You or someone in your family perhaps have made a contract with a demon or other dark creature and now it is bound to you through a contract. For starters, one of the benefits of this contract is that you may now learn Sorcery if you so choose to (and meet the Stat requirements) as the force you are contracted with teaches it to you (this must be purchased at Character Creation for this option, unless purchased during a longer time skip). This Contract means you are bound with a demon or other dark being. By sacrificing 3 Energy and 2 Vitality you may call upon this dark force to aid you either in combat in some way for a number of rounds equal to your Charisma minus one. You may also make Negotiation Rolls whenever you call upon the being to try and convince it to do other things for you. Note though that it may ask for you to pay a price when you do this, the price varying upon both the being contracted and what you are trying to make it do. Requirements: Charisma 4, Willpower 5. [b][i]Far Reaching Magic (3 XP):[/i][/b] Your magic can affect objects or things a bit further away from you now. Not only that, but for uses of magic that would be better on an object, you can now use just within close distance of said object. You can double the range of effectiveness on both accounts by spending 2 Energy. Requirements: Sorcery or Arcane Craft Rank 8. [b][i]Grimorie (3 to 5 XP):[/i][/b] Either something you compiled yourself or a gift from a teacher, you have either a collection of scrolls, tome, or some other form of writings that contains a collection of your magical and possibly alchemical (if you know Alchemy) knowledge. Whenever you use magic and you are consulting the Grimorie you get +2 to your Sorcery or Arcane Craft Roll, but this uses up an additional point of Energy. Furthermore you get +2 to all other Arcane Craft, Sorcery, and Alchemy Rolls you make while consulting this Grimorie. Furthermore, for 5 XP instead of 3 XP, your Grimorie can contain some rare or special knowledge of either Alchemy, Sorcery, or Arcane Craft. Requirements: Apt 5, Linguistics 3, and either Alchemy 3, Arcane Craft 3, or Sorcery 3. [b][i]Magic Affinity* (8 XP):[/i][/b] You possess a strange natural affinity for the power and knowledge of magic, having a natural knack at understanding it. Untrained, you possess a few abilities of your own. For starters, you acquire the Arcane Sense Trait for free and can use your Willpower or Aptitude Traits to roll it and if you do learn Arcane Craft or Sorcery you automatically detect basic powers in an area if you are close to them or if an item you touch has power within it. Also you may use magical items freely as long as they can be used without restrictions. Furthermore you get a +1 on all Rolls to understand, use, or resist magic. If you spend 2 XP though you gain Rank 1 in Arcane Craft, meaning you can now use and learn this art (as your natural knack for magic allowed you to somewhat self teach yourself in a slightly difficult manner). Once you learn Arcane Craft you get a +1 bonus to using it. This Trait cannot be used to learn Sorcery. Furthermore, you pay 1 less XP for Words of Power, Counterspell, and other select Magic Traits upon purchasing this Trait. Requirements: Aptitude 5 or Divine Sight. [b][i]Ritual Magic (3 XP):[/b][/i] You possess the knowledge of how to perform special magical rituals. These are forms of magic that involve very intricate symbols, glyphs, and even sometimes special materials and other things (using some certain special materials can let you perform different forms of magic). You can now use Arcane Craft or Sorcery to perform special rituals of power that let you perform much more complex and intricate magics. Note though that these rituals take at least one hour. For each additional hour you spend though you get a +1 on the Sorcery or Arcane Craft Roll. For each helper you have who either has 2 ranks in Performance, has the Magic Affinity Trait, or has a rank in Arcane Craft or Sorcery you get an additional +1 to the roll. For every hour you spend on the ritual you must spend an additional point of Energy, but this Energy cost can be split between helpers. Some special forms of magic can only be used with this technique due to how complicated they are. Requirements: Arcane Craft or Sorcery Rank 7, or Magic Affinity and Rank 5 Arcane Craft or Sorcery. [b][i]Runic Glyph (3 XP):[/b][/i] You know how to make Runic glyphs. These are special glyphs that allow you to store the power of magic within the object you draw or even engrave them upon to retain the power of magic in an object for a long period of time. The power of the magic in the glyph can be called upon from the object any time and it can be slightly altered to the fit the current situation at hand (like if you put magic in it meant to just move an object you could use it to control an object specifically since both of these things deal with basic movement). Making a runic glyph and empowering it with magic takes an hour, but you get a +5 on the Arcane Craft or Sorcery Roll to make the magic you are putting into the glyph. This means that you could take the chance to try and attempt a bit more complex magic. You can also use this special glyph to store a usage of Ritual magic into a Runic Glyph to use at a later time. Requirements: Either have Arcane Craft or Sorcery Rank 8 or the Ritual Magic Trait. [b][i]Spirit Calling* (5 XP):[/b][/i] A strange power that very few have. In fact, most people who even hear about it either are skeptical that it even exists or assume it to be some form of dark magic. Still, it does exist and it is not what most think it is. This power is a mysterious one that one is either naturally born with and hone over time, or learns through many long months of meditation and training, usually from someone who has it already. By spending 2 Energy you can make a Willpower or Charisma (DL 15) Roll and call upon a spirit of the area. Usually its just a basic spirit, but the situation or area you are in may alter this. The spirit will stay and aid you for a number of rounds equal to your Charisma. The spirit will aid you in combat, but may also be convinced to do other tasks through a DL 25 Negotiation Roll. Requirements: Charisma and Will 5, Observation Rank 5 or Beyond Sight, Negotiation Rank 3, and Survival Rank 1. [b][i]Spirit Pact (7 XP):[/b][/i] You have made a contract or pact with a powerful spirit, binding you to it and it to you (most likely the second one though, as its usually powerful spirits who do this). This goes a step above Spirit Calling. This spirit that you have pacted with shall lend you some of its power, allowing you to call upon it with powerful Spirit Invocations, special prayer like chants that invoke its power and presence. These work in the same way that Arcane Craft/Sorcery does with Words of Power, only unlike Arcane Craft and Sorcerery, you can only use what powers are given to you in the chants, which depend upon the Spirit you have made your pact with. Furthermore, you get a +5 on all Rolls that involve Spirit Calling this Spirit or any other Spirit that happens to serve this one. Ask DM for details on what types of Spirits you can pact with and what powers they can bestow upon you. Requirements: Spirit Calling, Charisma 6, Will 6, and Negotiation Rank 5. [b][i]Swift Casting (3 XP):[/i][/b] You know how to channel and use powers quickly. Instead of a full round action you may use magic as just a regular action, allowing you to perform other simple actions. Alternatively, if you possess the Words of Power Trait, and use that instead you can use magic as a Simple Action. Regardless of which one you do, using this Trait gives a -5 to the roll and makes the magic use up an additional point of Energy. Note that if you possess the Swift Actions Trait you can use magic twice in a round, both uses costing additional energy, but only the second one taking a -5 penalty. Requirements: Arcane Craft or Sorcery Rank 6 [b][i]Words of Power (4 XP):[/i][/b] You have learned a very special and powerful way to use magic. Instead of drawing glyphs you know how to speak these glyphs in words in the arcane language. You no longer have to draw glyphs, meaning that using magic in combat is a regular action if you choose not to draw the symbols on a surface. Note though that using these words takes a bit more energy, increasing the energy cost of your magic by 1. Requirements: Linguistics Rank 4 and either Arcane Craft or Sorcery Rank 7 [/hider2]