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- GENERIC TRAITS
- -One Jump Ahead
- +2 to Athletics and Acrobatics when fleeing from authority or more than three pursuers
- -Trusssssssssst Me
- +2 bonus on Deceive rolls if there target actively distrusts the speaker
- -All Will Be Well
- +3 when trying to calm down or convince a frightened character
- -Let Me Show You How It's Really Done
- +2 to combat rolls is the foes are using the same type of weapon or combat style
- -This man is obviously a Charlatan
- +2 on Insight checks against people who are obviously villains.
- -Don't You Disrespect Me, Little Man!
- +3 to Intimidate if you have taken a Social strike in this Situation.
- -Time for Panic.
- +4 to any roll used to escape a dangerous situation while on one Strike or no Strikes.
- -Heart of Prometheus
- +3 to all rolls involving Occult and Crafting simultaneously.
- -Think You Hide from Me?
- +2 to Insight when attempting to detect people in Stealth. (Alternatively, people trying to hide from you suffer a -2 to their Stealth rolls, whichever works better.)
- -Bamboo Technology
- +4 to Crafting rolls when you have no tools or materials appropriate for what you're trying to do.
- -I Happen To Be A Scientismist Myself (better name would be appreciated)
- +2 to Bluff and Disguise checks when attempting to pass yourself off as an academic, scientist, or other man of knowledge. Unavailable to the Smart Guy class, for obvious reasons.
- -A Man of Wealth and Taste
- +2 to Bluff and Disguise when attempting to pass yourself off as a member of the upper crust of society.
- -Firefighter
- +2 to attack rolls if the environment you're in is on fire. +3 if you're attacking with fire as well. +4 if you're ON fire!
- -Not On My Watch!
- +2 on combat rolls when fighting those that would hurt the innocent.
- -Big Game Hunter
- +3 on ranged rolls against large, dangerous animals. Particularly mean kittens don't count.
- -Atlantean Mechanics
- Make Mechanics checks even with advanced mechanics at no penalty. Able to use Atlantean technology with no mishaps.
- -Don't Panic!
- +2 to resist fear while in the presence of allies
- -Astrologer
- +2 on Occult rolls when you have some form of star chart or telescope.
- -Tin Ear
- Immune to all effects of music, beneficial and harmful.
- -Nerdy Mc Nerderson
- +4 on Academics, -2 on Athletics
- -Like A Coursing River
- Give your allies +2 on their next Acrobatics check (within five minutes) after you succeed on an Acrobatics check.
- -Trust me, I'm a Doctor
- +2 on Science, Occult, and Academics if you can somehow explain how your character knows this particular subject.
- -Does It Have A Steering Wheel?
- Ignore the time to acclimate to a new type of vehicle, and +2 to Drive checks made with land vehicles.
- -Bull Charge
- +2 to Brawl when charging into combat.
- -Meowr!
- -1 to Intimidate
- -ROAR!
- +7 to Intimidate. Must be taken after "Meowr!"
- -Cattle Baron
- +3 to all herding and ranching checks.
- -Horse Lord
- +3 to Travel while on horseback, to handle horses and to tame wild horses.
- -I Shot the Sheriff
- +2 to Ranged against any authority figures you deem corrupt.
- -But I Did Not Shoot the Deputy
- +3 to any checks to judge someone's moral character with Insight.
- -Cree
- With a foot in both worlds, you are equally comfortable among the native tribes and the white men. Because you can pass for either, you never suffer from racial discrimination so long as you assume the racial identity that will not be discriminated against at the time.
- -That's Why He Asks You How
- There are many, many tribes out there, but you know all their customs and what dumb questions you shouldn't ask; they tend to appreciate this. +3 to social skills with any Injun leader.
- -Paint With All The Colors of The Wind
- +3 to survival-based Travel so long as you always show the natural world its due respect.
- -Honorable Challenger
- +2 to Melee, Brawl and Prevent Harm while engaged in one-on-one combat.
- -Golden Hearted Saint
- +3 to any checks made to directly help the poor, the misfortunate and/or the downtrodden.
- -Monster Slayer
- Any fear-based attacks from monstrous creatures such as ogres, giants or dragons are reduced by one strike.
- -Chivalry
- +2 to Persuasion and Intimidate so long as you follow the warrior's code of your own culture.
- -STOP RIGHT THERE, CRIMINAL SCUM!!
- +2 to Melee and Prevent Harm against the criminal element.
- -Faith, Trust, Pixie Dust
- If the character is not under any sort of mental distress or pressure, +2 to Acrobatics and Athletics checks
- -Combo
- If your Nimbleness exceeds that of the foe by at least 5 points, you can attack a second time in the same turn.
- -Sea Legs
- Men and women of the sea are used to living and working aboard ship, and as such have adapted their mannerisms accordingly. Whenever aboard any sort of watercraft, +2 to Athletics, Melee, and Brawl.
- -The Rum is Never Gone
- Being a pirate is a hard lifestyle, oftentimes needing a hard drink to make it a little more tolerable. A Man or Woman of the Sea is able at any moment to find or produce from their person a flask or bottle of alcohol upon need.
- -See No Evil, Hear No Evil
- Those forced to live in the shadow of Bald Mountain have been so steeped in evil for so long that they have become somewhat jaded to it. Sights and sounds that would horrify and frifhten anyone else do not affect the character, or can be shrugged off with less effort.
- -Record Scratcher
- When a character starts a musical number, +4 on the first offensive (Melee, Ranged, Brawl) roll towards that character
- -Brothers in Arms
- +1 bonus to combat rolls for every character in the party that uses the same type of weapon or comes from the same homeland (choose one)
- -Hakuna Matata!
- +2 to resist on any sort of mental distress with Endure.
- -I'll figure it out.
- +2 bonus when trying to use or operate any device that the player has not come in contact with before
- -No Time For Panic!
- +2 to resist Fear
- -Out of the sun
- +3 to attacking from stealth while airborne.
- -Better to Light a Candle
- +2 when fighting opponents that are injured by/adverse to sunlight.
- -Wait. Did He Just Steal My Wallet?
- +2 to sleight of hand rolls when stealing things.
- -Heels on Fire
- +3 to Nimbleness when the environment (building, forest, whatever) is on fire.
- -Not the face!
- You're too pretty to die. Instead of taking a Physical Strike, you may sacrifice one item that grants at least a +1 bonus to a skill instead of taking that strike. The item is destroyed instead.
- -Diamond in the Rough - You gain a +2 bonus to skills tests to decipher the value (statistical or otherwise) of an item. Science for chemicals, Academics for books (Linguistics for foreign ones), etc.
- -One Jump Ahead: +2 to Athletics and Acrobatics when fleeing from authority or more than three pursuers
- -Because That Fish Controls the Weather!: There are many, many tribes out there in Oceania, but you know all their customs and what dumb questions you shouldn't say; they tend to appreciate this. +3 to social skills with any native Oceania leader.
- -Not On My Watch!: +2 on Melee when fighting those that would hurt the innocent.
- Left in, but these really need more work;
- -Nimble Trait
- You gain +3 to Prevent Harm and Acrobatics, but bad things constantly happen around you. You always get out of it okay, but the people around you don't always.
- -Smart Trait
- You gain +5 to your favorite Smart Guy skill, but.....something. I'm not really sure what. You have trouble explaining yourself to others about that subject because you can't stop using jargon? You get your nose stuck in a book too often?
- -Charismatic Trait
- You are quite beautiful, even by the standards of Disney protagonists, gaining +4 to Deceit and Persuasion against the opposite gender......but from time to time, you attract some attention that you certainly don't want.
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