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Generic traits v2.0

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Nov 22nd, 2014
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  1. GENERIC TRAITS
  2.  
  3. -One Jump Ahead
  4. +2 to Athletics and Acrobatics when fleeing from authority or more than three pursuers
  5.  
  6. -Trusssssssssst Me
  7. +2 bonus on Deceive rolls if there target actively distrusts the speaker
  8.  
  9. -All Will Be Well
  10. +3 when trying to calm down or convince a frightened character
  11.  
  12. -Let Me Show You How It's Really Done
  13. +2 to combat rolls is the foes are using the same type of weapon or combat style
  14.  
  15. -This man is obviously a Charlatan
  16. +2 on Insight checks against people who are obviously villains.
  17.  
  18. -Don't You Disrespect Me, Little Man!
  19. +3 to Intimidate if you have taken a Social strike in this Situation.
  20.  
  21. -Time for Panic.
  22. +4 to any roll used to escape a dangerous situation while on one Strike or no Strikes.
  23.  
  24. -Heart of Prometheus
  25. +3 to all rolls involving Occult and Crafting simultaneously.
  26.  
  27. -Think You Hide from Me?
  28. +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.)
  29.  
  30. -Bamboo Technology
  31. +4 to Crafting rolls when you have no tools or materials appropriate for what you're trying to do.
  32.  
  33. -I Happen To Be A Scientismist Myself (better name would be appreciated)
  34. +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.
  35.  
  36. -A Man of Wealth and Taste
  37. +2 to Bluff and Disguise when attempting to pass yourself off as a member of the upper crust of society.
  38.  
  39. -Firefighter
  40. +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!
  41.  
  42. -Not On My Watch!
  43. +2 on combat rolls when fighting those that would hurt the innocent.
  44.  
  45. -Big Game Hunter
  46. +3 on ranged rolls against large, dangerous animals. Particularly mean kittens don't count.
  47.  
  48. -Atlantean Mechanics
  49. Make Mechanics checks even with advanced mechanics at no penalty. Able to use Atlantean technology with no mishaps.
  50.  
  51. -Don't Panic!
  52. +2 to resist fear while in the presence of allies
  53.  
  54. -Astrologer
  55. +2 on Occult rolls when you have some form of star chart or telescope.
  56.  
  57. -Tin Ear
  58. Immune to all effects of music, beneficial and harmful.
  59.  
  60. -Nerdy Mc Nerderson
  61. +4 on Academics, -2 on Athletics
  62.  
  63. -Like A Coursing River
  64. Give your allies +2 on their next Acrobatics check (within five minutes) after you succeed on an Acrobatics check.
  65.  
  66. -Trust me, I'm a Doctor
  67. +2 on Science, Occult, and Academics if you can somehow explain how your character knows this particular subject.
  68.  
  69. -Does It Have A Steering Wheel?
  70. Ignore the time to acclimate to a new type of vehicle, and +2 to Drive checks made with land vehicles.
  71.  
  72. -Bull Charge
  73. +2 to Brawl when charging into combat.
  74.  
  75. -Meowr!
  76. -1 to Intimidate
  77.  
  78. -ROAR!
  79. +7 to Intimidate. Must be taken after "Meowr!"
  80.  
  81. -Cattle Baron
  82. +3 to all herding and ranching checks.
  83.  
  84. -Horse Lord
  85. +3 to Travel while on horseback, to handle horses and to tame wild horses.
  86.  
  87. -I Shot the Sheriff
  88. +2 to Ranged against any authority figures you deem corrupt.
  89.  
  90. -But I Did Not Shoot the Deputy
  91. +3 to any checks to judge someone's moral character with Insight.
  92.  
  93. -Cree
  94. 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.
  95.  
  96. -That's Why He Asks You How
  97. 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.
  98.  
  99. -Paint With All The Colors of The Wind
  100. +3 to survival-based Travel so long as you always show the natural world its due respect.
  101.  
  102. -Honorable Challenger
  103. +2 to Melee, Brawl and Prevent Harm while engaged in one-on-one combat.
  104.  
  105. -Golden Hearted Saint
  106. +3 to any checks made to directly help the poor, the misfortunate and/or the downtrodden.
  107.  
  108. -Monster Slayer
  109. Any fear-based attacks from monstrous creatures such as ogres, giants or dragons are reduced by one strike.
  110.  
  111. -Chivalry
  112. +2 to Persuasion and Intimidate so long as you follow the warrior's code of your own culture.
  113.  
  114. -STOP RIGHT THERE, CRIMINAL SCUM!!
  115. +2 to Melee and Prevent Harm against the criminal element.
  116.  
  117. -Faith, Trust, Pixie Dust
  118. If the character is not under any sort of mental distress or pressure, +2 to Acrobatics and Athletics checks
  119.  
  120. -Combo
  121. If your Nimbleness exceeds that of the foe by at least 5 points, you can attack a second time in the same turn.
  122.  
  123. -Sea Legs
  124. 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.
  125.  
  126. -The Rum is Never Gone
  127. 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.
  128.  
  129. -See No Evil, Hear No Evil
  130. 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.
  131.  
  132. -Record Scratcher
  133. When a character starts a musical number, +4 on the first offensive (Melee, Ranged, Brawl) roll towards that character
  134.  
  135. -Brothers in Arms
  136. +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)
  137.  
  138. -Hakuna Matata!
  139. +2 to resist on any sort of mental distress with Endure.
  140.  
  141. -I'll figure it out.
  142. +2 bonus when trying to use or operate any device that the player has not come in contact with before
  143.  
  144. -No Time For Panic!
  145. +2 to resist Fear
  146.  
  147. -Out of the sun
  148. +3 to attacking from stealth while airborne.
  149.  
  150. -Better to Light a Candle
  151. +2 when fighting opponents that are injured by/adverse to sunlight.
  152.  
  153. -Wait. Did He Just Steal My Wallet?
  154. +2 to sleight of hand rolls when stealing things.
  155.  
  156. -Heels on Fire
  157. +3 to Nimbleness when the environment (building, forest, whatever) is on fire.
  158.  
  159. -Not the face!
  160. 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.
  161.  
  162. -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.
  163.  
  164. -One Jump Ahead: +2 to Athletics and Acrobatics when fleeing from authority or more than three pursuers
  165.  
  166. -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.
  167.  
  168. -Not On My Watch!: +2 on Melee when fighting those that would hurt the innocent.
  169.  
  170.  
  171.  
  172.  
  173. Left in, but these really need more work;
  174.  
  175. -Nimble Trait
  176. 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.
  177.  
  178. -Smart Trait
  179. 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?
  180.  
  181. -Charismatic Trait
  182. 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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