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- POWERS
- -Ride'm!
- No matter if it be some strange horse or a bony fish or an even bigger lizard, the character is capable of riding anything able to carry his or her weight.
- -Heroic Sights
- When fighting with a Revolver, the character may spend a Will point to gain a +5 roll to hit a specific target (i.e, knocking the weapon out of someone's hands.)
- -Quick Draw King
- You may always make one attack in the surprise round, and never suffer penalties in the surprise round.
- -Shaman
- May spend a heart point to receive aid from powerful spirits.
- -Are You Scared?
- Identify one character. You are able to discern their greatest fear. All allies get +2 to cause a social Strike.
- -Ever Thought about Unionising?
- Affects a group of enemies that serve some sort of leader. The leader must be absent. You are able to identify and explain that they are being mistreated. Chance of a Social Strike against each individual targeted.
- -Placeholder Name
- Identify one character. Discern that which they are most proud of.
- -Achilles Heel
- Identify one target enemy. You are able to spot a crippling weak point. All allied attacks against this enemy get +2 to cause a physical Strike or whatever the terminology is.
- -My Word is as Good as Law
- When swearing any sort of oath or making any sort of promise, you may spend a heart point to gain a +5 bonus to any checks you need to directly fulfill the oath or promise.
- -Zealous Champion
- Pick a cause. You cannot be dissuaded from your cause by Illusions or social skills unless the other party spends a heart point.
- -Fated Duel
- Choose an enemy and reduce two Strikes from both your and the chosen foe . Both can only attack each other.
- +5 to all combat rolls until enemy is defeated
- Kings are immune.
- -Protector
- If an ally has suffered a combat Strike in a battle, you can choose to defend and fight alongside that character. Both characters gain +4 to combat while fighting together
- -Steel Drivin'
- Spend one Heart Point. Gain a huge bonus for the next five non-combat physical acts of strenght
- -Charge of the Light Brigade
- Character gets a +4 bonus to combat stats when doing something incredibly foolhardy and unlikely to succeed in combat. Note: trait only activates if it's still foolhardy and unlikely to succeed after figuring in the bonus.
- -Everybody Hold It! (Charisma)
- +4 bonus to halting a fight already in progress via diplomacy/shouting really loudly. Preventing it from starting up again is, unfortunately, another roll.
- -Rock and Roll will Never Die
- Apply song- and dance-related bonuses or penalties to characters with Tin Ear at half effectiveness. (Probably better suited to a Power for song-based characters than a trait.)
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