AdventFalls

Traits

Jun 8th, 2013
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  1. -Notorious
  2. Effect: The character has an out-and-out bad reputation – as a
  3. murderer, as a traitor, as a criminal of the highest caliber Whether
  4. justified or just the result of hearsay, this Notoriety makes his life
  5. that much more interesting.
  6. -1 Point (Spontaneous): By spending 1 Point, the character can
  7. reroll any Skill Tests involving Intimidation once.
  8. +1 Point (Tied): For 1 Point, the character’s Notoriety causes
  9. serious problems during the course of the session – innkeepers
  10. refusing service, local authorities taking a close interest in the
  11. character’s actions, or howling mobs hounding him out of town are
  12. all fair game.
  13. -5 Point (Tied): By spending 5 Points, the character can do
  14. something during the course of the session to redeem himself,
  15. canceling out this Trait.
  16.  
  17. -Outcast
  18. Effect: The character has managed to make himself highly
  19. unwelcome somewhere – to such an extent that he is banned
  20. outright from entering, or would risk life and limb in doing so. Decide
  21. where and why the character has earned this dubious distinction
  22. when choosing this Trait.
  23. +1 Point (Tied): For 1 Point, the character’s inability to enter a
  24. location creates complications for himself or the rest of his party
  25. during the course of the session.
  26. -3 Point (Tied): By spending 3 Points, the character can do
  27. something during the course of the session to redeem himself,
  28. canceling out this Trait.
  29.  
  30.  
  31. >Personal
  32. -Bottomless Pockets
  33. Effect: You never realize how valuable a strategically-bent piece of
  34. wire is until you’re staring at the inside of a locked prison door. In
  35. keeping with this philosophy, the character has an odd or end for
  36. every situation.
  37. -1 Point (Spontaneous): By spending 1 Point, the character can
  38. ‘conjure up’ a mundane item, no questions asked – provided it’s
  39. small enough for them to be carrying around. Even if they have no
  40. logical reason to be hauling around a lifetime’s supply of armor
  41. polish, twenty meters of rope, an LED-equipped Chocobo lure and
  42. invisible ink, the rest of the party can rest assured it’ll be there
  43. when they need it the most.
  44.  
  45. -Getaway King
  46. Effect: Cars, trains, planes, and airships – when there’s a need to
  47. get somewhere fast, the character knows exactly where to rustle up
  48. transportation.
  49. -1 Point (Spontaneous): By spending 1 Point, the character can find
  50. an appropriate vehicle or mount to commandeer during a chase or
  51. getaway scene. Note that this does nothing for their actual ability to
  52. pilot or ride their ‘discovery’.
  53. -2 Points (Spontaneous): By spending 2 Points, a vehicle the
  54. character appropriated will manage to miraculously hold together for
  55. the duration of a chase or escape attempt, regardless of how much
  56. damage it sustains in the process. However, the vehicle will
  57. immediately break down after the action is over, and will need to be
  58. repaired – or replaced – before it can be used again.
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