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