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.)