| Traits and Talents | |
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| Tweet Topic Started: Jun 28 2015, 10:30 PM (43 Views) | |
| Magister | Jun 28 2015, 10:30 PM Post #1 |
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Traits and Talents [---] In this game, unique qualities given to character's are separated into Traits and Feats: Traits are inherent qualities about you and your history, things that are often unchangeable or life-altering. Becoming a Grey Warden, or being born into the Qun are things that leave a lasting impression on you and the people around you. Such instances do not occur very often, thus buying Traits will require 4 Story Points to purchase. Talents are closer to learned skills, something like Melee Archer or Charismatic, they are qualities you come to gain from the environment or from teachers. These things require a little time and no small amount of effort, so you will have to spend 2 Story Points to gain one Talent. The following list are a number of approved qualities that can be chosen at any time, custom made qualities are allowed, but will need to be discussed and approved by the Staff before they are used in RP. These qualities will cover a majority of the situations and characters you will come across. Origin Traits Born Commoner - Heritage Born a poor member of the populace, a commoner cannot be compelled by people of higher Status, instead they must engage them in an Intrigue. They also gain +2 to their Health and Composure, to reflect their no nonsense, hardy nature. Born Noble - Heritage Born a Bann, Duke or some other kind of Noble among human society, you raise you Status by one, and gain a free point in the Persuasion specialty of your choice. Born Circle Mage - Heritage A mage that was taken and raised in a Circle of Magi, a Circle mage can add their Research score to any test they can successfully apply academic knowledge to, and gain +3 to Persuasion tests made against Templars. Born Apostate - Heritage A mage that was not raised in a Circle of Magi, Apostates start with a Malicious Disposition when confronting non-magic using people, but receive a +2 to avoiding possession attempts by demons or spirits. Born Avvar - Heritage A man born free from Ferelden society, forming tribes with their own spiritual beliefs, Avvar gain a free +1 to your Fighting ability, as well as a +1 to your Healing ability. Born Altus - Heritage Born of the the ancient bloodlines of Tevinter Dreamers, Altus increase their Status by 2 and receive a +2 bonus to Intimidate and Taunt. When interacting with non-Tevinter people, they start with a Dislike Disposition when engaging in Intrigues. Born Laetan - Heritage Born of uncommon magical stock in Tevinter society, Laeten's increase their Status by 1, gain a +2 to Deception rolls made against people with a higher Status than themselves, as well as a +2 bonus to Empathy rolls. Born Publican - Heritage Born a slave in Tevinter society, Publicans fail any Intrigue made against their Masters, but gain a +2 to Health and Composure. Since you are born a slave, you must lower your Status by 1. Born Soporati - Heritage Born of non-magical stock in Tevinter society, Soporati start with an Unfriendly Disposition among their kinsmen when engaging in Intrigues. Instead they gain a profession for free, with a +2 roll to Persuasion made to sell their wares. Born Dalish - Heritage Born into the traveling caravans of the elves, Dalish wander the wilderness, maintaining their rituals and culture while vehemently ignoring human influences. Gain a free +1 to your Survival ability, and gain a free +1 to Marksmanship. Born City Elf - Heritage Born into the Alienages in human cities and capitals, City Elves are skilled in thievery, offering a +2 bonus to all Thievery and Stealth tests that are made. Among humans and Dalish, they gain an Unfriendly Disposition, but cannot be compelled to action by those of a higher Status. Born First - Heritage Born as the magical apprentice to a Dalish clan's Keeper, they gain a free +1 to their Survival ability, and can substitute their Survival score for any tests that require Knowledge or Alchemy. Born Casteless - Heritage Born at the bottom of dwarven society, Casteless become incredibly skill at thievery and remain unnoticed, gaining a +1 to your Stealth, and +1 to your Thievery. Born Artisan - Heritage Born into the crafting caste of dwarven society, you gain a free Artisan quality, and gain +1 to the Notice specialty. Born Noble - Heritage Born a Bann, Duke or some other kind of Noble among dwarven society, you raise you Status by one, and gain a free point in the Persuasion specialty of your choice. Born Servant - Heritage Born a servant to one of the dwarven noble Houses, you take on the Status of the noble you serve, and reduce Seduction, Incite or Taunt rolls by -3 when made against this character. Born Warrior - Heritage Born a warrior serving under one of the dwarven noble Houses, you gain a free point in Fighting, and gain a free point in a Fighting specialty of your choice. Born Surfacer - Heritage You were born a Surfacer, a dwarf who now lives outside of the Stone and is not allowed to return to Dwarven society. They will always receive a starting disposition of Dislike in Intrigues, but gain a free Trade, Artist or Performer quality. Born Tal-Vashoth - Heritage Though you are Kossith, you were not born into the Qun; receive a +2 bonus to Deception when interacting with followers of the Qun. Qunari or Viddathari have a Malicious Disposition around you, though Non-Qunari regard you with an Indifferent Disposition when engaging in Intrigues. Born Qunari - Heritage A kossith who was born into the Qun and still serves it; choose a specialty, on rolls using that specialty, you gain a +2 to the test result. Non-Qunari start with a Unfriendly Disposition when engaging in Intrigues. Born Viddathari - Heritage A followed of the Qun who is not kossith; choose a specialty, on rolls using that specialty, you gain a +2 to the test result. Non-Qunari start with a Malicious Disposition when engaging you in an Intrigue. Social Talents Adept Negotiator - Social Requires Deception 3 So long as your disposition remains hidden from your opponent, you take no penalty on your Persuasion tests from your starting disposition. Attractive - Social Whenever you roll a Persuasion test, you may re-roll any ones made during a test roll. Authority - Social During an intrigue, reduce your Persuasion penalty (if any) by two. Thus, when your disposition is Dislike, you take no penalty, when Unfriendly it is –2, and when Malicious it is –4. Cautious Diplomat - Social Requires Awareness 4 (Empathy 2). Add half your Persuasion or Deception score to the bonus gained when using Consider during Intrigue, and retain this bonus for you to use at any point during the Intrigue, not just the next turn. Charismatic - Social Requires Persuasion 3. When you select this quality, choose a single Persuasion specialty. Whenever you test Persuasion to use that specialty, add +2 to your test result. You may choose this benefit multiple times. Each time, choose a new specialty. Compelling - Social Requires Charismatic. Choose one Persuasion specialty for which you selected the Charismatic benefit. When using this specialty in an intrigue, increase its Influence by 1. You may choose this benefit multiple times. Each time you select this quality, its benefits apply to a different specialty of Persuasion for which you have also selected the Charismatic quality. Courteous - Social Requires Persuasion 3. You may add one half of your Persuasion rank (round down) to your Deception tests. In addition, whenever an opponent in an intrigue would use the Read Target action, you may add your Cunning rank to your passive Deception result. Dutiful - Social Requires Will (4). Your opponents take a –2 on all Persuasion checks made to influence you involving Convince, Intimidate, or Seduce. Eloquent - Social Requires Language 4, Persuasion 4. When engaged in an intrigue using a Language in which you have rank 4 or greater, you automatically go first in the round. Favored of Nobles - Social When interacting with characters of 4 or higher Status, you gain a +1 on all Persuasion tests. Favored by Smallfolk - Social When interacting with characters of Status 3 or lower, you gain a +1 on all Persuasion tests. Magnetic - Social Requires Charismatic (Charm), Compelling (Charm) Whenever you defeat a foe using Charm, that foe’s disposition increases by a number of steps equal to the number of specialty points you invested in Charm (minimum 2 steps). Respected - Social Requires Status (4). During intrigues, your opponents take –3 on Persuasion tests involving Incite, Intimidate, and Taunt. Stubborn - Social Requires Will (3). You may add your Awareness score to your Composure. Treacherous - Social You use your cunning and duplicity to outmaneuver your enemies. Whenever you use Deception in an intrigue, you may add your Cunning rank to your Deception test results. Worldly - Social You are familiar with people from beyond your homeland. When interacting with a character from outside of your homeland, you gain +2 on all Persuasion tests. Weapon and Class Talents General Weapon Mastery - Weapon Talent Increase the amount of Damage you deal with a specific weapon by +1. Improved Weapon Mastery - Weapon Talent Increase the amount of Damage you deal with a weapon by another +1. Armor Mastery - Weapon Talent Increase your Armor Rating by 1, reduce the Bulk by 1 for a specific type of armor you wear. Improved Armor Mastery - Weapon Talent Increase your Armor Rating by another +1 bonus, and reduce the Bulk by another +1 Weapon Savant - Weapon Talent Use a weapon that is Tier 4 or lower without any penalty, regardless of training. Improved Weapon Savant - Weapon Talent Use a weapon of any Tier 6 or lower without incurring any penalty, regardless of training. Rogue Dirty Fighting - Class Talent Dexterity (2), Athletics 2. By rolling an Athletics test against an opponent's, you can reduce their Combat Defense by 3. Combat Movement - Class Talent Dexterity (3), Athletics 3 Roll an Agility + Athletics Test to place yourself in a better position to attack your opponent. Below the Belt - Class Talent Dexterity (2), Athletics 2 Roll a normal Fighting Test, if you succeed, you deal no damage, but your opponent gains -3 to their next Fighting Roll. Deadly Strike - Class Talent Cunning (3), Athletics 3 If your attack gets more than one degree of success, you can deal normal damage to sunder the opponent's armor, reducing the armor rating by 1 for the rest of the battle. Evasion - Class Talent Dexterity (5), Athletics 5 The user adds their Acrobatics dice to your Combat Defense. Feign Death - Class Talent Cunning (5), Deception 4 Roll a Deception test, if it beats your opponent's passive Awareness result, the user feigns death and the opponent must choose another target to attack. Lethality - Class Talent Cunning (5) Add Cunning to the Fighting rolls of any attacks made by this character. Coup de Grace - Class Talent Dexterity (4), Fighting 4 If the opponent was stunned or grappled, the user can give up their bonuses to make a Fighting Test and deal damage immediately after the attack. Combat Stealth - Class Talent Cunning (4), Stealth 4. By increasing the Difficulty by 3, the user can make a Stealth test an if they succeed remain Blended In even while in combat. Master Stealth - Class Talent Cunning (5), Stealth 5. By mastering Stealth, this use reduces the difficulty of all Stealth tests by 3. Warrior Powerful - Class Talent Strength (3), Athletics 2 The user reduces the any Bulk in armor by 1. Threaten - Class Talent Strength (4), Fighting 3 Force the opponent to make a Will test against your Fighting roll, if they cannot do it, they receive a -1D to Fighting and Marksmanship Death Blow - Class Talent Strength (6), Fighting 5 Recover one point of Health for every successful attack that defeats the opponent. Precise Striking - Class Talent Dexterity (3), Fighting 3 Reduce your attack damage by -2 in order to gain +2 to a Fighting Roll. Taunt - Class Talent Will (3), Persuasion 2 The user makes a Will+Persuasion test against the opponent's passive Awareness result, if you succeed they must attack you for the next two turns. Disengage - Class Talent Will (3), Persuasion 3 The user makes a Will+Persuasion test against the opponent's passive Awareness result, if you succeed, they cannot attack you for the next two turns. Dual-Weapon Dual Weapon Training - Weapon Talent Dexterity (3), Fighting 4 Give any Dagger wielded by this character Off-Hand +1, if it already has it, increase it by this amount. Dual Weapon Finesse - Weapon Talent Dexterity (4), Fighting 5 Give any Dagger wielded by this character Defensive +1, if it already has it, increase it by this amount. Dual Weapon Expert - Weapon Talent Dexterity (5), Fighting 6 Make an ordinary Fighting roll against an opponent, this blow is treated as having an extra degree of success, if it already received it, it gains another degree. Dual Weapon Mastery - Weapon Talent Dextrity (6), Fighting 7 All weapons wielded in the Off-Hand except Shields recieve the benefits of Dual Weapon Training, Dual Weapon Finesse and Dual Weapon Expert. Dual Striking - Weapon Talent Dexterity (3), Fighting 2 In this stance, the user can make an attack with both weapons, rolling two seperate fighting tests and dealing damage without Off-Hand bonuses and negating its Defensive bonuses while it is active. Riposte - Weapon Talent Dexterity (4), Fighting 3 If the target you are engaging has missed it's Fighting Roll on the previous attack, you gain +3 to your next Fighting roll. Cripple - Weapon Talent Dexterity (5), Fighting 4 The user may take -3 to their Fighting Test to threaten an injury. Should they succeed, they give the opponent one injury for the rest of the battle. Flurry - Weapon Talent Dexterity (6), Fighting 6 The user may make as many attacks as they can succeed, each time receiving -3 to the Fighting test after the previous one succeeds. Archery Melee Archer - Weapon Talent Dexterity (3), Athletics 2 Receives no penalty to Close-Range marksmanship rolls. Defensive Fire - Weapon Talent Dexterity (5), Marksmanship 4 The user adds their Bow Rank to their Combat Defense. Master Archer - Weapon Talent Dexterity (4), Marksmanship 6 The user adds their Bow score to any damage made through Bow attacks. Pinning Shot - Weapon Talent Dexterity (3), Marksmanship 4 The user tests their Marksmanship roll against the opponent's passive Athletics result. If you succeed, your opponent cannot move, and can only attack those in range. Crippling Shot - Weapon Talent Dexterity (4), Marksmanship 4 The user tests their Marksmanship roll against the opponent's passive Constitution result, If you succeed, your opponent takes an Injury. Rapid Shot - Weapon Talent Dexterity (4), Marksmanship 4 The user can make as many Marksmanship attacks as they can, with a -3 penalty to each consecutive arrow. However many arrows you fire count as one attack, and deal damage each time. Shattering Shot - Weapon Talent Dexterity (5), Marksmanship 5 The user removes their Bonuses in order to make a Marksmanship attack against the opponent's passive Endurance result, if you succeed, you reduce the opponent's Armor Rating by 1. Suppressing Fire - Weapon Talent Dexterity (6), Marksmanship 5 The user makes a Marksmanship test against the opponent's Combat Defense, if they succeed they reduce the opponents Fighting and Marksmanship rolls by however many Bonus Dice the character has in Bows. Scatter Shot - Weapon Talent Dexterity (6), Marksmanship 6 The user makes an ordinary Marksmanship test, if they get more than one degree of success, they deal ordinary damage to each adjacent target. Shield Shield Defense - Weapon Talent Strength (3), Athletics 2 While in this mode, the user gains Combat Defense equal to their Shield Rank, but takes -3 to Fighting tests. Shield Balance - Weapon Talent Strength (4), Athletics 3 The user no longer takes a penalty to Fighting when using Shield Defense. Shield Wall - Weapon Talent Strength (5), Athletics 4 While in this mode the user increases their Armor Rating by 1, their movement by 1, and increases their Combat Defense by their Shield Rank. Shield Block - Weapon Talent Dexterity (3), Fighting 3 When your opponent fails a Fighting Attack, you can reflect it back at them at the opponent at half the damage it would have dealt. Shield Cover - Weapon Talent Dexterity (4), Fighting 4 Protecting your allies from attacks, you can use your shield to increase the Combat Defense of your allies by +2 Shield Tactics - Weapon Talent Dexterity (5), Fighting 5 Enemies do not receive a Off-Hand or Powerful modifier for their weapons when engaged with you. Shield Mastery - Weapon Talent Dexterity (6), Fighting 5 The user receives a +2 Combat Defense bonus when wielding a shield, and can deal damage equal to their Shield Rank when choosing to attack with the shield. Two-Handed Pommel Strike - Weapon Talent Strength (3), Fighting 3 If your first attack fails, you can make another test immediately afterwards, this time dealing half the damage the normal attack would deal. Indomitable - Weapon Talent Constitution (4), Will (3) This user receives a +3 bonus to avoiding knockdowns or knockback attacks. Stunning Blows - Weapon Talent Strength (5), Fighting 4 Make a normal fighting test against the opponent, if you succeed, you stun them. Critical Strike - Weapon Talent Strength (6), Fighting 5 Receive a -6 penalty to your Fighting rolls when you make an attack, should you succeed, you deal +4 damage with your ordinary attack. Sunder Arms - Weapon Talent Strength (4), Athletics 3 Receive a -1D penalty to your Fighting roll and make an attack, should you succeed, your opponent deals -4 less damage with their next attack. Shattering Blows - Weapon Talent Strength (5), Athletics 4 Make a Difficulty (18) Fighting Test against any form of object or cover, should you succeed, you destroy it with the strength of your weapon, should you get over two degrees of success, your weapon also breaks. Sunder Armor - Weapon Talent Strength (6), Athletics 5 Make a Fighting Test without bonus dice against your opponent, should you succeed, you sunder their armor for your equivalent rank in Two-Handed Weapons. Mighty Blow - Weapon Talent Strength (4), Athletics 4 Make an Athletics test against you opponent's Combat Defense, should you succeed, you deal normal damage and they are thrown 5 yards, with every degree of success adding 2 yards to it. Powerful Swings - Weapon Talent Strength (5), Athletics 5 The user takes -4 to all Fighting rolls and adds their Strength rating to the damage they deal to opponents. Two Handed Strength - Weapon Talent Strength (6), Fighting 5 The user no longer takes -4 to their Fighting rolls when using Powerful Swings Two Handed Sweep - Weapon Talent Strength (7), Fighting 5, Athletics 5 The user makes a normal attack against two or more opponents, and can roll a Difficulty (12) test to add another nearby opponent to the attack, increasing in Difficulty by 3 for each additional opponent. Specialization Traits Grey Warden - Specialization An ancient order trained to fight Darkspawn, not everyone can be a Grey Warden. By offering up two Destiny Points, you become a Grey Warden. Your Status drops to 1 and Health increases by 4. You gain +5 to Fighting or Marksmanship rolls against Darkspawn, Blood Mage - Mage Specialization Trained in the arts of Blood Magic, this mage can covert life force into spellpower. By sacrificing points of their own health, the mage can add a free degree of success to any spell they use. Spirit Healer - Mage Specialization This mage has had their body inhabited by a benevolent spirit from the Fade, allowing them greater healing magic than normally possible for ordinary mages. They receive no difficulty increases to using healing or benevolent magic on a group of people. Shapeshifter - Mage Specialization A rare breed of magic that is used by the wild peoples of Thedas, mages who have mastered Shapeshifting can transform into the skins of animals and act as one of them. Upon taking this trait, you gain one free animal form, and must spend 2 Story Points into receive another one. Arcane Warrior - Mage Specialization A clan of elvhen mages that specialize in using magic to augment their physical abilities. Arcane Warriors can apply their Magic score to lower the Bulk of the armor they wear. Force Mage - Mage Specialization A type of magic taught in the Free Marches, they use forceful magic from the Fade to attack. The user rolls a Magic+Willpower+Awareness test to create a gravitic ring against your opponent's Combat Defense, if you succeed, they are trapped and receive a -5 Penalty to Fighting or Marksmanship rolls. Knight-Enchanter - Mage Specialization A variation of Arcane Warrior endorsed by the Circle of Magi. This mage entrenches themselves in defensive magic to lead men into combat. When using Arcane Barrier, receive a free degree of success. Necromancer - Mage Specialization This character has been trained in the ways of Mortilitasi Order in Nevarra, able to channel spirits into the bodies of the dead, they use their necromantic powers to control the bonds between life and death. They are able to cast Death Magic or Death Siphon and Animate Dead at an Automatic (0) Difficulty. Battlemage - Mage Specialization A mage skilled at fighting in close combat without fail, they use elemental magic to boost their combat abilities. The user can create a field of magical energy that confers benefits depending on the type of magic: Fire - Make a Magic test against your opponent's Endurance test, if you succeed, deal 1 damage per turn every time they make a combat action. Ice - Make an Awareness test against your opponent's Dexterity test, it lowers their opponent's Combat Defense by -2 per degree. Lightning - Make an Awareness test against your opponent's Endurance test, if you succeed, you grant a -2 Penalty to all Dexterity or Strength tests you while standing in the field. Earth - Make a Willpower test against your opponent's Fighting test, increase your armor rating by 1 for every degree of success. Keeper - Mage Specialization The master of Dalish knowledge in any clan, the Keeper is a practitioner of ancient spells involving nature. Add your Magic to any rolls involving Survival or Animal Handling task, and gain a +2 bonus to any Primal Magic roll you cast. Bard - Rogue Specialization A master of manipulation, sabotage and alluring beauty, Bards are a fundamental part of the Game. They can add their Cunning bonus to heighten the Combat/Intrigue Defense of their allies, or use it to lower the Combat/Intrigue Defense of their enemies with earshot. Duelist - Rogue Specialization A rogue who specializes combat, using agility and cunning to deflect blows. Whenever your opponent fails a Fighting Roll against you, you may make a regular fighting attack, dealing half as much damage as you normally would. You also gain a +1 Defensive Bonus to all weapons you use, or gain a +1 if they already have a Defensive quality. Ranger - Rogue Specialization A rare breed of Rogue who eschews human companionship for animal. They can apply their Animal Handling score to Fighting, Awareness and Survival tests and receive the Beastfriend trait for free. Artificer - Rogue Specialization A unique type of Rogue that is skill in using mechanisms and traps. Artificers can make many different types of traps for a variety of situations, with the tests depending on what kind of trap you make: Elemental Mine - Make a Cunning+Alchemy roll against a Difficulty (12) test, you produce as many mines as your Cunning score, with an extra mine for each degree of success. Each mines deals 5 damage, but a Difficulty (9) Survival test can lower the amount of damage they do by 1 for every degree of success. Thief's Lantern - You place a Thief's Lantern that when you return to it allows you to Catch Your Breath as a Free Action. Volley Trap - You make a Cunning+Stealth test to set a simple trap that flings the recipient into the air, where they must make an Agility+Athletics roll against a Difficulty (15) test, otherwise they take falling damage, Acrobatics also applies. Grenade Launcher - If you have any type of Bomb at your disposal, you can make a Cunning+Marksmanship roll against a Difficulty (15) test. If you succeed, you can create a trap that launches the Bomb at your opponent as a Free Action. Assassin - Rogue Specialization All Rogues are good at killing living beings, but assassins have turned it into an art-form. They can make an Agility+Stealth test to Mark a target. This secret symbol allows any Fighting or Marksmanship test to receive a +4 bonus when attacking the Marked Target. Tempest - Rogue Specialization A rare breed of Rogue with arcane knowledge, they combine their magical concoctions to increase their skills in combat. They may roll a Cunning+Alchemy roll to create new elixirs, roll a Difficulty (15) test. Frost Flask - Grant yourself a +1 to Armor Rating, make a test against your opponent's Endurance roll,if you succeed, they are frozen, if you fail they are chilled. If you get more than one degree of success when concocting the elixir, increase the armor rating by 1 and grant yourself a +2 bonus to freezing your opponent for each degree Fire Flask - Whenever you attack, you can knock your opponent back a yard for free. Whenever you are attack you may also force your opponent to make a Survival test to avoid being burned. If you get more than one degree of success when concocting the elixir, increasing the number of yards the opponent is knocked back by 1, and grant yourself a +2 bonus to burning your opponent for each degree. Lightning Flask - Grant yourself +1 yard to your movement speed (another 4 to sprint speed) and increase your Combat Defense by 1. If you get more than one degree of success when concocting the elixir, increase the Combat Defense bonus by 1, and increase your Movement Speed by another yard per degree of success. Spirit Flask - Allow yourself to pass through any obstacles or people as if they did not interrupt your movement and ignore a single attack. If you get more than one degree of success when concocting the elixir, increase your movement by 1 yard, and ignore one more attack per degree of success. Reaver - Warrior Specialization A warrior who has drunk of dragon's blood, allowing them powerful abilities almost too similar to blood magic. You may reduce any amount of your Health in order to gain that much as a bonus to your fighting roll, and the number of injuries needed to kill you is increased by 1. If you kill an opponent with two or more degrees of success, you may fully recover your health. Templar - Warrior Specialization A specialized knight of the Chantry who defends the ordinary citizens from magical threats. Trained in anti-magic tactics and with the ability to disrupt spells, Templars can innately increase their Combat Defense against magic rolls by 5. All attacks with one degree of success deal Stamina Fatigue if their opponent is a Mage. Champion - Warrior Specialization A knight trained the arts of strengthening allies, rallying troops and fighting to last man. A Champion can add Warfare to their attack roll, add it to their ally's Combat Defense, or roll against an Difficulty (15) test negate any environmental benefit or drawback Berserker - Warrior Specialization A dwarf or dwarf-trained person who is skilled in unleashes the angry rage one develops fighting the Darkspawn in the Deep Roads. When fighting you can give yourself a -4 penalty to your Fighting or Marksmanship rolls in order to increase your damage by 4. Your first injury or wound you receive deals no penalty. Spirit Warrior - Warrior Specialization A type of warrior that trains themselves in understanding the Fade and its denizens. These fighters flirt with benevolent spirits, offering a wide variety of effects depending on the spirit you are entangled with, you may only have a single spirit bonded to you at a time, and unless you were to burn this trait and get a new one, you are not allowed to change it. Spirit of Command - Increase Composure by +3 and gain a +2 bonus to Intimidate rolls. Spirit of Compassion - Gain +5 to Persuasion rolls Spirit of Faith - Gain +2 to Health and Composure Spirit of Hope - Whenever you have half your health, all rolls gain a +2 bonus. Spirit of Justice - Grants +1 to Status, and +1 to Damage if you have previously met your opponent. Spirit of Love - Invest 1 Story Point to make someone your Loved One. When working with your Loved One you can grant them an extra bonus in any roll by adding your score to there's, and vice versa. Spirit of Purpose - Gain 2 Skill Points to a chosen Skill Spirit of Valor - Gain +5 to Fighting, Warfare or Athletics when Health is below half. Spirit of Wisdom - Gain +5 to Knowledge, Language or Medicine rolls. |
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12:54 AM Jul 11