Family/Individual Traits

individual traits are those in which are unique to the individual, either by chance or because it runs in their family. Campaigns might offer more complex traits. Each trait can only be purchased once and at character creation.

Agile (15 ExPts)

Gain a +2 bonus to Dex rolls to maintain balance and footing

Alertness (15 ExPts)

Gain a +2 bonus to passive perception rolls

Animal Affinity (15 ExPts)

Gain a +2 to Chr rolls when used to affect animals

Athletic (15 ExPts)

Gain a +2 to Fort rolls against fatigue

Born in the Saddle (15 ExPts)

Gains a +2 to all ridding rolls

Deceitful (15 ExPts)

Gain a +2 to Chr rolls to deceive others

Deft Hands (15 ExPts)

+2 bonus to Dex rolls requiring precise hand-eye coordination, such as lasso tricks or sleight of hand.

Diehard (20 ExPts)

Gain a +4 to rolls preventing the loss of Life.

Diligent (15 ExPts)

Gain a +2 to rolls to gain information when gathering information or investigating an area

Endurance (15 ExPts)

Gain +10 END

Especially Charming (25 ExPts)

Gain +1 to CHA Adjustment

Extraordinarily Charming  (25 ExPts)

Gain +1 to CHA Adjustment

Amazingly Charming  (25 ExPts)

Gain +1 to CHA Adjustment

Especially Dexterous (75 ExPts)

Gain +1 to DEX Adjustment

Extraordinarily Dexterous (75 ExPts)

Gain +1 to DEX Adjustment

Amazingly Dexterous (75 ExPts)

Gain +1 to DEX Adjustment

Especially Intelligent (50 ExPts)

Gain +1 to INT Adjustment

Extraordinarily Intelligent (50 ExPts)

Gain +1 to INT Adjustment

Amazingly Intelligent (50 ExPts)

Gain +1 to INT Adjustment

Great Ego (50 ExPts)

Gain +1 to EGO Adjustment

Greater Ego (50 ExPts)

Gain +1 to EGO Adjustment

Greatest Ego (50 ExPts)

Gain +1 to EGO Adjustment

Great Fortitude (50 ExPts)

Gain +1 to FORT Adjustment

Greater Fortitude (50 ExPts)

Gain +1 to FORT Adjustment

Greatest Fortitude (50 ExPts)

Gain +1 to FORT Adjustment

Great Strength (25 ExPts)

Gain +1 to STR Adjustment

Greater Strength (25 ExPts)

Gain +1 to STR Adjustment

Greatest Strength (25 ExPts)

Gain +1 to STR Adjustment

Iron Will (25 ExPts)

Gain a +2 to rolls to prevent or overcome mental manipulation, including telepathy and resisting torture.

Lighting Reflexes (25 ExPts)

Whenever the character uses the ready action, they can ready two actions. They can still only use on action as a reflex.

Magical Aptitude (15 ExPts)

Character gains a +2 to all noncombat rolls regarding magic

Meticulous (15 ExPts)

Gain +2 bonus to searches

Mobile (25 ExPts)

The character can ignore 1square/hex of difficult terrain on each of their turns.

Natural Leader (15 ExPts)

Gain a +2 rolls on CHA rolls towards groups

Natural Traceur (15 ExPts)

Gain a +2 bonus on Dex and Str roll to maintain grip, to pull oneself up, and any parkour roll.

Negotiator (15 ExPts)

Gains +2 on all for Diplomacy and Discernment rolls

Scarry (15 ExPts)

Gains a +2 to CHA rolls to intimidate attacks

Persuasive (15 ExPts)

Gain a +2 to CHA rolls to persuade others.

Quick Reflexes (15 ExPts)

Gain +2 bonus to initiative and contested reflexes

Runner

(extra movement while using the run action)

Survivor (25 ExPts)

Gain +2 to noncombat rolls to prevent the taking of health damage

Stealthy (15 ExPts)

+2 to rolls to avoid detection

Tough (25 ExPts)

Gain +5 health, +1 recovery