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
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
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)
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
