General Traits

GENERAL TRAITS

Tiered traits must be taken in order. For example, the Armored trait must be taken before Armored 2 can be taken. Other traits are marked as 'multiple' and may be taken as many times as wished. For the purposes of advancement cost, each additional purchase of a multiple trait adds one tier to the cost.

For example, if a player wishes to purchase multiples of the Ally trait, the second Ally is treated as a 2nd-tier trait, the third as a 3rd-tier, etc. The fourth, and every Ally purchased after, is treated as a 4th tier trait.

ALLURING

2 bonus dice to Diplomacy rolls with the opposite sex (or those attracted to your gender).

ALLY [multiple]

You have a friend willing to go out of their way, and even take risks, to aid you. this trait may be taken more than once.

ANIMAL COMPANION [multiple]

You have a mundane pet, such as a dog, horse, ferret, cat, or hawk, that can perform minor tasks and tricks. It will obey simple commands, but does not understand any complex commands at all. It will fight for you, but is not skilled at combat. It has the normal skills and stats of an animal of its type.

ANIMAL COMPANION 2

You have a rare and special connection with an animal, making it more than a mere pet. It will obey complex commands to the best of its ability, and is a force to be reckoned with in combat.

ANIMAL COMPANION 3

You have an unusual and magical servant or companion, a spirit or creature bound to you by the strands of Fate. Whether a gift from the gods, or the product of an infernal pact, this creature will obey your commands and even see to your interests as best it can independently, if allowed. It is formidable in combat, but if it is killed, the breaking of the strand of Fate connecting you causes the permanent loss of 1 Fate point. ARCANE BOLT [multiple]Use Intelligence + Spellcraft to cast a magical bolt of energy at a ranged target, doing Perception in damage. The bolt is of a specific energy type, such as fire or electricity, chosen when the trait is taken. Trait may be taken more than once to use different energy types.

ARCANE ALCHEMIST

Subsitute Alchemy skill for Spellcraft when using magic.

ARMORED

Wearing light armor, such as leather or padded, gives you a bonus of 1 die to Soak rolls (cumulative with other armor traits).

ARMORED 2

Wearing medium armor, such as chain or scalemail, gives you a bonus of 1 die to Soak rolls, incurs a 1 die penalty to all physical actions, and incurs a movement penalty of 1 (cumulative with other armor traits).

ARMORED 3

Wearing heavy armor, such as platemail, gives you a bonus of 1 die to Soak rolls, a bonus of 1 to Defense, a penalty of 1 die to all physical actions, and a penalty of 1 inch to movement (cumulative with  other armor traits).

ARMORED 4

Wearing a heavy suit of full plate armor makes you an almost impregnable juggernaut. Gives 2 bonus dice to Soak and Defense, a penalty of 1 die to all physical actions, and incurs a penalty of 1 inch to movement (cumulative with other armor traits).

ARMORED MOVEMENT [multiple]

Lessen the armor penalty to actions by 1 die or the movement penalty by 1 inch, chosen when the trait is taken.

ASSASSIN

Make a succesful attack against a Helpless target to kill the target instantly. 2 bonus dice of damage against Bound or unaware targets.

ASSASSIN 2

Make a succesful attack against a Bound or unaware target, and spend Fate points to do a number of Wounds equal to the number of Fate points spent, in addition to the normal damage.

ASSASSIN 3

Make a succesful attack against a Bound or unaware target, and spend a Fate point to do a number of Wounds equal to your Perception, in addition to the normal damage.

ATTRIBUTE TRAINING [advancement]

Increase one attribute by one die.

BEAST EMPATHY

6's explode on any social roll involving interacting with animals.

BERSERKER

By spending a Fate point, the character may enter a frenzied state for the duration of the combat. Berserking characters add two dice to Melee or Brawl attack rolls and to damage dealt. However, they may not take any action other than Melee or Brawl attacks, and they must not cease fighting until all enemies are dead, fled, or incapacitated. If the character wishes to leave the berserk state before combat has ended, they must make a Willpower roll at Challenging difficulty. In any case, once the berserk state is over, the character immediately becomes Winded.

BLOCK [multiple]

1 bonus die to active defense against Brawl attacks.

BOXER

1 bonus die to Brawl attack rolls.

BOXER 2

6's explode on Brawl attack rolls.

BOXER 3

May spend a Move to make a Brawl attack at full skill. BRUTECharacter is much stronger than normal. 1 bonus die to Strength rolls.

CATLIKE REFLEXES

The character may stand as a free action on their turn, or may spend a Fate point to stand as an immediate interrupt.

CONTACT [multiple]

You have a source of information and minor aid (usually limited to hospitality or small favors). This trait may be taken more than once.

CRIPPLING ARCHERY ATTACK

May make an archery attack that does not do standard Wounds, but instead inflicts a Crippling Injury.

CRIPPLING ARCHERY ATTACK 2

By spending a Fate point, may inflict a Crippling Injury in addition to any Wounds with an archery attack.

CRIPPLING ARCHERY ATTACK 3

By spending Fate points, may inflict a number of Crippling Injuries equal to the number of Fate points spent with an archery attack, in addition to the normal Wounds.

CRIPPLING MELEE ATTACK

May make a melee attack that does not do standard Wounds, but instead inflicts a Crippling Injury.

CRIPPLING MELEE ATTACK 2

By spending a Fate point, may inflict a Crippling Injury in addition to any Wounds with a melee attack.

CRIPPLING MELEE ATTACK 3

By spending Fate points, may inflict a number of Crippling Injuries equal to the number of Fate points spent with a melee attack, in addition to the normal Wounds.

DANGER SENSE

1 bonus die to detect ambushes and traps.

DISARMING ATTACK

By spending a Fate point and making a succesful Melee or Brawl attack against the target, incur the Disarmed condition on the target. This attack does no damage.

DISARMING ATTACK 2

When using Disarming Attack, the target instead incurs the Completely Disarmed condition.

DISARMING ATTACK 3

When using Disarming Attack, spend a Fate point to do standard attack damge in addition to any conditions.

DISARMING SHOT

By spending a Fate point and making a succesful Archery or Athletics ranged attack against the target, incur the Disarmed condition on the target. This attack does no damage.

DISARMING SHOT 2

When using Disarming Shot, the target instead incurs the Completely Disarmed condition.

DISARMING SHOT 3

When using Disarming Shot, spend a Fate point to do standard attack damge in addition to any conditions.

DODGE

1 bonus die to active defense.

DUELIST

The character may spend a Fate point to issue a challenge to a single target. Whether that target accepts the challenge or not, for the duration of the scene, the character gains +1 die to both attack and damage rolls against that target. Also for the duration of the scene, the character is at -2 dice to attacks and defenses with any other combatant.

EIDETIC MEMORY

+2 dice to any roll to remember forgotten details. Note: the character's memory is NOT perfect, but there is a bonus to remember details. If the player writes down details, or otherwise remembers details, then the character can reasonably remember them, as well. But if a roll is needed to remember a detail, then a bonus of +2 dice is given.

ENCHANTER

Spend a Fate point to roll Intelligence + Spellcraft to enchant a mundane item with magical energy. The enchanter must cast the desired spell as normal, including Fate costs, however the effect is stored in item to be released on command. The enchantment is temporary, and allows a single use before the item is expended magically, returning to a mundane state.

ENTANGLE

Using a whip, lasso, or net, you may inflict the Bound condition on the target with a succesful Melee attack. The attack does not damage. The target must use an action to make a successful Melee or Brawl roll, opposed by your Strength plus Melee, to be rid of the Bound condition.

FAST SHOT [multiple]

May make an extra attack when using the Archery skill. If this trait is taken multiple times, each additional Fast Shot trait adds an additional attack.

FAST STRIKE [multiple]

May make an extra attack when using the Melee skill. If this trait is taken multiple times, each additional Fast Strike trait adds an additional attack.

FAST THROW [multiple]

May make an extra attack when using the Athletics skill. If this trait is taken multiple times, each additional Fast Throw trait adds an additional attack.

FLEET

6's explode on bonus movement (such as for fleeing, running or charging).

FLEET 2

+1 die to any bonus movement.

FLEET 3

May make an additional Move action each round.

GENIUS

Pick one skill from the following: Artistry, Alchemy, First Aid, Linguistics, Medicine, Repair, or Spellcraft. Sixes explode on any rolls with that skill. Also, Intelligence maximum is +1.

HARD TO KILL [multiple]

Bonus of 1 to Wound capacity.

HUGE

Character is much larger than normal. 6's explode on Strength rolls, and maximum Strength increased by 1. Character is a bigger target, incurring a penalty of one die to all defense rolls.

INNER POWER [multiple]

The character is destined for greatness, or infamy. Increase Fate total by 1.

IRON HANDS

6's explode on Block defense rolls. May use Block defense against Melee attacks.

INSPIRE

Spend an action to give a one die bonus to one other character, or spend a Fate die to give a bonus die  to each member of the party. That bonus die may be spent on any one roll, but must be used before the of the scene, or it is lost.

INSPIRE 2

When using Inspire, you need not spend a Fate point to inspire the party.

INSPIRE 3

When using Inspire, spend Fate points to give one character a number of inspiriation dice equal to the number of Fate spent. The rest of the party still gets a single inspiration die.

INSPIRE 4

When using Inspire, spend Fate points to give the party a number of inspiration dice equal to the number of Fate spent.

IRON STOMACH

6's explode on rolls to resist ingested poisons, the effects of spoiled food, or alcohol.

LEAP

Spend a Move to jump over obstacles, including other combatants, into an unoccupied square. Make a Strength + Acrobatics roll against a difficulty equal to the number of occupied squares between you and the target square. Succeed, and you are now standing in the target square. Fail, and you fall prone in the target square. Botch, and you fall prone in your starting square. Characters with the Leap trait are not limited to Strength in inches when jumping, and count both Strength and Athletics for damage when rolling to break a fall.

LEAP 2

When you use the Leap trait, you may spend an action to make an attack against a foe adjacent to the target square at +2 dice damage.

LEAP 3

When you use the Leap trait, you may spend a Fate point to target an occupied square instead of an unoccupied square. If you fail the roll you fall prone in an adjacent square of the target's choosing. If you Botch, the target also gets a free standard attack. If you succeed, you push the target out of the occupied square into an adjacent square of your choosing, and the target falls prone.

LIGHT TOUCH

1 bonus die to Thievery rolls when picking pockets.

LINGUISTIC SAVANT

2 bonus dice to any rolls to translate, understand, or speak any language. Able to identify and mimic accents easily, gaining 1 bonus die to Deception rolls involving accents and disguise.

LONGSHOT

Double your range increments. So, for thrown weapons your range increment is 6 instead of the normal 3, and for other ranged attacks is 12 instead of the normal 6.

LOW LIGHT VISION

Does not suffer the normal two dice penalty to Perception in low-light conditions or darkness.

LUCKY [multiple]

Once per day, you may re-roll any die roll. You must re-roll all dice involved in that roll. You must accept the new result, even if it is worse. This trait may be taken more than once.

LYCANTHROPE

Can transform, at the cost of one Fate point, into a large animal, such as a wolf or bear. Must make a Sorcery, Alchemy, or Enchant test at normal difficulty. If the test fails, the transformation takes 2 full rounds, during which the character is unable to take any action or movement. If the test succeeds, the transformation takes one full round and the character is not rendered helpless, but loses their action that round. With a critical success, the transformation is instantaneous and does not use an action. If the test critically fails, the Fate point is spent, but the character does not transform, and loses any action or movement that round. While in animal form, the character gains a die each in Strength, Agility, and Toughness, but loses one die each in Intelligence and Charisma. The character also gains the Scent, Rapid Movement, and Beast Speech traits. In addition, the character's Brawl attacks do an extra die of damage. But, while in animal form, the character is unable to speak or gesture in normal humanoid ways, and is reduced to one die in all social tests or any tasks involving fine motor skill or opposable thumbs, such as crafting or writing.

MAGIC RESISTANCE

Any spells directed at you are +1 difficulty.

MAGNETIC PERSONALITY

1 bonus die to all Charisma rolls.

MAN AT ARMS

1 bonus die to melee attacks rolls.

MAN AT ARMS 2

6's explode on melee attack rolls.

MAN AT ARMS 3

By spending a Move, may make a Melee attack at full skill.

MARKSMAN

1 bonus die to Archery attack rolls.

MARKSMAN 2

6's explode on Archery attack rolls.

MARKSMAN 3

By spending a Move, may make two Archery attacks at full skill. They need not be at the same target.

NERVES OF STEEL

6's explode on any roll to resist fear or maintain concentration.

NOBLE TITLE [multiple]

You are of noble birth, or have attained a noble title through action or luck. Status is +1. You enjoy the benefit of full protection of the law, and the rights, privileges, and responsibilities of nobility. This trait may be taken more than once.

OFF-HAND WEAPON

For wielding a secondary weapon in your off-hand, receive a 1 die bonus to defense.

OFF-HAND WEAPON 2

When wielding a secondary weapon in your off hand, gain a bonus die to Melee attacks.

OFF-HAND WEAPON 3

By spending a Fate point, may ignore a Disarm condition incurred by an attack.

PARRY [multiple]

1 bonus die to defense against Melee and Brawl attacks when armed with a melee weapon.

PIOUS

The character is a font of holy energy, a beacon of good to those able to detect such energies. Spend a Fate point to heal one Wound or Condition of an adjacent target. Gain a bonus of 2 dice to social rolls with others of similar moral direction when the character is being honest, good, and forthright.

QUICK [multiple]

I bonus die to initiative rolls.

RANK [multiple]

Influence and recognition in an organization (whether official or otherwise), such as a military group, knightly order, or guild. Must specify the organization when taken, but Rank in more than one organization may be purchased. 1 bonus die to any social task with those of your organization. This trait may be taken more than once, and for more than one organization (separately).

REACH

By spending a Move, may make a Melee attack against a non-adjacent target no more than 2 inches away.

RIPOSTE

When an enemy makes a melee attack against you (whether it hits or not) you may spend a Fate point to make a standard melee attack against that enemy as a response.

SCENT

Character has a strong sense of smell, able to track and identify by scent. Two die bonus to Perception when scent is involved.

SHARP SENSES

6's explode on Perception rolls.

SHIELD [multiple]

Wielding a shield in the off hand gives a 1 die bonus to Defense (cumulative with other shield traits). Not cumulative with off-hand weapon traits.

SILVER TONGUED

2 bonus dice to deception-based Diplomacy rolls.

SKILL TRAINING [advancement]

Increase three different skills by one die each.

SKILL FOCUS [advancement]

Increase one skill by two dice.

SLAM

Make a Brawl attack that knocks the target prone, but does no damage. Does not require the normal opposed Brawl rolls or chance of knocking oneself prone.

SLAM 2

Slam attacks do normal Brawl attack damage.

SMALL

6's explode on any physical defense against enemies larger than yourself (someone without the Small or Stunted trait). Also, 1 bonus die to Stealth against anyone larger than yourself.

SNEAK ATTACK [multiple]

When attacking from surprise or stealth, gain 1 bonus die to damage.

SOCIAL ADAPTABILITY

Do not suffer the standard 2 dice penalty to social actions with those of other cultures or races.

STATUS [multiple]

Influence and recognition in society, whether conferred by birth or earned by action. 6's explode on any social task with those of equal or lesser standing than you.

STEALTHY RUN

No penalty to movement when being stealthy.

STREETWISE

6's explode on Stealth or Survival rolls, when in urban areas.

STRONG GRIP

6's explode on defense against disarm attacks.

THROWING MASTERY

1 bonus die to Athletics ranged attack rolls.

THROWING MASTERY 2

6's explode on Athletics ranged attack rolls.

THROWING MASTERY 3

By spending a Move, may make two Athletics ranged attacks at full skill. They need not be at the same target.

TRICK SHOT

May make a ranged attack to gain 2 bonus dice to Diplomacy rolls to intimidate, also to Archery rolls to Disarm or damage an inanimate or held object, or to contests of Archery or Athletics ranged attack skill. In combat, you may spend a Fate point to ignore cover for one scene.

VICIOUS ARROW [multiple]

Bonus die to Archery damage rolls.

VICIOUS ARROW 2

6's explode on Archery damage rolls.

VICIOUS ARROW 3

By spending Fate points, inflict a number of Wounds equal to the Fate points spent with a successful Archery attack, in addition to the normal Wounds inflicted.

VICIOUS SHOT [multiple]

Bonus die to Musketry damage rolls.

VICIOUS SHOT 2

6's explode on Musketry damage rolls.

VICIOUS SHOT 3

By spending Fate points, may inflict a number of Wounds equal to the Fate points spent with a successful Musketry attack, in addition to the normal Wounds inflicted.

VICIOUS STRIKE [multiple]

Bonus die to Melee damage rolls.

VICIOUS STRIKE 2

6's explode on Melee damage rolls.

VICIOUS STRIKE 3

By spending Fate points, may inflict a number of Wounds equal to the Fate points spent with a successful Melee attack, in addition to the normal Wounds inflicted.

VICIOUS THROW [multiple]

Bonus die to Athletics ranged damage rolls.

VICIOUS THROW 2

6's explode on Athletics ranged damage rolls.

VICIOUS THROW 3

By spending Fate points, may inflict a number of Wounds equal to the Fate points spent with an Athletics ranged attack, in addition to the normal Wounds inflicted.

WEALTH [multiple]

Usable wealth, either through cash, investments, or familial holdings. 6's explode on any social task involving money, such as bribery, haggling or negotiation.

WOODCRAFTY

6's explode on Survival or Stealth rolls, when in wilderness areas.

WRESTLING

Character does not incur the standard 4 dice penalty when grappling.

WRESTLING 2

6's explode on Brawl rolls involving grapples, holds, and throws.

WRESTLING 3

6's explode on Brawl damage rolls involving grapples, holds, and throws. The character may move 1d6 inches during a grapple, taking the opponent with them.