Chapter 4 Talents And Traits

Chapter 4: Talents & Traits

“Like a sudden, violent snow squall that rends travelers blind and threatens to tear loose the very foundations of the sturdiest hall, the Snow Prince did sweep into our numbers. Indeed the ice and snow did begin to swirl and churn about the Elf, as if called upon to serve his bidding. The spinning of that gleaming spear whistled a dirge to all those who would stand in the way of the Snow Prince, and our mightiest fell before him that day.”
“Fall of the Snow Prince”

T
alents and traits are important parts of any Character. Talents are the various unique abilities the character has come to possess through training or experience. They include everything from passive bonuses to activated abilities, and can even modify how the character uses certain skills. Traits are rules that reflect various natural facts about the character or certain abilities they possess. They include things such as the ability to fly, inherent physical weaknesses, personality traits, and so forth. They are typically the result of birth or racial circumstance but may be gained through other means later in life, though rarely by choice or without the use of magic.
talentS
Most talents have a Governing Characteristic on which they are based. Talents governed by one of a character’s favored characteristics cost half their normal XP. Some talents have more than one governing characteristic, in which case only one of them needs to be favored to reduce the cost (there is no bonus for having more than one of them favored).
The following sections divide talents into categories and offer descriptions and prerequisites for each.
Talent Levels
Each talent has an associated Talent Level. Talents of higher levels have more powerful effects, as they represent more pow­erful abilities that are more difficult to acquire. The level of the talent determines the XP cost of that talent. The level also determines a talent’s characteristic requirements. A character must meet the characteristic score requirement of at least one of the talent’s governing characteristics before he can purchase it. Some talents have additional requirements, which will be listed with those talents.
If a talent has no listed governing characteristic, then there is no need to meet any characteristic requirements, and the talent’s cost is simply the flat cost associated with its level.
Talent Costs and Requirements

Novice 100 25
Apprentice 200 30
Journeyman 300 35
Adept 400 40
Expert 600 45
Master 800 50

Learning Talents
The XP cost to learn a talent is based on that talent’s level. Characters must fulfill all requirements for a talent in order to learn it. Learning talents governed by a favored characteristic costs half of the regular XP cost.

Awareness
Awareness talents focus on enhancing a character’s ability to perceive their environment and glean information about others.
Combat Senses
The character has keen combat instincts, and knows when to
anticipate enemies.
Level (G. Characteristics): Apprentice (Perception)
Effect: The character can choose to use twice his Perception
bonus for his Initiative Rating instead of the usual value.

Honed Senses (Sense)
The character has honed one of their senses beyond the norm through practice. Level (G. Characteristics): Apprentice (Perception) Effect: The character has honed a particular sense. The character receives a +10 bonus to Perception based tests that involve or rely on the use of that Sense. This talent can be taken multiple times, but only once for any sense

Blind Fighter
The character is able to fight well while blind, using their other senses to compensate for their lack of vision. Level (G. Characteristics): Expert (Perception) Requires: Honed Senses (Hearing) or Honed Senses (Touch) Effect: The character halves all penalties imposed on combat rolls by bad lighting, blindness (temporary or permanent), or other poor visibility conditions. If a character with this talent also has One with All, they ignore them instead.

One with All
The characters senses have been tuned to incredible levels,
and they are easily able to compensate for the loss of one
through the use of others.
Level (G. Characteristics): Master (Perception)
Requires: Honed Senses talents for all the primary senses
Effect: The character never suffers any penalties to tests for
being deprived of one of his senses as long as he still has the
others to fall back on.

Hyper-Awareness
The character is able to avoid blows others wouldn’t see coming. Level (G. Characteristics): Master (Perception) Effect: The character can treat his Evade skill as being governed by Perception, and never suffers penalties when making a test in reaction to an event that they are not directly aware of.

Keen Intuition
The character’s intuition guides their observation, and they find themselves double checking things that others might pass over the first time. Level (G. Characteristics): Journeyman (Perception) Effect: After failing an Observe skill test, the character can re-attempt the test with a -20 penalty. This can only be done once for a given test.

Light Sleeper
The character is partially alert even when asleep, and is able to
respond quickly to any dangers.
Level (G. Characteristics): Novice (Perception)
Effect: The character always counts as being awake for the
purposes of making Observe tests and determining surprise,
even when physically asleep.

Patient Hunter
The character understands that stealth is often just as much about observation as it is about concealment or speed. Level (G. Characteristics): Journeyman (Perception) Effect: The character can reroll failed Stealth (Prc) tests made to shadow his prey.

Prepared
The character is always ready for a fight.
Level (G. Characteristics): Adept (Perception)
Effect: The character is always entitled to a Perception test to
avoid being surprised.

Watchful
The character has learned to always be watchful for deception
of any kind, even when amongst those he trusts.
Level (G. Characteristics): Expert (Perception)
Effect: The character may reroll failed opposed Perception based
tests, but only once. If he has both this talent and Keen Intuition,
he may still only reroll once.

Watch the Signs
The character is an expert in the art of tracking: able to pick up
on the smallest of signs.
Level (G. Characteristics): Journeyman (Perception)
Effect: The character may reroll failed Survival (Prc) skill tests
made to track other characters.

Invisible
The character knows how to avoid leaving the subtle signs that others could use to track them when traveling. Level (G. Characteristics): Adept (Perception) Effect: Attempts to locate or track the signs the character leaves behind when moving suffer a -30 penalty.

Combat
Combat talents improve a character’s ability to successfully engage in, and triumph in, a variety of combat scenarios.
Arms Master
The character is skilled in the fundamentals of combat, and is
at home using all kinds of weapons.
Level (G. Characteristics): Master (Strength, Agility)
Effect: The character counts all untrained weapons as being one
step higher up the familiarity/similarity scale for the purposes
of determining the untrained penalty when using the weapon.

Battle Rage
The character is able to quickly enter a state of battle rage. Level (G. Characteristics): Apprentice (Willpower) Effect: The character may spend a full round psyching himself into a battle frenzy. During this time if he takes any actions or reactions other than this, he must start the process over. When that round is complete he gains the Frenzied condition.

Berserker
The character is able to quickly enter a state of battle rage.
Level (G. Characteristics): Journeyman (Willpower)
Requires: Battle Rage
Effect: When using the effect of the Battle Rage talent, the
character may gain the Frenzied condition as a free action
instead of with the normal psych up time.

Controlled Rage
The character has attained mastery over his battle fury. Level (G. Characteristics): Expert (Willpower) Requires: Battle Rage Effect: The character may lose the Frenzied condition as a free action.

Brawler
The character is skilled in engaging multiple opponents at once. Level (G. Characteristics): Apprentice (Strength, Agility) Effect: The character gains an additional degree of success on successful Combat Style skill tests when using melee weapons (including natural weapons) while engaged in melee combat with more than one opponent.

Combat Master
The character has experience with larger engagements, and
is able to handle several foes at once.
Level (G. Characteristics): Master (Strength, Agility)
Requires: Brawler
Effect: When engaged in melee combat with more than one
opponent, the character increases his action points by one.

Cavalry
The character is skilled at fighting while mounted.
Level (G. Characteristics): Apprentice (Strength, Agility)
Effect: The character ignores the skill cap placed on his combat
rolls by his Ride skill when fighting while mounted.

Combat Flair
The character has a natural sense of style and presence in combat. Level (G. Characteristics): Adept (Personality) Effect: The character can use his Personality bonus in place of either his Agility, Intelligence, of Perception bonus (pick one) when calculating his Maximum Action Points.

Crippling Strikes
The character’s ability to direct and focus the force of his blow
allow him to inflict bone shattering injuries.
Level (G. Characteristics): Adept (Strength)
Effect: Whenever one of the character’s melee attacks inflicts
trauma on a target, increase the amount inflicted by the char­acter’s degrees of success on the attack test.

Crushing Blow
The character sacrifices his ability to follow up for sheer damage,
crushing his opponent with raw force.
Level (G. Characteristics): Expert (Strength)
Effect: The character doubles his Damage Bonus when cal­culating the damage of melee attacks made with the All-out
Attack action.

Duelist
The character is skilled in engaging opponents in one on one combat. Level (G. Characteristics): Apprentice (Strength, Agility) Effect: The character gains an additional degree of success on successful Combat Style skill tests when using melee weapons (including natural weapons) while engaged in melee combat with a single opponent.

Gambit
The character plays mind games with his opponent, or openly taunts them: taking a risk and trying to trick them into revealing an opening or letting their guard down. Level (G. Characteristics): Adept (Intelligence, Personality) Requires: Duelist Effect: As a free action right before a melee attack, a character can make a Deceive test opposed by the target’s Observe skill. If the character succeeds, their target cannot defend against that attack. If the character fails, they automatically fail their attack test (use their result on the Deceive test in place of the attack test).
Dual Fighter
The character is able to follow up a successful attack with a

strike from another weapon.
Level (G. Characteristics): Apprentice (Agility)
Effect: The character can use the Flurry special effect with
weapons, instead of just with unarmed attacks (the character
may use the Flurry special effect to follow up an armed attack
with an attack using another weapon).

Dual Strike
The character is able to strike with two weapons at the same time. Level (G. Characteristics): Expert (Agility) Effect: If the character is wielding two weapons (shields and natural weapons included) he can make an attack with each at the same time. These are separate attacks, but their effects are resolved simultaneously. Only the first attack costs an action point, and both attack tests are made at a -10 penalty. If the target attempts to Block or Parry one of the attacks, the weapon
or shield used cannot be used to defend against the other attack.

Eye of Vengeance
The character fires a shot aimed to end his target once and for all.
Level (G. Characteristics): Adept (Agility, Perception)
Effect: If the character succeeds at an attack test with a ranged
weapon, he can spend a Luck point. If he does, the attack cannot

be Evaded or Parried.

Formation Fighting
The character, mindful of the positions of his allies and his

enemies, takes up his place in a combat formation.
Level (G. Characteristics): Novice (Perception)
Effect: A group of three or more characters with this talent

can choose to draw into close formation, placing more open

or disordered opponents at a disadvantage (provided the group

cannot be outflanked) and thus reducing the action points of

any foes engaged with the unit by one as long as the opponents

are not themselves in formation.

Grappler
The character is able to restrain his opponent with his limbs,

and whatever objects he is holding, even if his hands are full.
Level (G. Characteristics): Journeyman (Agility)
Requires: Unarmed Warrior
Effect: The character can attempt grappling, or use the grip

special effect, with a limb that is holding a weapon of size
Medium or smaller, though he does so at a -10 penalty.

Intimidating
The character is an intimidating opponent, whose forcefulness

and presence allow him to dominate his opponents.
Level (G. Characteristics): Expert (Strength)
Effect: The character can use his Strength bonus in place of

either his Agility, Intelligence, of Perception bonus (pick one)
when calculating his Maximum Action Points.

Improvisation
The character is able to fight with seemingly innocuous objects,

or simply whatever he has on hand.
Level (G. Characteristics): Journeyman (Strength, Agility)
Effect: The character can make ranged attacks by throwing
weapons without the thrown quality (though the attack is at

a -10 penalty, and the GM gets to decide the exact profile that
it uses), or the base -10 penalty for using improvised weapons
(though he still suffers the usual untrained penalties if they

aren’t part of his Combat Style).

Killing Blow
The character delivers strike aimed to end the fight, forcing his

enemy to meet the attack head on or be destroyed.
Level (G. Characteristics): Adept (Strength, Agility)

Effect: If the character succeeds at an attack test with a melee
weapon (including natural weapons), he can spend a Luck point.
If he does, the attack cannot be defended against with the Evade

or Parry reaction: it can only be blocked.

Man Catcher
The character is skilled in capturing and immobilizing opponents.
Level (G. Characteristics): Apprentice (Strength, Agility)
Effect: When the character is entangling or immobilizing oppo­nents, attempts to defend against or break free from his attacks

suffer a -10 penalty.

Observant
The character quickly picks up on his opponents’ tricks, and

all their little cues.
Level (G. Characteristics): Master (Perception)
Effect: The character can treat his Combat Style skill as being
governed by Perception.

Perfect Shot
The character knows how to inflict maximum damage in a

single shot.
Level (G. Characteristics): Adept (Agility)
Effect: Whenever one of the character’s ranged attacks inflicts
trauma on a target, increase the amount inflicted by the char­
acter’s degrees of success on the attack test.

Quick Draw
The character is able to rapidly ready himself for combat. Level (G. Characteristics): Journeyman (Agility) Effect: The character can take the Ready Weapon action as a free action.

Rapid Reload
The character is able to quickly reload his weapon.
Level (G. Characteristics): Adept (Agility)
Effect: The character reduces the Reload of all ranged weapons
by one action (to a minimum of zero: a free action).

Right on Target
The character is always able to land his shots where he wants,
striking his opponent where he is weakest.
Level (G. Characteristics): Expert (Agility, Perception)
Effect: The character can choose the hit location of any of his
ranged attacks, although this effect is still subject to any other
effect that would redirect an attack’s location.

Skirmishing
The character is able to fight while on the move, slowly wearing
his opponents down.
Level (G. Characteristics): Journeyman (Agility)
Effect: The character may make ranged attacks while at a run
(but not while sprinting).

Takedown
The character has learned to incapacitate targets with well-aimed
blows designed to send them sprawling
Level (G. Characteristics): Journeyman (Strength)
Effect: The character can decide to, before making a melee attack,
attempt to take down his opponent. If he does, his attack causes
half damage, but the target suffers from knockback.

Targeted Assault
The character is able to land his blows where he wants, striking
his opponent where he is weakest.
Level (G. Characteristics): Expert (Agility)
Effect: The character can choose the hit location of any of his
melee attacks, although this effect is still subject to any other
effect that would redirect an attack’s location.

Target Selection
The character is able to accurately pick out foes amongst his
friends, and hit them at range.
Level (G. Characteristics): Adept (Agility, Perception)
Effect: The character ignores all penalties for firing ranged
weapons at targets engaged in melee combat.

Teamwork
The character fights well with others.
Level (G. Characteristics): Journeyman (Agility)
Effect: If two or more characters with this talent are engaged
in the same melee combat, they gain an additional degree of

success on successful Combat Style skill tests in that engagement.

Thunder Charge
The character knows how to maximize the force generated by a
charge to deal devastating damage to his opponents. Level (G. Characteristics): Adept (Strength, Agility) Effect: The character doubles his Movement Rating (or that of his mount) when calculating the extra damage dealt by attacks made when charging.

Unarmed Prowess
The character is able to maximize the effectiveness of each of
his limbs when fighting unarmed.
Level (G. Characteristics): Adept (Strength, Agility)
Effect: The character treats his natural weapons as being one

size larger than usual, reflecting his ability to better attack and

defend against his opponents.

Unrelenting
The character is relentless in their assault, and no opponent can

escape him in battle.
Level (G. Characteristics): Journeyman (Strength, Agility)
Effect: The character gains a +20 to opposed Evade tests made
when an opponent is attempting to use the Change Range

action to open range or disengage from a fight.

Unstoppable Might
The character is capable of wielding the mightiest of weapons in but a single hand, crushing his opponents beneath them. Level (G. Characteristics): Expert (Strength) Effect: The character can use two-handed melee weapons in
one hand with no penalty (though if he attempts to wield a second weapon or a shield while doing so, he suffers a -10 to Combat Style tests made to use either one). Additionally, when the character wields a Hand and a Half weapon in one hand he receives the bonus as if he were wielding it in two hands.

Crafting
Crafting talents improve a character’s ability to create items, including those produced through the arcane crafts.
Alchemist (School)
The character can create potions with effects from a given school. Level (G. Characteristics): Novice (Intelligence) Effect: The character can use effects from the chosen school when creating magic components for use in potions. This talent can be purchased multiple times, but not more than once for the same school.

Expert Alchemist (School)
The character is skilled in maximizing his use of effects from a particular school in potions he creates, but only on their own. Level (G. Characteristics): Adept (Intelligence) Requires: Alchemist (School) Effect: The character reduces the magicka cost of any magic components from the chosen school that they create for use in potions by twenty percent (round down) as long as the potion only uses that one component. This talent can be purchased multiple times, but not more than once for the same school.

Splicer
The character is skilled in creating potions with many effects,
balancing the many ingredients required.
Level (G. Characteristics): Adept (Intelligence)
Requires: At least two Alchemist (School) talents
Effect: The character reduces the magicka cost of any magic
components that they create for use in potions by twenty
percent (round down) as long as the potion contains more
than one component.

Trial and Error
The character learns from every mistake they make, and is able to create powerful potions given several trials. Level (G. Characteristics): Journeyman (Intelligence) Requires: At least two Alchemist (School) talents Effect: The character gains a cumulative +10 modifier on Alchemy tests made to brew a potion if their last Alchemy test was a failed attempt to create the same potion. This effect caps at a maximum +30 bonus.

Efficient
The character knows how to cut down the time required to create a weapon or piece of armor while still producing an acceptable result. Level (G. Characteristics): Journeyman (Intelligence) Effect: The character can choose to halve the time required to create a given weapon or piece of armor, but takes a -20 penalty to the smithing test to do so.

Enchanter (School)
The character is able to create enchantments utilizing effects from a particular school. Level (G. Characteristics): Novice (Intelligence) Effect: The character can use effects from the chosen school when creating magic components for use in enchantments. This talent can be purchased multiple times, but not more than once for the same school.

Arcane Researcher
The character has learned how to best test new ideas, and break new ground with their enchantments. Level (G. Characteristics): Journeyman (Intelligence) Requires: At least two Enchanter (School) talents Effect: The character gains a +10 modifier on Enchant tests made to create an enchantment if they have never attempted to create that specific enchantment before.

Expert Enchanter (School)
The character is skilled in maximizing his use of effects from a particular school in enchantments he creates, but only on their own. Level (G. Characteristics): Expert (Intelligence) Requires: Enchanter (School) Effect: The character reduces the magicka cost of any magic components from the chosen school that they create for use in enchantments by twenty percent (round down) as long as the enchantment only uses that one component. This talent can be purchased multiple times, but not more than once for the same school.

Manifold Enchanter
The character is skilled in creating enchantments with many effects, weaving each together carefully within one item. Level (G. Characteristics): Expert (Intelligence) Requires: At least two Enchanter (School) talents Effect: The character reduces the magicka cost of any magic components that they create for use in enchantments by twenty percent (round down) as long as the enchantment contains more than one component.

Experimentation
The character knows how to best break the rules of alchemical safety in order to get results. Level (G. Characteristics): Adept (Intelligence) Effect: The character can choose to disregard normal safety procedures when creating a potion. When doing so, they gain a +20 bonus on their Alchemy skill test, but the potion auto­matically backfires on success. If the test fails it also backfires. When rolling, roll twice and use the higher result. When the character does this, ignore the Experienced talent.
Experienced Alchemist
The character has learned the many aspects of the art of alchemy,

and can avoid backfires no matter the potion.
Level (G. Characteristics): Expert (Intelligence)

Effect: The character never suffers from alchemical backfires.

Master Alchemist
The character is a true master of alchemy.
Level (G. Characteristics): Master (Intelligence)
Effect: The character can reroll failed Alchemy skill tests, but

only once.

Master Enchanter
The character is a true master of enchanting.
Level (G. Characteristics): Master (Intelligence)
Effect: The character can reroll failed Enchant skill tests, but

only once.

General
General talents are those talents that are generally applicable or do not fit in any other category.
Expert (Specialization)
The character is an expert in their area of specialization. Level (G. Characteristics): Expert ([Skill’s G. Characteristic]) Effect: The character chooses one of their existing specializa­tions when they purchase this talent. The character may reroll failed skill tests made with that specialization. This talent can be purchased multiple times, but not more than once for the
same specialization.

Grandmaster (Skill)
The character is the absolute best at what he does.
Level (G. Characteristics): Master ([Skill’s G. Characteristic])
Requires: Chosen skill at Master rank.
Effect: The character chooses one of their existing Master ranked

skills when they purchase this talent. The character may reroll
failed skill tests for that skill. This talent can be purchased
multiple times, but not more than once for the same skill. Does

not stack with other talents that would allow rerolls.

Untouchable
The character is exceedingly lucky, and seems to always escape

the most difficult situations unscathed.
Level (G. Characteristics): Master (Luck)
Effect: At the beginning of a round, the character can choose
to spend a Luck point. If he does, the character may replace his
Wound Threshold with twice his Luck bonus for the remainder

of that round.

Intellectual
Intellectual talents grant a character different mental feats and can enhance his abilities in various intellectual pursuits.
Attention to Detail
The character is always scrutinizing those around him.
Level (G. Characteristics): Apprentice (Intelligence, Perception)
Effect: The character can use the Investigate skill to oppose
attempts to deceive him.

Businessman
The character is experienced in the art of commerce, and is
able to minimize any potential losses or capitalize on potential
gains when bargaining.
Level (G. Characteristics): Journeyman (Intelligence)
Effect: The character halves degrees of failure (round down) or
doubles degrees of success on opposed Commerce skill tests.

Blending
The character is able to use his cunning and knowledge of the
area to help him blend in with the locals.
Level (G. Characteristics): Apprentice (Intelligence)
Effect: The character can choose to use the Lore skill in place of
the Stealth skill when shadowing someone through a crowded
area.

Canvassing
The character is able to use special techniques to systematically
gather information from larger groups of people.
Level (G. Characteristics): Apprentice (Intelligence)
Effect: The character can re-roll failed tests to gather information
from large groups of people, but only once for each test.

Coordinated Interrogation
The character is skilled in cooperating with other characters to interrogate a subject through the use of mind games and other manipulative tactics. Level (G. Characteristics): Apprentice (Intelligence) Effect: The character gains a +10 bonus to all Intimidate tests made to interrogate a character for each other character partic­ipating who also has this talent.

Cunning Warrior
The character is a cunning warrior, able to deduce when danger
might arise and determine how to best respond.
Level (G. Characteristics): Apprentice (Intelligence)
Effect: The character can choose to use his Intelligence bonus in
place of his Agility bonus when calculating his Initiative Rating.

Foresight
The character has trained himself to be extremely logical. Level (G. Characteristics): Journeyman (Intelligence) Effect: The character may choose to spend a minute deep in thought contemplating a particular problem before attempting to solve it. If he does so, he gains a +20 bonus to the next Intelligence based test made to solve that problem.

Rational
The character has trained himself to be extremely logical.
Level (G. Characteristics): Journeyman (Intelligence)
Effect: The character can re-roll failed Logic skill tests, but only

once for a given test.

Scholar
The character is an experienced academic, capable of learning

about many subjects in great depth.
Level (G. Characteristics): Adept (Intelligence)
Effect: The character halves the CrP/XP cost required to gain
Specializations for the Lore or Linguistics skills, and may take
twice the usual number. The character may also know twice
the usual number of languages.

Tactician
The character is a skilled tactical commander, able to make sure
his allies are all in the right place at the right time.
Level (G. Characteristics): Journeyman (Intelligence)
Effect: When the character makes a Command (Int) test to

coordinate his allies before a combat encounter, they gain a +1

to their initiative roll for that encounter.

Total Recall
The character has trained his memory to perfection. Level (G. Characteristics): Master (Intelligence) Effect: The character gains the Perfect Memory quality.

Lycanthropy
Lycanthrope talents enhance a character’s were-form.
Note
When determining if a character meets the characteristic requirements for a given talent, consider their normal form instead of their were-form. Additionally, in order to purchase any of the Lycanthrope talents a character must have the Lycanthrope elite advance.

Hunter
The Lycanthrope is a deadly hunter, able to track down prey
with ease.
Level (G. Characteristics): Apprentice (Perception)
Effect: The Lycanthrope can reroll failed Survival skill tests in
order to track prey when transformed.

Insatiable Hunger
The Lycanthrope is able to heal themselves by satisfying their
hunger for flesh.
Level (G. Characteristics): Adept (Endurance)
Requires: Hunter
Effect: The Lycanthrope may reduce their current trauma
by 2d10 if they consume a person or large animal.

Hunter’s Hide
The Lycanthrope’s hide protects them from those who would
do them harm.
Level (G. Characteristics): Journeyman (Endurance)
Effect: The Lycanthrope gains the Natural Armor (10) trait.

Killer’s Claws
The Lycanthrope’s claws and teeth tear the flesh of its prey
with ease.
Level (G. Characteristics): Apprentice (Strength)
Effect: The Lycanthrope’s attacks with its natural weapons gain
the Tearing quality.

Totem of the Predator
The Lycanthrope is a perfect predator, and can remain unseen
by its prey until the last possible moment.
Level (G. Characteristics): Adept (Agility)
Effect: The Lycanthrope can reroll failed Stealth skill tests when
transformed, but only once for a given test.

Totem of the Beast
The Lycanthrope has mastered their bestial form.
Level (G. Characteristics): Master (Willpower)
Effect: The Lycanthrope may trigger transformation to and
from their were-form at will.

Mobility
The mobility talents improve a character’s ability to move through his environment quickly, effectively, and without harming himself, both in and out of combat.
Assassin Strike
The character is able to strike, and then rapidly fall back. Level (G. Characteristics): Journeyman (Agility) Effect: The character may perform the Open Range special
effect on the attack, and not just as the defender.

Catfall
The character is able to minimize harm to himself when falling.
Level (G. Characteristics): Apprentice (Agility)
Effect: Reduce the distance the character falls by a number of
meters equal to his Agility bonus for the purposes of calculating
fall damage against him.

Ghost
The character is able to move quickly even while trying to silence

his movements.
Level (G. Characteristics): Expert (Agility)
Effect: The character can ignore any situational modifiers to
Stealth tests imposed by how fast he’s moving.

Hard Target
The character is able to move quickly, ducking in and out of

cover and avoiding attempts to hit him without slowing down.
Level (G. Characteristics): Journeyman (Agility)
Effect: Attempts to hit the character with ranged attacks while
he’s running or sprinting are made at double the usual penalty.

Leap Up
The character is able to regain their feet rapidly.
Level (G. Characteristics): Novice (Agility)
Effect: The character can take the Regain Footing action as a

free action.

Lightning Reflexes
The character is extremely quick to react to dangers.
Level (G. Characteristics): Expert (Agility)
Effect: When making an initiative roll, the character can roll
twice and choose the higher of the two rolls.

Nimble
The character is exceedingly quick.
Level (G. Characteristics): Master (Agility)
Effect: The character may use his Agility bonus in the place of

either his Perception or Intelligence bonuses when calculating
his Maximum Action Points. This only works for Agility, and

cannot be used in combination with Intimidate or Combat Flair
to allow you to use Strength or Personality instead.

Step Aside
The character is skilled at dancing around multiple opponents,

evading their attempts to corner him.
Level (G. Characteristics): Adept (Agility)

Effect: The character can reroll failed Evade skill tests made
when taking the Outmaneuver combat action, but only once
for a given action.

Swashbuckler
The character is able to fight well in a number of unconventional

situations (such as swinging, climbing, on wobbly or slippery

surfaces, and so forth).
Level (G. Characteristics): Journeyman (Agility)
Effect: The character ignores skill caps placed on any of his

combat rolls by his Athletics or Acrobatics skills (except for
when fighting in water).

Resilience
Resilience talents enhance a character’s raw survivability and their ability to continue to function under physical and mental stress.
Iron Jaw
The character is difficult to put down, and is always bouncing back ready for a fight. Level (G. Characteristics): Journeyman (Endurance) Effect: When suffering from the stunned condition, the char­acter can make an Endurance test at the beginning of each round that he is stunned. If he succeeds, he loses the stunned condition. Additionally, the character always counts as being braced when he suffers the effects of knockback.

Iron Will
The character’s mind is a fortress protected against manipulation
Level (G. Characteristics): Adept (Willpower)
Effect: The character may reroll failed Willpower tests to resist
any form of manipulation or coercion.

Meditation
The character can meditate, resting his mind and body in a
short period of time.
Level (G. Characteristics): Apprentice (Willpower)
Effect: By spending time resting in uninterrupted meditation,
and passing a Willpower test, the character halves the recovery
period required to remove levels of fatigue.

Push Through
The character has incredible endurance, and can push through
even the most terrible pain and keep going.
Level (G. Characteristics): Adept (Endurance)
Effect: The character can make an Athletics test to ignore the
effects of their levels of fatigue for the remainder of an encounter,
or for some other period of time the GM deems appropriate.
The character may only attempt this once in any given situation,
and if they fail they push themselves too hard and gain another
level of fatigue instead.

Rapid Recovery
The character heals more quickly than usual.
Level (G. Characteristics): Journeyman (Endurance)
Effect: The character removes trauma at twice the natural healing
rate. This stacks additively with other similar effects.

Stubborn
The character is fearless in the face of all but the most terrifying
sights.
Level (G. Characteristics): Expert (Willpower)
Effect: The character may reroll failed Fear tests, but only once.

Shadow Magic
Shadow Magic talents improve a character’s ability to manipulate the shadows through the use of shadow magic.
Note
In in order to purchase any Shadow Magic talents a character must have the Shadow Mage elite advance.

Abridged Congruence
The character is able to perform the necessary motions to manip­ulate the shadows with only one hand.
Level (G. Characteristics): Journeyman (Willpower)
Effect: The character ignores any penalties to Shadow Magic skill
tests for using congruence powers or performing congruence
rituals with only one hand.

Mental Congruence
The character has learned to manipulate the shadows with thoughts alone, casting aside the tools used to prop up weaker mages. Level (G. Characteristics): Expert (Willpower) Requires: Abridged Congruence Effect: The character may utilize congruence powers or congruence rituals without any of the usual somatic com­ponents, simply enacting the patterns mentally with none of the usual penalties.

Shadow Caster
The character is skilled in manipulating the forces of shadow,
but finds the ritual format too constraining.
Level (G. Characteristics): Journeyman (Willpower)
Effect: The character gains a +10 bonus to all power tests to use
congruence powers., but takes a -10 penalty to all ritual tests
made to perform congruence rituals.

Sublime Congruence
The character improves their connection to the shadows around them, manipulating them for his own gain. Level (G. Characteristics): Varies (Willpower) Effect: The character increases the X value of their Convergence Rating (X) trait by one. The character can purchase this talent more than once. This talent begins at the Novice level, and gains a level each time a character purchases it, to a maximum of Master (after which point a character cannot purchase it again).
Shadow Sense
The character has picked up the habit of monitoring the currents

of the shadows around him, and is able to detect when they’re
being manipulated.
Level (G. Characteristics): Journeyman (Perception)

Effect: The character can make an Observe skill test in order to

detect when other characters use congruence powers within a
number of kilometers equal to the X value of his Convergence
Rating (X) trait. On success, his degrees of success determine
how accurately he can place the location of the other shadow
mage and determine the nature of the power used.

Ritualistic
The character is skilled in manipulating the forces of shadow,
but is uncomfortable doing so without preparation.
Level (G. Characteristics): Journeyman (Willpower)
Effect: The character gains a +10 bonus to all ritual tests made
to perform congruence rituals, but takes a -10 penalty to power

tests to use congruence powers.

Harmonic Safeguards
The character is able to fetter his power in such a way as to

entirely protect himself from Disharmony.
Level (G. Characteristics): Adept (Willpower)
Effect: If the character fetters the CR of a congruence ritual or

congruence power to half of his Convergence Rating (round
up) or lower when, he cannot trigger Disharmonies.

Shehai Shen She Ru
These talents enhance the character’s use of the abilities granted to them by the Way of the Spirit Sword.
Note
In order to train the Shehai Shen She Ru skill, purchase any of the related talents, or use any of the related abilities, a character must possess the Sword-Singer elite advance.

Aberrant Adept
The character is able to attempt the myriad techniques of
Aberrant Swordsmanship without tiring as easily.
Level (G. Characteristics): Journeyman (Willpower)
Effect: The character only ever gains one level of fatigue from
failed Technique tests.

Ansei of the First Level (Weapon Type)
The character is able to manifest a barely visible, and relatively weak, spirit sword. Level (G. Characteristics): Adept (Willpower) Effect: The character chooses a weapon type when this talent is purchased (must be some kind of sword). The character may manifest a first level Shehai of the chosen weapon type. The character may only ever purchase this talent once.

Ansei of the Second Level (Weapon Type)
The character is able to manifest a spirit sword.
Level (G. Characteristics): Expert (Willpower)
Requires: Ansei of the First Level (Weapon Type)
Effect: The character may manifest a second level Shehai
of the weapon type specified by the Ansei of the First Level
talent. The character may have up to 2 Shehai (Effect) talents.
The character may only ever purchase this talent once.

Ansei of the Third Level
The character is able to manifest a powerful spirit sword. Level (G. Characteristics): Master (Willpower) Requires: Ansei of the Second Level (Weapon Type) Effect: The character may manifest a third level Shehai of the weapon type specified by the Ansei of the Second Level talent. The character may have up to 4 Shehai (Effect) talents. The character may only ever purchase this talent once.

Shehai (Effect)
The character can manifest a Shehai tuned to their own style.
Level (G. Characteristics): Journeyman (Willpower)
Effect: When the character purchases this talent, choose one
of the following effects. This talent may be purchased multiple
times, but not with the same effect.


Aberrant: Character gains a +10 bonus to technique tests when using the Shehai.


Blinding: Character’s Shehai gains the Sunlight quality.


Burning: The character can, as a free action, change the composition of his Shehai. When he does this, hits with the Shehai deal fire damage instead of rending damage.


Cleaving: Hits with the character’s Shehai ignore armor.


Concussive: Character’s Shehai gains the Concussive (-20) quality.


Electrifying: The character can, as a free action, change the composition of his Shehai. When he does this, hits with the Shehai deal shock damage instead of rending damage.


Freezing: The character can, as a free action, change the composition of his Shehai. When he does this, hits with the Shehai deal frost damage instead of rending damage.


Proven: Character’s Shehai gains the Proven (WpB) quality.


Reach: The character wielding the Shehai may, as a free action, increase or decrease its Reach category (though it must remain within one step of its base Reach).


Soul Rending: Hits with the character’s Shehai treat the target’s Wound Threshold as being equal to twice their Willpower bonus (instead of its usual value).


Stable: Character’s Shehai gains the Superbly Balanced quality.


Tearing: Character’s Shehai gains the Tearing quality.


Venomous: Hits with the Shehai deal poison damage instead of rending damage.

Social
Social talents improve character’s abilities to conduct themselves amongst others, to lead them, to deceive them, or to sway their opinions.
Big Words
The character floods someone with technical jargon to befuddle them: he at least sounds like he knows what he’s talking about. Level (G. Characteristics): Journeyman (Intelligence) Effect: The character can use the Lore skill in place of the Deceive skill in appropriate situations (GM discretion).

Charlatan
The character is an experienced conman, and can make a pretty
penny with his skills.
Level (G. Characteristics): Journeyman (Personality)
Effect: The character can use the Deceive skill in place of the
Commerce skill.

Commanding
The character has a natural knack for leadership, and is able to
lead dozens of people through dangerous situations.
Level (G. Characteristics): Journeyman (Personality)
Effect: The character never suffers any penalties to Command
tests based on the number of people he is leading.

Into the Fire
The character inspires those around them to fight on even in

the face of fear.
Level (G. Characteristics): Adept (Personality)

Effect: All allies within twenty meters of the character gain a
+10 bonus to all fear tests. A character can only be affected by

one other character with this talent at any given time.

Inspire Wrath
The character is able to whip groups into a frenzy with ease. Level (G. Characteristics): Journeyman (Personality) Effect: The character can reroll failed Personality based tests to inspire anger or provoke rage in others, but only once per test. He can also affect twice as many other characters as he normally could when doing so (apply this bonus on top of any other effects that would increase this number).

Questioning
The character is skilled at drawing information out of others.
Level (G. Characteristics): Journeyman (Personality)
Effect: The character can reroll failed Personality based tests
when attempting to get information out of someone, but only
once for each test.

Spellcasting
Spellcasting talents improve a character’s ability to channel and control magicka through spells.
Creative
The character takes joy in the experimental side of magic, and
is more efficient when not bound by traditional rules.
Level (G. Characteristics): Journeyman (Willpower)
Effect: The character reduces the total magicka cost of any
non-standard spell they cast by their degrees of success on the
spellcasting test (to a minimum of 1).

Bound Magicka
The character understands that pure, unbound creativity can lead to one’s destruction. Level (G. Characteristics): Expert (Willpower) Requires: Creative Effect: When casting a non-standard spell, the character can choose to forgo the potential bonus afforded to them by the Creative talent. If they do this, the spell cannot backfire except on a critical failure.

Innovator
The character is an innovator, always pushing against the
walls that would constrain them.
Level (G. Characteristics): Adept (Willpower)
Requires: Creative
Effect: The character can reroll failed spell creation tests, but
only once for a given test.

Unbound Magicka
The character is able to push themselves further than thought possible, but none can walk away from such power unscathed. Level (G. Characteristics): Expert (Willpower) Requires: Creative Effect: When casting a non-standard spell, the character can choose to double the potential bonus afforded to them by the Creative talent. If they do this, the spell backfires regardless of whether or not they succeed or fail: roll on the backfire table corresponding to the school of the spell and add one to the result for each degree of success, or two for each degree of failure.

Student (School)
The character excels in a particular school of magic, adopting its tools with ease. Level (G. Characteristics): Novice (Willpower) Effect: The character reduces the CrP/XP cost of learning spells from the chosen school by ten (to a minimum of five). This talent can be purchased multiple times, but not more than once for the same school.

Bend Reality
The character is able to use simple principles of Alteration in order to perform otherwise difficult physical feats. Level (G. Characteristics): Journeyman (Willpower) Requires: Student (Alteration) Effect: The character can use the Alteration skill in place of the Athletics or Acrobatics skills, but each time he does so he must spend 3 magicka.

Cryomancer
The character prefers the cold of elemental frost, freezing his
enemies in their tracks.
Level (G. Characteristics): Apprentice (Willpower)
Requires: Student (Destruction)
Effect: Any spells the character casts that deal frost damage
reroll the lowest damage die. If the new roll is higher than
the original, use it when calculating that damage.

Electromancer
The character is a natural with electricity, blasting his enemies
with aetheric lightning.
Level (G. Characteristics): Apprentice (Willpower)
Requires: Student (Destruction)
Effect: Any spells the character casts that deal shock damage
reroll the lowest damage die. If the new roll is higher than
the original, use it when calculating that damage.

Flow of Magicka
The character understands the ebb and flow of the forces of magicka, and can use it to his advantage. Level (G. Characteristics): Master (Willpower) Requires: Student (Mysticism) Effect: If one or more magic components originating from any other character would affect the character, they may choose to instead make a -20 Mysticism skill test as a reaction. If they succeed, the component(s) have no effect and the character gains magicka equal to half the total cost of the component(s) (round down). Failure incurs a magical backfire, and the character rolls on the backfire table corresponding to the school of the most expensive incoming component (adding any degrees of failure above his Willpower bonus to the result).

Healer
The character has learned a number of minor healing charms
which he can use to perform simple treatments.
Level (G. Characteristics): Journeyman (Willpower)
Requires: Student (Restoration)
Effect: The character can use the Restoration skill in place

of the First Aid skill, but each time he does so he must

spend 3 magicka.

Master (School)
The character excels in a particular school of magic, adopting

its tools with ease.
Level (G. Characteristics): Master (Willpower)
Requires: Student (School)
Effect: The character can reroll failed casting tests when
casting spells from the chosen school, but only once for a
given test. This talent can be purchased multiple times, but

not more than once for the same school.

Pyromancer
The character has a gift for using fire, and brings it to bear

to burn his enemies to cinders.
Level (G. Characteristics): Apprentice (Willpower)
Requires: Student (Destruction)
Effect: Any spells the character casts that deal fire damage
reroll the lowest damage die. If the new roll is higher than
the original, use it when calculating that damage.

Telepath
The character has mastered one of the many obscure feats
of Mysticism.
Level (G. Characteristics): Expert (Willpower)
Requires: Student (Mysticism)
Effect: The character may spend magicka to gain the
Telepathic trait at will, receiving the trait for one minute
per point spent.

Trickster
The character has learned that even the simplest of illusions
can have more practical, everyday applications.
Level (G. Characteristics): Adept (Willpower)
Requires: Student (Illusion)
Effect: The character can use the Illusion skill in place of
the Deceive skill, but each time he does so he must spend
3 magicka.

Wrest Control
The character is able to contest control of a summoned creature with another conjurer. Level (G. Characteristics): Master (Willpower) Requires: Student (Conjuration) Effect: The character can, through the use of the Cast Magic action, make an opposed Willpower test against another character within their line of sight. If the character wins, they become the new master of a creature with the Summoned trait that the target controls.

Methodical
The character is most effective when given rules which they can
master, and learn to work within.
Level (G. Characteristics): Journeyman (Willpower)
Effect: The character reduces the total magicka cost of any stan­dard spell they cast by their degrees of success on the spellcasting
test (to a minimum of 1).

Efficient
The character has learned to channel magicka efficiently,
allowing them to make the most of their power.
Level (G. Characteristics): Expert (Willpower)
Requires: Methodical
Effect: When casting standard spells, the character doubles
their degrees of success on spellcasting tests.

Spell Sword
The character is able to perform the necessary motions to manip­ulate the forces of magicka with one hand.
Level (G. Characteristics): Journeyman (Willpower)
Effect: The character ignores any penalties to spellcasting tests
for casting spells with only one hand.

Thought Caster
The character can cast a spell purely by thought.
Level (G. Characteristics): Expert (Willpower)
Requires: Spell Sword
Effect: The character may ignore the penalties for casting a
spell without its somatic components.

Thu’um
Thu’um talents improve a character’s ability to use the Voice.
Note
In order to train the Thu’um skill, purchase any of the related talents, or use any of the related abilities, a character must possess the Voice elite advance.

Student of the Voice
The character has begun to learn to control their Thu’um.
Level (G. Characteristic): Journeyman (Willpower)
Effect: When using the Thu’um, the character subtracts 1 level
of fatigue from the amount incurred by using shouts.

Adept of the Voice
The character has gained substantial control over their Thu’um. Level (G. Characteristic): Adept (Willpower) Requires: Student of the Voice Effect: Replaces Student of the Voice. When using the Thu’um, the character subtracts 2 levels of fatigue from the amount incurred by using shouts.

Master of the Voice
The character is a master of the Thu’um.
Level (G. Characteristic): Master (Willpower)
Requires: Adept of the Voice
Effect: Replaces Adept of the Voice. When using the
Thu’um, the character subtracts 3 levels of fatigue from
the amount incurred by using shouts.

Voice of the Emperor
The character speaks with the power and majesty of the Thu’um. Level (G. Characteristic): Adept (Willpower) Effect: The character can use the Thu’um skill as if it were Command or Intimidate.

traitS

Traits are rules that reflect various natural facts about the charac­ter or certain abilities they possess. They include things such as the ability to fly, inherent physical weaknesses, personality traits, and so forth. They are typically the result of birth, upbringing, or racial circumstance but may be gained through other means later in life, though rarely by choice or without the use of magic.
Addiction (*, X)
The character is addicted to something * (chosen when the trait is gained). The character must indulge the addiction regularly (the exact time should be based on the nature of the addiction). If they fail to get their regular dosage, they suffer a -10 penalty to all tests for each X until they do.

Ambidextrous
The character is ambidextrous. He does not suffer the -10 penalty for making attacks with weapons in his off hand.

Amphibious
The character can breathe water, and ignores the skill cap placed on his combat rolls by his Athletics skill when fighting in water.

Attractive (X)
The character is attractive and gains a +10 bonus for each X to any Personality based tests where their beauty plays a major role in the outcome. Each X in this trait cancels the equivalent X value in any instances of the Unremarkable (X) or Ugly (X) traits.

Aversion (*, X)
The character is afraid of or averse to something * (chosen when the trait is gained). This can be used to represent a phobia, or simply a strong dislike for something. While exposed to the source of their aversion, the character suffers a -10 penalty to all tests for each X.

Bad Reflexes
The character is generally slow to react in combat: when rolling for initiative they roll twice and use the lower result.

Bestial
The character has no need to make Survival skill tests in their natural habitat, but must test Willpower to avoid fleeing combat.

Blind
Character has the blinded condition while they have this trait.

Bound
Character is bound to this world, or simply bound together, by magic. They must obey the verbal commands of their master, who bound them. Bound characters cannot attack their masters unless it is to defend themselves. If this character is killed, they do not die in the conventional sense: instead they are banished back to their realm of origin, or the magic animating them ceases.

Brave

The character is brave, and does not scare easily. They receive a +10 bonus on Willpower based tests to resist fear or intimidation

Built Tough (X%)
The character is larger or heavier than other creatures within its
same size category, and thus can take more punishment. Increase
the character’s Health by X% of its base value (round down).

Burning Hatred (*)

The character bears a grudge against a particular person or group *. The character despises this person or people and must make a Willpower test when attempting to flee or avoid potential combat with the chosen person or people. However, their hatred fuels them in combat, granting them a +5 bonus to any tests made in order to cause harm to the chosen person or people. The character may have several instances of this trait, but not
for the same group.

Combat Paralysis
The character has a habit of freezing in stressful situations and must make a Willpower test any time they are surprised or combat breaks out. If they fail they may not take any actions or reactions during the first cycle of that combat in which they would take a turn.

Common Sense
The character has an innately good judgment and can reroll failed Intelligence tests made for matters of simple knowledge, logic, and judgment.

Convergence Rating (X)
A character with this trait has the ability to converge alternate realities, or create new aspects within his own, through the use of Shadow Magic. The X value of the trait, which ranges from 1-10, represents his raw ability to do so. For complete rules, see Shadow Magic in Chapter 8.

Crawler
A character with this trait crawls rather than walking. Halve its normal Movement Rating (round up). It takes no penalties for moving through difficult terrain.

Dampened Sense (*)
A character with this trait suffers a -10 penalty to Perception
based tests that rely on the chosen sense *. A character can gain
this trait more than once, but not for the same sense.

Danger Sense
The character seems to have a sixth sense for danger. They gain a +10 bonus on Perception based tests that would determine if they are surprised by an enemy or not.

Dark Sight
A character with this trait can see normally even in areas with
total darkness, and never takes penalties for acting in areas with
dim or no lighting.

Deaf
Character has the deafened condition while they have this trait.

Direction Sense
The character has a good sense of direction, and gains a +10 bonus on Navigation tests to remember the path they’ve taken, to figure out complicated directions, or simply to remember which way is which.

Disease Resistance (X%)
Characters with this trait have a chance to resist diseases. Whenever the character would be infected by a common disease, roll a d100. If the roll is less than or equal to X, the character doesn’t get the disease.

Disturbing Voice The character has an intimidating, disturbing voice. He gains a +10 to Intimidate tests, but suffers a -10 to all other Personality
based tests that involve speaking.

First Impression
The character always makes a good first impression, and gains a +10 bonus on any Personality based test when they are inter­acting with another character for the first time.

Flyer (X)
The character can fly. When he performs a Movement Action, he can move in any direction. If the character is flying above the ground at any altitude, he must move at the beginning of each round to maintain flight or he starts to fall. The character replaces their Movement Rating with X when they’re flying.

From Beyond
The character is immune to the effects of disease, fear, poison, and any magic that would affect his mind (all illusion magic).

Good with Animals The character has a natural affinity for animals and gains a +10 bonus on Profession [Animal Trainer] skill tests to train
or calm animals.

Heavy Hitter (X)
The character is larger or heavier than other creatures within its same size category, and thus there is more force behind each of its blows. Add X to the character’s Damage Bonus.

Illiterate
The character was never taught to read or write. They can speak just fine, but cannot read or write.

Immunity (*)
The character is immune to any of the effects of the thing spec­ified in parenthesis. The character may have multiple instances of this trait for different effects *.

Incompetent (*, X)
The character is particularly bad at something. Any tests made with the skill * (which must be chosen when the trait is gained) suffer a -10 penalty for each X. The character may have multiple instances of this trait for different skills *.

Incorporeal
Incorporeal characters are spirits, faintly visible and capable of moving through objects. They gain the Flyer (Movement Rating) trait (though they do not need to move to maintain flight) and may use it to freely move through solid objects. They can be targeted by attacks, but cannot suffer damage except for magic damage, or damage from attacks with the Dire or Enchanted qualities. Incorporeal characters cannot affect the mortal world in any way except through magic.

Lingering Injury
The character has an old injury that comes back to bug them at the worst times. The GM and the player should work out the specifics of the injury and how it affects the character.

Lithe (X)
The character is especially flexible and gains a +10 bonus for each X when making Acrobatics tests involving flexibility.

Low Pain Tolerance (X)
The character has a low threshold for pain, and makes any Willpower based tests called for in order to resist the effects of pain at a -10 penalty for each X.

Luck Running Out
The character’s luck is running out. Whenever they would burn any amount of Luck, burn twice that amount.

Naïve
The character lacks experience in certain settings. Whenever they see fit to do so the GM can call for the character to make an Intelligence test in order to not misunderstand a certain social situation.

Natural Armor (X)
The character with this trait has natural armor of some kind. They gain X AR to all hit locations. If a character would receive this talent more than once, combine the X values into a single instance.
Natural Weapons (*)
The character with this trait has unique natural weapons of

some kind. * specifies the complete profile for the character’s natural weapons. Overrides the default natural weapons profile.
Oblivious The character is often oblivious to danger. The character suffers
a -20 penalty on Perception based tests that would determine if the character is surprised by an enemy or not.

Pain Tolerance (X)
The character has a high threshold for pain, and makes any Willpower based tests called for in order to resist the effects of pain at a +10 bonus for each X.

Perfect Memory
The character has a perfect memory, and never forgets anything.

Power Well (X%)
Characters with this trait have more magicka than usual. The size of their Magicka Pool is increased by X% of its base. If the character would receive this trait twice, combine the X values.

Quadruped
The character moves on all fours, or can do so, and thus moves more quickly. Characters with this trait double their base Movement Rating when moving this way.

Reflect (X%)
Characters with this trait have a chance to reflect spells cast at them. Whenever the character is affected by a spell, roll a d100. If the roll is less than or equal to X, the spell is reflected against the original caster and resolved against them instead (with the trait-holder counting as the new caster).

Regeneration (X)
Characters with this trait heal very quickly. They may make an Endurance test at the start of each round to remove X trauma.

Resistance (*, X%)
Characters with this trait are resistant to a certain damage type, such as rending damage, or magic damage. The damage type is specified in *. If the character suffers damage after armor mitigation with the damage type *, reduce that damage by X% (round up) before calculating the effects of the damage.
If a character has both this trait and the weakness trait for the same damage type, then simply ignore the smaller value and treat the larger one as having an X% value equal to the difference between the two.
The character also gains a +20 bonus to Endurance tests to resist environmental effects stemming from sources of the listed type. This can be invoked if, for example, the character needs to make a journey through an extremely hot desert (fire), or resist the effects of a blizzard (frost). When this applies is left to the GM to decide.
Situational Awareness The character is good at maintaining awareness in any circum­
stance and can ignore any negative modifiers to Perception based tests for being distracted.

Skeletal
Characters with this trait have purely skeletal forms. Attempts to hit them with ranged weapons suffer a -20 penalty. They also gain the Resistance (rending, 50) trait, but weapons with the Dire quality ignore this effect. Characters with this trait also automatically gain the Undead trait as well.

Silver-Scarred
Any damage inflicted on a character with this trait after armor mitigation by an attack from a Silver weapon is increased by 50% (round up) before calculating the effects of the damage.

Social Stigma (*)
The character suffers from a stigma * (chosen when the trait is gained) in certain social situations. They suffer a -10 penalty to socially related tests in these situations. The character may have multiple instances of this trait for different stigmas *.

Spell Absorption
Characters with this trait restore magicka whenever a magic component with another source character affects them. The magicka restored is equal to the magicka cost of that magic component.

Stunted Magicka
Characters with this trait do not regenerate magicka naturally.

Summoned
The character has been summoned into this world through magic. They must obey the verbal commands of their master, who summoned them. If their master is killed, they are banished back to their realm instantly. Summoned characters cannot attack their masters unless it is to defend themselves. If this
character is killed, they do not die in the conventional sense: instead they are banished back to their realm of origin, along with any items that may be on them at the time.

Sun-Scarred
Any damage inflicted on a character with this trait after armor mitigation by an attack with the Sunlight quality is increased by 50% (round up) before calculating the effects of the damage. If this character is exposed to normal sunlight (as opposed to damage with the sunlight quality) they gain a level of fatigue each hour. Cloud cover or other such weather doubles the time required. Levels of fatigue gained this way can only begin to be removed by rest, or other means, if the character spends at least an hour in a dark place first.

Telepathic
Characters with this trait can communicate with others tele­pathically. They are capable of “broadcasting” thoughts to other characters within a number of meters equal to one hundred times their Willpower bonus. They must have line of sight to the character to whom they are broadcasting, unless the target character has this trait as well.
Characters with this trait can make a Perception test as a free action to attempt to locate other characters with this trait within their broadcast range, though this test can be opposed by a Willpower test if a character wishes to remain hidden.

Terrifying (X)
The character is terrifying, and any character who encounters them must immediately make a Fear (X) test.

Timid
The character is timid and scares easily. They suffer a -10 penalty on Willpower based tests to resist fear or intimidation.

Ugly (X)
The character is ugly and suffers a -10 penalty for each X to any Personality based tests where their appearance plays a major role in the outcome. Each X in this trait cancels the equivalent X value in any instances of the Attractive (X) or Unremarkable
(X) traits.

Undead
Characters with this trait are mere walking corpses. They do not breathe, or require organs or correct pressures to function. They are immune to things such as disease, poison, aging, fatigue, and a number of conditions including but not limited to: burning (X), dazed, deafened, organ damage, and blood loss (X). Use common sense when deciding what can and cannot affect characters with this trait.

Undying
Characters are free from most concerns of the living. They are
immune to disease and the effects of aging (though they retain

any aging effects that have already taken hold).

Unnatural Senses (*, X)
The character with this trait can perceive its surroundings using

additional and/or different senses than the usual. Their Senses

allow them to detect the things specified by * within range of X
meters (even through solid objects). If * is “all,” then their Senses
have been replaced entirely and they can simply see “normally”
through solid objects up to X meters away.

Unremarkable (X)
The character is average looking and hard to remember. Intelligence based tests made to remember the character’s face suffer a -10 penalty for each X. Each X in this trait cancels the equivalent X value in any instances of the Attractive (X) or Ugly (X) traits.

Weakness (*, X%)
Characters with this trait are weak to a certain damage type, such as rending damage, fire damage, magic damage, and so forth. The damage type is specified in *. If the character suffers damage after armor mitigation with the damage type *, increase that damage by X% (round up) before calculating the effects of the damage.
If a character has both this trait and the resistance trait for the same damage type, then simply ignore the smaller value and treat the larger one as having an X% value equal to the difference between the two.
The character also suffers a -20 penalty to Endurance tests to resist environmental effects stemming from sources of the listed type. This can be invoked if, for example, the character needs to make a journey through an extremely hot desert (fire), or resist the effects of a blizzard (frost). When this applies is left to the GM to decide.

Weak Immune System (X)
The character has a weak immune system and suffers a -10 penalty for each X to any Endurance based tests made in order
to resist the effects of disease.

Chapter 4 Talents And Traits

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