Dark Fantasy Core Set/Traits

Traits:
Roll 2D6+4 for the number of traits. Many traits have an associated attribute that it modifies. These may be listed with that attribute for easier reference & neatness of the character sheet.


 * Aggressive (Personality)


 * Alert (Awareness)


 * Allergy (specific allergen)


 * Animal Bonding: may have one type of animal companion


 * Animal Hatred


 * Athletic (Stamina): +2 Stamina checks for cardiovascular activities


 * Aura Sight [Psionic]


 * Bad Liar: -5 checks for lies, +2 checks for opposite gender


 * Bad-tasting


 * Balance Well (Agility): retest for balance


 * Booming Voice (Personality)


 * Brawny (Strength): +50 pounds to lift


 * Casual (Personality)


 * Chronic Insomnia: +1 Knowledge, -1 Grace


 * Clever (Wits): extra time to think of something to say


 * Conscience Deceitful (Personality): +1 to checks to deceive


 * Dedicated (Willpower): +3 to Willpower checks & challenges to stay focused


 * Dense (Common Sense): -3 to standard Common Sense checks, doesn't apply to learning skills


 * Distinctive (Appearance)


 * Distracting (Appearance)


 * Divine Blessing: free retest per day for yourself or another; immune to Infernal Influence & cannot have both traits


 * Dodge Well (Agility): +1 Armour Class, +2 dodge


 * Eerie Presence (Grace)


 * Eidetic Memory (Knowledge): retest for memory


 * Elegant (Grace): +3 to impress


 * Executive Hair (Appearance)


 * Endurance (Stamina): +3 to Stamina for cardiovascular activities


 * Eye for Art Fierce (Appearance): -3 for checks to like or trust you, but +3 to intimidate


 * Fine Motor Skill (Agility): +2 to checks for hand-eye coordination, but not for whole-body checks Forgettable (Appearance)


 * Frail (Strength): encumbrance one level worse


 * Fully Illiterate (Knowledge): four times harder to learn a language or literacy & must learn written form separately; cannot start with skills requiring knowledge of symbols


 * Gadget Guy (Wits): +4 to jury-rig devices


 * Gleam (Appearance)


 * Glide (Grace)


 * Good Coordination (Agility): +2 to checks involving the whole body


 * Good Memory (Knowledge): +2 to checks for remembering


 * Greedy (Willpower): reduce encumbrance level by one for carried gear (not weapons or armour)


 * Grounded: +1 all physical attributes; -4 checks for mystical skills & double base learn time


 * Hard to Kill: +1 life point


 * Head for Numbers (Wits): +2 to checks involving math


 * Healthy (Stamina): retest for saving throws against disease, radiation, and poison


 * Heightened Hearing (Awareness): +2 to hear; -2 against sonic attacks


 * Heightened Sight (Awareness): +2 to see; -2 against flashes


 * Heightened Smell (Awareness): +3 to smell, +1 to taste; -3 vs. odours & gas attacks


 * Heightened taste (Awareness): +3 to taste, +1 to smell; -3 vs. ingested poison


 * High Pain Tolerance: -2 shock penalties


 * Hopeless Romantic: opposite sex gets +3 social attributes & checks


 * Ice (Grace): +2 vs. intimidation, interrogation, & torture


 * Ignored by Undead


 * Imposing (Appearance)


 * Infernal Influence: one forced retest per day; cannot be used against Divine Blessing & cannot have both traits


 * Inner-strength [Psionic]: retest for endurance & will to persevere


 * Instincts (Knowledge)


 * I.P.B.S.: 2D4 levels of I.P.B.S.; each point spent ignores one shock, fatigue, or environmental penalty, 3 points ignores one point of damage


 * Jerk


 * Jinx


 * Lean (Agility): +1 dodge


 * Learns Fast (Common Sense): +2 to Common Sense checks to learn


 * Light Sleeper (Awareness): Awareness check or retest to awaken


 * Lucky: free retest per day or game session


 * Magic Resistance: 5% chance per casting of immunity


 * Mechanical Aptitude: +2 checks for using or understanding


 * Mental Push: subliminal mental suggestion


 * Minutiae (Awareness): +2 for small details; -1 for big picture


 * Natural (Grace)


 * Natural Direction Sense: know where north is


 * Natural Born Killer: +2 attack & damage; -3 Personality


 * Natural Linguist (Knowledge): retest & +10% chance to learn language


 * Natural Warrior: +1 attack & damage


 * Natural Weather Sense: 86% accuracy for one-week forecast


 * Nice (Personality): +2 to be friendly; -4 to intimidate


 * Nice Singing Voice


 * Nightmares: 20% per night; 1 in 10 will wake you


 * Nimble (Agility): +2 Agility checks in light or no armour
 * Observant (Awareness): learn by watching
 * Olfactory Flashbacks (Awareness): +3 to remember smells; -3 initiative against some scents
 * Paranoid: Conspiracy Theorist (Knowledge): retest against surprise if planning could have helped
 * Paranoid: Nervous (Awareness): retest against sudden surprises
 * Pet Friend: animal companion
 * Phobia: save vs. 10 + level of phobia to do anything but avoid it
 * Pimpin'
 * Poetic
 * Poltergeist [Psionic]
 * Poor Hand-Eye Coordination (Agility): -2 ranged attacks & checks not involving whole body
 * Poor Stopping (Speed): add 1 1/2 stopping distance
 * Possessive (Knowledge): +3 on checks to remember where you left something or to recall distinctive markings
 * Powerful (Strength): +2 attacks to power through tough flesh or armour
 * Prodigy: +2D4 to one proficiency
 * Prophecy: sometimes what you say comes true
 * Psychic Sensitive (Willpower) [Psionic]: double sensitive psionic effects & skills
 * Psychokinetic Affinity (Willpower) [Psionic]: double physical psionic effects & skills
 * Quiet (Personality): -2 to be heard; +2 to stay quiet
 * Rapid Start (Speed): +1 initiative
 * Remorseless: no penalties for first combat
 * Resistance to Alcohol: double alcohol intake
 * Robust (Stamina): +3 Stamina for healing
 * Sense Supernatural Evil [Psionic]
 * Sensitivity to Poisons: 50% to smell at short range; -3 saves against
 * Short-Fuse (Personality): -2 social checks that are frustrating
 * Skilled (Knowledge): 2 additional skills
 * Sneaky (Speed): +1 to sneak & do so at normal movement
 * Sophisticated (Grace): +2 to checks when dealing with upper class; -1 with lower class
 * Speech Impediment (Personality)
 * Spiky Hair: automatic success once per game session on anything cool & heroic
 * Spiritual Destruction: permanently kill
 * Steady (Agility): retest against shakiness
 * Stealthy (Agility): +2 to stay quiet & unnoticed
 * Stout (Strength): encumbrance one level better
 * Strange Luck: sometimes good, sometimes bad, usually both
 * Stubborn (Willpower): +3 Willpower challenges
 * Stubborn Old Bastard (Willpower): +8 Willpower challenges, but must roll Willpower check to change mind
 * Stupidly Brave (Knowledge): -2 Knowledge; no fear
 * Stupidly Lucky: 3 free retests & 1 forced retest
 * Sturdy (Stamina): +2 hit points
 * Stutters (Personality)
 * Survival Instinct (Willpower): retest against system shock once per encounter
 * Sweet (Personality)
 * Sympathetic (Grace)
 * Targeting Sense [Psionic]: tell when you're being targeted
 * Threatening (Grace): -2 to like or trust; +2 to intimidate
 * Time Sense
 * Total Unbeliever in Magic: +4 saves vs. magic, but must save against all magic
 * Tough: +1 damage reduction
 * Traction (Speed): half penalties for uncertain ground
 * Uneducated (Knowledge): cannot start with skills requiring formalized instruction
 * Unlucky
 * Very Lucky: 2 free retests
 * Water Baby: free Swimming skill; hold breath & swim twice as long
 * Way with Animals
 * Well-Read (Knowledge): +4 on Knowledge-based lore skills
 * Wicked Quick (Wits): +3 initiative
 * Wisdom (Common Sense): retest Common Sense to avoid doing something stupid